empireofchaos
First Post
Celebrim said:I think it might well be interesting to play a character that is being manipulated by fate, and play out expressing feelings of dissatisfaction or trepidation about the whole process or any other way that a character might respond to finding out that he's a pawn in a play. Indeed, I think it might well be interesting to play a character who is not consciously in control of his own superpowers, but whose superpowers are (from the character's perspective) mysteriously manifesting in ways he doesn't control and maybe doesn't always approve of. That to me sounds like a load of fun.
Saelorn said:Unless I've lost track of things, you want a class of character that can contribute in meaningful ways (and not die) due to the sorts of lucky coincidences that befall protagonists.
Imaculata said:Sounds like this sort of class could be a fun addition, if it were to be balanced well. It would need an interesting game mechanic to work with though. Maybe luck is a resource, that can be spent towards defense of offense? Maybe the player must beware his karma, and his actions may attract good or bad karma.
I thought I would repost this - the Fool class. It was my original contribution to the thread, and I think it answers to most of these demands (plus I'd like feedback). The main mechanics are:
Luck points, as per the "lucky feat". These are what make the character class unique compared to other classes. You start with three, and they increase gradually, similar to the number of cantrips for other classes.
Spells. These work kind of similar to warlock spells in that the class has a fairly limited number of them, but the ones you get at high level are pretty powerful. You also get them from a patron of sorts, but the relationship is not really a pact that you enter into because you are seeking power. It happens for reasons that aren't clear to anyone, least of all the Fool. Why spells? Well, what better way to represent those wish-fulfilling formulae that lucky fools utter? Spells are delayed until 2nd-3rd level, mainly to have a chance to establish the character's persona, and to have a chance to RP out the receipt of magical abilities.
Madness. The character is not fully in control of his/her powers, and using luck points or spells carries risks. Similarly to a chaos mage sorcerer, you can drive yourself mad or subject yourself to a high-level mind-altering spell for a while. This feature constitutes a representation of the fact that the fool character is neither mad nor sane, neither stupid nor smart, but meanders back and forth between these two states - an embodiment of liminality.
Then there are various borrowings form other classes that channel luck in various forms, from the Fighter's Second Wind, to the Rogue's Uncanny Dodge, the use of Charisma to buff up various other rolls, etc.
Finally, the archetypes - I have two and a half (kind of like the ranger) - the Simpleton, who either gets a magical animal companion that helps keep him out of trouble, or an animate object ability (so things can act themselves, so the lazy fool doesn't have to); or the Holy Fool, who gets more cleric-type spells and abilities.
Anyway, comments are welcome. My sense is, the most challenging thing about playing this class is the RP, because you're probably playing a character who changes her outlook on life frequently, and has a unique perspective.