In two earlier posts, here and here, I proposed an alternate
method for conceiving character classes. The system I had in mind while doing
this was Dungeon Crawl Classics, but I think this might be applicable to just
about any system, fantasy-based or not.
To review briefly my points from those earlier posts:
- You really only need two character classes: Fighter and Magic User.
- Additions to those characters could get you to the other classes simply by bolting on other capabilities.
- Those capabilities could be sorted into three axes: The Power Axis, the Skill Axis, and the Divinity Axis. These axes are bounded sets with terminal endpoints, and signify where the character gets damage-dealing powers, advanced skills, and connection to the Unseen World of gods, spirits, and so forth.
The Warrior in DCC isn't particularly versatile, but packs a
lot of great stuff into his or her relatively narrow area of expertise. Let's
lay it out for easy viewing:
·
d12 for
Hit Die—Warriors can take a lot of damage.
·
Attacks: Melee
attacks only.
·
Attack
Modifier: The Deed Die—The Warrior's deed die adds to the attack and damage
rolls, and can be used to invoke an attack with a special effect. The Deed Die
increases by one per level, up to d10. After that it gains +1 per level.
Warriors do not add their experience level to their attacks, but may add either
Strength or Agility modifier to their attacks (melee or missile).
·
Unique
Ability: Mighty Deed of Arms—This special attack is invoked with a roll of
"3" or better on the Deed Die.
·
Critical
Hits: Higher Critical Table & Enhanced Threat Range—The Warrior's
critical tables go from III to V and the die rolled on those tables starts at
d12 and goes to 2d20; The threat range starts at 19-20, increases at 5th
level to 18-20, and plateaus at 17-20 when he or she reaches 9th
level).
·
Initiative
Bonus: Warrior adds level to initiative rolls
·
Luck
bonus: Lucky weapon—The Warrior gets to pick a "lucky weapon" to
which to apply his or her Luck attribute modifier. This modifier will not
change thereafter, and goes both ways (positive and negative). Nice if you have
the Luck for it, but not really that great an ability.
·
Action Dice—Warriors
only get to make additional melee attacks using their Action Dice. They get an
extra attack with a d14 at 5th level which rises to d20 by 7th
level, and add another d14 attack at 10th level.
·
Saving Throws:
Fortitude increases the most quickly and Will the least quickly. Average increase
is about +0.5per level of experience, and top out with a +6, +4, and +3 among
the save categories. Warriors are Physically Tough, Dexterous, and Mentally
Tough, in that order.
·
Skills—The
Warrior gains no bonuses to common adventuring skills.
Now let's consider the Wizard in very much the same way:
·
d4 for
Hit Die—Wizards are very, very squishy.
·
Attacks: Spell
casting or melee attacks. Spell Casting: The Wizard can cast a
limited number of spells dependent on his/her level, modified by the Intelligence
modifier. He or she can learn more spells with additional experience levels.
Spells also can go very, very wrong, and are unpredictable in their outcomes. A
bad die roll can easily take out the spell caster and other party members. The
Mercurial Magic table can also cause particular spells to swing in a positive
or negative direction. However, when things go right, the Wizard could be a
one-person army, unleashing arcane powers of staggering potential to harm or
protect (sometimes at the same time).
·
Attack
Modifier—Wizards can add their Caster Level and Intelligence Modifier to
spell checks. They get a somewhat limited modifier of +1 to melee attacks at 2nd
level, which increases very slowly and tops at +4 at 10th level.
·
Defense—Wizards'
spell casting abilities are impeded by heavier armors.
·
Unique
Ability—Spell Burn: Wizards can tap into their Strength, Agility, and
Stamina attributes to add the "burned" ability score to spell checks.
These have a refresh rate of 1 point of Attribute score per day passed.
·
Unique
Ability—Supernatural Patrons: Wizards can bond with and call upon demons
and other powerful entities to enhance their abilities, to protect themselves
and allies, etc. Like spell casting, this ability can have potentially negative
results.
·
Unique
Ability—Familiar: A Wizard can have a familiar and gain powers from it.
However, damage to the familiar damages the Wizard.
·
Luck
bonus: Wizards apply Luck modifier to rolls for magical corruption and
mercurial magic.
·
Action
Dice: Wizards can use first action for either spell or melee rolls, but
subsequent action rolls may only be for spell casting. The action dice are
exactly the same as the Warrior.
·
Saving
Throws: Will saves increase the most quickly and Fortitude the least
quickly. Average increase is about +0.5per level of experience, and top out (as
the Warrior does) with a +6, +4, and +3 among the save categories. Wizards are
Mentally Tough, Dexterous, and Physically Tough, in that order.
·
Skills—The
Wizard gains no bonuses to common adventuring skills.
Analysis
So, what have we learned about these classes, and how do
they apply to my proposed triaxial system? I'll do my best to fit what I've
learned into the axes. The results should be considered preliminary and
incomplete.
Power Axis
When it comes to the ability to do melee damage, the Warrior
is supreme. However, the Warrior's attacks are solid but mundane. However, when
you add the enhanced critical hit tables to the equation, the Warrior is a
monster—on Crit Table V, the d12 is the common bonus die for damage, and that
table often adds multiple d12. They are predictable and powerful.
In contrast, at the highest rolls the Wizard's 4th
level spell, Control Fire, can create magical fires doing 10d10 damage (or
more). At the very highest level of that spell, the range could be 1,000 cubic
yards and result in save versus death for any creature caught up in it. That's
absolutely devastating.
In comparison, the Warrior's Power tends to be much less
chaotic in its outcomes, as well. That might be an "effect" to
consider, later.
Also, Warriors tend to wear heavy armor while Wizards wear
little or none, making it likelier that a Warrior's fumble will prove
disastrous in melee combat. The Wizard's fumble, on the other hand, is usually
most disastrous in spell casting, and the results can be profoundly terrible.
Skill Axis
Warriors and Wizards get no bonuses on the Skill axis. While
all character classes can attempt to, for example, find traps, only Thieves are
granted significant, non-attribute-based bonuses to do so. This is somewhat
troubling for my three axes, as the Skill axis may be less useful than I
thought it would be, originally. However, if we look at the Unique Skills
listed above as "skills," then maybe they should be included here. So
what do they have.
Warrior gets the Deed Die. It's a very powerful thing, the
Deed Die, and can result in bonuses to attack and damage, and can be used to
produce unique, in-game effects. Some of those effects can produce significant
advantages in combat.
Wizards get familiars. Familiars are potentially powerful
creatures and can provide a variety of in-game bonuses, including hit point
bonuses. However, a dead familiar can literally kill a Wizard, who must take double
the hit points of his or her familiar in damage if it dies, up to 12 hp total.
On analysis, familiars are worth the risk, just barely.
Divinity Axis
The Warrior doesn't have anything on this axis.
Wizards get supernatural patrons. This can produce an
enhanced effect like a Deed Die, but (unlike the Deed Die) it cannot be relied
upon to function in every case. A missed Deed Die doesn't really have a
negative effect, per se. A failed attempt at Invoke Patron, on the other hand,
can result in magical corruption and patron "taint." The patron also
provides the ability to learn unique and potentially powerful spells.
Conclusion
I don't have enough data at this point to figure out if my
triaxial system is useful. I will need to look at the other DCC character
classes to be sure. Probably, I'll find that this system will need significant tweaks.
More on this later.
I also am starting to realize (actually confirming) that the DCC system is very, very chaotic. The ways dice work, especially with the Wizard class, are, frankly, dangerous. I think this does a great job of modeling their conception of magic, but it makes it harder for me to use the three axes without somehow including "Chaos" and "Predictability" as elements of the proposed system. That needs some thought.
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