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Post by anarkeith on Dec 2, 2010 17:03:56 GMT -5
Attached is an RTF preliminary take on the available character classes. I'm sticking with a narrow range at this point, and trying to differentiate them to address the complaints of players who feel that 4e character classes are too homogeneous. Some of the features are yet to be defined, and/or may draw upon existing mechanics that I haven't included to preserve brevity. I'm following the K.I.S.S. rule whenever possible. Attachments:
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Post by anarkeith on Jan 14, 2011 18:26:08 GMT -5
I'm in the process of revising this stuff, so the posted document is out of date.
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Post by anarkeith on Jan 21, 2011 13:55:12 GMT -5
4e D&D has roles for the characters (Defender, Striker, Leader, etc.) that are roughly designed to allow players to match their preferred play-style with a character class. Randy's Lords of Chaos system does away with class entirely, and lets players craft a character to precisely fit their desired style of play. I'd like to fall somewhere in between. I feel like 4e's roles are defined more for the system than the player. Perhaps the following roles are just a semantic reskinning of the 4e ones, but they feel different to me:
Martialist (Melee) Traits Key Abilities: Strength, Constitution Armor Proficiencies: Cloth, leather, hide, chainmail, scale, plate; heavy shields, light shields Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged Bonus to Defense: +2 Fortitude Hit Points at 1st Level: 15+ Constitution Score Hit Points per Level Gained: 6 Classes may include: Mercenary, Paladin, and Slayer
The Martialist role includes experts in armed combat. They rely on muscle, endurance and training, savoring the opportunity to get up-close and personal with their enemies. They are the front-line combatants of an adventuring party, and it can be difficult for enemies to move past, or ignore them.
Skirmisher (Light Melee/Ranged) Traits Key Abilities: Dexterity; Strength, Charisma or Wisdom Armor Proficiencies: Cloth, leather Weapon Proficiencies: Club, crossbow, dagger, hand crossbow, short sword, shortbow, shuriken, sling, spear, unarmed strike Bonus to Defense: +2 Reflex, or +1 Fortitude, +1 Reflex, +1 Will Hit Points at 1st Level: 12+ Constitution Score Hit Points per Level Gained: 5 Classes may include: Monk, Ranger, and Rogue
The Skirmisher role includes a range of expertise from sneaky to skillful. They rely on grace, brutality, deception and insight in varying measure. Slipping in and out of combat, and taking advantage of their enemies’ weaknesses, Skirmishers prefer to use mobility, trickery, or practiced techniques to concentrate damage against individual targets.
Hunter (Ranged) Traits Key Abilities: Dexterity, Wisdom Armor Proficiencies: Cloth, leather Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged Bonus to Defense: +1 Fortitude, +1 Reflex Hit Points at 1st Level: 12+ Constitution Score Hit Points per Level Gained: 5 Classes may include: Ranger and Rogue
The Hunter role includes mastery of ranged weapons, and the preference to avoid attacks, whether by striking from hiding or by their superior mobility. Hunters rely on a deft touch and keen senses. Positioned behind the lines in an adventuring party, they can rain a variety of missiles on unsuspecting enemies.
Arcanist (Arcane) Traits Key Abilities: Intelligence; Constitution, Wisdom, or Charisma Armor Proficiencies: Cloth Weapon Proficiencies: Dagger, quarterstaff Implement Proficiencies: Orbs, staffs, wands, tomes Bonus to Defense: +2 Will Hit Points at 1st Level: 10+ Constitution Score Hit Points per Level Gained: 4 Classes may include: Mage, Sorcerer, and Warlock
The Arcanist manipulates arcane energies in order to exert control over encountered situations. Arcanists may be able to influence or injure multiple enemies with a single spell, or explosively alter the encounter environment. Arcanists may wield their intellect as a weapon to hinder enemies, a shield to bolster allies, or as a tool in unearthing knowledge and treasures well-hidden.
Disciple (Divine) Traits Key Abilities: Wisdom, Constitution Armor Proficiencies: Cloth, leather, hide, chainmail; heavy shields, light shields Weapon Proficiencies: Simple melee, simple ranged Implement Proficiencies: Holy symbol Bonus to Defense: +1 Fortitude, +1 Will Hit Points at 1st Level: 12+ Constitution Score Hit Points per Level Gained: 5 Classes may include: Cleric, Monk, and Paladin
The Disciple role serves to inspire and aid an adventuring party, while imposing the tenets of their deity or discipline on the world through acts of valor or sacrifice. Disciples may wield martial weapons or divine energy in varying measure, according to their preferences. Their insight and durability enable them to move from the party vanguard to a supporting position as encounters warrant.
Animist (Primal) Traits Key Abilities: Wisdom, Constitution Armor Proficiencies: Cloth, leather, hide; light shields Weapon Proficiencies: Simple melee, simple ranged Implement Proficiencies: Staffs, totems Bonus to Defense: +2 Fortitude Hit Points at 1st Level: 12+ Constitution Score Hit Points per Level Gained: 5 Classes may include: Druid and Ranger
The Animist draws on the primal energies of the environment with an eye towards preserving the natural world, or drawing on its abundance to advance the natural order. Animists commune closely with natural creatures and have a gift for interpreting the status of their environment and those that dwell in it.
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Post by anarkeith on Jan 22, 2011 20:08:59 GMT -5
The following examples should give you an idea of the flavor and complexity of the character classes I'm proposing. They're based on Essentials-type characters, but simplified, with an eye towards making them distinct, one from another.
The tactical options available to them include:
Tactical options (1pt each): a) Universal (available to all weapon users) • Grab (target restrained until it escapes or you end the grab) • Knock Prone (no move)
b) Martialist (or other melee-weapon user) • Cleave (strike an additional target; target must be adjacent to attacker) • Disarm (no attack) • Press (push target 1 square and shift into the space that the target occupied) • Intimidating Charge (when you charge, target suffers -2 on next attack)
The Martialist The Martialist role includes experts in weapon-based combat. They rely on muscle, endurance and training, savoring the opportunity to get up-close and personal with their enemies. They are the front-line combatants of an adventuring party, and it can be difficult for enemies to move past, or ignore them. A martialist could be a noble champion who pledges their blade to gallant causes, a calculating mercenary who cares more for the clink of gold than praise, or a blood-loving berserker looking for the next good fight.
Typical martialists include the Mercenary, Paladin, and Slayer
Mercenary CLASS TRAITS Role: Martialist. Key Abilities: Strength, Constitution
Trained Skills: From the class skills list below, choose 3 trained skills at 1st level. Class Skills: Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), Intimidate (Cha).
Class features: Battle Guardian, Defender Aura, Mercenary Stances, Shield Finesse, Spinning Deflection, Mercenary Weapon Talents, Martialist weapon-based tactical options
Mercenaries are the stalwart commanders of peasant militias, savvy caravan guards, and defenders of adventuring groups. Their cunning and skill makes them the focus of the fighting on the battlefield and lets them minimize the onslaught of their enemies. Rampaging monsters fear a mercenary fighter above almost any other attacker. While the mercenary locks down a formidable foe, the other members of a party close in for the kill.
MERCENARY CLASS FEATURES
Battle Guardian — Mercenary Attack Ignoring you in battle leaves a foe open to a devastating assault.
At-Will, Martial Opportunity Action Melee 1 Trigger: An enemy subject to your defender aura either shifts or makes an attack that targets an ally of yours but not you or an ally who has an active defender aura. Target: The triggering enemy Effect: The target takes weapon damage equal to 3 + your Strength modifier. Level 11: 6 + Strength modifier weapon damage. Level 21: 9 + Strength modifier weapon damage.
Defender Aura — Martialist Utility You work to occupy nearby foes using a combination of fighting skill and clever tactics to keep them distracted. Effect: You project an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.
MERCENARY STANCES You gain the following powers (you may only have one stance active at a time):
Focused Fury — Mercenary Utility As a professional soldier, you channel your anger into each strike, finding your foe’s weaknesses and dealing devastating damage. At-Will, Martial, Stance Minor Action Personal Effect: You assume the focused fury stance. Until the stance ends, you gain a +2 power bonus to the damage rolls of attacks using a weapon. Level 11: +3 power bonus. Level 21: +4 power bonus.
Measured Strike — Mercenary Utility Each carefully-timed strike gives you better odds to slip through your foe’s defenses. At-Will, Martial, Stance Minor Action Personal Effect: You assume the measured strike stance. Until the stance ends, you gain a +1 power bonus to the attack rolls of attacks using a weapon.
SHIELD FINESSE You gain the Shield Finesse feat. Benefit: You ignore the check penalty for wearing a shield.
SPINNING DEFLECTION While you are wielding a two-handed melee weapon, you gain a +1 shield bonus to AC and Reflex.
MERCENARY WEAPON TALENTS You gain one of the following features depending on your preferred area of expertise.
Melee Weapon Expertise Benefit: Choose a type of melee weapon (axe, bludgeon, heavy blade, light blade, spear, staff). You gain a +1 feat bonus to weapon attack rolls you make with weapons from that group. Level 11: +2 feat bonus to weapon attack rolls. Level 21: +3 feat bonus to weapon attack rolls.
Also, when rolling damage for a weapon attack you make with weapon from your chosen group, you can reroll one damage die that results in a 1, but you must use the second result.
Ranged Weapon Expertise Benefit: Choose a type of ranged weapon (bow, crossbow, light blade, sling). You gain a +1 feat bonus to weapon attack rolls you make with weapons from that group. Level 11: +2 feat bonus to weapon attack rolls. Level 21: +3 feat bonus to weapon attack rolls.
Also, when rolling damage for a weapon attack you make with weapon from your chosen group, you can reroll one damage die that results in a 1, but you must use the second result.
If you fight with a ranged weapon you gain the following tactical option (cost 1pt): • Volley Fire (strike an additional target; target must be adjacent to, or the same as original target)
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Paladin CLASS TRAITS Role: Martialist or Disciple. Key Abilities: Strength, Charisma, Wisdom, Constitution
Trained Skills: From the class skills list below, choose 4 trained skills at 1st level. Class Skills: Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Religion (Int).
Class features: Defender Aura, Holy Smite, Righteous Radiance, Righteous Shield, Valiant Strike, Restore Vitality, Martialist weapon-based tactical options
A paladin is a person who has embraced heroic virtues, such as compassion, justice, sacrifice, and valor. His or her belief in these virtues is so strong that it manifests as divine magic. Paladins pledge their faith to a deity and/or a discipline. Regardless of one’s divine affiliation, a paladin’s virtue stands paramount. It guides his or her actions, pointing to the best way to promote the tenets of their deity or discipline in the world.
PALADIN CLASS FEATURES
Defender Aura — Martialist Utility You work to occupy nearby foes using a combination of fighting skill and clever tactics to keep them distracted. Effect: You project an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.
Holy Smite — Paladin Attack Your weapon fills with divine radiant energy, which bursts forth as you strike your enemy. Encounter, Divine, Radiant Free Action Personal Trigger: You hit an enemy with an attack. Effect: The target takes radiant damage equal to 2 + your Charisma modifier, and is dazed until the end of your next turn. Level 7: 4 + Charisma modifier radiant damage. Level 17: 7 + Charisma modifier radiant damage. Level 27: 10 + Charisma modifier radiant damage.
Righteous Radiance — Paladin Attack You exact divine punishment on a foe that ignores your challenge. At-Will, Divine, Radiant Opportunity Action Melee 1 Trigger: An enemy subject to your defender aura either shifts or makes an attack that targets an ally of yours but not you or an ally who has an active defender aura. Target: The triggering enemy Effect: The target takes radiant damage equal to 3 + your Charisma modifier. Level 11: 6 + Charisma modifier radiant damage. Level 21: 9 + Charisma modifier radiant damage.
Righteous Shield — Paladin Utility You form golden energy around an ally, absorbing an attack against your friend and transferring the damage to yourself. As the magic fades, you become charged with righteous fury that fuels your attacks. Encounter, Divine Immediate Interrupt Close burst 3 Trigger: An ally within 3 squares of you is damaged by an attack. Target: The triggering ally in the burst Effect: You take the damage of the triggering attack instead of the target. This damage ignores your immunities and resistances. In addition, you gain a +2 power bonus to attack rolls until the end of your next turn.
Valiant Strike — Martialist Attack You attack a foe, gaining strength from your conviction as the odds against you rise. At-Will, Divine, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC. You gain a bonus to the attack roll equal to the number of enemies adjacent to you. Hit: 1[W] + Strength modifier damage. Level 21: 2[W] + Strength modifier damage.
Restore Vitality — Disciple Spell (1pt) You lay your hands upon an ally, invoking the power of your virtue to restore a comrade to health or remove hindering effects. Radiant (Evocation) Roll: Charisma vs. DC 12 Target: One creature 1pt Hit: 1d6 + Charisma modifier healing or 1pt Target gains +2 to granted Saving Throw
•••
Slayer CLASS TRAITS Role: Martialist or Skirmisher Key Abilities: Strength, Dexterity, Charisma or Wisdom
Trained Skills: From the class skills list below, choose 3 trained skills at 1st level. Class Skills: Athletics (Str), Endurance (Con), Heal (Wis), Intimidate (Cha), Streetwise (Cha).
Class features: Heroic Slayer, Spinning Deflection, Slayer Stances, Slayer Weapon Talents, Martialist weapon-based tactical options
When tales are told of the most legendary warriors, slayers are the heroes those stories speak of. Slayers are elite shock troops, standing at the forefront of battle with a combination of strong armor, combat mobility, and a mastery of intimidating two-handed weapon attacks.
Slayers come from all backgrounds and societies. Some are warriors with only the most basic training, relying on raw fury and instinct to overwhelm their enemies. Others might be former soldiers whose homes have been destroyed like so many others on the borderlands, and who have sworn to use their martial skills for vengeance.
SLAYER CLASS FEATURES
HEROIC SLAYER You gain a bonus to the damage rolls of weapon attacks. The bonus equals your Dexterity modifier.
SPINNING DEFLECTION While you are wielding a two-handed melee weapon, you gain a +1 shield bonus to AC and Reflex.
SLAYER STANCES You gain the following powers (you may only have one stance active at a time):
Berserker's Charge — Slayer Utility You channel your combat fury to run down your foes. At-Will, Martial, Stance Minor Action Personal Effect: You are proficient at the berserker's charge. Until the stance ends, you gain a +2 power bonus to your speed when charging and a +2 power bonus to the attack rolls of your charge attacks.
Mobile Blade — Slayer Utility The force of your weapon attack clears space for you to spring away from your foe. At-Will, Martial, Stance Minor Action Personal Effect: You are proficient at mobile combat. Until the stance ends, whenever you hit an enemy with an attack using a weapon, you can move a number of squares up to your Dexterity modifier as a free action.
Single Out — Slayer Utility Your fury in battle causes a nearby foe to quake with fear. At-Will, Fear, Martial, Stance Minor Action Ranged 5 Prerequisite: You must have training in Intimidate. Target: One enemy Effect: The target grants combat advantage to you until the end of your next turn.
SLAYER WEAPON TALENTS You gain the following benefits
You gain a +1 bonus to the attack rolls of melee weapon attacks.
If you fight with one weapon and an off-hand weapon you gain the following tactical option (cost 1pt): • Hunter’s Fury (for two-weapon melee fighters: strike an additional target with off-hand weapon; target must be adjacent to attacker)
If you fight with a ranged weapon you gain the following tactical option (cost 1pt): • Hit and Run (shift a number of squares equal to 1 + Dexterity modifier)
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randy
New Member
Posts: 34
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Post by randy on Jan 23, 2011 13:13:24 GMT -5
This seems to be moving more towards the complex side. Stances, at-will powers, encounter powers- drifting more towards 4e. This may be what you want, but it was not my understanding of what you are trying to do (and hey, I'm wrong all the time). Stances could be cool, and help differentiate classes, but things like encounter powers seem like they would be easier to just do with your Hero Point allocation.
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Post by anarkeith on Jan 23, 2011 15:25:19 GMT -5
Randy, I think at first blush it does look a bit busy, but many of the listed features are passive in nature, nearly always active. The defender aura plus battle guardian (or righteous radiance, in the case of the paladin) are really just a reflection of the danger of moving or acting near a melee fighter. (The reactive battle guardian/righteous radiance just does auto-damage, it doesn't involve a rolled attack.) Two powers, but really one feature in the classes.
The paladin is the most complex martialist, while the slayer is probably the least complex. That gives players a range of complexity to choose from in their melee fighters, something I hope to do in the other roles as well.
Each class will have one, or maybe two encounter-type powers, and a few stance-type options that will allow them unique, class-based approaches to tactical situations. My intention now is not to add to these (many of them scale as the PCs gain milestone experience levels, the tiers in 4e.)
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Post by anarkeith on Jan 25, 2011 10:08:39 GMT -5
I've decided to go a bit further in revisions based on Randy's reaction. I'm working more with activate-and-forget stances, and trying not to duplicate stuff that players could build with the modular elements. For classes that have some overlap in functionality, I'm granting tactical options not normally available to pcs of that role.
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