FrankTrollman at [unixtime wrote:1198322612[/unixtime]]So I noticed that you need to use all of the attribute combos to get 15 separate options (which fits exactly the 5 colors & 3 classes per color). Which will it be? We could do something contrived like having every color get 1 phys/phys, 1 mental/mental, and 1 physical/mental.
Pretty much. I was thinking of expanding it to 15 sample characters of 3 per color and giving each color a Might, a Magic, and a Mixed (note that without even writing new abilities or rearranging abilities within a school you could release a new set of 15 sample classes 15 times).
Yeah, the triviality of creating new classes is pretty nice, and the mechanical aesthetics make me happy.
You said that classes are preselected ability sets. Is there anything stopping a person from bypassing MAD by focusing on Health and Sacrifice or Decay and Truth? Is 'multicoloring' the new multiclass?
I'm also having a bit of trouble seeing the difference between 'sword' classes and 'spell' classes. By nature all schools have a 'magic schtick' and also make talented warriors. What makes the 'White Mage' more of a Magic Hero than the 'Black Knight'?
And one pragmatic concern: 30 ability sets is a lot of work. I'm a bit worried that if you stick with one school for every attribute this will never get finished. My (probably dumb) recommendation is that you combine some of the schools together, possibly even reducing them down to three physical and mental attribute pairs for each color.
The effect is pretty much the same as having 6 schools, but you can pretend that they're finished after half the work.
Then each class might be a pairing (If you have Death, Decay, and Deception then you could have Death/Deception [assassin], Decay/Death [necromancer], and Deception/Decay [blackguard]). You could, alternatively, have each class be a school (assassin school, warlock school, blackguard school). That would kill the versatility and probably be too limited...
I'm sure you understand the amount of work involved better than I, but trying to start out with 5 colors with 6 schools each and (say) 10 levels of abilities for each (300 abilities!) seems like a lot. Even if you assume that a character gets one ability per level and so do 5 per school, that's 150. It's not like you can use the 3e solution and dump all the spells unchanged from the previous edition.
FrankTrollman at [unixtime wrote:1198322612[/unixtime]]I think the next biggest question is what White does, simply because it's so limited.
Let's do White.
Awesome. That makes perfect sense. Runic magic seems to have come out of left field, but it's cool and fits.
FrankTrollman at [unixtime wrote:1198322612[/unixtime]]I guess that's the problem with attribute-based systems. My bias is that I have trouble seeing physical attributes governing slavery magic.
That is among the reasons that we are going More Hindu. You get magical powers by sudying and prayer, but you also gain magical powers by standing on one foot for a long time (Dex), picking up heavy rocks (Str), and stabbing yourself with fish hooks (Con).
-Username17
I was serious that, in particular, I have trouble seeing undead animation and command or demon summoning and command keying off of physical attributes. I have no problem seeing fire blasts being based on Strength or teleportation on Dexterity. I can just barely see divination being based on Constitution (fasting and taking drugs until you start seeing things). Any sacrifice-based magic could make sense with Constitution too (even undead or demon conjuring).
I'll admit that it's almost certainly an irrational bias, but wrapping my head around why being really strong (or really agile) would make you good at calling up the undead is hard. Maybe I'm just not understanding what the changes in how attributes work and what they represent really mean.