Moderator: GMSarli
GeneD5 wrote:Going back to the Star Wars: Saga Edition classes, here's another suggestion, based on my own homebrew attempts to simplify D20:
-Explorer (Scout, Int): the scientist, the survival expert, the tactical improviser (runner/support)
-Diplomat (Noble, Cha): the social expert, the morale builder, the leader/strategist (leader)
-Mystic (Jedi, Wis): the party conscience, the scholar, the team bulwark (healer/controller)
-Trader (Scoundrel, Dex): the swashbuckling pirate, the canny merchant, the sneaky thief (striker)
-Warrior (Soldier, Str): the soldier of fortune, the front-line fighter, the strong man -- or woman (brick/tank)
I tried to balance combat and role-playing roles, and I left out Con, because presumably health/Hit Points are important to all characters, and they may be based on species/race, some of which are tougher than others.
GeneD5 wrote:Going back to the Star Wars: Saga Edition classes, here's another suggestion, based on my own homebrew attempts to simplify D20:
-Explorer (Scout, Int): the scientist, the survival expert, the tactical improviser (runner/support)
-Diplomat (Noble, Cha): the social expert, the morale builder, the leader/strategist (leader)
-Mystic (Jedi, Wis): the party conscience, the scholar, the team bulwark (healer/controller)
-Trader (Scoundrel, Dex): the swashbuckling pirate, the canny merchant, the sneaky thief (striker)
-Warrior (Soldier, Str): the soldier of fortune, the front-line fighter, the strong man -- or woman (brick/tank)
I tried to balance combat and role-playing roles, and I left out Con, because presumably health/Hit Points are important to all characters, and they may be based on species/race, some of which are tougher than others.
Imagist wrote:So I started going through all of the suggestions for names for the various classes trying to make a list... and I gave up because there are crazy loads of suggestions. However, I have come to this conclusion:
a) We are looking for a genera neutral naming convention for 5-6 core classes (each one revolving around one of the six ability scores with maybe the option of combining Strength with Constitution to create a hybrid melee role)
2) The d20 Modern names of Strong Hero, Fast Hero, Tough Hero, Smart Hero, Dedicated Hero, and Charismatic Hero, while logical and flexible enough to work, don't seem to "pop" for most of the people on the board
and finally) The names we have been getting for suggestions haven't been working mostly due to the fact they either imply a non-neutral component or specialization that undermines the genera neutral and unhindered broadness each class is supposed to represent
Yes, you could use Agent for each and every one of the classes because it is vague, but it wouldn't be a good idea because it implies a government or religious hierarchy and says absolutely nothing about what the class can do. Things like Champion, Guardian, Protector and the like imply too much of a positive connotation... sure you could have a Champion of evil or even a neutral Champion, but there is no guarantee that a Champion is going to champion anything in the course of their adventuring career. Large majorities of the other suggestion are simply the names of professions, advanced classes, or specializations that would not fit into the genera neutral vagueness we are attempting to find, but would more than certainly have a place elsewhere in the e20 system.
About the best suggestion I have seen thus far is "Savant" for the smart heroic class, although there are a few others I could go with.
The reason names like Soldier, Scout, Scoundrel, Noble, and Jedi worked for SWSE is because it wasn't a genera neutral campaign world, it was a system based on a universe where each role was defined and knew their place in the bigger picture.
Unfortunately, we do not have the luxury of getting to pick names for our classes just because they sound "cool" or "bad-ass." We have to pick names that represent the genera neutral e20 system we are trying to create, but don't let that dishearten you because you think you aren't going to have as much fun playing a Strong Hero than you are playing a Guardian. Your character is more than just the name of your class, and for the most part your character isn't going to know he is a Strong Hero... or a Guardian for that matter. He is only going to know his name is Zack and he has a heroic strength that he will use to protect the innocent.
Stacie_GmrGrl wrote:Ugh, if we go with d20M classes kill me now...worst names of all time. Just my opinion. Seriously, kill me now... well, don't kill me for reals, but you know what I mean... those names, so lame and so, so so so so so so boring.
Imagist wrote:Don't underestimate the role ability scores play in a class's development. Some players are comfortable playing characters that revolve around a certain class concept based on an ability score. If you try to remove a class from ability scores too much you may create a system where players are not sure what a class represents.
Strength/Constitution based classes are good for players that want a simple and straightforward approach to combat (i.e. kick down the door playing style). Such roles as the frontline fighter, the beefy tank, or the unstoppable force are enjoyable for such players because it gives them a sense of accomplishment in the game with little thinking and the memorization of few mechanics.
Dexterity based classes are good for players that want to move about or focus on ranged attack and superior physical defenses (i.e. gunslingers, archers, and unfettered combatants). Such roles are enjoyable to play for characters that want to be “untouchable” or simply outmaneuver enemies with pure speed and agility.
Intelligence based classes are good for planners or characters that wish to have a large base of skills to draw upon during a session. Some characters favor this approach as it gives them flexibility and the resources to plan ahead. If they can create a good strategy, they can give their party an edge. Intelligence is also the quintessential wizard or sage ability score.
Wisdom based classes are usually played by individuals who enjoy helping others, by empathizing with others and perceiving a situation and its dangers. Often the “healer” of the group, wisdom based characters often enjoy role-playing or being able to mechanically “tend to their allies.”
Charisma based classes are usually played by individuals who enjoy social interaction roles or who want a sense of “cool” in their characters. While most mechanics presented in the core systems rely on physical combat encounters, it is entirely possible to have a campaign focused completely on social interaction where initiative is hardly ever rolled.
Just a thought.
steelmax73 wrote:people are pretty smart and don't like books that talk down to them. I figured out how to run d&d without hand holding i think the majority of people can also. besides the games not being designed as a starter game its not going to be sold in a box with battle maps dice and booklets.
Stacie_GmrGrl wrote:Ask any 4e player what his character is, and I bet the first words out of his mouth is, "I'm playing a Striker." or "I'm playing a Leader now because all I ever play is a Striker." They think in terms of role now, they don't even describe what their character can do, or what he looks like anymore. It's all about 'role' and its so limiting. That is what that game has become. It's sad.
bone_naga wrote:May I also point out that if your character concept requires multiclassing, then even in a classless system your vision probably wouldn't be fully realized at 1st-level. Also, given the way the system is described, you could even include a short sidebar to describe making the system classless (because from what I gather it really wouldn't take much). You can have the best of both worlds, classed and classless within the same system.
bone_naga wrote:May I also point out that if your character concept requires multiclassing, then even in a classless system your vision probably wouldn't be fully realized at 1st-level. Also, given the way the system is described, you could even include a short sidebar to describe making the system classless (because from what I gather it really wouldn't take much). You can have the best of both worlds, classed and classless within the same system.
Stacie_GmrGrl wrote:I honestly think that keeping Classes is a bad idea...go with just Talent trees and let people create whatever it is they want to play from the get go... Maybe have broad archetypes if you want, but Classes in a universal, genre-less game really just don't make sense. And if the main setting is a Modern setting, then we are giving this game a predefined Genre, and it really isn't "GENRE-LESS" than, is it???
You want to make this universal, there can be no predefined setting at all...NONE. That is what Universal means, and to keep classes puts in assumptions that there are certain assumptions about the game and whatever genre it is.
Universal games are point based for a reason...it gives the players the most versatility to make characters based in whatever genre the gamemaster chooses to run in, and they give the gamemaster the tools to create their worlds in whatever genre they want to focus it on. Classes, by their very definition, put a limit on characters to a certain degree. Sure, they offer a more specific niche protection, and that alone limits possibilities, and is also very Sacred Cow thinking...
Plus, playing a little devil's advocate thinking here, we are keeping Feats (which I think they should all be tossed), we have Talents, and we are going to have Enhancements, which are supposed to simulate those "other" bonuses that we get from adventures or whatever... so now we will have Feats, Talents, and Enhancements to try and balance with each other, and trying to create six core classes, each focused on a single ability score (which is a very limited way of designing a class because its more focused, and I don't think ability scores should be the single reason for a classes existence) and each trying to have a balance of Talents, bonus feats, and possible enhancements... not to mention whatever universal power system we will come up with, but some people want to have different power systems for different forms of powers, which is just stupid in a Universal, Genreless game because your then putting in predefined assumptions into the game system by having different types of power structures follow its own rules.
So, what are Feats, if not an Enhancement to your character in some small way that allow you to do something a little extra? What are Talents, but also an Enhancement to your character that allow you to use Skills in different ways, or gain a unique Trick or something? Why have three seperate subsystems to try and balance out? And why keep Classes?
So far, in these entire forums, the ONLY thing that I have seen that is true advancement of d20 game design is Tossing out Base Attack Bonus and using Combat Skills for combat. That's it. Everything else is just the same. So far.
The majority of people here want to keep classes, that's fine, but for a Universal game they have to be very very Broad... Combatant, Diplomat, Savant, Sneak... those are very, very broad terms that could cover lots of possiblities, and even I think having these are to limiting for a Universal, Genreless game. To be UNIVERSAL means to have ultimate versatility within the game system, and when people tell me that I have to Multiclass to eventually create the character I envision at first level, that is not Universal. That is an automatic limitation within the game system because I have to take multiple levels of different classes to achieve what the character should already be. That is not Universal, to me. And he's advertising this as a Universal game.
And, like I said in this rantish like post... By Putting in an Assumed Modern day setting, you are giving this game a PREDEFINED GENRE to work out of, and that, by default, means this game will NOT be Genreless. It doesn't matter how many Modules you create, you are establishing that this is a Modern game and that it can be changed and altered, but it won't be Genreless. And a Genreless/neutral game is what Gary is advertising as what he is intending to make.
Jimmy Plamondon wrote:***Sneaks behind the class system and stabs. 30d6 damage. Oh well, its dead***
Long live the classless system!
Imagist wrote:Jimmy Plamondon wrote:***Sneaks behind the class system and stabs. 30d6 damage. Oh well, its dead***
Long live the classless system!
Stupid 60th level rogues and their sneak attack...
JaredGaume wrote:Imagist wrote:Jimmy Plamondon wrote:***Sneaks behind the class system and stabs. 30d6 damage. Oh well, its dead***
Long live the classless system!
Stupid 60th level rogues and their sneak attack...
Don't worry the class system has 1,000 HP, is immune to critical hits, and spontaneously returns to full HP 1 round after being destroyed. I think it may be undead or something.
Stacie_GmrGrl wrote:JaredGaume wrote:Imagist wrote:Jimmy Plamondon wrote:***Sneaks behind the class system and stabs. 30d6 damage. Oh well, its dead***
Long live the classless system!
Stupid 60th level rogues and their sneak attack...
Don't worry the class system has 1,000 HP, is immune to critical hits, and spontaneously returns to full HP 1 round after being destroyed. I think it may be undead or something.
Yea, but the classless system comes from an alternate dimension from where they have a "vorpal disintegrate class systems" power that can be used with any attack, but only works on class systems.
GMSarli wrote:"I attack the darkness!"
"I've got a dagger that's +9 against ogres!"
Imagist wrote:GMSarli wrote:"I attack the darkness!"
"I've got a dagger that's +9 against ogres!"
"Can I have a Mountain Dew?"
j0lt wrote:Imagist wrote:GMSarli wrote:"I attack the darkness!"
"I've got a dagger that's +9 against ogres!"
"Can I have a Mountain Dew?"
"I'm getting drunk, are there any girls there?"
JaredGaume wrote:Actually I don't like how 4e implemented powers. I like the idea, but in practice how many times do you need, for example: [2 + Strength vs. Fortitude, deal 1[W] + Strength damage, hit or miss stun target for 1 round]? The rundandacy is palpable and wastes a lot of space.
I liked the idea of power sources. I liked the bullet point power arrangement (source, target, weapon, etc...). I liked the logical progression flow.
I do wish most of the powers were broken out as power branches, and class powers were kept trim, thematic, and neat. You would then reach out and grab the power branch you needed.
For example you might have the Martial power branch. As a Fighter, Rogue, or Warlord you may freely enter this branch. As a given class you have certain unique class powers as well. But by and large you reduce the overhead and redundancy by half to three-quarters.
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