Showing posts with label niches. Show all posts
Showing posts with label niches. Show all posts

Thursday, September 5, 2013

Class System


The above, from Wikipedia, is my class and multiclassing system. It comes from Talysman's post on the three-role class system, which recognizes that there are three basic archetypes inherent in the early game, which also comport with archetypes present in fiction - the fighter, the wizard, the trickster. The fighter approaches problems directly, with force or toughness, the wizard, using magic, and the trickster, indirectly, but without magic - applying her own cleverness and skill.

Therefore, I have:
The Warrior: Receives training in two different weapons per level, and reduces Death and Dismemberment Table rolls by one, per level.
The Mystic: Receives one extra spell die per level, and can craft magic items using a system I have yet to satisfactorily determine.
The Spy: Receives training in climbing or swimming, per level. Receives training in stealth, per level. Begins with literacy in native language, and can use the Lore system to gain knowledge of additional languages or scripts, or otherwise rumors and gossip.

Each of these is one of the "primary" colors - say the Warrior is red, the Mystic is blue, and the Spy is green. Overlap represents a "dual-class" - which I'm constructing to be a fully-fledged class, since that is much clearer and easier to conceptualize than a hyphenated Franken-class. So: between the Warrior and the Mystic is the Warlock, who gains weapon training at the cost of crafting ability. Between the Warrior and the Spy is the Assassin, who retains the weapon use, stealth, and terrain abilities of both classes. And between the Mystic and Spy is the Trickster, which is a stealthy spellcaster.

Obviously, there's no reason to mix between any of the derived classes - there's absolutely no reason to be 1/4 this and 1/3 that, or to pursue any of the more esoteric shades of green. There is, of course, the central mix of all primary colors - the polymath, who is stealthy, gains some weapon abilities, and is a spellcaster.

Incomplete, as usual. But I think I'm going to do away with separated hit die progressions, attack-bonus tables, and definitely with weapon and armor restrictions. That way, each class is as concise as possible, and imposes much less upon your character's stats and abilities.

Wednesday, July 17, 2013

First Level as Survival Horror

Some tangential thoughts prompted by a discussion at The 9 and 30 Kingdoms:

What I value most in a class system and rule-set are the principles of definition through play, and the ability to play with understanding as little of the complete system as possible. Though I'm currently using LotFP's class system with few modifications (save the magic system), I'm working on a three-class system with "specialist classes" that are sort of like prestige classes, but available after 3rd level and with no other requirements. Basic classes would be reduced to the three archetypes - fighter, mage, thief.

As it is, each class knows some of the elements of each of the other classes - thieves and mages know how combat works and can use some weapons and armor. Mages and fighters have a limited ability to find and disarm traps. Everyone's a little bit of a jack-of-all trades, enough to give a bit of leeway in adverse circumstances.

What if, instead, the only "combat system" available to a mage was, "The orc stabs you in the guts and you die?" Obviously, this would absolutely require the dungeon to be structured such that every problem lent itself to all three conflict-resolution systems, or at the very least, complete avoidance. The "obviously present" trap becomes paramount. And it would also require the GM to be open to players creatively forcing problems into their niche ("All I can do is attack? Well, I attack the trap mechanism!"). But if Amnesia: The Dark Descent could get away without letting the character attack the monsters, at all, ever, why can't a dungeoncrawl?

So far, I've been assuming only one player. A party composed of characters like this wouldn't be immune to the survival-horroresque problems faced by the single character - as each individual is still only capable of one type of action, and vulnerable to all the others. Teamwork becomes an absolute necessity. And, most of all, creative play becomes the only possible way to survive.