OSR Let's make Shadowdark classes!


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I think leaning on spells as a way to do "special" thing is a D&D-ism that you can leave behind when designing for Shadowdark. Creating a short list of tiered integrated weapons would not be difficult, and would allow you to really evoke a specific flavor rather than making the class feel like a blaster sorcerer.

Thank you for your input. I may get around to doing that when I have the time.
 

Hey all!
first time on a the site, is it ok to put links towards my DTrpg and itch.io or is it considerd advertising ?

Any one into berserk?
My attempt at Berserk /Guts inspired class.
Any thematic or technical feedback would be appreciated.

Struggler_vorpaledge_SD.png
 

I think the general rule is that if you're selling something, it has to go into the press releases forum, unless you subscribe at the publisher account level. I don't know if that rule applies to content you're not charging for.

The rules are probably in the Meta forum.

In any case, Shadowdark content is generally always welcome!
 

If a new class is significantly better than the originals, you just kill any reason to play the originals. Designed properly, a new class should have limitation built-in. There's no real reason to play a Fighter when the Struggler is so much better. Same with the Montebank over the Wizard. Already, Shadowdark is creeping into Power-Fantasy territory with invincible classes. Now, combine more powerful classes with Death Saves and Long Rests and you have 5e (trash) all over again.

be48a834cac53d57699b404429eeacaa.gif
 

If a new class is significantly better than the originals, you just kill any reason to play the originals. Designed properly, a new class should have limitation built-in. There's no real reason to play a Fighter when the Struggler is so much better. Same with the Montebank over the Wizard. Already, Shadowdark is creeping into Power-Fantasy territory with invincible classes. Now, combine more powerful classes with Death Saves and Long Rests and you have 5e (trash) all over again.

be48a834cac53d57699b404429eeacaa.gif
Understandable critique, I had no intention make him stronger, can you please say in specific how is the struggler so much better then the fighter, I'm interested in your opinion?
 

In general the pattern I have observed is that first drafts of Shadowdark classes are a bit overtuned. Some of it is a matter of opinion, but sometimes it's just a matter of doing some math.

The class I've been trying to design is a Druid that doesn't use animal forms for combat. I'm envisioning
  • Shapechange, but only into minor, 1 HP creatures (squirrels, small birds, fish, etc.). "Utility Shapechanging", as it were, so that players think of creative uses, not just "RAWR SMASH".
  • A unique & flavorful spell list, not just copied from D&D, with a unique & flavorful critical failure mechanic
  • One or two additional ribbons, like advantage on some tasks
The part I fail on is coming up with enough new spell ideas. I don't mind lifting some from Wizard, Priest, and Witch, but some number should also be druid unique. (And, again, I don't just want to copy D&D.)
 
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Hmm, I'd probably take a page from 2024 5E design and have a preset golem stat block. I make a lot of monsters for Shadowdark and leveling up monsters is a pretty straightforward process.

The question then would be how many spells the warcaster gets otherwise. There's a half-caster in the game -- the Knight of St. Ydris -- but they start getting spells at level three, which means two levels of no "casting," which seems disappointing.

So a warcaster would probably need a modified version of full caster progression (maybe a level behind the wizard) and probably use the full wizard list.

Does that sound like a good start? If so, I can whip something up later this week.
Necro! I hope this is allowed. (Official Iron Kingdoms Warcaster: https://www.kickstarter.com/projects/privateerpress/iron-kingdoms-requiem-5e/posts/3090636)

What about something like this?

Warcaster (Shadowdark Conversion)

Hit Points:
1d6 per levelArmor Training: Light and Medium ArmorWeapon Training: Simple and Martial Weapons

Class Abilities​

1. Arcane Mechanik: You can wield both magic and mechanika. You may cast spells as a wizard (see below) and also wield mechanikal weapons without penalty. You gain one bonded warjack, a steam-powered construct that obeys simple commands.

2. Spellcasting (Runic Focus): Instead of memorizing spells, you etch runes into your mechanikal gear, allowing you to cast a number of spells per day equal to half your level (rounded up). You roll an Intelligence check (DC 10 + spell level) to successfully cast a spell. If you fail, the spell fizzles and is lost.

3. Focused Power: You generate Focus Points (FP) each dawn equal to your level. You may spend 1 FP to:

  • Boost a spell, rolling with advantage.
  • Empower a weapon, granting it +1 damage for 1 minute.
  • Command a warjack, issuing a complex command.
  • Recharge a mechanikal weapon, resetting an expended charge.
4. Warjack Bond: Your warjack obeys simple commands but requires 1 FP per hour of active operation. It has the following base stats:

  • HD: 3d8
  • AC: 14 (plated armor)
  • Attack: +3 (1d8+2 bludgeoning)
  • Speed: 20 ft
  • Special: Can carry heavy loads and break obstacles with ease.
5. Archetype (Choose at Level 3):

  • Arcanist: Gain an extra spell slot and can use FP to recover a lost spell.
  • Gunmage: Gain +2 to spellcasting rolls for ranged spells and firearm attacks.
  • Battlefield Commander: Gain +1 FP and can command warjacks for free once per day.
6. Iron Will (Level 5): Once per day, you can reroll a failed spellcasting check or Focus ability roll.

Warcaster Spells​

(Warcasters use wizard spells, but with a focus on elemental damage, shields, and mechanikal enhancements.)
 

Necro! I hope this is allowed. (Official Iron Kingdoms Warcaster: https://www.kickstarter.com/projects/privateerpress/iron-kingdoms-requiem-5e/posts/3090636)

What about something like this?

Warcaster (Shadowdark Conversion)

Hit Points:
1d6 per levelArmor Training: Light and Medium ArmorWeapon Training: Simple and Martial Weapons

Class Abilities​

1. Arcane Mechanik: You can wield both magic and mechanika. You may cast spells as a wizard (see below) and also wield mechanikal weapons without penalty. You gain one bonded warjack, a steam-powered construct that obeys simple commands.

2. Spellcasting (Runic Focus): Instead of memorizing spells, you etch runes into your mechanikal gear, allowing you to cast a number of spells per day equal to half your level (rounded up). You roll an Intelligence check (DC 10 + spell level) to successfully cast a spell. If you fail, the spell fizzles and is lost.

3. Focused Power: You generate Focus Points (FP) each dawn equal to your level. You may spend 1 FP to:

  • Boost a spell, rolling with advantage.
  • Empower a weapon, granting it +1 damage for 1 minute.
  • Command a warjack, issuing a complex command.
  • Recharge a mechanikal weapon, resetting an expended charge.
4. Warjack Bond: Your warjack obeys simple commands but requires 1 FP per hour of active operation. It has the following base stats:

  • HD: 3d8
  • AC: 14 (plated armor)
  • Attack: +3 (1d8+2 bludgeoning)
  • Speed: 20 ft
  • Special: Can carry heavy loads and break obstacles with ease.
5. Archetype (Choose at Level 3):

  • Arcanist: Gain an extra spell slot and can use FP to recover a lost spell.
  • Gunmage: Gain +2 to spellcasting rolls for ranged spells and firearm attacks.
  • Battlefield Commander: Gain +1 FP and can command warjacks for free once per day.
6. Iron Will (Level 5): Once per day, you can reroll a failed spellcasting check or Focus ability roll.

Warcaster Spells​

(Warcasters use wizard spells, but with a focus on elemental damage, shields, and mechanikal enhancements.)
This looks simply flat-out better than a wizard, rather than being a hard choice for a player to choose between the two. I would probably scale back the benefits or greatly curtail the spellcasting to balance it.
 

This looks simply flat-out better than a wizard, rather than being a hard choice for a player to choose between the two. I would probably scale back the benefits or greatly curtail the spellcasting to balance it.
You are absolutely right! This was my unedited, draft version ;) Perhaps this is better?

Warcaster (Shadowdark Conversion)

Hit Points:
1d6 per levelArmor Training: Light ArmorWeapon Training: Simple Weapons

Class Abilities​

1. Arcane Mechanik: You blend magic and mechanika. You can wield mechanikal weapons without penalty and begin with a bonded warjack, a steam-powered construct that requires Focus Points (FP) to operate.

2. Limited Spellcasting: You may learn up to 3 spells total, chosen from the wizard list, but you do not memorize spells daily. Instead, you roll an Intelligence check (DC 10 + spell level) to successfully cast one of your known spells. If you fail, the spell fizzles and is lost until the next dawn. You may cast a spell only once per short rest.

3. Focused Power: You generate Focus Points (FP) each dawn equal to half your level (rounded up, min 1). You may spend 1 FP to:

  • Boost a spell, rolling with advantage.
  • Command a warjack, issuing a complex command (see below).
  • Recharge a mechanikal weapon, resetting an expended charge.
4. Warjack Bond: Your warjack obeys simple commands but requires 1 FP per activation, lasting 10 minutes. It has the following base stats:

  • HD: 2d8
  • AC: 13 (plated armor)
  • Attack: +2 (1d6+1 bludgeoning)
  • Speed: 20 ft
  • Special: Can carry heavy loads and break obstacles with ease.
5. Archetype (Choose at Level 3):

  • Arcanist: Learn an additional spell (max 4 known).
  • Gunmage: +1 to spellcasting rolls for ranged spells and firearm attacks.
  • Battlefield Commander: Gain +1 FP per day and may issue one free command to a warjack per day.
6. Iron Will (Level 5): Once per day, you can reroll a failed spellcasting check.

Warcaster Spells​

(Warcasters use a heavily restricted wizard spell list, focused on elemental damage, shields, and mechanikal enhancements.)
 

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