Dammit Victor
Legendary Pubber
- Joined
- Aug 18, 2017
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That hella pretentious mouthful is the title of the game I'm currently developing-- started off as an attempt to blend the mechanics of Dragonfist and AD&D Player's Option with a much simpler (more BECMI-like) base mechanic. Along the way, it's picked up some elements of ICE and Palladium games, and drifted somewhat further away from its D&D roots-- but it's still a d20-based system.
The heart of the Galactic Dragons system are the proficiencies and "options". Characters get a bunch of proficiencies up-front from their race, class, and background, and then an additional proficiency each odd level. They get a smaller number of options up-front from their class and race, and then one additional option from each at a much lower frequency, every 4-6 levels or so.
I'm having some trouble with the class system at the moment, because the way I have it laid out-- with what classes do. mechanically-- there's really only room for the Warrior, Rogue, and Magician classes. While each of these can have subclasses a la AD&D or 5e, I'm not seeing a clear design space for separating out a Priest class from the Magician, or Bard from Rogue, or so on.
Right now, each class grants the following items:
I am thinking that I would like to separate Priests from Magicians, and possibly further, and I'm pondering some kind of Paladin/Warlock option. Not sure I see how it fits into this structure, however, especially given the variety of different Priests and Warlocks I should like to represent.
The heart of the Galactic Dragons system are the proficiencies and "options". Characters get a bunch of proficiencies up-front from their race, class, and background, and then an additional proficiency each odd level. They get a smaller number of options up-front from their class and race, and then one additional option from each at a much lower frequency, every 4-6 levels or so.
I'm having some trouble with the class system at the moment, because the way I have it laid out-- with what classes do. mechanically-- there's really only room for the Warrior, Rogue, and Magician classes. While each of these can have subclasses a la AD&D or 5e, I'm not seeing a clear design space for separating out a Priest class from the Magician, or Bard from Rogue, or so on.
Right now, each class grants the following items:
- Hit Dice: d6 to d10
- Combat Bonus: +0 for Magicians, +2/3 for Rogues, +5 for Warriors.
- Spell Bonus: +0 for Warriors, +2/3 for Rogues, +5 for Magicians.
- Fort/Ref/Will saving throw bonuses.
- Class Options
- Starting Proficiencies
- Proficiency Bonuses: certain proficiencies and proficiency ranks have additional bonuses for members of different races/classes
I am thinking that I would like to separate Priests from Magicians, and possibly further, and I'm pondering some kind of Paladin/Warlock option. Not sure I see how it fits into this structure, however, especially given the variety of different Priests and Warlocks I should like to represent.