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Brainstorming Martial/Combat Classes
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<blockquote data-quote="Iota" data-source="post: 5691239" data-attributes="member: 6671429"><p>Roles are more open-ended (D&D 3.x-ish), so "builds" are more critical to determining roles than classes.</p><p></p><p>I had also tinkered with the idea of having Knight be more like a Prestige Class that Weapon Masters (or possibly other martial classes) could move into after a certain amount of training. I guess I'm actually trying to avoid classes like Knights and Barbarians since they are too prescriptive about the kinds of settings the RPG can support (since every world would need to contain knightly orders etc. if one of the core classes is a Knight), whereas I prefer more flexibility.</p><p></p><p>Thanks for the background on knights, by the way.</p><p></p><p>It's a point-buy system for skills, each ranked from 1 (Novice) to 5 (Master), which cover many of D&D's Skills, Feats, and even some class abilities. You also gain class levels which provide class-specific abilities as well as "unlocking" skill levels that are compatible for each class. Even spellcasting is basically a set of skills that you improve as you progress (eliminating spellcasters that are good at a bunch of unrealated magical effects for no particular reason other than they are all spells of the same "level"). So, each class will have access to a bunch of skills that either their background training or their progress in a class makes available to them. For example, a character that selected to have a background in both combat and magic and chose the Weapon Master class for 3 levels would be able to buy 1 rank and a lot of general combat and magic skills and 3 levels in skills specifically available to Weapon Masters.</p><p></p><p>That's pretty much the route I'm going. If your character chooses to focus in a Professional class and picks the better bonuses from taking all background training in the Professional category, not only can he not multiclass into a Martial class, he can't even train in Martial skills. There's no BAB in this system other than a universal starting To Hit chance. Even if your character takes some Combat training background, he can only train to skill rank 1 in combat skills unless/until he takes two levels in a combat class.</p><p></p><p>I can't say I'm on-board with all these ideas, but some may make their way in as I flesh things out a bit more. One thing I was steering away from was the "Warrior as unstoppable lawnmower while Mages cast a handful of spells and then take a nap" cliche. I definitely want warriors to be longer-lasting than a Sorcerer's barrage of spells, but I also want to avoid the silliness of denying that swinging a greatsword around while wearing a suit of metal armor and hacking into trollhide for more than a few minutes is hard work. (Hence a Fatigue stat.)</p></blockquote><p></p>
[QUOTE="Iota, post: 5691239, member: 6671429"] Roles are more open-ended (D&D 3.x-ish), so "builds" are more critical to determining roles than classes. I had also tinkered with the idea of having Knight be more like a Prestige Class that Weapon Masters (or possibly other martial classes) could move into after a certain amount of training. I guess I'm actually trying to avoid classes like Knights and Barbarians since they are too prescriptive about the kinds of settings the RPG can support (since every world would need to contain knightly orders etc. if one of the core classes is a Knight), whereas I prefer more flexibility. Thanks for the background on knights, by the way. It's a point-buy system for skills, each ranked from 1 (Novice) to 5 (Master), which cover many of D&D's Skills, Feats, and even some class abilities. You also gain class levels which provide class-specific abilities as well as "unlocking" skill levels that are compatible for each class. Even spellcasting is basically a set of skills that you improve as you progress (eliminating spellcasters that are good at a bunch of unrealated magical effects for no particular reason other than they are all spells of the same "level"). So, each class will have access to a bunch of skills that either their background training or their progress in a class makes available to them. For example, a character that selected to have a background in both combat and magic and chose the Weapon Master class for 3 levels would be able to buy 1 rank and a lot of general combat and magic skills and 3 levels in skills specifically available to Weapon Masters. That's pretty much the route I'm going. If your character chooses to focus in a Professional class and picks the better bonuses from taking all background training in the Professional category, not only can he not multiclass into a Martial class, he can't even train in Martial skills. There's no BAB in this system other than a universal starting To Hit chance. Even if your character takes some Combat training background, he can only train to skill rank 1 in combat skills unless/until he takes two levels in a combat class. I can't say I'm on-board with all these ideas, but some may make their way in as I flesh things out a bit more. One thing I was steering away from was the "Warrior as unstoppable lawnmower while Mages cast a handful of spells and then take a nap" cliche. I definitely want warriors to be longer-lasting than a Sorcerer's barrage of spells, but I also want to avoid the silliness of denying that swinging a greatsword around while wearing a suit of metal armor and hacking into trollhide for more than a few minutes is hard work. (Hence a Fatigue stat.) [/QUOTE]
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