What classes should be available for this game idea?

Brian8812

First Post
Good Evening
I'm currently building a setting for a upcoming game. I have constructed the overview and am currently stuck on what classes should and shouldn't be available. Any thoughts on this issue would be very helpful.

Overview
The world is young and wild, with massive beasts roaming the land, air, and sea . Humans are scatter across the world in six elemental tribes. “The Six tribes” are the tribes of Air, Earth, Fire, Metal, Water, and Wood.

The Tribes of Air lives atop the highest mountain peaks in the four corners of the world.
The Tribe of Earth lives in the vast deserts of the east.
The Tribe of Fire lives in the volcanic islands of the east.
The Tribe of Metal is entrenched in the richest mine.
The Tribes of Water live in the frozen tundra of northern and southern poles.
The Tribe of Wood stalks the deepest jungles of the mainland.

Each tribe lived in harmony and balance with its surrounding, having admiration and respect for the natural world. This was world until the Elder Dragons awoke. The tribes know not where the dragons came from, only that the dragons bring destruction and ruin with them wherever they go. The dragons threaten the tribes way of life as well as the harmony of nature, and so the tribes convened to determine what would be done.

It was decided that the greatest hunter of all the tribes, would be named the Shogun, and this shogun would stand as the bastion of defense for the tribes and the natural world. However the shogun would need great tools, and so the shogun would wield the greatest weapons and armor forged by the greatest smiths. To determine the greatest hunter among the tribes as well as acquire the greatest tools a great hunt takes place at the ending of every shoguns life to determine their successor. Such a time is once again upon the world, and The Great Hunt calls!

Points of inspiration
Avatar: World, Nation opposition
Monster Hunter: The way of life, and being a Hunter
Katanagatari & Muramasa: The Demon Blade : The Oriental Theme(though I plan to use Chinese,Mongolian,Korean,Japanese, and other cultural influences), Not really in the overview, but having hundreds of smiths roaming the world forging weapons and armor leaves a great deal of equipment scattered about.

variant rules used
-armor as damage reduction
-called shot
-piecemeal armor
-wounds and vigor
*possibly hero points

As far as the class selection I have a few things I'm looking for
1) Limit the amount of available healing
2) Smaller class list inspired by the source materials
I want the classes to resemble the setting heavily and I want to limit magical healing as to promote more forethought.

So please any thoughts on what classes I should allow?
 

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The core Physical classes should atleast be aviable in my opinion.

Alchemist?
Barbarian
Ranger
Fighter
Rogue
Samurai
Ninja
Paladin
Monk
Gunslinger?!

Do you want magic to be aviable at all? What about arcane casters?
You could also allow Divine caster like the druids since that class represents the raw forces of nature which as i see it is what your world is about :P

Maybe even allow clerics with nature related domains and exclude all healing spells from all casters?

Remember that if you remove magical healing, the adventure needs to be scaled accordingly.

An idea is to maybe expand the healing possibilites related to the "heal" skill?
 
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Currently the class list looks like this...


Bard, Fighter, Monk, Wizard, Gunslinger, Ninja, Samurai, Magus, Oracle


I've decided against the following. Barbarian as they are to reckless. Cleric, paladin, inquisitor, and druid, as they either have a more western feel to the class, to much healing capabilities, or they better suited for a game setting with a larger human population, also shying away form shape-shifting. Also ranger and rogue as I'm including classes that preform their role better for this setting. The remaining caster classes don't fit my vision of spellcasting.



I'm having the biggest issue tho with alchemist, it feels more advanced then I'd like, however the part I'm concerned with is the physical augmentation through potions, in my setting would a alchemist be a viable option?
 

There is a way for the Alchemist to use his mutagens only on Mental scores.

I dont know if that would go against your campaigh setting :)
 

You might try the old 3.5 Iron Heroes book. That's a system designed for a low-magic, unexplored, Conan-y type of world.
 

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