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General Tabletop Discussion
D&D Older Editions
[Original/1e/2e/Classic] Writing a class system that feels like both BECMI and AD&D
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<blockquote data-quote="Jack Daniel" data-source="post: 8550844" data-attributes="member: 694"><p>All right, final update! My house rule & character sheet document is finally done (and hopefully ready to be taken for a spin, whenever I have a chance to run a campaign again). The overall shape of the system has received one last tweak, in the shape of the assassin class, which I decided to add on after all, because it means that this system now has at least <em>something</em> to cover every possible core class archetype from every edition. To wit:</p><p></p><p>As things now stand, I have nineteen classes: the basics (fighter, mage, cleric, thief), the promotions (paladin, avenger, bard, druid, and assassin), the hybrids and oddities (monk, psionicist, artificer, ranger, and minstrel), and the demihumans (elf, dwarf, gnome, hobbit, and orc). Plus some optional and briefly-sketched notes for how to potentially run half-elves, half-orcs, half-ogres, kobolds, goblins, and hobgoblins.</p><p></p><p>The fighter as written covers fighters (of course).</p><p>The thief covers thieves and rogues.</p><p>The cleric, clerics and priests.</p><p>The mage, magic-users/mages/wizards and also (via diabolism) warlocks.</p><p>The paladin covers the paladin and cavalier/knight archetypes.</p><p>The avenger is, in this ruleset, both an antipaladin and a berserker/barbarian.</p><p>The bard is the warrior-type bard and warlord archetype.</p><p>The druid covers Celtic-type druids. (I'm not really making an effort to represent shamans here, as they've never been a core option.)</p><p>The assassin covers assassins/spies/ninjas/killers/thugs/headsmen (gosh, this class has had a lot of names down through the editions).</p><p>The monk covers monks and psychic warriors.</p><p>The psionicist covers psionicists/psions/erudites/wilders, mystics, and sorcerers (but in a far less bothersome fashion than "magic is genetically heritable").</p><p>The artificer has your tinkers, technologists, and artificers covered.</p><p>The ranger is both a ranger/forester type and a spellsword/battle-mage/eldritch-knight/gish.</p><p>The minstrel is the rouge/performer type bard, arcane trickster, and jester archetype, as well as the dedicated illusionist/beguiler.</p><p></p><p>Whew. I think I've got all possible bases covered, but if there are any important, <em>core</em> D&D archetypes that remain, I'd love to know what I might have missed!</p></blockquote><p></p>
[QUOTE="Jack Daniel, post: 8550844, member: 694"] All right, final update! My house rule & character sheet document is finally done (and hopefully ready to be taken for a spin, whenever I have a chance to run a campaign again). The overall shape of the system has received one last tweak, in the shape of the assassin class, which I decided to add on after all, because it means that this system now has at least [I]something[/I] to cover every possible core class archetype from every edition. To wit: As things now stand, I have nineteen classes: the basics (fighter, mage, cleric, thief), the promotions (paladin, avenger, bard, druid, and assassin), the hybrids and oddities (monk, psionicist, artificer, ranger, and minstrel), and the demihumans (elf, dwarf, gnome, hobbit, and orc). Plus some optional and briefly-sketched notes for how to potentially run half-elves, half-orcs, half-ogres, kobolds, goblins, and hobgoblins. The fighter as written covers fighters (of course). The thief covers thieves and rogues. The cleric, clerics and priests. The mage, magic-users/mages/wizards and also (via diabolism) warlocks. The paladin covers the paladin and cavalier/knight archetypes. The avenger is, in this ruleset, both an antipaladin and a berserker/barbarian. The bard is the warrior-type bard and warlord archetype. The druid covers Celtic-type druids. (I'm not really making an effort to represent shamans here, as they've never been a core option.) The assassin covers assassins/spies/ninjas/killers/thugs/headsmen (gosh, this class has had a lot of names down through the editions). The monk covers monks and psychic warriors. The psionicist covers psionicists/psions/erudites/wilders, mystics, and sorcerers (but in a far less bothersome fashion than "magic is genetically heritable"). The artificer has your tinkers, technologists, and artificers covered. The ranger is both a ranger/forester type and a spellsword/battle-mage/eldritch-knight/gish. The minstrel is the rouge/performer type bard, arcane trickster, and jester archetype, as well as the dedicated illusionist/beguiler. Whew. I think I've got all possible bases covered, but if there are any important, [I]core[/I] D&D archetypes that remain, I'd love to know what I might have missed! [/QUOTE]
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[Original/1e/2e/Classic] Writing a class system that feels like both BECMI and AD&D
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