I mean you can have one "Sorcerer" class, and one sorcerer focuses on shooting many fireballs (endurance) while another's attribute spread has him shoot a few but more potent fireballs. FantasyCraft did that, don't know how it was in play but their 3 D&D mental attributes are a bit more spread out for casters.The Adventurer's Almanac wrote: ↑Sun Oct 24, 2021 6:13 pmDoes that necessarily mean you need separate classes for those mechanics, or can the "power" guy and the "endurance" guy operate off of the same class with different ways of altering their resource renewal/usage/whatever?OgreBattle wrote: ↑Sun Oct 24, 2021 5:32 pmWhat do you think of games where attributes affect resource systems? Like "More of Attribute W will give you more spell points, but more of Attribute I gives your spells harder to resist". If things are balanced ideally you can have a "power" guy and "endurance" guy of the same class by different attributes.Whatever Jr. wrote: ↑Sun Oct 24, 2021 3:01 pma game should feature exactly as many classes as it has resource management systems.
If you have several resource management systems, which often comes up for spellcasters, then you need one class per system...
Let's say you have 2 dudes who use the Rage Bar class. One is our control subject, while the other has some kind of 'Slow Rage' feature that reduces the number of actions that add to the rage bar, but doubles their maximum amount? Maybe an 'Arcane Rage' feature entirely changes what actions piss you off, so physical attacks do nothing but blasting dudes with fireballs makes you stronger? I don't think these all need their own class.
I think a game with a Conan to Lodoss War Berserker can just have a core action point system that refreshes with rest, and the berserker using his action point has a sustained berserking bonus and penalty. "I must use that... forbidden power! ahhhhhh" wizard can have a similar rule where using their action point now gives them an aura of crackling energy and minor action energy bolts or so.
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I like the look of separating lockpicking from sneaking, a lead footed dorf engineer can be good at the former and a cat can be good at the latter. A game that's not D&D can decide how to do that.
Turn based game movement will be abstracted by being turn based, so moving away from 1ft squares sounds good, it's just that Advance War type movement is pretty straightforward to grasp. A lot of people do theatre of the mind already and Mantic's Deadzone has solid rules for zones occupied by different miniatures firing at each other across zones.