Tuesday, 5 May 2026

An expert class for my retroclone?


Desert tomb next - i just had this a while

As our December holiday game has kept going and we are 1/3 way through a karma pool to build a base/nightclub/crime empire run ethically not for profit but keeps us looking wealthy to impress the world of spies, pimps, drug dealers and science villains we deal with. It's not for personal profit we promise. We have super ape accountant on the team to watch the books and make our crime untrackable just like real gov agents and black ops. We just had a moon adventure. Our GM Richard mixing Dr Who and Avengers TV shows of 60s - we met cybernautmen.

All this has given me more time to write rules. I had some ambitious class ideas which need lots of work so Im instead going for more combat and skill based classes as I think modern D&D has too many magic options compared to just skilled humans. So I wanted more classes without magic.

Im open to an alt name suggestions. This is still in the works.

Its based around a theif but not a theif. It is a bit less combat-oriented.
In part it is for NPCs and retired adventurers.

Multiple Classes in my BX based game
In my game, you can change your class several times, then flip between them for level-ups as you please or whichever you used the most. If you start non-human with a species-based class, you can adopt any of the main classes. You can have an extra class per point of INT bonus. I don't recommend it for the magical classes much - even one level in something else makes you possibly a spell level behind a one-class character. I think non-magic classes its less of a problem. A "human" could change their species by taking a species class, but you can only have one species class. My giant class makes lots of changes when they hit 8 feet tall. One level in dwarf and then 4 as a specialist fighter might be pretty good. This expert class will be a common one to split classes with, and many retired adventurers might adopt this. Crossing race as class with class switching and no special species LV cap gets rid of lots of objections i get to BX class as species.

Expert
A class of skilled professionals. Often are storekeepers or traders or inventors or alchemists. In a technological setting, they would include technicians, pilots, medics and scientists. Most start as apprentices or students, then become journeymen or tutors before becoming masters or grandmasters in a trade guild, workshop or school for their profession. The specialists of this class have different skill benefits

3x arms skills - (eg blades, crossbow) +1/3 lv
6x arts skills - (eg Merchant: evaluate, bluff, bargain, streetwise, search) +1/lv
3x languages +1/lv
+1 to hit per 3Lv and d6 HD
light or medium armour any weapon up to d8

Enhanced Craft
+4 on a starting specialist skill at L1

Get a tier Craft bonus effect:
Lv1-4 x2 or x1/2 or +2
Lv 5-8 x3 or x1/3 or +3
Lv 9-12 x4 or x1/4 or +4
Lv 13-16 x5 or x1/5 or +5
Lv 17-20 x6 or x1/6 or +6

Your multipliers can be used generally on your specialist skill roll to
-reduce material cost 
-reduce task time or make duplicate effects in the same time
-various benefits based on specialisations
-When the multiplier rises to x4 can split it up into two lots of x2 instead
-When the multiplier rises to x6 can split it up into two lots of x3 or three lots of x2 instead
-Every new extra multiplier, you get an extra +4 on a different skill within your specialisation
-In some cases, expressed as a + number as a modifier or for uses

Crafter
-Any craft skills for making goods with your hands, including repair
-Multiplier fixes more HP, AC or other damage on repairs
-Make more goods or faster
-Gain a multiplier as a + on item hp
-A multiplier can be used to increase the value of an item made in a good market
-Followers are students and shop guards or doormen

Healer
-Any healing skills, usually First Aid or Herbalist or Surgery
-Multiplier can increase HP healing or perform it faster
-Make more herbal potions, enhance the effects or store longer 
-Followers include students and stronger orderlies

Pilot/Driver
-Any vehichle skill (boat, ship, chariot, aircraft, shuttle, car, airship, bike)
-Each multiplier can be used for an extra 45-degree turn per round, acceleration, deceleration, jumps or other feats
-If steering and firing forwards with a built-in weapon 
or ramming, use the multiplier as a +1 to hit. Armed crew also get this plus for forward fire or melee range
-Followers include crew like gunners, engineers, crafters for repairs, guards

Merchant
-Any merchant skill: 
evaluate, bluff, bargain, streetwise, search
-multiply the monthly profits (after costs) of your business by clever bookkeeping and weasly finance tricks or reduce your taxes and tariffs
-multiplier increases odds of finding uncommon or rare items and magic items
-Followers are assistants, shopkeepers, crafters, guards or doormen

Gunner (archaic muzzle-loaded weapons, could do a crossbow version)
-Black Powder (half load time and no fumbles with black powder), Firecraft, Gunsmith, Quickdraw (handgun), Quickload (-1round load time), Alertness
-Multiplier as a + reduces loading time on normally slow weapons
-Multiplier as a + to hit on Handgun, Longarm, Gunnery, Artillery
-Multiplier as extra shots if the weapon permits or multiple loaded barrels
-Several pistols work well, quick to reload
-Followers might be gunnery crew, gunsmiths, powder makers or musketeers

Alchemist
-Any alchemy skill
-Decrease the speed or cost, or increase the amount you make
-Multiplier as a + to hit on thrown potions, grenades, incendiaries or bottled liquid attacks
-Multiplier is a + on the number of recipe slots you can remember
-
Followers are students and shop guards or doormen

Athlete
-Any athletic skill, groom, intimidate, any saving throw
-Multiplier is the number of bonus athletic actions you can make 
-Multiplier is a + on saving throws and Mov rate
-Followers are students, masseuses, servants, drivers, bodyguards or doormen

Investigator
-Any sensory or social skill 
-Multiplier lets you use more skill tasks at the same time, read the room and people faster
-Multiplier as a + on Initiative
-Followers include students, assistants, a bailiff or bodyguard, a specialist in a skill

Scholar
-Any lore skill, Scribe, Caligraphy
-The multiplier lets you study, research, read faster or write more
-Multiplier as a + on all lore skills you have
-Followers include students, assistants, scribes, servants, guards

Enhanced Followers
-Employees, assistants, crew or guards expand your business and status
-Will employ others for specific jobs or even stay home while the crew go on an adventure
-Gain one zero-level follower each level from 1st to 2nd Lv
-Gain a d4x zero-level or one 1st Lv follower each level from 3rd+ (5th Lv+ for other classes)
-Include pets (guard dog or pack animal), an apprentice d4hp with arts background, or a d6hp guard with an arms background

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This needs work

But lots of npcs would take it and i can see players taking one level 
this might be more appealing at high level when you do more domain than dungeons
or a level to buff your main class abilities
-wizard to increase research speeds
-thief might do it to boost lock skills 
-dwarf might use to improve crafting or mining skills
-the gun and xbow possibility might be slightly abused for the + to hit - its not so bad
-possibly if i finish my alchemy rules might mesh with this system
-ive considered some other abilities for each subtype or make some new specialist skills they could employ  or have lists like my alchemy skills - abilities like: sharpening +1 damage until first blow on edged weapons (maybe stack to +2 or +3 higher level) 

The gun and xbow thing makes them kinda dangerous as guards, but also weaker than fighters in most cases in the long run.

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The followers worked ok in playtest - here is what i did with one over 4 levels
This gang with light crossbows would launch impressive volleys

1st Lv - d6hd thug with porter and club skill
2nd lv - d6 crossbow guy 
3rd Lv - 1st lv crossbow guy, other guys go up to 1st lv
4th Lv - 1st lv crossbow buys, others up to 2nd lv

even a 4th lv merchant might like a bunch of goons like this as guards
so a passive main character running armed goons might work well
they could go in the dungeon while main character runs the camp

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