Adventurer-type classes
Posted: Sat Feb 24, 2018 5:46 pm
I've run a couple of games now where all the characters were based on a very similar fighter/rogue/sorcerer chassis, on the basis that basically all fictional fantasy adventurers fight, skill, and some kind of magic. It's been popular, but I feel like it would benefit from drawing some distinctions, mostly to do with how the characters relate to their phlebotinum. Something like:
The Adept
Your magic is the product of long study. Classic archetypes: wizard.
The Dabbler
Your magic is the product of... some study. But not that much, you wanted to get laid in college. Classic archetypes: bard, rogue.
The Inborn
Maybe you have magic-being heritage, maybe you're a mutant, but your special powers are something you were born with. Classic archetypes: sorcerer, psion.
The Patron
You don't have any magic of your own, but a magic being hangs out with you and performs spells on your behalf when you ask. Classic archetypes: cleric, druid, artifact-bearer.
The Secret Patron
You don't have any magic of your own, but a magic being secretly hangs out with you and performs spells on your behalf without consulting or telling you. Classic archetypes: None in D&D that I'm aware of, but it shows up in fiction and some players will want it because reading spell text is hard.
The Destined
You don't have any magic of your own, but level-appropriate spell-like effects flavored as 'destiny' and 'lucky breaks' regularly happen around you. Classic archetypes: All the martial classes who get 'MC pity' as a secret class feature.
Preliminary dilemmas:
• How to distinguish Dabblers as less expert and polished than Adepts without making them flat worse? What are their up- and down- sides?
• Destined and Secret Patrons have action advantage issues (Patrons can have 'asking for spell' take the ordinary action). Balance with fewer castings?
The Adept
Your magic is the product of long study. Classic archetypes: wizard.
The Dabbler
Your magic is the product of... some study. But not that much, you wanted to get laid in college. Classic archetypes: bard, rogue.
The Inborn
Maybe you have magic-being heritage, maybe you're a mutant, but your special powers are something you were born with. Classic archetypes: sorcerer, psion.
The Patron
You don't have any magic of your own, but a magic being hangs out with you and performs spells on your behalf when you ask. Classic archetypes: cleric, druid, artifact-bearer.
The Secret Patron
You don't have any magic of your own, but a magic being secretly hangs out with you and performs spells on your behalf without consulting or telling you. Classic archetypes: None in D&D that I'm aware of, but it shows up in fiction and some players will want it because reading spell text is hard.
The Destined
You don't have any magic of your own, but level-appropriate spell-like effects flavored as 'destiny' and 'lucky breaks' regularly happen around you. Classic archetypes: All the martial classes who get 'MC pity' as a secret class feature.
Preliminary dilemmas:
• How to distinguish Dabblers as less expert and polished than Adepts without making them flat worse? What are their up- and down- sides?
• Destined and Secret Patrons have action advantage issues (Patrons can have 'asking for spell' take the ordinary action). Balance with fewer castings?