User:Average/D&D/Classes

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What's new in v6 classes:

  • There are now eight abilities. These come out of some epic understandings of human development.
  • Tiers are more comprehensive and changed to scale more realistically and start at underling. Further, class names change with level of tier. If you reach level 100, for example, you can be a diety.
  • There are now eight base classes -- one centered around and for each ability and the faery type which combines all of them without being able to be master of any. Instead, it masters love.
  • Multi-classing is well-defined. Characters generally start back at zero XP and lose their skills/spells until they regain to the same level, but they can also stack classes and keep track of the XP/LEVEL requirements for each class.
  • Players can be generalists or specialists, rolling multiple d6s or 1d20s in each case to build their character.

Each class is centered around a predominant ability. Each also has a tier path which shows their developmental stages:

Ability Underling Strider Paragon Legendary Epic
STR Youngling/Pixie Fighter Warrior/Neo-Warrior Prince/Princess Titan
CON Instigator Negotiator Leader Ambassador Sage
INT Apprentice Witch/Magician Witchelder/Wizard Mage AEthernaum
DEX Rogue Trader Craftslan Master Architect
PTY/WIS Acolyte Healer Cleric Medicant or Lightworker Angel
CHR Bard/Page Knight Noble/Duchess King/Duchess Emperor/Empress
PER Scout Adventurer Ranger Explorer Geographer
ASM Sprite/Mixer Treefriend/Zymurgist Herbalist/Alchemist Elder/Druid Gaia/Tywn

Barbarian is simply the name of the fighter class during the First Age. Just as Druid was the First Age name of an Alchemist. Thief/Rogue, etc.

STUB Draft under revision...

  • STR (F): :. XP taken can be by CON Battles
  • STR (M): levels by kills (XP = (HP taken)2 + |(mana remaining)-600)/10)|; +1DAM on next fight if last kill was oppositely aligned (-200 mana if they lose)
  • DEX: ; levels by selling EQ at higher prices; can get XP thru mana strikes
  • PTY/WIS: Acolyte -> Cleric -> Healer -> Lightworker -> Angel; levels by HP healed (XP = (HP healed) * 100); gets access to mana storage at temples
  • INT: ; levels by Effective Mana Used (1:1::Mana:XP); sees magical items
  • CHR:; levels by population under their reign; can confer titles to others
  • CON: ; levels by the value of territory they claim; +CHR when wearing signet ring
  • PER: ; levels by territory explored (/items discovered); "footfall skill"? & half-damage on territory previously traversed
  • ASM (F): (Elf M -- pronounced "twin"); levels by mana used to create life. (1:1::Mana:XP); ability to imbue saving-throws into jewelry
  • ASM (M):; levels by mana used that others accept (1:1::Mana:XP); gets potion magic
  • *** (all of the above): Faeries are both a race and a class; levels by preventing parties from killing. For this it has to learn how to master conflict and master them.

These base classes can be combined to create richer classes if you like, but these form a perfectly solid base. For example, a Cleric x Ranger = Monk.

Now, with a solid set of base classes the possibilities are endless. The idea is to perfect the specialization in each ability, not make things more ambiguous and vague. That means real experience is gained differently for each class, because different kinds of experience will enhance different skills.