Thursday, 31 October 2024

Keeping it Classy - class and subtypes



























Chagrinspire VOL3 and EMO Quickstart stuff updates on Patreon and some bonus 3folds coming shortly.

 So as my system is a bit clunky I started on the idea of a pregen character for each class for quickstart, late players and ideas for players.

More recently I expanded this to try and make 6 pregens per class
they have been handy for followers in play which was a surprise

So here is the current project
x = need a new name

Some are mostly done - skills to improve sections need the most work and handy to make high-level npcs. Still playing with the overall format and info. Thinking a box on high-level domain, followers and optional alignment for classes. Id like dervish or fakir but i need more flexible terms

Avoiding terms from specific religions or keeping more Eurocentric and avoiding gendered names - sadly no good sub for highwayman. Master has become more used as neutral but i don't want to over use it and would like it for savant/monks but beastmaster is pretty cool for druids. Variant monks might get different powers.

The grey stuff is for the overflow of ideas later
suggestions for anything here welcome
even to fill out the overflow or suggestions

In part they are like kits/subclasses but built from the basic rules so you can generally change out abilities or skills or change a stat to make a quick character. Each gets a basic character sheet with a description and suggested skill improvements for later levels. Some classes these variants may get distinct abilities hopefully described inside the class description and just referred to on the character sheet 

Right Now I'm messing with
Sorcerers, druids and savants (monk) I'm most indecisive about currently and the non human classes sub types. Some classes like bards/sorcerers/elves/gnomes can choose which spell list they use so i try and make specialists using those lists for each class

Suggested bard spells be treated differently maybe more gained more like knowledge from a teacher or a book so you can study as opposed to ppl who are channelling supernatural beings or miracles. I might have to define these things which define the theory behind spell recovery, casting, learning new spells.

I might return have a research system for spells, songs, alchemy and herbal formula


Priests Clerics Templars
Im very tempted to make cleric/priest all templars and use another class like sorcerer for the bulk of non combat priest orders you meet in civilisation - templars are either in massive church forts in orders or running around the frontier or retires in odd places or running a frontier shrine. The softer sort do miracles and will get some more spells and wont turn undead. What to call these rank and file non war - preachers? As I have bards elves and sorcerers who can pick what type of magic they use sorcerers might work better for these non fighting priests.

Future Classes/Subclasses
When this is done will make varients for my post apoc games and specific campaigns like psychon and chagrinspire

I do have a mutant and automaton class revisions in works

id like to do an alchemy class but for now its built into my skill list

Witches
I use witch as a pejorative for an illegal spell caster as casting spells on ppl without permission is frowned on and a crime - the witch as a sorcerer type is basically ppl living to the stereotype out of spite, cultists or providing not quite legal spell services and medicine for people on the sly - sorcerers with magic talent forming groups probably make up the bulk of people called witches.

Im not touching warlock who broke oath to Christianity to make a pact with satan or the modern D&D version of it or how it came to be a male witch in Scotland. Im for anyone casting spells as a crime is a witch and monsters or ever a foreigner will call your wizards and clerics witches.

The older ideas of sorcerers in d&d conceptually could include blood pacts by birth or oath. Anyone can be a paladin or a warlock with my alignment system.

Notes - If you dont know my system
Species = class but can change class no probs no level limits

Divine arcane nature and mentalism magic is available

Lots and lots of skill/ability/feats all one system

Alignment gives you oaths and more powers at the cost of fanaticism and limits on your conduct so anyone can be paladin or warlock like. 

The most important old-school FRPG vibe to keep is monster statblocks so you can use a vast array of publications without much work. changing spell names has some compatibility issues. There is a commonly used array fr tentacle panthers, carrion creepers and oxidization beasts out there in use.

The other big issue writing this stuff. End up revising skill lists and equipment lists.
Will do a new shopping list soon.



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