Looking at what Chris has developed, I'm seeing a lot of tie-in with the original Esaene rules.
To recap: there were only 3 stats: ST, SK, IQ. What I didn't do as well as Chris was balance the classes like he has.
ST: combat-heavy warriors
SK: dextrous and nimble rogues
IQ: smart guys (like wizards)
In between these, there are
ST-SK: Ranger
ST-IQ: Mageknight
SK-IQ: not sure, but bears watching for development...
I'm intrigued to see how the wizard/sorceror dichotomy shakes out, too.
World of Esaene (ENWorld)
Showing posts with label Class. Show all posts
Showing posts with label Class. Show all posts
Monday, June 04, 2007
Tuesday, May 29, 2007
Classes
Well, I have all but finalized the classes. Minor tweaks still remain, but this is the current list*: Fighter, Mageknight, Ranger, Rogue, Sorcerer, Wanderer, Wizard.
Fighters will handle all of the combat-intensive work and can be customized quite a bit - they get a feat or ability every level toward this end. They are the only class with the full attack bonus. Fighters have a hit die value of 1d12.
Mageknights, Rangers, Rogues, and Wanderers all have a 3/4 attack bonus and different specializations. Mageknights are obviously spell-casters and their abilities are groomed in that direction. Rangers specialize in the hunting, guiding, and tracking; Rogues are experts in finding, avoiding, and acquiring; while Wanderers are jacks-of-all-trades who are good travelers - a "gypsy" class if you will. These classes all have a hit die value of 1d8.
Sorcerers and Wizards are opposite sides of the same coin - 1/2 attack bonus, full magic, with their own strengths and weaknesses. Sorcerers have a greater breadth of power whereas Wizards are much more focused and have a more classical "wizard" feel to them. I really like the differences and unique feel to both. These two both have a hit die value of 1d4.
All classes have starting abilities - class features they only gain if they start as a class. This consists of all weapon and armor proficiencies, as well as initial saving throw bonuses. Technically, the initial burst of skill points is also part of this, but it isn't listed that way.
* I may add a "noble/leader" class, but that has not been finalized.
Fighters will handle all of the combat-intensive work and can be customized quite a bit - they get a feat or ability every level toward this end. They are the only class with the full attack bonus. Fighters have a hit die value of 1d12.
Mageknights, Rangers, Rogues, and Wanderers all have a 3/4 attack bonus and different specializations. Mageknights are obviously spell-casters and their abilities are groomed in that direction. Rangers specialize in the hunting, guiding, and tracking; Rogues are experts in finding, avoiding, and acquiring; while Wanderers are jacks-of-all-trades who are good travelers - a "gypsy" class if you will. These classes all have a hit die value of 1d8.
Sorcerers and Wizards are opposite sides of the same coin - 1/2 attack bonus, full magic, with their own strengths and weaknesses. Sorcerers have a greater breadth of power whereas Wizards are much more focused and have a more classical "wizard" feel to them. I really like the differences and unique feel to both. These two both have a hit die value of 1d4.
All classes have starting abilities - class features they only gain if they start as a class. This consists of all weapon and armor proficiencies, as well as initial saving throw bonuses. Technically, the initial burst of skill points is also part of this, but it isn't listed that way.
* I may add a "noble/leader" class, but that has not been finalized.
Wednesday, May 16, 2007
Game update
I have started a game using some of my new rules, although I am starting out very slowly on that front. I plan to introduce rules one at a time in order to not inundate the players with changes. I'm running an existing campaign (WotBS), although I have changed the place names to protect the innocent (or guilty).
Rich is playing Cyrus, a fighter. He was nearly killed by a mercenary and later made a rousing speech to inspire the citizenry in a time of crisis, organizing a bucket brigade to put out a burning building and generally acted heroically.
Scott is playing Nabron, a sorcerer. He is cowardly and self-serving, thinking only of his immediate goals.
Brian C is playing Arwin, a rogue with some fey blood. He heroically saved a woman from a burning building by scaling the wall and carrying her down from the fourth story.
Brian D was absent, but is playing a yet to be seen MageKnight.
I have changed the classes slightly, added a few feats, and changed the magic system to Elements of Magic (Revised) along with the existing errata and Lyceum Arcana.
Current Classes:
Rich is playing Cyrus, a fighter. He was nearly killed by a mercenary and later made a rousing speech to inspire the citizenry in a time of crisis, organizing a bucket brigade to put out a burning building and generally acted heroically.
Scott is playing Nabron, a sorcerer. He is cowardly and self-serving, thinking only of his immediate goals.
Brian C is playing Arwin, a rogue with some fey blood. He heroically saved a woman from a burning building by scaling the wall and carrying her down from the fourth story.
Brian D was absent, but is playing a yet to be seen MageKnight.
I have changed the classes slightly, added a few feats, and changed the magic system to Elements of Magic (Revised) along with the existing errata and Lyceum Arcana.
Current Classes:
- Fighter (slight modification by adding combat styles at odd levels)
- Rogue (more akin to the Thief from Conan)
- Sorcerer (Mage from EoM)
- Wizard (Arcanist from LA)
- Taskmage (EoM)
- Mageknight (EoM)
- Hunter/Ranger (non-magic)
- Expert
Wednesday, April 25, 2007
Classes
I always feel that I'm getting too far ahead of myself and need to slow down in some of the changes I make. I know they're good, but it's too much to do at once and I somehow get lost in the shuffle. I have decided to take a more iterative approach in the time being, especially with the lack of time I have.
I want to start with the base SRD classes and work from there. Since I'm using Elements of Magic as my base magic system, I'll also throw in the three classes from there as well.
When broken down, this leaves:
I want to start with the base SRD classes and work from there. Since I'm using Elements of Magic as my base magic system, I'll also throw in the three classes from there as well.
- Barbarian - Just a flavor of fighter. Can safely be eliminated as long as class abilities are rolled up into ability trees.
- Bard - Tradition of spellcaster.
- Cleric - Tradition of spellcaster.
- Druid - Tradition of spellcaster.
- Fighter - Standard
- Mage - Standard
- Mageknight - Standard?
- Monk - Flavor of fighter. I've never been a fan of this class.
- Paladin - Mageknight variant?
- Ranger - Fighter-light?
- Rogue - Standard
- Sorcerer - Mage
- Taskmage - Standard
- Wizard - Replaced by Mage
When broken down, this leaves:
- Fighter - includes Barbarian, maybe some Monk stuff
- Mage - Magic heavy
- Mageknight - Fighter/mage
- Ranger - Essentially a fighter/rogue hybrid
- Rogue - Skill heavy
- Taskmage - Rogue/mage or skilled mage
I would like to get down to a good core of classes that covers all of the basics and allows a player to play just about anything. I may just start with the basics big groups and go from there.
Tuesday, March 07, 2006
Base class
I had a thought today. Instead of everyone choosing a "standard" class like Fighter, Wizard, Bard, etc. - everyone chooses a base class that represents where they came from. This could be noble, artisan, commoner, outsider, warrior, etc. - they get a basic package of skills and saving throws then they continue on to whatever prestige class they like - be it soldier, knight, wizard, sorcerer, etc. Racial classes can also be substituted in for characters who have a certain upbringing, like dwarves.
Just a thought. I'm curious if anyone has an opinion.
Just a thought. I'm curious if anyone has an opinion.
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