|This page is deprecated, meaning that it is no longer relevant to anything going on whatsoever, and is probably going to be ignored forever. Information on this page is not usable nor viable for playtesting, so kindly ignore it.|
We're not here yet, but we have some ideas for what classes we want, so this page is being made so that we can track the list.
- 1 Abilities
- 2 Class Types
- 3 Class List
- 4 Class-Related Ideas
- 5 Class Design: JP System
- 6 Class Design: Trees
Specifically talking about things like spells and einhander maneuvers, here.
4e is problematic in that everyone has at-will, encounter, and daily abilities. There is no resource management there - you don't have spell slots, you don't gain armor tokens, nothing. You can use this ability once per encounter, and that's it.
I think this takes a lot of the flavor out, in some cases.
So maybe everybody uses tokens... hrm.
Free, Tokens, and Points
Every class uses one of three resource types: free, tokens, and points.
- Free: These abilities are freely used. They typically fall into one of three categories: at-will, encounter, and daily. The abilities are simply used, with no additional tracking required. Einhander maneuvers are a good example of free abilities.
- Tokens: These abilities require the expenditure of tokens, which are a fluctuating gauge mechanic; each ability set that relies on tokens will usually provide a method for gaining tokens. A good example of token usage is armor tokens, from Trinity defenders. Token abilities are usable whenever you have the tokens to use them.
- Points: These abilities require the expenditure of points, which are a constantly-decreasing gauge mechanic; you start out with so many points, with limited ways to replenish them once spent. A good example of point usage is power points, from psions in 3.5. Point abilities are usable whenever you have the points to use them.
It is probable that the token/point distinction is a thin one, but I want the distinction made, just in case.
For Force abilities, your caster level equals your base Force bonus of all your classes. So a Journeyman(7)/Mage(4) has a caster level of 7 (Journeyman 7th has +3 FRC, Mage 4th has a +4 FRC, 3 + 4 = 7).
This way, caster/melee'er hybrids work.
Class Theory: JP System
Part of the issue with class-based systems is that they sometimes provide a very rigid method of character growth. In the core of 3.5, look at the barbarian and monk for examples of what I'm talking about - these are core classes that are very restrictive in terms of what the character can do. If you are an 8th-level monk, you mechanically behave pretty much the same as any other 8th-level monk out there.
That's where JP come in.
JP are similar to XP, in that you gain them for task resolution. However, while you gain XP based upon your character's goals, and increase your overall power, you gain JP for using your class's particular approaches to task resolution. If you are an einhander, you gain JP for doing einhander-like things.
XP is a representation of personal growth and experience; JP is a representation of the application of class-based knowledge.
In a JP system, every class feature has a JP cost. Not only does this include things like evasion, uncanny dodge, and barbarian rage, but it also includes things like einhander maneuvers and arcane spells. The JP system is a point-based approach to class design, and rather than the designer telling you where those points are spent, the player decides what abilities to purchase.
There are possible issues with a JP system. Multiclassing may pose issues, and there is the possibility that a player will wait until sufficient JP is gained to purchase more powerful abilities that shouldn't be had until later levels. However, this second concern is possibly balanced out by the fact that the character would have only that one ability.
JP is a possible way to implement a more free-form class design, while still maintaining the class system.
Class Theory: Paths
Another way to go about designing classes is the idea of paths, from Szatany's ultimate classes project. There has been a bit of naysaying about this particular approach, specifically that it only gives the illusion of good class design and, in actuality, sucks.
I don't know why that's said, but it is what it is.
Moving on. The general idea behind Szatany's ultimate classes was (1) power-creep, and (2) to provide a metric crapton of options for each class. I mean, take a look at the barbarian: there are loads more options there than there are for the 3.5 core barbarian.
The idea here would be that each class has a wide variety of abilities to choose from throughout its progression.
Class Theory: Talents
This would be essentially porting 3.5 core to Journey, and relying upon the talent idea to allow for greater customization. I'm a bit leery of the idea, primarily because I'm not sure how talents will work. This seems to be the base assumption, at the moment, so I don't think any more detail is really necessary.
Classes fall into three general types.
- Combat: This is a class that focuses on physical combat. Combatants run the gamut from stealthy assassins to honorable knights.
- Force: This is a class that focuses on the use of a force. To be a force-user is to strongly align oneself with a particular worldview.
- Hybrid: This is a class that combines multiple styles. A hybrid could attempt to take the best of two combat styles, attempt to reconcile two forces, or intertwine a fighting style with a force.
- General: This is a class that is not necessarily focused on the use of a force or a particular fighting style. While such classes have some skill with fighting or a force, that is not usually their focus.
This is the list of classes.
- Skilled with bows, crossbows, and similar weaponry, the archer excels if he can fight his foes from afar.
- A cunning, secretive death-dealer, the assassin's skill lies not with raw combat ability, but instead in stealth, poison, and deceit. An assassin strikes without her target's knowledge, then slips into the shadows.
- A warrior who focuses on his armor and defensive skills. Heavily-armored and armed with simple weapons or polearms, the defender's fighting style is one that emphasizes patience and using attrition to your advantage.
- A warrior who focuses on skill with weapons over all else. Lightly-armored but heavily armed, the einhander is a force to be reckoned with, using the philosophy that the best defense is a perfect offense.
- A warrior who focuses on speed, agility, and footwork. Lightly-armored and armed with light weapons, the unfettered's strength lies not with his offensive or defensive prowess, but with his sheer mobility.
- The memories of the world run deep, flooded with the knowledge of all the beings that have ever walked upon it. The akashic learns to tap into this pool of knowledge, allowing him to pull upon lost knowledge or secrets that have been kept for ages, and use this information to his advantage.
- Luck, randomness, entropy, freedom - the anarch emphasizes these tenets and beliefs over all else. Drawing upon the impersonal force of probability and the perhaps too-personal force of luck, the anarch exerts his will onto the world in a seemingly nonsensical fashion.
- While some look to the skies for something to believe in, others look only to nature, and find something powerful lying dormant in the earth itself. Druids learn to call upon this power, enabling them to manipulate the elements.
- Science in a world where magic roams is an unusual tool, but some things can only be done with proper knowledge of engineering and physics. The inventor utilizes a wide variety of technological devices to great effect.
- Years of reading esoteric tomes and attempting to understand arcane scrolls culminates in the trade of the mage. Able to call upon arcane forces and bend the world to his will, the mage is a force not to be trifled with.
- A devout follower of a deity or saint, or perhaps even someone with a strong belief in a cause, the priest calls upon the source of their inspiration and smites foes, protects the weak, and heals their allies.
- Deep and careful personal reflection unlocks abilities latent within the mind; those who overcome their inner demons earn the right to be called psionicists. Wielding a skill with no outward sign, the psionicist's domain is the mind.
- Tested to ensure that she will not abuse her power, taught the secrets of manipulating both time and space, the templar gradually gains the ability to manipulate, distort, then outright change time and space itself.
- Every light casts a shadow; existence itself is like a light, in that it casts the shadow of nonexistence. The voidchild walks a fine line between these two, becoming a conduit for this nonexistence into the world, and - in the process - becomes a dangerous being.
Gambler (Hybrid: Chaos General)
- Wit, charm, and a bit of luck are the gambler's weapons of choice. Using the power of chaos to manipulate probability, he succeeds where others fail.
Harrier (Hybrid: Time Paper)
- Combining a combat style focused on speed and mobility with the ability to manipulate time and space, the harrier is blindingly fast and strikes just as quickly.
Karateka (Hybrid: Scissors Paper)
- Unarmed and dressed lightly, the karateka is a master of fighting using only his own body as a weapon. Extensive training allows him to move quickly and strike hard, but he cannot pierce heavy armor.
Knight (Hybrid: Rock Scissors)
- Trained to fight in honorable combat, the knight comes to master both the sword and the shield, making him a dangerous adversary - if he can get into close combat.
Learner (Hybrid: Blue Rock)
- Taught an unusual application of world memory, the learner gains power by observing the powers of monsters. As this is a dangerous job, the learner is also taught combat methods that give him a greater chance to survive.
Medic (Hybrid: Technology General)
- Taught the basics of medicine and equipped with some knowledge of chemistry, the medic is able to provide better healing for those in her care, though such methods take time.
Metamorph (Hybrid: Nature Scissors)
- A follower of nature who has given himself up wholly to the ideal that only the strongest survive. Able to change himself into more and more of a monster, the metamorph is an able combatant.
Ninja (Hybrid: Void Dynamite)
- An understanding of nonexistence combined with stealth, the ninja is a deadly combatant. Not only is he able to slip into the shadows, but with the assistance of the void, he is able to become one with them.
Paladin (Hybrid: Divine Rock)
- A warrior whose devotion to a deity, saint, or cause equips him with divine strength and perseverance. Where other warriors call only upon their skill and have mortal limits, the paladin calls upon a higher power to transcend such limits.
Swashbuckler (Hybrid: Paper Rock)
- Lightly armed and armored, the swashbuckler is an unlikely combatant: however, he fends off attacks by parrying, and his speed allows him to strike faster than one would otherwise think; however, he cannot stand toe-to-toe with a true swordsman.
Wuxia (Hybrid: Psionic Paper)
- The ability to manipulate one's movements with psionic power is the key to the wuxia's abilities. Able to jump, tumble, and fight farther, further, and faster than others, the wuxia is a dangerous foe.
- A skilled craftsman whose knowledge of itemcraft goes beyond mundane materials. Equipped with the knowledge necessary to temporarily enhance items to nigh-magical levels, the journeyman's specialty is items, both their construction and destruction.
- Not all conflicts must be resolved with swords - some can be resolved only with words. The mediator's trade is speech, and his ability to encourage rational discussion can be useful even for those who risk their lives for adventure.
- Rogues are quick of tongue and fleet of foot. Rogues tend to have a realistic view of the world, and tend to have several skills that make it easier for them to get by in it.
There are three possible setups for the hybrids...
- Rock/Scissors: Knight (weak to Paper, because of lack of mobility)
- Scissors/Paper: Karateka (weak against Rock - can't hit very hard)
- Paper/Rock: Swashbuckler (weak against Scissors - defends with weapon, but is not as good as a scissors)
- Rock/Scissors: Knight (weak to Paper, because of lack of mobility)
- Scissors/Paper: Samurai (weak against Rock - emphasis on swordplay and footwork)
- Paper/Rock: Karateka (weak against Scissors - sword beats hands)
Here's an idea of what the damage progression table will look like.
Lvl Worst Inf Poor Avg Good Best Legend 1 1d2 1d3 1d4 1d6 1d8 1d10 1d12 2 1d2 1d3 1d4 1d6 1d8 1d10 1d12 3 1d2 1d3 1d4 1d6 1d8 1d10 2d8 4 1d2 1d3 1d4 1d6 1d8 1d12 2d8 5 1d2 1d3 1d4 1d6 1d10 1d12 2d10 6 1d2 1d3 1d4 1d8 1d10 1d12 2d10 7 1d2 1d3 1d6 1d8 1d10 2d8 2d12 8 1d2 1d3 1d6 1d8 1d10 2d8 2d12 9 1d2 1d4 1d6 1d8 1d12 2d8 3d10 10 1d3 1d4 1d6 1d8 1d12 2d10 3d10 11 1d3 1d4 1d6 1d10 1d12 2d10 4d8 12 1d3 1d4 1d6 1d10 1d12 2d10 4d8 13 1d3 1d4 1d8 1d10 2d8 2d12 4d10 14 1d3 1d4 1d8 1d10 2d8 2d12 4d10 15 1d3 1d4 1d8 1d10 2d8 2d12 4d12 16 1d3 1d4 1d8 2d6 2d8 3d10 4d12 17 1d3 1d6 1d8 2d6 2d10 3d10 5d10 18 1d3 1d6 1d8 2d6 2d10 3d10 5d10 19 1d3 1d6 1d10 2d6 2d10 4d8 7d8 20 1d4 1d6 1d10 2d6 2d10 4d8 7d8 21 1d4 1d6 1d10 2d8 2d12 4d8 6d10 22 1d4 1d6 1d10 2d8 2d12 4d10 6d10 23 1d4 1d6 1d10 2d8 2d12 4d10 8d8 24 1d4 1d6 1d10 2d8 2d12 4d10 8d8 25 1d4 1d8 2d6 2d8 3d10 4d12 7d10 26 1d4 1d8 2d6 2d10 3d10 4d12 7d10 27 1d4 1d8 2d6 2d10 3d10 4d12 9d8 28 1d4 1d8 2d6 2d10 3d10 5d10 9d8 29 1d4 1d8 2d6 2d10 4d8 5d10 9d10 30 1d6 1d8 2d6 2d10 4d8 5d10 9d10
Classes will not normally be able to access "legendary." It's there for comparison purposes.
May need to reconsider this later - there's got to be a better way to do it... hold on, I think I might have it.
We're going to build off of the idea that you can separate the damage dice from the rate at which they increase. Duh - why didn't I realize that you could do it this way before?
So, here's the deal. Every class is given a base damage for each type of weapon (or whatever), then given a progression for it.
TABLE: DAMAGE PROGRESSION (v2) Lvl WORST INF POOR AVG GOOD SUP BEST 1 2 +1 3 +1 4 +1 5 +1 +2 6 +1 7 +1 +2 8 +1 +2 9 +3 10 +2 +3 11 12 +2 +3 +4 13 14 +2 +4 15 +3 16 +2 +4 +5 17 +5 18 +3 19 +6 20 +4 +5 21 +3 +6 22 23 +7 24 +3 +4 +6 +7 25 +5 26 +8 27 28 +4 +7 +8 29 30 +5 +6 +9
These numbers indicate how far up the scale you move at any given level.
TABLE: DAMAGE SCALE GRADE DAMAGE RANGE AVG 1 1d2 1-2 1.5 2 1d3 1-3 2.0 3 1d4 1-4 2.5 4 1d6 1-6 3.5 5 1d8 1-8 4.5 6 1d10 1-10 5.5 7 1d12 1-12 6.5 8 2d8 2-16 9.0 9 2d10 2-20 11.0 10 2d12 2-24 13.0 11 3d10 3-30 16.5 12 4d8 4-32 18.0 13 3d12 3-36 19.5 14 4d10 4-40 22.0 15 4d12 4-48 26.0 16 5d10 5-50 27.5
So a defender might have something like, "Melee: 1d8 (Good)" as its damage progression. This indicates that it starts at 1d8, then, at each point listed on the damage progression table for the "good" progression, it improves to the next die size.
Light weapons use one lower. Two-handed use one higher. Bam.
So this means that you could have dude who is Legendary, but with a base of 1d4 damage - that means he'll be doing 4d8 damage at 30th level.
Fantastic. This does exactly what we want it to do - it separates the damage progression into rate of increase and base damage.
Class Design: JP System
Rather than gain JP for task resolution, similar to XP, JP will instead be granted at each class level. You'll gain some amount of JP at each level.
TABLE: POSSIBLE JP GAIN SCHEMES SET #1: INCREASE SET #2: STABLE SET #3: STEP JP JP JP JP JP JP LVL GAIN TOTAL GAIN TOTAL GAIN TOTAL 1 5 5 10 10 5 5 2 10 15 10 20 5 10 3 15 30 10 30 5 15 4 20 50 10 40 5 20 5 25 75 10 50 5 25 6 30 105 10 60 10 35 7 35 140 10 70 10 45 8 40 180 10 80 10 55 9 45 225 10 90 10 65 10 50 275 10 100 10 75 11 55 330 10 110 10 85 12 60 390 10 120 10 95 13 65 455 10 130 10 105 14 70 525 10 140 10 115 15 75 600 10 150 10 125 16 80 680 10 160 15 140 17 85 765 10 170 15 155 18 90 855 10 180 15 170 19 95 950 10 190 15 185 20 100 1050 10 200 15 200 21 105 1155 10 210 15 215 22 110 1265 10 220 15 230 23 115 1380 10 230 15 245 24 120 1500 10 240 15 260 25 125 1625 10 250 15 275 26 130 1755 10 260 20 295 27 135 1890 10 270 20 315 28 140 2030 10 280 20 335 29 145 2175 10 290 20 355 30 150 2325 10 300 20 375
Mage could use talents to gain access to all spells of given type (like "fire" or "illusion"), then spend jp to improve them, or something.
Class Design: Trees
So the JP thing is something of a bust.
What about this?
That's all well and good. I think the idea has merit.
I think that each class will probably wind up following a general tree format; that is, there will be a "core" set of abilities that follow the tree outlined below. Each class will probably have one or two such trees. Because variety is good!
...the journey of a thousand miles...
...begins beneath your feet...