Following on from my recent post, I have been hard at work today on the variant classes required to create a balanced game; ready in anticipation for the new classes that I am also currently working on.
Whilst I initially started by simply weighing up and reallocating the abilities in order to create the variant classes, I soon found myself tempted to alter their starting equipment too. Even going so far as to create a few new pieces of gear, that I feel really help some of these revised classes fulfill their intended remits.
So here they are, the Cleric, Mage, Ranger, Rogue, Troubador, and Warrior.
Cleric
The cleric has spent most of their formative years in intense religious and academic study; learning the lore and traditions surrounding their faith. This doesn't mean the cleric is a book worm by any stretch of imagination however, being an able combatant with a mace; their holy orders weapon of choice, and symbolic of good smiting evil.
Abilities
Demon Lore
Inspiration
Languages
Priest Magic
Religion
Resist Magic
Undead Lore
Equipment
Mace
1-2 Healing Salve / Holy Water
Mage
A scholar of the arcane arts, few can match the might of a capable wizard. Magic literally courses through their veins. With more tricks up their sleeve than the average warrior can swing a sword at, only a fool would count a wizard out before their time.. And they are well known to be long lived!
Abilities
Demon Lore
Languages
Magic Lore
Plant Lore
Resist Magic
Wizard Magic
Equipment
Staff
1-2 Potion of Clarity / Potion of Curing
Ranger
Rangers make their homes in the woods and on the plains, amongst the hills and on the glade. Rangers are the quintessential outdoors men, often only returning to civilisation when they find themselves in the need of things that they cannot forage or forge for themselves from their surroundings. Which is rare!
Abilities
Animal Lore
Climbing
Hardiness
Pathfinding
Plant Lore
Survival
Swimming
Equipment
10 Gold Pieces
Bow / Axe
Dagger / Sling
Desert Clothes
Furs
Grapple
Rope
Waterskin
Travel Pack - This is a specialist item perfected by generations of rangers who have dedicated their lives to self-sufficiency. By making optimal use space, and distributing weight evenly this item allows the ranger to carry much more equipment. Ideal for those carrying all their worldly possessions where ever they go!
The pack does not add to encumbrance, but allows the wearer to transport six additional points of encumbrance. Cost 15 Gold Pieces (but very few rangers are willing to part with one).
Rogue
Many are slow to trust rogues.. And is it any wonder with the dazzling array of ways they can find of relieving you of your hard won gold? Not all rogues are bad though. Some are just ambitious, looking for the next big score. The next seemingly impossible heist that will test their skill and cunning. Rogues are daredevils by nature.. So it's a good job they're lucky!
Abilities
Deception
Disarming
Lock Picking
Luck
Perception
Equipment
5 Gold Pieces
Dagger
Thieves Tools - A length of leather containing all the tools of the trade that a rogue needs to go about their business, which rolls up to the size of a small scroll - for easy concealment.
The tools are designed to be lightweight, so do not add to encumbrance; and allow a free re-roll in Disarming or Lock Picking ability test. Cost 50 Gold Pieces, and can only be purchased under the counter from less reputable retailers.
Troubador
Troubadors are the great performers, imortalising the heroic deeds of themselves and others in song and verse.. For a small fee. However, when times are tight troubador will often take to the road, performing for anyone who can spare a few coins.
Abilities
Insight
Inspiration
Magic Lore
Performing
Equipment
5 Gold Pieces
Dagger
Musical Instrument - What would a troubador be without a musical instrument to aid them in their performance?.. Broke most likely. The musical instrument, and the troubadors ability to play it is key to being able to draw a crowd, and keeping that crowd. Otherwise they'd just be like every other patron of the tavern, singing loudly after a few ales.
A musical instrument allows the troubador a free re-roll on any Inspiration or Performing ability test, costs two points of encumbrance to carry, and costs 50 Gold Pieces to replace.
Warrior
Mighty and fearless, warriors have carved out a trade in putting boot to ass, for gold and for glory. Warriors take many forms across the land, from the militia member defending their homeland, to the royal guards defending royalty in the best armor money can buy. So when choosing to take up the mantle of the warrior, there really is no end to the possibilities of where that career may take you.
Abilities
Climbing
Dodging
Hardiness
Melee combat
Ranged combat
Running
Strength
Weaponskill
Equipment
25 Gold Pieces
Any two weapons
Light Armor / Light Shield
And there we have it. These are only the first drafts, but I don't think they're too bad. Even if I do say so myself. If anyone has any feedback, or ideas for improving on these though, please feel free to drop a comment below. I'm all ears.
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