16 October 2008

Structure

Further reflection, and some feedback from theRPGsite, led me to formulate these rough ideas:

Man-at-arms
Fighter
Ranger
Barbarian
Cavalier
&c.
Arcanist
Magic User
Sorcerer
Alienist
Wu Jen
&c.
Hieratic
Cleric
Druid
Exemplar
Shukenja
&c.
Freeboot (rogue?, picaroon?, scoundrel?)
Thief
Assassin
Monk
Bard
&c

I will expand on the list in later posts.

Having a class that fits into more than one category will be tricky, but not impossible. Using kits as a guideline, it may not even be necessary. For example, a Magic User character would take the Soldier kit, claiming to be from a Sparta-like society. They would get use of a short or long sword, perhaps, get the Soldier kit level bonuses, but still use the attack and saves chart for Magic Users.

Kits wouldn't modify class abilities or features that are extant, but would provide a certain bonus to them. To Hit and Damage bonuses, or save bonuses, but the base class would still be used for attacks, hit points, level progression and so on. The listing would note this:

Man-at-arms
Fighter
Ranger
Barbarian
Soldier (kit)
Guard (npc)
Slayer (NPC) or (epic)
&c.

Additionally, the (npc) designator would indicate a class that is better suited for use as an NPC, hence, they would have a smaller hit die than the base class, or a worse attack and save matrix. So, a Guard may use the attack matrix and hit die for Clerics, but still save as a Fighter. Also, they could be used for a low powered campaign, so spell kits would have a slower spell progression, or be limited in spell level. Alternately, the class may be too powerful or unbalancing for PCs, hence an epic level villain to challenge the players at any level. Such an NPC would have additional attacks per round, large bonuses to hit and damage, a greater amount of hit points, or high AC bonuses. These could be designated by (NPC) or (epic).

Therefore, if you are looking for that kit, you will generally know the section in which to find it. Also, this would prevent having a separate set of kits for each base class, as there is nothing inherently flawed about having a Fighter with the Soldier kit, or a Magic User with the Hedge Wizard kit, as they will only provide minor bonuses. These would be offset by an xp or other penalty, so they don't become standard for every character.

These kits could also have a variable degree, so Hedge Wizard might grant an additional spell or two per level, which would be the only spells a non-spell casting base class would know, while the Self-Taught Magician kit would allow spell casting at half the base class level. A 16th Thief who has Self-Taught Magician would cast spells as an 8th level Magic User, but no other save benefits, spell specialization or the like. Probably, a quarter the base class level would be more appropriate.

Of course, there is always the odd-ball that crops up, like Psionicist, but that kind of thing may be more appropriate as a kit anyway. I was never terribly keen on the idea that any bundle of abilities or special powers should be shunted off to its own class. There are even a few classes that could have some excess trimmed off for use as kits; Assassin, for example. It is tempting to trim just about everything back to four base classes and use kits to add on the other special abilities for the classes, but that would be straying too far from the original intent to be the standard. Perhaps as a class-building optional ruleset at some point in the future, or in an appendix of Alternate Character Sets with other character options.

The issue with making something like Psionicist into a kit is that an extensive list of psionics would overwhelm the kit idea, and make it into a virtual class anyway. A fairly broad list of categories, such as the original WEG d6 Star Wars had for Jedi powers would likely be more appropriate. Generally, this seems to be the problem with other classes-as-kits as well. A Druid kit would require a large list of appropriate spells, pushing it back into the class category again. A Psionicist kit would therefore have Telekinesis, or Telepathy, or something chosen at first level, which would increase as levels are gained. Attack and defense modes would likewise be gained by level, and their potency would increase.

Paramount in all this is that the methods be as clear as possible. I would prefer to set up a set of well written guidelines that everyone can use to extend their game as they wish, and simply use the system to create a good range of examples in Alternate Character Sets. Above all, I want a supplement that will assist people with creative endeavours, not have the final say on what is permissible. I plan on providing a large number of examples, but of course, any list created by one person won't be anywhere near exhaustive. Putting the tools to create in the hands of the players is my goal.

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