User:Cedric/Classes

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Class Theory

class design and engineering[edit]

template: Tier Path: Underling -> Hero -> Paragon -> Legendary-> Epic -> Deific

Ordinate/Subordinate abilities: DOM/SUB Skills (4):

  • Inner:
  • Outer:
  • Offense:
  • Defense:

Boon to a party (4):

  • Gives subtle good luck
  • Can bring items into the. world.
  • Gets magical saving throws through their irrational relationship to the universe.
  • Knows the value of treasure hordes without spells or arcane knowledge

Mana used to: How mana gets directed and used XP gained by; how the class uses it’s skillset to accumulate experience Dice Mechanics: the special dice throws the class gets during encounters. PC-PC conflict: the way this class handles disagreements with other players in-game.

For the DM: Special quality or ability: magic for example with the wizard. Special equipment: a holy symbol for a cleric, for example (adding CHR).

Each class has four primary skills that define the class:

  • Macroskill (relating to the person):
   * offensive skill (generally the defining characteristic for the class) 
   * defensive skill, (shield for fighter, awareness of surroundings for rogue, )
  • Microskill (relating to the soul)
   * inner and (frontiering for explorer, )
   * outer skills.

For maximum speciaization, their main subordinate trait is ASM; i.e. there is no real other trait, since this score deals exclusively with the root of their life and body.

So, there's solid theory on how classes should be structured now, with Ultimate. Start with 8 base classes, corresponding to each ability score, and then specialize from there. This means that you start with the MOST generic type of class for each stat there is and then allow the PC to gain more sophisticated titles (like "prestige" titles) as they gain experience that warrants it. Movies for players to watch… For example, for STR, the most generic(?) class based on strength would be something like "laborer".

  • PER: scout, Arctic, Indiana Jones, Mrs. Perigrines School for Unusual Children, Vanilla Skye
  • PTY/WIS: acolyte, Superman, The Last Temptation of Christ, Kung Fu
  • INT: student, Lord of the Rings, Hackers, Sneakers
  • CHR: squire, Die Hard, those "feel good" movies.
  • STR: laborer, Fight Club, Highlander, Gladiator
  • DEX: rogue, Kung Fu, Karate Kid, Bruce Lee movies, The Incredibles,
  • CON: instigator, Troy, Ben Hur, Wall Street(name?),
  • ASM: dreamer, Sorcerer's Apprentice, Harry Potter and the Sorcerer's Stone,

One graduates out of these after completing their first level.

There is supposed to be one and only one most specialized class for any given stat. Anything beyond that should be some kind of quasi, multi-clsas. An elite fighter for example would need some DEX, INT, and STR. But a grunt laborer needs only STR, no INT, nothing. That's how to tell if you've found the true class for each stat.

For ASM stat, it might be better to combine the female and male classes into one class, called “sorcerer”), yet the herbalist deals with nature while the alchemist deals with the elements, so that’s a pretty clear and divine separation.

There are eight stats. Four for them are dominant, while the other are subordinate. This is the case for most every player and each side can define the player — whether good or bad. The only exception are those who have survived the Abyss and transcended the 12 madnesses. Only one individual is known: Drzz’t Dourden. Whatever the case, the dominant stat get fed with your food or whtever other(?) mana intake, while the remaining stats detract. This is, in effect, the collective unconscious, where the soul re-routes energy where it is used the best. Hence the significance of significant encouters, like battles whether over wits or strength and power.


male and female and fey[edit]

In order to make some of the male-centric class builds more accessible and fun for women players, each class in the old system has a yin or feminine component to it with its own name (and class mechanics?):

  • PER: Explorer/Dreamer
  • ASM: Alchemist/Herbalist
  • INT: Wizard/Witch
  • STR: Fighter/Neo-warrior (XP by avoiding not conflict, but deaths)

class architecting[edit]

multiclassing[edit]

If people do multiclasses and NAME them, then those classes should have some epic combined ability. A Monk, for example, with a PTY-STR combo, could have “healing touch” whereby, at some level (since they leveled two different classes, effectively), they can simply touch the character and heal greater than the cleric alone.

Each class gets different class-specific dice that make their class unique. Multiclassed characters can only use one set of dice at a time, unless their schizophrenic (or, in theory, more than two heads — but there are drawbacks to that scenario), in which case they can roll two or more sets, it’s just that the results will be at mininum reduced and probably confused.

class mechanics[edit]

The power (effectiveness? personal power?) equation affects EVERY waking THING that you do, it’s just that battles tend to be the m ost intense encounters where the extra mechanics ar emost important. The only thing that changes are the dice and which ability score that is most pertinent. Hence, the importance of refining and perfecting this equation.

Power multiplier is the amount of power your dice are amplified relative to your dice. If you ability score is average you get no extra multiplier except the standard level. In normal cases, half of yoru ability score will exponentially increase your effectiveness and half (below average of 10.5) will exponentially decrease your effectiveness — this is the cost of being a specialist. You’ll see in the equation that ability score above the average have a base greater than 1, while those less than average have a base less than 1. As this is a multiplier it reduces your score.

(dice * ability^personal_signature(factor of LVLs)) + alignment_modifier_by_the_gods (factor of LVL, alignment, trust, PTY?).

exponent =

  • tier, up to paragon: #_multiclasses+ ASM>average:1:0; XXX ; this would require nums for all scores.
  • legendary and above: level average = (sum of all levels/#_of_classes) unless primary ability score

XXX This equation assume perfect execution — which would be extremely rare, so either the DM can finesse this exponent (the only “roll” s/he has to make up) or some modifier. Try 1 + This latter works with having multiclasses, yet. And it increments even with below average stats, but this is re-compensated when the main ability is put in the equation.

Put a number by each stat holding this power modifier that can be recalculated at each level change. Because the multiclass exponent depends on which classes-stats are of the same level of the primary ability (at the base).

Three digits of precision is enough for your exponent.

The power that exponent provides will tend to make people add XP to their classes in an equal fashion. In this way they don’t need to keep track of how their XP is allocated or what classes are gaining levels.

average_score_of_population = here is where the wizards can enhance the values of various classes in the lands. basic_power_factor = relevant_level * (ability_score/average_score_of_population)^exponent expanded_power_factor = relevant_level_vector x relevant_ability_scores_vec Power tensor = alignnment_vector* power_factor

consdier the equation when there is one class far above all others.

The equation is exponential so that having a 20 is 4x more powerful than having an average 10 score or 32x more powerful if you have 4 classes at the same level. This is the extreme case and caused by the fact that you have 4x more eXPerience. Average_score_of_population is generally 10, but the GM could conceivably set this to slightly more (for example) to incentivize classes associated with the score. If the average score for STR, for example was 9 in the population, then your 11 is worth a lot more than if was 10.

So this leaves 2 methods to influence the realms: tweaking the trust value of the All-THAT-IS or the values of the average_score_of_population.


Since levels are starting at 1, the power modifier should have one equation up to level 10 and another one past 10, so that power isn’t twice just for gaining one level at level 1.

Each class has some skill. The power of these skills is modified linearly by LVL and exponentially by the ability stat score and geometrically modified by th, thus:

  • Personal Power = Alignment modifier * dice * (XXXrelavent_LVL*XXX((dominant_ability+subordinate_ability/20 Ability_stat/10)exponent ). This is in MANA, which means you have to divide this by 100 to get HP of damage. XXAlso, if you wan t the perfect equation you have to subtract 0.5 from the ability score.XXX This means that at LVL 100 (or 4xLVL25s), your power is 50x the power of LVL 2 and that if you have an average the ability score, you get no real multiplier. If you have the best score possible, you have up to 32x the power, the lowest score, as low. as 1/10000x the power. XXX(from note above:) You get the extra exponent (beyond 2) if you have a proper name for your multi class (which must combine as many stats). This multiclass modifier also requires your other classes to be at least half of your relevant level (related to the challenge). If you don’t want to deal with this multiplier for everything, set the exponent to 2 and forget about the refined formula (which you can wait for epic play). Number of miulticlasses (exponent) is a factor of how many class ability scores are up to the stat of your primary ability class for the task in quesiton OR if as an alternative, you can find the perfect name for the comination that you are using. The divide-by-2 in the exponent is a shortbut to average out player’s attentiveness. If they were perfectly intune there would be no divisor, whereas if theyir gameplay is full of frivolity this multiplier would be 0. Epic-level play should re-calculate this each time. XXXintegrate: cleric: Alignment_modifier(for the realm)*dice*(PTY/10))(1+multiclasses) HP per round , There are 4 variables to alignment corresponding to 4 axiis.
  • update: there’s no level modifier now with class dice (apart from alignment changes with the gods wrt to LVL) as the dice mechanics encode level modifiers.
  • UPDATE: the above exponent should be based on four fractions, with the primary ability normalized to 1/1 to be a quarter of the equation and the rest of the classes to be something less than this. This puts a quadclass player with only a small LVL on one of their classes to have an exponent of perhaps 3.0. The idea is that having more experience in a broader range gives subtle alignement with the rest of the universe, granting special DAM (or other gains). Single classes level faster, so the LVL factor in the equation has more gain. Where the balance is between singleclass gains and multiclass gains is left as an exercise to the reader.
  • Difficulty Challenges. (DC): these are a matter of the gods crossed with the user’s ability. Something 1-100. A user’s proficiency must be greater than the DC value — which means they’ve had at least that many successes in the skill.
  • A rough guide to the level of any NPC, given its XP, is to take the fourth root of the XP. OR vice versa, fi you’re making a class.

RANK = if giant or dragon: LVL, HEALTH = HP/100%_HP (unless you have a crit, then = 1. (i.e. ignore health) ideally this is ignore until the first crit fail. POWER = Mana Ability_modulator = (ability/10)^(multiclasses_at_same_LVL + 1)

Okay, I've finally found the perfect equation for all things related to the power of a class`s ability. Power = dice * LVL/(2*HI_LVL) * (ability/10)^#_of_classes). This gives exponential power as your ability is higher and properly penalizes you when you're below average. It also automatically assumes proficiency as you get more experience (LVL/2*HI_LVL).

LVL/*(HP/100%_HP)


Class-specific dice are most prone to hexes and other such magical effects, such that a dice may be removed from play or alterned during it.


Typecasting, if players are cast to their race they get the positive race modifiers (but not the negative).

Should each stat have a Nature vs. Civilization variant? Bard vs. Magistrate?..

Each of the eight stats is at the end of 4 different axiis within the individual. Insight comes to either side and placed on the top of their mind and is placed at the PER or the ASM side of the character. The ASM side gives intuition for dreamers. The PER side gives insight to Leaders.

N.B.: THINGS THAT DO NOT MAKE THEMSELVES:

  • The beauty of the world
  • The order of the body
  • The love in life
  • The future (that anybody would want).

CR or challenge ratings should simply be the total number of LEVELs added together. So that a part of 5 LVL20 players is a CR of 100. For Tiamat, consider a fake endgame with a CR of 150 (5headx30). The real endgame should have Tiamat at CR1000. Same with the giants, their combined CR, for a final, world-wide end-game whould be CR1000.


Backstory

CON. The higher the CON the more people respect you, so figure that you got much respect as you lived.

—— Killing other PCs:

PCs can be killed in certain circumstances:

  • A player has stolen the crown of a Leader
  • A Magistrate has determined a player guilty and a majority vote by the players has agreed (a leader battle may have to make a deciding vote if several parties are involved)
  • A Warrior who’s documented their creed or code of honor has witnessed another break that creed and the warrior has tagged the player
  • A Rogue or DEX based class sets a trap for a PC and they “fall” for it.
  • A dreamer imagines bad luck for another PC can affect other players
  • An alchemist sells a potion to another PC with a hidden message encoded in the ingredients that when decoded reveal what has happeend: they are now dead.
  • A Wizard’s goes to war with another spellcaster (hand
  • Cleric refuses to heal another PC.

—— ASM and PER are special bases for nearly every class but Elves and Aryans. In fact, these should probalby be considered secret arcana. Their traits are used on all classes, but have special meaning for Elves and Aryans. Special, here, means that you can not specialize on these abilities alone, you must have a second ability which complement it. So Multiclassing:

  • INT+ DEX = Magewright, Editor
  • asm + Dex = Acrobat, Alchemist
  • PER + PTY = Buddhist

——- When characters choose to use killing attacks on potential useful human characters (even if deemed a cultist or other non-desireable), the vector of the gods changes towards the individual. —— What's new in v6 classes:

  • There are now eight abilities. These come out of some epic understandings of human development.
  • Tiers are more comprehensive and changed to scale more realistically and start at underling. Further, class names change with level of tier. If you reach level 100, for example, you can be a diety.
  • There are now eight base classes -- one centered around and for each ability and the faery type which combines all of them without being able to be master of any. Instead, it masters love.
  • Multi-classing is well-defined. Characters generally start back at zero XP and lose their skills/spells until they regain to the same level, but they can also stack classes and keep track of the XP/LEVEL requirements for each class.
  • Players can be generalists or specialists, rolling multiple d6s or 1d20s in each case to build their character.

Each class is centered around a predominant ability. Each also has a tier path which shows their developmental stages: Ability Underling Strider Paragon Legendary Epic STR Youngling/Pixie Fighter Warrior/Neo-Warrior Prince/Princess Titan CON Instigator Negotiator Leader Ambassador Sage INT Apprentice Witch/Magician Witchelder/Wizard Mage AEthernaum DEX Rogue Trader Craftslan Master Artisan PTY/WIS Acolyte Healer Cleric Medicant or Lightworker Angel CHR Bard/Page Knight Noble/Duchess King/Duchess Emperor/Empress PER Scout Adventurer Ranger Explorer Geographer ASM Sprite/Mixer Treefriend/Zymurgist Herbalist/Alchemist Elder/Druid Gaia/Tywn Barbarian is simply the name of the fighter class during the First Age. Just as Druid was the First Age name of an Alchemist. Thief/Rogue, etc. STUB Draft under revision...

  • STR (F): :. XP taken can be by CON Battles
  • STR (M): levels by kills (XP = (HP taken)2 + |(mana remaining)-600)/10)|; +1DAM on next fight if last kill was oppositely aligned (-200 mana if they lose)
  • DEX: ; levels by selling EQ at higher prices; can get XP thru mana strikes
  • PTY/WIS: Acolyte -> Cleric -> Healer -> Lightworker -> Angel; levels by HP healed (XP = (HP healed) * 100); gets access to mana storage at temples
  • INT: ; levels by Effective Mana Used (1:1::Mana:XP); sees magical items
  • CHR:; levels by population under their reign; can confer titles to others
  • CON: ; levels by the value of territory they claim; +CHR when wearing signet ring
  • PER: ; levels by territory explored (/items discovered); "footfall skill"? & half-damage on territory previously traversed
  • ASM (F): (Elf M -- pronounced "twin"); levels by mana used to create life. (1:1::Mana:XP); ability to imbue saving-throws into jewelry
  • ASM (M):; levels by mana used that others accept (1:1::Mana:XP); gets potion magic
  • *** (all of the above): Faeries are both a race and a class; levels by preventing parties from killing. For this it has to learn how to master conflict and master them.

These base classes can be combined to create richer classes if you like, but these form a perfectly solid base. For example, a Cleric x Ranger = Monk. Now, with a solid set of base classes the possibilities are endless. The idea is to perfect the specialization in each ability, not make things more ambiguous and vague. That means real experience is gained differently for each class, because different kinds of experience will enhance different skills. INT + CON = Commodore https://pin.it/30XvV14, pCiT7lcKFZyK7WhM

rolling abilities

Specialist can roll d20s, while generalists can roll 5d4s. If one want to be super generalist, and go for a greater-than-4 multiclass, they can roll 10d2s — a true challenge.

Creationg your charcter addendum ——- DM notes:

  • Each class can elevate their primary ability score if they use their dice in the proper manner. This means colors and materials tuned to their function, sides properly tuned, and rolls of the dice done with regularity. So that an explorer which honors and interprets the rolls with sophistication gets up to +2 PER bonus, while a thief, who’s only taken dice gifted by their preferred partner and rolled and tabulated can get up to +2 DEX bonus. This reward is called “honoring the master within”.
  • Secretly, buried within these arcana for gaining ability scores, is hidden a path to becoming enlightened and reaching the godhead of this world.
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