Maxwell, from 21st Century D&D commented on my last post about quickly creating NPCs, asking about my breakdown of potential character abilities.
I previously wrote on my frustrations with how classes worked in level-based systems. My solution was to throw out my previously-held ideas about class and create a new game construct, something I call a trade.
A trade is a grouping of disciplines with which the character gains some skill, along with a particular benefit. They require a certain number of years to complete and also give the character membership in one of the factions in my world. They come in two groups:
The core trades, which roughly map to Ranger, Mage, Fighter, and Thief,
Title
|
Membership or Faith
|
Benefit
|
Funds
|
Time
|
Disciplines
|
Hinterlander
|
Any or none
|
Have a wilderness hideaway.
Gain 1 ranged weapon and 10 ammunition.
|
1d3+1 bronze
|
8
|
Athlete, Beast-Speaker, Combatant (any), Footpad, Gymnast,
Hunter, Tinker, Wrangler
|
Researcher
|
Adept’s College or University of Reyjadin
|
Gain 1 notch in 2 more disciplines. Gain shard if Mage chosen.
|
1d3+1 bronze
|
9
|
Arcanist or Mage (any), Ascetic, Combatant (Magician),
Herbalist, Mechanist, Orator, and Scholar
|
Soldier
|
Any Military Group; Pirates of Korg
|
Gain 1 weapon set (total price less than 2 silver).
|
1d3+1 bronze
|
6
|
Athlete, Beast-Speaker, Combatant (3 different types), and
choice between Sailor and Wrangler
|
Thief
|
Any Fringe Group; Tarluskani Military
|
Know a safe place to lay low and a fence in 1d4+1 cities.
|
3d6+1 bronze
|
4
|
Footpad, Gymnast, and two of: Grokist, Mechanist, Mountebank,
Pickpocket, and Tinker
|
and the culture-specific trades, which feature at least one option for every faith tradition in my world.
Title
|
Membership or Faith
|
Benefit
|
Funds
|
Time
|
Disciplines
|
Arbiter
|
Twin Gods of Left and Right
|
Can usually detect lies.
|
1d6+2 bronze
|
4
|
Ascetic, Athlete, Grokist, and Thaumaturge
|
Artist
|
Brass Orchids, Nithya tribe, Minstrel's Guild.
|
Gain tools necessary for art form.
|
1d3+1 bronze
|
3
|
Artist, Ascetic, Orator
|
Conduit
|
Splendour of Sahargeen
|
Can talk to trees.
|
1d6+2 bronze
|
6
|
Ascetic, Athlete, Beast-Speaker, Herbalist, Hunter, and
Thaumaturge
|
Druid
|
Adjraysh
|
Can contact a specific Sidh.
|
1d6+2 bronze
|
5
|
Ascetic, Beast-Speaker, Herbalist, Orator, and Sorcerer
|
Monk
|
The Order
|
Gain cloak of Tobias and monk's staff.
|
1d6+2 bronze
|
5
|
Ascetic, Grokist, Herbalist, Orator, and Thaumaturge
|
Muhaddi
|
Myths of Fiája
|
Can attract attention with a mystic chant
|
1d6+2 bronze
|
3
|
Ascetic, Orator, and Thaumaturge
|
Ognemuo
|
Ancestor Spirits
|
Can touch spirits.
|
1d4+1 bronze
|
4
|
Ascetic, Combatant (Ognemuo), Grokist, and Herbalist
|
Priest
|
Devotees of the One True God
|
Gain an extra Gift.
|
1d6+2 bronze
|
4
|
Ascetic, Athlete, Orator, and Thaumaturge
|
Sohei
|
The Order
|
Gain an eiku and cloak of Tobias
|
1d3+1 bronze
|
4
|
Ascetic, Athlete, Combatant (Sohei), and Grokist
|
Thanatphanaios
|
Ancestor Spirits
|
Can touch spirits.
|
1d6+2 bronze
|
4
|
Ascetic, Scholar, Orator, and Thaumaturge,
|
The list of
disciplines are as follows:
Aptitude
|
Disciplines Governed
|
Strength
|
Athlete, Combatant, Sailor
|
Dexterity
|
Artist, Combatant, Footpad, Gymnast, Pickpocket
|
Cognition
|
Arcanist, Artist, Herbalist, Mage, Mechanic, Scholar
|
Communication
|
Artist, Beast-Speaker, Mountebank, Orator, Sorcerer
|
Mindfulness
|
Ascetic, Grokist, Hunter, Thaumaturge, Tinker, Wrangler
|
While most of the
discipline names are self-evident, a couple hold specific meaning in my world.
Athlete reflects a character's physical
endurance and bodily health. Skilled
athletes can fight for longer in combat, take more damage before suffering
injuries (the only way to improve health in my game), run and hold their breath
longer, and better resist poison and disease.
Combatant is the fighting discipline. I have a list of 15 or so fighting styles
based the different cultures, and each fighting style grants proficiency with
several sets of weapons (because learning how to fight with two swords is very
different from learning how to fight with one) and a couple of extra abilities
based upon the specialties of the fighting style (the Arein Constabulary style
can knock people out more easily, for example).
It is also used for defensive purposes as well.
Artist represents a character's skill with a
particular artistic medium, incorporating the Bardic Art posts I worked on
earlier this summer.
Arcanist is used for ritual magic, a type of
magic that uses small fragments of solid magic to power magical ceremonies with
specific requirements and limitations.
Mage is used for shard magic, power gained by
embedding a large piece of solid magic within the body and harnessing its
particular energies.
Beast-Speaker is used to understand and
communicate with wild animals. At high
levels the degree of understanding increases such that the character is able to
take the form of an animal.
Sorcerer allows the character to use sorcery,
the magic of the Sidh which specializes in affecting the mind (illusions,
charms, that sort of thing).
Grokist allows the character to understand
sapient, sentient creatures.
Thaumaturge allows the character to channel
miracles, specific blessings granted by their particular faith (each faith has
a different set of 3-5 miracles).
Thank you for following up to my request. I have a soft spot for these kinds of systems where the generic classes are broken into specific types, even though personally I came down on the other side of things.
ReplyDeleteI absolutely understand that, and I debated doing something similar myself, where I broke down each 'core trade' into the kind of granularity that I have for the 'cleric.'
ReplyDeleteI eventually decided that since each character would develop uniquely, as the player chooses which disciplines to improve, and I also have another layer of choice which impacts this foundation - each culture also provides training and determines what fighting styles are available, making a Tarluskani soldier operate very differently from a Bairnedred or Areinian one.