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[FFG] Legendary Class Design Contest!
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<blockquote data-quote="Khur" data-source="post: 271926" data-attributes="member: 5583"><p><strong>The last few!</strong></p><p></p><p><strong>The Messiah</strong> has a bold name, especially given that D&D is evil. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> I like the concept even though, being an armchair philosopher and theologian myself, I have some qualms with the execution. The requirements are too easy, even ignoring d20 Dwarf’s revelations. The first two quests' misuse of pronouns leads to some confusing writing that I can’t translate, so I can’t make much of a statement. The general ideas that I do get seem good. </p><p></p><p>**get’s up on soapbox**</p><p></p><p>The Inner Spark quest is one I have great qualms with, since most of the legendary historic figures of Earthly religions did not find their Self through asceticism (self denial and mortification for religious purpose). In fact, Buddha (Guatma Siddharta) turned from that path directly and relied upon mere meditation. While he did renounce his inheritance, abandon his wife, and give up worldly goods, he found that the path of the ascetic to be one that merely destroys the body. He meditated under a Bo tree and there faced trials. Mara (an “evil” deity (or demon) of the world’s illusions) sent tricks of worldly delights, such as beautiful women, as well as attacking demons. Still Buddha meditated. Mara flung a discus of fire at Buddha, but it turned into a canopy of flowers. Finally, there was a storm, but Muchalinda, king of the Nagas, protected Guatma from it. The enlightened Guatma then had a choice to leave the world for Nirvana, or stay in the world to help save it (Mara encouraged Buddha to the former, Brahma to the latter). The most important point here is that Guatma reached enlightenment through meditation, not hallucinations brought on by hunger. This can easily be translated into game encounters and trials, which I’ll do if requested. This story resembles Jesus’ temptation in the desert, although that story is one of fasting—but Jesus was not an “inner spark” messiah.</p><p></p><p>**get’s down off soapbox**</p><p></p><p>I think that a messiah most certainly should have the Sense Motive skill as a class skill. Convert Followers is cool in concept, but changing warrior levels to monk levels is a bit extreme. Further, most similar “monks” in the real world fit the adept class more than monks. False Religion truly rocks, but needs more definition, unless the intent was for the Messiah to be able to cancel such magics automatically. Keep in mind, also that many wise men of the past were able to cancel arcane magic as well (Moses vs the pharaoh’s magicians). Holy Words is another good concept. Perform Miracles works for me, though perhaps the effects requiring XP expenditure should be disallowed. Unmatched Resolve might need a higher bonus. I like Write the Book too, but it seems it should be Write The Book. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p><strong>The One</strong> is well executed, but I don’t like that the saves are all high, especially considering the Fortress of the Self ability. I must say, that the class is fun, though I’ve never seen the movie. Sorry I don’t have much to say. The class is good, but that it’s based on an existing idea, and therefore much easier to write, makes comment less appropriate. I would use this class for a diversion from regular play.</p><p></p><p><strong> The Prophet</strong> had me from the introduction … unfortunately it appears to be a cleric legendary class and not one for Fighters, Rangers, Paladins , and Monks. (Paladins cannot cast 7th-level spells.) Isn’t that outside the rules of the contest? Regardless, I like the class. I would have included all Knowledge skills as class skills as well as Sense Motive, while Animal Empathy seems a strange addition to the list. Animal Form seems out of place in theme, even if it fits with the class in tales -- perhaps give access to travel spells somehow. Aura of Command should raise the DC by +2 per power level, like the spell focus feat. Yes, I realize this means +10 to DC at 5th-level – which means a Prophet with 18 stat for casting gets DC 20 + 4 + spell level for enchantment spells – very legendary indeed. I realize that 100 feet for Aura of the Divine is good for game balance, but I’d have liked to see the range be visual – as long as allies can see the prophet. </p><p></p><p>**get’s up on soapbox**</p><p></p><p>Oracle is really nice, but falls into the same hole as most D&D divination: fear of giving out information. Make your players understand that the future is not set, but flowing and malleable depending on the actions of those in the world. Oracular vision sees time from the standpoint of, “As things stand NOW, what will the future be?” Diviners, ancient and modern, take the flexibility of time for granted. If your players understand this, they will know that divination can help, but can never be utterly relied upon. Arcane language is another good solution – telling the whole truth in such a way that the characters must figure it out and may only “get it” in hindsight.</p><p></p><p>**get’s down off soapbox**</p><p></p><p>Why would you include aligned effects (evil, chaos) in a list of abilities? Order of God is a good power, but you need more options because some prophets could not choose certain aligned abilities. Expand the list to include other “word” spells as options. I like Overpowering Faith, and the limit you impose on it (a ready action). I also like the other two abilities in the class – very tasty. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Great work all! Lotsa fun to read.</p><p></p><p>And we’re done ….</p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Khur, post: 271926, member: 5583"] [b]The last few![/b] [b]The Messiah[/b] has a bold name, especially given that D&D is evil. :p I like the concept even though, being an armchair philosopher and theologian myself, I have some qualms with the execution. The requirements are too easy, even ignoring d20 Dwarf’s revelations. The first two quests' misuse of pronouns leads to some confusing writing that I can’t translate, so I can’t make much of a statement. The general ideas that I do get seem good. **get’s up on soapbox** The Inner Spark quest is one I have great qualms with, since most of the legendary historic figures of Earthly religions did not find their Self through asceticism (self denial and mortification for religious purpose). In fact, Buddha (Guatma Siddharta) turned from that path directly and relied upon mere meditation. While he did renounce his inheritance, abandon his wife, and give up worldly goods, he found that the path of the ascetic to be one that merely destroys the body. He meditated under a Bo tree and there faced trials. Mara (an “evil” deity (or demon) of the world’s illusions) sent tricks of worldly delights, such as beautiful women, as well as attacking demons. Still Buddha meditated. Mara flung a discus of fire at Buddha, but it turned into a canopy of flowers. Finally, there was a storm, but Muchalinda, king of the Nagas, protected Guatma from it. The enlightened Guatma then had a choice to leave the world for Nirvana, or stay in the world to help save it (Mara encouraged Buddha to the former, Brahma to the latter). The most important point here is that Guatma reached enlightenment through meditation, not hallucinations brought on by hunger. This can easily be translated into game encounters and trials, which I’ll do if requested. This story resembles Jesus’ temptation in the desert, although that story is one of fasting—but Jesus was not an “inner spark” messiah. **get’s down off soapbox** I think that a messiah most certainly should have the Sense Motive skill as a class skill. Convert Followers is cool in concept, but changing warrior levels to monk levels is a bit extreme. Further, most similar “monks” in the real world fit the adept class more than monks. False Religion truly rocks, but needs more definition, unless the intent was for the Messiah to be able to cancel such magics automatically. Keep in mind, also that many wise men of the past were able to cancel arcane magic as well (Moses vs the pharaoh’s magicians). Holy Words is another good concept. Perform Miracles works for me, though perhaps the effects requiring XP expenditure should be disallowed. Unmatched Resolve might need a higher bonus. I like Write the Book too, but it seems it should be Write The Book. :p [b]The One[/b] is well executed, but I don’t like that the saves are all high, especially considering the Fortress of the Self ability. I must say, that the class is fun, though I’ve never seen the movie. Sorry I don’t have much to say. The class is good, but that it’s based on an existing idea, and therefore much easier to write, makes comment less appropriate. I would use this class for a diversion from regular play. [b] The Prophet[/b] had me from the introduction … unfortunately it appears to be a cleric legendary class and not one for Fighters, Rangers, Paladins , and Monks. (Paladins cannot cast 7th-level spells.) Isn’t that outside the rules of the contest? Regardless, I like the class. I would have included all Knowledge skills as class skills as well as Sense Motive, while Animal Empathy seems a strange addition to the list. Animal Form seems out of place in theme, even if it fits with the class in tales -- perhaps give access to travel spells somehow. Aura of Command should raise the DC by +2 per power level, like the spell focus feat. Yes, I realize this means +10 to DC at 5th-level – which means a Prophet with 18 stat for casting gets DC 20 + 4 + spell level for enchantment spells – very legendary indeed. I realize that 100 feet for Aura of the Divine is good for game balance, but I’d have liked to see the range be visual – as long as allies can see the prophet. **get’s up on soapbox** Oracle is really nice, but falls into the same hole as most D&D divination: fear of giving out information. Make your players understand that the future is not set, but flowing and malleable depending on the actions of those in the world. Oracular vision sees time from the standpoint of, “As things stand NOW, what will the future be?” Diviners, ancient and modern, take the flexibility of time for granted. If your players understand this, they will know that divination can help, but can never be utterly relied upon. Arcane language is another good solution – telling the whole truth in such a way that the characters must figure it out and may only “get it” in hindsight. **get’s down off soapbox** Why would you include aligned effects (evil, chaos) in a list of abilities? Order of God is a good power, but you need more options because some prophets could not choose certain aligned abilities. Expand the list to include other “word” spells as options. I like Overpowering Faith, and the limit you impose on it (a ready action). I also like the other two abilities in the class – very tasty. ;) Great work all! Lotsa fun to read. And we’re done …. :D [/QUOTE]
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