Offbeat RPG System Update 3 -- More Base Classes!
It's Friday! Let's talk class building.
So the most important feature of the base classes is the idea of balance. You start everybody off at the same level, with a certain number of abilities and a certain level of stats. Meta stats are simple: almost always d4 (we'll get into when it's not d4 later). The core three, however, were a little trickier to start. I knew that I wanted the average skill (at least at the heroic level) to be a d8, so the easiest way to start finding different builds resulted from adding 2 to one die and subtracting 2 from another. I noticed that this left the total sum of all three stats at 24, and this seemed a good number to build around.
Eventually, I came up with 5 different builds with a base total of 24.
d12, d8, d4 -- "Top-Heavy"
d12, d6, d6 -- "Specialized"
d10, d10, d4 -- "Dual-Talent"
d10, d8, d6 -- "Talented"
Let's explore the justification for each of these different builds, and even see some preview classes!
The "Top-Heavy" build (d12, d8, d4) is intended for classes that are extremely focused on one of their attributes in such a way that it becomes a detriment to one of their other attributes. The middle attribute is either unhindered by this focus or works better in some ways than others.
== BARBARIAN ==
Phys: d12
Ment: d4
Soc: d8
Meta: d4
|| MOVES ||
Crush Your Enemies: Roll Phys+1 to smash a foe.
See Them Driven Before You: Roll Phys+1 to send your enemies cowering.
Trust Your Sword: Roll Ment+1 to find the nearest weapon.
Hear Their Lamentations: Roll Soc+1 to make someone very upset.
|| FLAVORS ||
-- Pick one (1) of the following --
No Tongue For Prayer: +1 to all rolls made in spite of religion.
Valor Pleases You: +1 to all rolls that get you closer to your next fight.
The Barbarian is all about being able to deal and take hits in equal measure. This leads them to completely disregard most common sense, and using their head as anything other than a battering ram isn't really in their wheelhouse. However, they command a reasonable presence in a group, and while they aren't quite subtle, they can affect people through speech effectively.
The "Specialized" build (d12, d6, d6) represents a class that focuses almost exclusively on one of their attributes to the degradation but not complete exclusion of the other two. Classes with the Specialized build just aren't as enthused about two of their attributes.
== BARD ==
Phys: d6
Ment: d6
Soc: d12
Meta: d4
|| MOVES ||
Power Chord: Roll Phys+1 to assault your foes with sound.
Lucky Guess: Roll Ment+1 to talk your way through an explanation.
Sweet Tongue: Roll Soc+1 to gain someone's sympathy through song.
Live Performance: Roll Soc+1 to gain the favor of a crowd by performing.
|| FLAVORS ||
-- Pick one (1) of the following --
All About Me: +1 to all rolls that draw attention to you.
Starving Artist: +1 to all rolls that get you closer to your next gig.
The Bard loves being in command of a social situation, on stage or off. They're often quick-witted but they work by the seat of their pants more often than they'd make a plan before going in. They're mostly capable with a weapon of some sort, but really they're all about the music. They don't completely ignore their other abilities, but they don't really keep track of them either.
The "Dual-Talent" build (d10, d10, d4) is a bit of an oddball. For starters, there's no d12, but there is a d4. This means that there's no one skill that the Dual-Talent class is astoundingly good at, but there is a skill that suffers. How to justify this? Well, there are three classes that use this skill tree, and each one is very strong in two of the three attributes, but they also have a story-based source of assistance. This manifests as a d6 for their Meta die. Weird, huh? Let's look a little closer.
== PALADIN ==
Phys: d10
Ment: d4
Soc: d10
Meta: d6
|| MOVES ||
Grant Me Strength: Roll Phys+1 to smite a heretic or enemy of the faith.
Grant Me Clarity: Roll Ment+1 to identify someone's true and faithful allegiance.
Grant Me Wisdom: Roll Soc+1 to petition your deity for a boon by your faith.
Grant Them Courage: Roll Soc+1 to command a believer into faithful action.
|| FLAVORS ||
-- Pick one (1) of the following --
Hand of Justice: +1 to all rolls made to exact justice or vengeance upon someone.
Hand of Mercy: +1 to all rolls made to extend kindness or mercy to someone.
Obviously, the Paladin has a great source of deus ex machina... emphasis on deus. This helps to offset the fact that they are less likely to defeat the most difficult enemies even with their toughest skills unless they can justify it through their moves. The Meta boost is given as an incentive to play these classes despite having one of the lowest scores and none of the highest scores.
The "Talented" build (d10, d8, d6) is the most common build by far. It doesn't have a d12 for a heavy hit, but it also doesn't have a d4 for a debilitating weakness. This represents a class that prefers to use a particular skill set but is mostly competent in other areas. They don't discount any of their skills, but they still lean more heavily to one skill than another.
== PIRATE ==
Phys: d8
Ment: d6
Soc: d10
Meta: d4
|| MOVES ||
Buckle Those Swashes: Roll Phys+1 to combat an opponent with a cutlass and a lot of flair.
Eye For Treasure: Roll Ment+1 to assess the value of something, literally or figuratively.
Master of Parley: Roll Soc+1 to strike up a deal with someone in your favor.
You Fight Like a Dairy Farmer: Roll Soc+1 to quip at an opponent and make them slip up.
|| FLAVORS ||
-- Pick one (1) of the following --
For Fun: +1 to all rolls made for your own enjoyment.
For Glory: +1 to all rolls made to increase your notoriety and wealth.
The Pirate is a good example of a Talented build. Pirates are notoriously shrewd dealers and famously showy in the realm of fiction. They are competent fighters and ruthless when need be, but they're not ones for in-depth consideration when there's adventure and gold to be had.
The "Balanced" build (d8, d8, d8) is prestigiously possessed by exactly one class. This class needs all three skills in equal measure, and is the only class that can roll reliably well for each skill in a low-pressure situation.
== MEDIC ==
Phys: d8
Ment: d8
Soc: d8
Meta: d4
|| MOVES ||
Practice Makes Perfect: Roll Phys+1 to apply a medical treatment to someone.
Routine Check-Up: Roll Ment+1 to assess the current well-being of someone.
Trust Your Doctor: Roll Soc+1 to convince someone that you are speaking from medical expertise.
Don't You Die On Me, Dammit!: Roll Meta+1 to keep a character from dying.
|| FLAVORS ||
-- Pick one (1) of the following --
Hippocrates Would Be Proud: +1 to all rolls made to prevent harm from coming to someone.
Hypocrites Aren't So Proud: +1 to all rolls that abuse your status as a doctor for your own gain.
The Medic uses each skill on the job, and has an equal focus on each skill in the field. Obviously, three d8's aren't quite glamorous, and don't leave the Medic with a strongest skill to get two moves for. So: the Medic gets a Meta skill! The Medic is the only class to get a Meta skill, and it can only be used in times of dire need, so it's roughly balanced enough to warrant but not require the inclusion of a Medic in your party.
Why We Build 'Em All, My Children
The builds seem like a lot of hassle to go through for a game that is intended to be modular and specialized for each playgroup's needs. The importance of the builds is this: a balanced starting point leads to a better out-of-the-box experience, and sets a good precedence for later expansions. By setting up a system now, we can easily add new base classes later, and those classes will fit in perfectly with the system we set out to make in the first place.
That's it for this week! If there are any other base classes that you'd like to see, drop us a line in the inbox. I might spoil some more if there's any interest!