JaredGaume wrote:Awesome stuff.
With your breakdown of what the class themes should be like I can see the use in having 6 classes. If the final product ends up being close to this I will be a happy camper.
Moderator: GMSarli
JaredGaume wrote:Awesome stuff.
Animus wrote:JaredGaume wrote:Awesome stuff.
With your breakdown of what the class themes should be like I can see the use in having 6 classes. If the final product ends up being close to this I will be a happy camper.
Stacie_GmrGrl wrote:So, Jared, your proposing to divorce skills from classes as well, like say class skills and non class skills...another seperation from previous versions of the system? If so, then that's totally cool.
Stacie_GmrGrl wrote:So classes won't give the Bab, because of the combat skills, and they won't really provide skills either? Leaving that to Occupations. Is that what you mean?
GMSarli wrote:Animus wrote:JaredGaume wrote:Awesome stuff.
With your breakdown of what the class themes should be like I can see the use in having 6 classes. If the final product ends up being close to this I will be a happy camper.
What he said.
Seriously, Jared's breakdown of class descriptions is almost 100% on the nose of what I'm aiming at. He even managed to guess some of the talents I've already written up!
This exercise -- and Jared's breakdown, in particular -- illustrates perfectly why something as seemingly minor as changing a class's name (e.g. from Strong Hero to Vanguard) can have such a substantial effect on the tone, flavor, and perception of each class and its role. It looks like we've managed to pick out some archetypes that have a distinct identity and function while still fitting in almost any imaginable genre.
GMSarli wrote:Animus wrote:JaredGaume wrote:Awesome stuff.
With your breakdown of what the class themes should be like I can see the use in having 6 classes. If the final product ends up being close to this I will be a happy camper.
What he said.
Seriously, Jared's breakdown of class descriptions is almost 100% on the nose of what I'm aiming at. He even managed to guess some of the talents I've already written up!
This exercise -- and Jared's breakdown, in particular -- illustrates perfectly why something as seemingly minor as changing a class's name (e.g. from Strong Hero to Vanguard) can have such a substantial effect on the tone, flavor, and perception of each class and its role. It looks like we've managed to pick out some archetypes that have a distinct identity and function while still fitting in almost any imaginable genre.
Stacie_GmrGrl wrote:Could we even link it back to Race? Like, you pick a race, and you can pick from three skills one or two to train in, to represent early upbringing.
Then your occupation provides one or two
Then your class provides the rest. And if you end up picking the same one, like one from Race and one from Class, you get like a +2 bonus to that skill, or something like that.
Could that be feasible?
Elsidar wrote:Also, Animus, Base Attack Bonus has been tossed. Attack bonus will progress exactly like skills because they are skills now.
GMSarli wrote:Stacie_GmrGrl wrote:Could we even link it back to Race? Like, you pick a race, and you can pick from three skills one or two to train in, to represent early upbringing.
Then your occupation provides one or two
Then your class provides the rest. And if you end up picking the same one, like one from Race and one from Class, you get like a +2 bonus to that skill, or something like that.
Could that be feasible?
Hmmm ... not sure. I'd originally wanted racial traits to be something other than straightforward skill training. Instead, I'd prefer that if a race is meant to be particularly skilled with a given skill, give them some racial trait (racial talent? racial enhancement?) that gives them some neat trick they can do with that skill. (We did stuff like this in Saga, for example.) I'm not set on that, though, so there's definite room for discussion about the best way to handle that.
I'm not advocating using starting occupations in the same way as 3.x. For example, someone with a military or law enforcement background is going to have weapon and combat training as a feature of their occupation. A white collar employee might have those things, but its something he or she is going to have to get on their own time and expense. From a game standpoint a combat oriented occupation would get some combat skills/talents up front, where any other character would have to burn their development budget to get those same things. This creates a synergy between occupation and class in certain directions that isn't just a "select skill and make it a class skill with a +1 bonus." With classes being open enough, choice of occupation can be used to further validate certain character choices, or provide unique benefits in terms of occupation skills or talents. Think of an occupation as the back 1/4 to 1/2 of your class at first level.
From a genre feel, I like my Modern character to have a "day job" since adventures realistically are probably the exception rather than the norm. Otherwise every character is going to have to be an adventurer, mercenary, police officer, military man, bounty hunter, or criminal to justify their otherwise antisocial activities. I.e. I make my living as an action hero by beating up "bad guys" and taking their stuff. Although with those occupation choices, that is a valid option, just not the only one.
Race: Human by default, could be other things. (Humans may be light or non-existant on race based feats, talents, and enhancements, much more strongly tied to class or broader developments).
* Ability Scores. Your race gives you ability score bonuses. Human might give you +2 to any two, other races may have more defined bonus slots.
* Race Feats. You may choose these if you want to, but you don't have to. Many traditional race features would end up in this bucket.
* Race Talents. Special race abilities you may choose. You don't have to take these, but they are available to you.
* Race Enhancements. Unique exploits, stances, or powers inherent to your race. (only members of your race may take/recieve these enhancements).
Profession: Not a lot talked about this, but there are some rumblings. Basically your day job, background, and source of formal training. (aka Starting Occupation in d20M)
* Skills. Your selection of trained skills is defined by your profession. You get to pick a number of these skills to be trained in for free.
* Wealth. Your profession gives you a broad idea about your standard of living and available finances. (Whether we use "Wealth bonus", "real money", or some other system is up for debate)
* Professional Enhancements. Enhancements that may be granted by your profession. (probably only used if you can take one or two enhancements up front, these would be generally available enhancements otherwise, unlike race enhancements)
Class: An archetype you are choosing, defines how your character will process and use experience, i.e. gain levels.
* Hit Points. May grant your up-front hit points, deffinately defines hit point progression.
* Defenses. Gives you an up-front bonus to one or more defenses.
* Class Feats. You may choose these if you want to, but you don't have to. Many traditional class features would end up in this bucket.
* Class Talents. Special class abilities you may choose. You don't have to take these, but they are available to you.
* Level Progression. You level up in your class(es), as you gain levels you gain access to more feat and talent slots, among other benefits.
GMSarli wrote:OK, here's an idea that would mesh class skills with backgrounds:
- At 1st level, you get to pick X trained skills (or, more likely, X trained weapon skills and Y trained nonweapon skills) from a class skill list. This is just a free feature of being a 1st-level hero in a given class.
- Your background (which is genre-specific in almost every case) will also have one or two skills have trained for free. If you already have these skills trained from your free class-skill training, you instead get Skill Focus in that skill.
- "Class skills" have no other function whatsoever -- they're only there for the purpose of picking your free trained skills at 1st level. You can become trained in any skill -- class skill or not -- by taking the Skill Training feat.
How does that sound? Classes and backgrounds have complementary functions without any redundancy (i.e. you can improve a trained skill to a focused skill). On the other hand, the fact that they will stack from trained to focused might make certain combinations qualitatively better. It's still the same number of feats, of course -- it's just a difference between diversifying by taking a background with little overlap or specializing by doing the opposite, and you can still spend your normal 1st-level feats on Skill Focus if you want.
JaredGaume wrote:Awesome stuff.
Elsidar said:
Occupations or Backgrounds should not be required by default. There might have to be completely separate lists of occupations/backgrounds for each setting; being a hyperdrive mechanic before you started adventuring doesn't make much sense in Medieval Europe.
If we include required occupations or backgrounds by default, in order for them to be genre-less, they'd end up so broad and flavorless that any mechanical effects they produce would feel forced.
Also, Animus, Base Attack Bonus has been tossed. Attack bonus will progress exactly like skills because they are skills now.
=GMSarli said: OK, here's an idea that would mesh class skills with backgrounds:
* At 1st level, you get to pick X trained skills (or, more likely, X trained weapon skills and Y trained nonweapon skills) from a class skill list. This is just a free feature of being a 1st-level hero in a given class.
* Your background (which is genre-specific in almost every case) will also have one or two skills have trained for free. If you already have these skills trained from your free class-skill training, you instead get Skill Focus in that skill.
* "Class skills" have no other function whatsoever -- they're only there for the purpose of picking your free trained skills at 1st level. You can become trained in any skill -- class skill or not -- by taking the Skill Training feat.
How does that sound? Classes and backgrounds have complementary functions without any redundancy (i.e. you can improve a trained skill to a focused skill). On the other hand, the fact that they will stack from trained to focused might make certain combinations qualitatively better. It's still the same number of feats, of course -- it's just a difference between diversifying by taking a background with little overlap or specializing by doing the opposite, and you can still spend your normal 1st-level feats on Skill Focus if you want.
* At 1st level, you get to pick X trained skills (or, more likely, X trained weapon skills and Y trained nonweapon skills) from a class skill list. This is just a free feature of being a 1st-level hero in a given class.
astralcataclysm wrote:* At 1st level, you get to pick X trained skills (or, more likely, X trained weapon skills and Y trained nonweapon skills) from a class skill list. This is just a free feature of being a 1st-level hero in a given class.
Do you have any idea how you'd organize this for different classes? For example, would one class have more weapon vs nonweapon options than another? Would any one have more total skills than another? Would we be sorting weapon proficiencies into themed sets, divided amongst the classes? (heavy melee weapons going to the Vanguard, light melee weapons going to the Harrier? I can't see a lot of options weapon-wise that are natural preferable choices for Int/Wis/Cha classes in fantasy, in which case does magic of appropriate sorts become their "weapon" skills? This doesn't work so well if you run a low-magic or no-magic swords and horses game.)
j0lt wrote:It was decided earlier that we were going to do away with class skills, and instead have all skills be available for all characters. I can see having some classes gain more skills than others, but it shouldn't be a large difference, certainly not like D&D's Rogue vs Fighter.
astralcataclysm wrote:Do you have any idea how you'd organize this for different classes? For example, would one class have more weapon vs nonweapon options than another? Would any one have more total skills than another? Would we be sorting weapon proficiencies into themed sets, divided amongst the classes? (heavy melee weapons going to the Vanguard, light melee weapons going to the Harrier? I can't see a lot of options weapon-wise that are natural preferable choices for Int/Wis/Cha classes in fantasy, in which case does magic of appropriate sorts become their "weapon" skills? This doesn't work so well if you run a low-magic or no-magic swords and horses game.)
j0lt wrote:I still prefer the generic names from d20 Modern.
Nonweapon Skills:
Acrobatics
Analytics (everything from research to crime scene investigation)
Athletics (possibly including Ride?)
Bureaucracy
Computers
Deception
Endurance (this is going to have some cool trained-only applications, like getting being able to draw from your reserve hit points more than once during a single encounter)
Focus (fills the Concentration and Use the Force niche, but will also be useful to more mundane characters)
Initiative
Intuition
Knowledge (no sub-skills -- instead, you automatically gain knowledge about different areas from your profession and background, and you can learn additional areas either through direct experience during play or by training behind the scenes -- also fills the general "trivia" niche)
Linguistics
Mechanics
Medicine
Perception
Persuasion (Diplomacy and Intimidation -- however, as I'm planning to de-couple skills from attributes, you can add your Strength bonus when intimidating someone, and it might go so far as adding your Intelligence bonus if you're trying to argue about something technical)
Pilot
Stealth
Streetwise (probably also includes stuff like Thievery in 4E)
Survival (possibly including Ride?)
Tactics
Weapon Skills:
Archery
Chained Weapons (flails, chains, kusari-gama, etc.)
Gunnery (just about any weapon emplacement or vehicle-mounted weapon)
Hafted Weapons (axes, maces, hammers, etc.)
Heavy Blades
Light Blades
Longarms
Pole Weapons
Sidearms
Simple Weapons
Thrown Weapons
Unarmed
ronin wrote:j0lt wrote:I still prefer the generic names from d20 Modern.
I agree. The proposed names sound like they are changing just so we can say they are different.
Superkid wrote:These class names sound too exotic to me. I like the d20Modern names because they are both simple and descriptive, but they are rather bland. I believe the D&D classes are more iconic because the class names tell us what those characters actually do. I would like to see that in the names of the e20 classes.
Str Fighter (combat and tactics)
Dex Adventurer (athletic but not combat-focused)
Con Defender (protects others from harm)
Int Expert (possesses specialized knowledge)
Wis Supporter (devoted to a particular calling)
Cha Diplomat (works well with others)
fodigg wrote:I like the more exotic names. But I would want them to describe the class a bit and not just sound cool. I'd do (borrowing from previous lists):
- STR - "Vanguard"
- DEX - "Skirmisher"
- CON - "Guardian"
- INT - "Savant"
- WIS - "Sentinel"
- CHA - "Envoy" (in the spirit of Takeshi Kovacs)
fodigg wrote:As mentioned elsewhere, I'm still not fond of Corsair. I don't see what DEX has to do with being a pirate.
fodigg wrote:As mentioned elsewhere, I'm still not fond of Corsair. I don't see what DEX has to do with being a pirate.
ronin wrote:While I still like the fast hero I have a couple of suggestions-
Swift hero (inspired by Noah)
Quick hero
Thoughts?
GMSarli wrote:fodigg wrote:As mentioned elsewhere, I'm still not fond of Corsair. I don't see what DEX has to do with being a pirate.
What I like about Corsair is what you find when you look at its linguistic roots; it shares its origin with "course" (n. race, path; v. to pursue, to chase), derived from the Latin word cursus ("running" or "a race") with the suffix -arius (changing it to "one who runs" or "one who races"). Thus, it was used to refer to a fast pirate ship, which is designed to catch marks and outrun the opposition, but the word itself represents speed, not piracy.
So, since we're looking for a word that substitutes for the phrase "Fast Hero," the word "Corsair" is almost a literally perfect fit. Yes, it has associations with other things, but I've yet to see a suggestion for Fast Hero that didn't have that problem to some degree.

Light cavalry refers to lightly-armed and armored troops mounted on horses, as opposed to heavy cavalry, where the riders (and sometimes the horses) are heavily armored. The missions of the light cavalry were primarily reconnaissance, screening, skirmishing, raiding, and most importantly, communications, and were usually armed with spears, swords, bows and later pistols.
Light cavalry was used infrequently by the Greeks and Romans (though Roman auxiliaries were often mounted), but were popular among the armies and hordes of Central Asia. The Huns, Turks, Mongols and Hungarians were all adept light cavalrymen and horse archers.
With the decline of feudalism and knighthood in Europe, light cavalry became more prominent in the armies of the continent. Many were equipped with firearms, as their predecessors had been with bows. European examples of light cavalry included stradiots, hobelars, hussars, chasseurs à cheval, cossacks, chevau-légers and some dragoons.[1]
Some cavalry units, such as dragoons and American Mounted Rifles units, had doctrines which emphasized that horses were to be used only as means of transportation, and soldiers dismount for battle. These can be considered more as mobile infantry then cavalry as well, although this distinction is rather blurred; most American Cavalry Units of the 1840–1920 period were actually such light dragoon or mounted infantry units rather than the true (and much heavier) cavalry of European and Latin American armies.
fodigg wrote:Got another one, since "skirmisher" is out for some reason, we could focus on actual types of skirmishing or light infantry units:
- Peltast
- Velite
- Hoplite
- Jäger ("hunter")
- Voltigeur
- Tirailleur
- Bersagliere
- etc
And then there's the term everybody is trying to avoid, Ranger.
Stacie_GmrGrl wrote:Ugh so not going to vote for Ranger.... people see that, they think D&D. It just has to many ties to that fantasy game, and because of that it is too genre-specific in feel, even if realistically it would make for a good fit, which it probably would, a lot of people will just associate it with D&D.
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