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<blockquote data-quote="AbdulAlhazred" data-source="post: 6967519" data-attributes="member: 82106"><p>I started out with the concept of archetypes, warrior, mystic, and trickster. Then every class would be a manifestation of one of those three. However, it didn't really mesh with power sources cleanly at all, and I LIKE power sources. Archetypes were kinda nice, but power source give you more connectivity with the rest of the setting's cosmology and whatnot. Archetype is only about YOU, but power source helps define relationships. So I finally ditched archetype as just being redundant. In any case it was feeling kinda like there were just 3 classes, and that was a bit restrictive, even if they each had a bunch of 'subclasses' (that were called class). Obviously the archetype approach WILL work, and you can spin it to be much like 2e's classes, were the 'group' provided some rules hooks but no actual features.</p><p></p><p>My idea is characters always start with 3 major boons. Your race can provide one or more, your background can provide one, and your class always provides at least one, but could provide 2, or even 3 (if you just ignore all your racial boons, which is allowed). You also get a few racial attributes, and background gives you some implicit knowledge. You can actually start out 'doubled down' on your race, or even tripled down on your race and not pick any of your class boons at all starting out. You'll still have your power source, which gives access to some thematic powers, and a damage die that reflects your role as well, as well as your weapon/implement/skill stuff from your class. You can always acquire class boons in the usual way later too, it just means you're more 'dwarfy' and less 'knightly' or whatever. Likewise you can forgo any background boon if you want, though you always get some training out if it if you want it.</p><p></p><p>There are a bunch of things I do with 'Healing Surges', that is Vitality Points, which can be used to power up 'encounter' powers multiple times, and which are required to unleash a 'daily' type of power. You don't really get more points than in 4e, roughly, though, which means you really can't toss out Vitality powers, or do recharges, much. It does allow for a bit of extra use of a really signature power though, when its fully appropriate. You can get a point back after a milestone.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6967519, member: 82106"] I started out with the concept of archetypes, warrior, mystic, and trickster. Then every class would be a manifestation of one of those three. However, it didn't really mesh with power sources cleanly at all, and I LIKE power sources. Archetypes were kinda nice, but power source give you more connectivity with the rest of the setting's cosmology and whatnot. Archetype is only about YOU, but power source helps define relationships. So I finally ditched archetype as just being redundant. In any case it was feeling kinda like there were just 3 classes, and that was a bit restrictive, even if they each had a bunch of 'subclasses' (that were called class). Obviously the archetype approach WILL work, and you can spin it to be much like 2e's classes, were the 'group' provided some rules hooks but no actual features. My idea is characters always start with 3 major boons. Your race can provide one or more, your background can provide one, and your class always provides at least one, but could provide 2, or even 3 (if you just ignore all your racial boons, which is allowed). You also get a few racial attributes, and background gives you some implicit knowledge. You can actually start out 'doubled down' on your race, or even tripled down on your race and not pick any of your class boons at all starting out. You'll still have your power source, which gives access to some thematic powers, and a damage die that reflects your role as well, as well as your weapon/implement/skill stuff from your class. You can always acquire class boons in the usual way later too, it just means you're more 'dwarfy' and less 'knightly' or whatever. Likewise you can forgo any background boon if you want, though you always get some training out if it if you want it. There are a bunch of things I do with 'Healing Surges', that is Vitality Points, which can be used to power up 'encounter' powers multiple times, and which are required to unleash a 'daily' type of power. You don't really get more points than in 4e, roughly, though, which means you really can't toss out Vitality powers, or do recharges, much. It does allow for a bit of extra use of a really signature power though, when its fully appropriate. You can get a point back after a milestone. [/QUOTE]
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