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Some Ideas about a new Class System

Started by Gnomemaster, August 29, 2007, 01:47:03 AM

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Gnomemaster

So, as I was sitting in the tub I had a game design epiphany (that's where I have all my best ideas) and what I thought about was a new class system made up of very specific roles.

If you have ever tried to make different classes, it's hard! Coming up with 20 levels that don't suck is tough, which is why I came up with the idea of, well basically basing the game around prestige classes.

The first thing to understand is that spells are bought with Spirit (mana) and that in my dream world, every class has at least a little bit of spell casting power (even rogues and fighters) so instead of overhauling an entire 20 level class, the game is broken down into 4 sections.

Heroic represents low-level games, superheroic represents mid level games, Legendary represents high level games, and finally Epic is epic levels.  

    Each of our little "Careers" slide into one of these game level-styles. It is up to the players/DM whether they want to be heroic or Legendary.

    Our Careers cover what I see as the four (give or take) archetypes of fantasy. The skillful character, the divine character, the arcane character, and the martial character.

    So I propose, that instead of 12 very broad classes, a player has a huge selection of classes that are all very focused, allowing him to focus on that role.

    The Pros of this are:
     
      Very wide variety
      Can easily switch roles mid campaign
      Simplifies character generation (that normally takes hours)
    The Cons of this are:
     
      Lack of customization
      Rather than feats players get talents/abilities based upon level and career
      Careers only go for 5 levels, after that players can switch to a completely new character or career, but retains nothing of the former, except where noted.

    That's my rough layout, I am working on a sample career to show off for you guys, let me know what you think.    

    Gnomemaster

    Shaman
    Requirements: None.
     

    Level One: 6 HP, +1 Attack, +2 Fort, +0 Ref, +2 Will, 3 Spirit (mana) Points, 4 Spells per day, Animal Companion.
    Level Two: 12 HP, +2 Attack, +3 Fort, +0 Ref, +3 Will, 5 Spirit Points, 6 Spells per day, Spirit Totem.
    Level Three: 18 HP, +3 Attack, +3 Fort, +1 Ref, +3 Will, 8 Spirit Points, 8 Spells per day, Warpaint.
    Level Four: 24 HP, +4 Attack, +4 Fort, +2 Ref, +4 Will, 14 Spirit Points, 10 Spells per day, Resist Nature's Lure
    Level Five: 32 HP, +5 Attack, +5 Fort, +3 Ref, +5 Will, 19 Spirit Points, 12 Spells per day, Wild Shape.

    Weapon and Armor Proficiencies: Shamans are proficient with staves, clubs, daggers, and spears, and slings. They are also proficient with a natural attack while in animal form (such as a claw or bite).

    Talents:

    Animal Companion (Ex): A shaman may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the shaman on her adventures as appropriate for its kind.

    A 1st-level shaman's companion is completely typical for its kind. If a shaman releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.

    Spirit Totem: A 2nd level shaman chooses an animal spirit guide, this grants him powers and abilities similar to his totem.  You can create your own Spirit Totems, although they must have the animal type.
    Spirit of the Bear: The Shaman gains +2 Str and +1 Natural Armor.
    Spirit of the Falcon: The Shaman gains +2 to Dex and the +4 to Spot checks.
    Spirit of the Fox: The Shaman gains +2 to Int and +4 to Bluff checks.
    Spirit of the Wolf: The Shaman gains +2 to Con and +4 to Hide checks.
    Spirit of the Owl: The shaman gains +2 to Wis and +4 on Knowledge checks.
    Spirit of the Eagle: The shaman gains +2 Cha and +4 on Search checks.

    War paint: A 3rd Level shaman can decorate herself with war paint that acts as a bless spell.
    Resist Nature's Lure: Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.
     [note]Design Notes: I created the Shaman to be druid-ish but also dealing with spirits. You may recognize some druid abilities (wild shape for example). Something to notice is that this is only a 5 level class. They all are. If you were playing a Shaman and made it to 5th level, then you are done with that character. If a player liked the feel of a Shaman, she could then play a superheroic leveled character, a Witchdoctor. The Shaman is designed to be equal to a 5th level character, while the Witchdoctor is an extension and equal to a 10th level character at the end of their progression. The  Witchdoctor adds and continues some abilities (Animal Shape) but includes new talents and spells. I hope this gives a more clear image of what I hope to accomplish. [/note]
    Wild Shape: At 5th level, a shaman gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per shaman level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. Each time you use wild shape, you regain hit points as if you had rested for a night.
    Any gear worn or carried by the shaman melds into the new form and becomes nonfunctional. When the shaman reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the shaman's feet.
    The form chosen must be that of an animal the shaman is familiar with.
    A shaman loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
     
    Spells: (NOTE: This section is under construction since I will either convert PHB spells or create my own.


    Ra-Tiel

    Quote from: Gnomemaster[...] That's my rough layout, I am working on a sample career to show off for you guys, let me know what you think.
    There's a very good thread on the WotC forums regarding class design. I don't know if you're familiar with it, however. Anyways, the boards are currently down at WotC, but I'll dig it out later and post a link, it has some very good and interesting advice for designing classes.

    --------- Edit ---------
    Yeah, great. :-| Just as I found the original thread again, I had to see that the poster removed his content because be was beefed by the "new" ToU. :-/

    Matt Larkin (author)

    I like the rough idea, especially breaking the classes into the four degrees (heroic, etc.). Keep up the brainstorming.
    Latest Release: Echoes of Angels

    NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
    incandescentphoenix.com - publishing, editing, web design

    Gnomemaster

    Thanks. This system frankly may not work for every one. I think of myself as a pretty casual player, I play, but not that often, and I will say that I have run several campaigns, but they have never lasted from first level to twentieth level. I want this game to cater to that play style. I even thought of getting rid of Leveling all together, and making it so that each class fits into the four categories, the characters would have the same abilities as a level 5. I will probably post an example of my no leveling class.

    Gnomemaster

    Shaman (Heroic)
    Health: 32 + Con Modifier
    Attack Bonus: +5
    Fortitude: +5
    Reflex: +2
    Will: +5
    Spirit: 19 points

    Talents:

    Weapon and Armor Proficiencies: Shamans are proficient with staves, clubs, daggers, and spears, and slings. They are also proficient with a natural attack while in animal form (such as a claw or bite).

    Animal Companion (Ex): A shaman may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the shaman on her adventures as appropriate for its kind.
    A shaman's companion is completely typical for its kind. If a shaman releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.

    Spirit Totem: A shaman chooses an animal spirit guide, this grants him powers and abilities similar to his totem.  You can create your own Spirit Totems, although they must have the animal type.

    Spirit of the Bear: The Shaman gains +2 Str and +1 Natural Armor.
    Spirit of the Falcon: The Shaman gains +2 to Dex and the +4 to Spot checks.
    Spirit of the Fox: The Shaman gains +2 to Int and +4 to Bluff checks.
    Spirit of the Wolf: The Shaman gains +2 to Con and +4 to Hide checks.
    Spirit of the Owl: The shaman gains +2 to Wis and +4 on Knowledge checks.
    Spirit of the Eagle: The shaman gains +2 Cha and +4 on Search checks.

    War paint: A shaman can decorate herself with war paint that acts as a bless spell.
    Resist Nature's Lure: Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.

    Wild Shape:
    A shaman hasthe ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per shaman level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. Each time you use wild shape, you regain hit points as if you had rested for a night.

    Any gear worn or carried by the shaman melds into the new form and becomes nonfunctional. When the shaman reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the shaman's feet.
    The form chosen must be that of an animal the shaman is familiar with.

    A shaman loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

    Spells:

    Gnomemaster

    Shazam. That right there is my dream, a small character concept that can be tweaked a bit, but can also be played right out of the box. Now, I can see the ups and downs of both sides, I want to know what you think. Which do you prefer? A small career where you start out with all your abilities, or a small class where you gain levels?

    Gnomemaster

    So... Do I have any comments? do we prefer the first class system or the second?