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Brainstorming Martial/Combat Classes
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<blockquote data-quote="JamesonCourage" data-source="post: 5691300" data-attributes="member: 6668292"><p>If this is the case, I'd recommend going a stat-based route for martial classes, rather than a "conceptual" route. I'd suggest something like what I've already proposed, with the Strength, Dexterity, and Constitution warriors. That way, the classes are open ended enough to support several different "builds" without pigeonholing the player characters into something like the "knight" or "barbarian".</p><p></p><p>This way, someone can say, "I want to be a barbarian." If you ask them what they mean, if they say, "I want to be really strong, and pretty uncivilized. I want to wear light or no armor, run around, and be really tough." You can then go into why the Dexterity class would be good for light or no armor while running around, why the Constitution class is good for being tough (though all martial classes are tough), and why the Strength class is good for being really strong and wrecking your enemies with long metal shivs.</p><p></p><p>If you like the idea of builds, I'd suggest leaving the concept away from something like "weaponmaster" as any martial character who wants to be good with a weapon (ie, all martial characters, especially if you let unarmed fighting count as a weapon) will think it's the way to go. However, dividing things up into Powerful, Graceful, and Tough really helps set the mood of the class.</p><p></p><p></p><p>In my game, I have two different hit point values: hit points, and temporary hit points. HP represent actually taking physical wounds, while THP represents fatigue. Performing certain actions reduces your THP, as does getting "hit" (you dodge the blow, but you get tired for exerting yourself). You recover THP at a rate dependent on your Constitution score. So, I like the idea of a fatigue stat, and maybe you can tweak something I've written (or maybe it'll inspire you to expand upon something entirely your own).</p><p></p><p>Additionally, mages in my system can cast indefinitely, but they become fatigued (unless they buy the ability off at some point, which pretty much all dedicated mages will). However, their unlimited casting is limited to what their casting skill lets them, and it will significantly lag behind their most powerful spells at later levels. In D&D terms, they might be able to burst to get 8th level spells, but they'd only be able to constantly cast 3rd level spells. The recovery time on the 8th level spell is much, much longer than in D&D, but this makes players rely on their wits and their unlimited casting, only bursting when necessary. Maybe this information will let you tweak something or inspire you to do something unique for your game as well.</p><p></p><p>Anyways, just trying to throw ideas your way. Take what you like, tweak it, keep it, use it, and ignore the rest. As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5691300, member: 6668292"] If this is the case, I'd recommend going a stat-based route for martial classes, rather than a "conceptual" route. I'd suggest something like what I've already proposed, with the Strength, Dexterity, and Constitution warriors. That way, the classes are open ended enough to support several different "builds" without pigeonholing the player characters into something like the "knight" or "barbarian". This way, someone can say, "I want to be a barbarian." If you ask them what they mean, if they say, "I want to be really strong, and pretty uncivilized. I want to wear light or no armor, run around, and be really tough." You can then go into why the Dexterity class would be good for light or no armor while running around, why the Constitution class is good for being tough (though all martial classes are tough), and why the Strength class is good for being really strong and wrecking your enemies with long metal shivs. If you like the idea of builds, I'd suggest leaving the concept away from something like "weaponmaster" as any martial character who wants to be good with a weapon (ie, all martial characters, especially if you let unarmed fighting count as a weapon) will think it's the way to go. However, dividing things up into Powerful, Graceful, and Tough really helps set the mood of the class. In my game, I have two different hit point values: hit points, and temporary hit points. HP represent actually taking physical wounds, while THP represents fatigue. Performing certain actions reduces your THP, as does getting "hit" (you dodge the blow, but you get tired for exerting yourself). You recover THP at a rate dependent on your Constitution score. So, I like the idea of a fatigue stat, and maybe you can tweak something I've written (or maybe it'll inspire you to expand upon something entirely your own). Additionally, mages in my system can cast indefinitely, but they become fatigued (unless they buy the ability off at some point, which pretty much all dedicated mages will). However, their unlimited casting is limited to what their casting skill lets them, and it will significantly lag behind their most powerful spells at later levels. In D&D terms, they might be able to burst to get 8th level spells, but they'd only be able to constantly cast 3rd level spells. The recovery time on the 8th level spell is much, much longer than in D&D, but this makes players rely on their wits and their unlimited casting, only bursting when necessary. Maybe this information will let you tweak something or inspire you to do something unique for your game as well. Anyways, just trying to throw ideas your way. Take what you like, tweak it, keep it, use it, and ignore the rest. As always, play what you like :) [/QUOTE]
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