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Let's Talk About Defining Player Characters
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<blockquote data-quote="Tigris" data-source="post: 9881957" data-attributes="member: 7043270"><p>Well it depends a bit on how exactly you define character progression and how you define items, but Beacon (and with this Lancer from which it is inspired) comes to mind: (The images used below are example pages from here: <a href="https://pirategonzalezgames.itch.io/beacon-ttrpg" target="_blank">BEACON TTRPG by Pirate Gonzalez Games</a> )</p><p></p><ul> <li data-xf-list-type="ul">You choose a class as your base (but you can later switch it when you unlock others if you want, but you are not forced).<ul> <li data-xf-list-type="ul">Classes are relative simple but well defined as shown here: <a href="https://img.itch.zone/aW1hZ2UvMTE2MDE1Ny8xNDM1Nzc0NS5wbmc=/original/kjWBLp.png" target="_blank">https://img.itch.zone/aW1hZ2UvMTE2MDE1Ny8xNDM1Nzc0NS5wbmc=/original/kjWBLp.png</a> </li> </ul></li> <li data-xf-list-type="ul">You have some base values given by the class, and can add some points on top of it yourself<ul> <li data-xf-list-type="ul">This also defines what kind of equipment and how much you can carry</li> </ul></li> <li data-xf-list-type="ul">You choose 3 feats (like being better with weapon types) in the beginning</li> <li data-xf-list-type="ul">You choose a race in the beginning.<ul> <li data-xf-list-type="ul">They are also simple with 4 features here: <a href="https://img.itch.zone/aW1hZ2UvMTE2MDE1Ny8xNDM1NzczOC5wbmc=/original/pp56f1.png" target="_blank">https://img.itch.zone/aW1hZ2UvMTE2MDE1Ny8xNDM1NzczOC5wbmc=/original/pp56f1.png</a></li> </ul></li> <li data-xf-list-type="ul"></li> </ul><p>Then as you level up:</p><p></p><ul> <li data-xf-list-type="ul">You gain new class levels (max 3 per class), but they only unlock additional equipment you can select (spells are also equiped as well as passives)<ul> <li data-xf-list-type="ul">If its the first level of a class you also get that base class (so you could switch)</li> </ul></li> <li data-xf-list-type="ul">You also get loot (items, spells, passive to equip) from adventuring</li> <li data-xf-list-type="ul">You get some sparingly stat increases as you level up, but its not that much power you gain by that</li> <li data-xf-list-type="ul">You also gain 1 more feat per level, and can also use this feat to level an existing one up (max 3)</li> </ul><p></p><p>When you go to a new adventure you:</p><p></p><ul> <li data-xf-list-type="ul">Select any of the classes you have unlocked</li> <li data-xf-list-type="ul">Then select spells, passives, weapons and equipment from ones you have unlocked through classes, from basic equipment and from loot you personally found, to equip your character for the adventure.</li> <li data-xf-list-type="ul">You can also get some small adaptions to items and or buffs, if you have unlocked it in your village (you spend gold to improve your village and get better shops etc.)</li> <li data-xf-list-type="ul">You select 1 out of the 4 features of your race</li> </ul><p>And then you go like this to your adventure.</p><p></p><p></p><p>I know its not exactly what you had in mind, but it goes a bit in this direction at least, to just show 1 non OSR game, which is mostly about equipment (even though you get quite a bit through character levels).</p></blockquote><p></p>
[QUOTE="Tigris, post: 9881957, member: 7043270"] Well it depends a bit on how exactly you define character progression and how you define items, but Beacon (and with this Lancer from which it is inspired) comes to mind: (The images used below are example pages from here: [URL="https://pirategonzalezgames.itch.io/beacon-ttrpg"]BEACON TTRPG by Pirate Gonzalez Games[/URL] ) [LIST] [*]You choose a class as your base (but you can later switch it when you unlock others if you want, but you are not forced). [LIST] [*]Classes are relative simple but well defined as shown here: [URL]https://img.itch.zone/aW1hZ2UvMTE2MDE1Ny8xNDM1Nzc0NS5wbmc=/original/kjWBLp.png[/URL] [/LIST] [*]You have some base values given by the class, and can add some points on top of it yourself [LIST] [*]This also defines what kind of equipment and how much you can carry [/LIST] [*]You choose 3 feats (like being better with weapon types) in the beginning [*]You choose a race in the beginning. [LIST] [*]They are also simple with 4 features here: [URL]https://img.itch.zone/aW1hZ2UvMTE2MDE1Ny8xNDM1NzczOC5wbmc=/original/pp56f1.png[/URL] [/LIST] [*] [/LIST] Then as you level up: [LIST] [*]You gain new class levels (max 3 per class), but they only unlock additional equipment you can select (spells are also equiped as well as passives) [LIST] [*]If its the first level of a class you also get that base class (so you could switch) [/LIST] [*]You also get loot (items, spells, passive to equip) from adventuring [*]You get some sparingly stat increases as you level up, but its not that much power you gain by that [*]You also gain 1 more feat per level, and can also use this feat to level an existing one up (max 3) [/LIST] When you go to a new adventure you: [LIST] [*]Select any of the classes you have unlocked [*]Then select spells, passives, weapons and equipment from ones you have unlocked through classes, from basic equipment and from loot you personally found, to equip your character for the adventure. [*]You can also get some small adaptions to items and or buffs, if you have unlocked it in your village (you spend gold to improve your village and get better shops etc.) [*]You select 1 out of the 4 features of your race [/LIST] And then you go like this to your adventure. I know its not exactly what you had in mind, but it goes a bit in this direction at least, to just show 1 non OSR game, which is mostly about equipment (even though you get quite a bit through character levels). [/QUOTE]
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