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Discussion: Classes

Started by Túrin, March 30, 2006, 08:45:20 AM

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Túrin

This thread is to discuss classes, both fluff- and crunch-wise.

As always in this stage of the project, try to focus your thoughts on establishing and expanding the Core Ethos in this area. We don't just want to hear what you think would be a really cool way to handle classes, but rather what would be a really cool way for THIS SETTING to handle classes. The Core Ethos isn't definitive yet, of course, but it seems definitive enough that we can discuss other topics assuming that it is.

;) Túrin
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My setting Orden's Mysteries is no longer being updated


"Then shall the last battle be gathered on the fields of Valinor. In that day Tulkas shall strive with Melko, and on his right shall stand Fionwe and on his left Turin Turambar, son of Hurin, Conqueror of Fate; and it shall be the black sword of Turin that deals unto Melko his death and final end; and so shall the Children of Hurin and all men be avenged." - J.R.R. Tolkien, The Shaping of Middle-Earth

Xathan

I think we should have a couple of setting specific classes that really bring out the settings flavor, much like the artificer in Eberron. I'm thinking about a Totem Warrior class, tied to the Totems people worship.

Also, we need to decide what magic we will have, as that will effect what classes we put in.
AnIndex of My Work

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Proud Receiver of a Golden Dorito
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System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Wix of Bel-Air

I think it'd be quite interesting if we could change up the classes already existing or make new classes to fit our world. I don't know, we might need mroe insight on this.
Eats brains here! Ugh!
That is not dead which can eternal lie,
And with strange aeons even death may die.

[spoiler=Cthulhu]"To obtain a deep, restful, and fulfilling sleep, you must first submerge yourself in your cyclopean city of hideous non-Euclidean geometries beneath the sea, and then let your body die. But don't worry! As long as you continue to emanate enough evil thought-energy to influence and control your many worshippers throughout the untold eons, they will resurrect you when the time comes. I guarantee it!" [/spoiler]
[spoiler=Wash]
Yes. Yes, this is a fertile land, and we will thrive."

(as Stegosaurus) "We will rule over all this land, and we will call it... 'This Land'."

(as T-Rex) "I think we should call it...your grave!"

(Stegosaurus) "Ah, curse your sudden but inevitable betrayal!"

(T-Rex) "Ha ha HA! Mine is an evil laugh...now die!"
[/spoiler]
[spoiler=Stanza 11]
No! penury, inertness and grimace,
In some strange sort, were the land's portion. "See
Or shut your eyes," said Nature peevishly,
"It nothing skills: I cannot help my case:
'Tis the Last Judgment's fire must cure this place,
Calcine its clods and set my prisoners free."
[/spoiler]

Xathan

Oh, and I'm going advise we subtly nerf divine spellcasters down to the level of Arcane, or visa versa - the two types shouldn't be so unbalanced. As Nate said in the magic thread, boosting up sorcerers would be nice as well.
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
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12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Ishmayl-Retired

I like the totem-warrior idea; much like the one in "Arcana Unearthed," which is a bit like a ranger, but not quite.  I think all the core classes should be included (even though I hate monks and find them to be totally out of place in most western-feudalism-based campaigns), but we should definitely look into some original classes to spice things up.
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For finite types, like human beings, getting the mind around the concept of infinity is tough going.  Apparently, the same is true for cows.

Numinous

There was a nice witch class at www.community3e.com , I used to lurk there...  I don't have a very good head for mechanics though, so someone might want to check it over...
Previously: Natural 20, Critical Threat, Rose of Montague
- Currently working on: The Smoking Hills - A bottom-up, seat-of-my-pants, fairy tale adventure!

brainface

QuoteI like the totem-warrior idea;
maybe we could do some substitute-level stuff for totem abilities. i kinda hate to add new cool stuff that existing classes couldn't use. maybe just a smattering of totemish(/ BFG-ish)-feats tailored for the existing classes, in addition to a totem-warrior class?
"The perfect is the enemy of the good." - Voltaire

Xeviat

Well, Unearthed Arcana is OGL, so we could easily use some of those variants to re-flavor our classes (especially the totem barbarian variant and the aspect of nature druid variant).

Adding any new classes, in my opinion, should be done from a thematic standpoint. For instance, since Good vs. Evil seems to be less strong in our current cosmological theme, perhaps the Paladin isn't appropriate. Here's a little idea that came to me:

Druids are the priests of the totems; no druid is married to a single totem (they may have a favorite), and they serve them all relatively equally (explaining why they are required to remain relatively neutral). Rangers are the totem's "divine warrior", and their tradition was forged out of the necessity to live off the land and take the "hunt" to the non-believers who would seek to defile the natural beauty of the totem's world.

Clerics are the priests of the new deities (I still like the idea of them being deified heroes and leaders from the Lost Empire). Rather than sticking with Paladins, I have a Templar class. It isn't perfect yet, since it was originally designed and balanced for my world. Here, I'll post the class chart and I'll link a zip file with the class itself.

I do have ideas on how to change clerics; it isn't a balance change, but a thematic change to make them more unique. Rather than cleric's spontaneously casting cure/inflict spells, they spontaneously cast their domain spells. To balance this, one must also remove the +1 spell slot gained for domain spells. This would make the Healing domain an important domain, as it should be, and it makes clerics with different domains actually different from each other. It isn't really a difficult change to make either.

Here's the Templar class chart:

TEMPLAR
HD: d10
Skills: 2+Int/level; Concentration, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (religion), Profession, Ride, Sense Motive, and Spellcraft.
Alignment: Same as Deity's.
Proficiencies: Simple and Martial Weapons, Light, Medium, and Heavy armor, and Shields (but not Tower Shields).
Level BAB Fort Ref Will Special Spells Per Day
1 2 3 4
1st +1 +2 +0 +2 Smite 1/day, Domains â,¬' â,¬' â,¬' â,¬'
2nd +2 +3 +0 +3 Divine Grace â,¬' â,¬' â,¬' â,¬'
3rd +3 +3 +1 +3 Mettle â,¬' â,¬' â,¬' â,¬'
4th +4 +4 +1 +4 War Companion 0+1 â,¬' â,¬' â,¬'
5th +5 +4 +1 +4 Smite 2/day 0+1 â,¬' â,¬' â,¬'
6th +6 +5 +2 +5 1+1 â,¬' â,¬' â,¬'
7th +7 +5 +2 +5 Damage Reduction 1/- 1+1 â,¬' â,¬' â,¬'
8th +8 +6 +2 +6 1+1 0+1 â,¬' â,¬'
9th +9 +6 +3 +6 1+1 0+1 â,¬' â,¬'
10th +10 +7 +3 +7 Smite 3/day, 1+1 1+1 â,¬' â,¬'
Damage Reduction 2/-
11th +11 +7 +3 +7 1+1 1+1 0+1 â,¬'
12th +12 +8 +4 +8 1+1 1+1 1+1 â,¬'
13th +13 +8 +4 +8 Damage Reduction 3/- 1+1 1+1 1+1 â,¬'
14th +14 +9 +4 +9 2+1 1+1 1+1 0+1
15th +15 +9 +5 +9 Smite 4/day 2+1 1+1 1+1 1+1
16th +16 +10 +5 +10 Damage Reduction 4/- 2+1 2+1 1+1 1+1
17th +17 +10 +5 +10 2+1 2+1 2+1 1+1
18th +18 +11 +6 +11 3+1 2+1 2+1 1+1
19th +19 +11 +6 +11 Damage Reduction 5/- 3+1 3+1 3+1 2+1
20th +20 +12 +6 +12 Smite 5/day 3+1 3+1 3+1 3+1


Now, I personally think the class should have 3/4ths BAB, but it should gain weapon focus, specialization, greater focus, and greater specialization in their deity's favored weapon at levels 1, 6, 12, and 18. This would keep them at about the same strength as a character with full BAB without those feats (technically it is a little weaker), but it would make them a little more unique. They wouldn't be the greatest warriors without their deity's weapon in hand.

PS: Their Smite is only usable with their Deity's favored weapon, so it has it's limitations. Also, this class was designed to replace the War domain; so no taking Templar with the War domain. Hah. Their spell list will be the paladin's, altered to conform to the Templar's alignment, with the War domain spells added in (if any are missing that is). They also need a spell which allows them to summon their deity's favored weapon, just in case theirs is lost or destroyed.

I hope you like it.
File: 1143767491_29_FT2657_templar_cbg.zip
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.

brainface

QuoteRather than cleric's spontaneously casting cure/inflict spells, they spontaneously cast their domain spells.
absolutely[/i] need to heal. or, rather--the other party members need that cleric to be healing them. removing spontaneous healing forces clerics to make a substandard domain choice in order to help the party, or rewards them for considering themselves over the rest of the party. i mean that's how i see it. either that or it makes them memorize a bunch of cure spells, even though they have the destruction and strength domains, which doesn't make any damned sense. ;)
"The perfect is the enemy of the good." - Voltaire

Ishmayl-Retired

The "Champion" class from Monte Cooke's "Arcana Unearthed," may be a viable choice to replace the paladin, though I don't know how much of AU we can use before stepping on copyrighted toes...
!turtle Ishmayl, Overlord of the CBG

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For finite types, like human beings, getting the mind around the concept of infinity is tough going.  Apparently, the same is true for cows.

brainface

meh, we dont need to replace the paladin. if we want a totemish champ, they can exist straight along side the ole pally. you don't have to remove a class so you have an empty slot to put another one in.
"The perfect is the enemy of the good." - Voltaire

daggerhart

couldnt we just keep core, and re-name them according to culture?

i mean;
 totem zealot = paladin
totem shaman = cleric

whatever.

do we need different classes?
Quote"So, Scientology, you may have won THIS battle, but the million-year war for earth has just begun!" the two said in a statement that seemed to parody Scientology as science fiction. "Temporarily anozinizing our episode will NOT stop us from keeping Thetans forever trapped in your pitiful man-bodies. Curses and drat! You have obstructed us for now, but your feeble bid to save humanity will fail! Hail Xenu!!!"

Ishmayl-Retired

I think the issue with the paladin is the fact that it's a class for one alignment.  The champion makes a paladin-like class that focuses on any alignment or cause.  But it doesn't matter too much...
!turtle Ishmayl, Overlord of the CBG

- Proud Recipient of the Kishar Badge
- Proud Wearer of the \"Help Eldo Set up a Glossary\" Badge
- Proud Bearer of the Badge of the Jade Stage
- Part of the WikiCrew, striving to make the CBG Wiki the best wiki in the WORLD

For finite types, like human beings, getting the mind around the concept of infinity is tough going.  Apparently, the same is true for cows.

daggerhart

that sounds good then.  

i was just going to say un-alignment-restrict the paladin.
Quote"So, Scientology, you may have won THIS battle, but the million-year war for earth has just begun!" the two said in a statement that seemed to parody Scientology as science fiction. "Temporarily anozinizing our episode will NOT stop us from keeping Thetans forever trapped in your pitiful man-bodies. Curses and drat! You have obstructed us for now, but your feeble bid to save humanity will fail! Hail Xenu!!!"

Xeviat

Quote from: brainface
QuoteRather than cleric's spontaneously casting cure/inflict spells, they spontaneously cast their domain spells.
absolutely[/i] need to heal. or, rather--the other party members need that cleric to be healing them. removing spontaneous healing forces clerics to make a substandard domain choice in order to help the party, or rewards them for considering themselves over the rest of the party. i mean that's how i see it. either that or it makes them memorize a bunch of cure spells, even though they have the destruction and strength domains, which doesn't make any damned sense. ;)

Why not? That's what the cleric thinks is beneficial for their spell power. The all cure cleric with destruction/death can prepare all cures, and then when they need it convert them to inflicts or death spells.

And this also makes healing not a substandard domain. Healing is substandard because clerical healing is so easy.
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.