With
the 3rd party folder open and accepting on the Dropbox, it leaves room for
imaginative people to create their own classes. The following is a handy how-to
for those who want to take a crack at doing it themselves, the lessons and
ideas here can be transferred to other tabletop games, in addition to Providence .
The Concept
The idea that sprang about your
mind, the really cool thing you saw at the cinema, or something you’ve wanted
to be since childhood. The concept of your class needs to be clear enough so
people can get an immediate feel of what it does. A Fighter, for example,
fights. Be sure to avoid stepping on the toes of other classes. As such, do not
copy powers or class features, and if they perform the same role as another
class, demonstrate how it performs the role in a different manner.
The Role
Each class must fulfil a specific
role to define its play style, and is usually decided by the Concept. Still, be
sure to allocate a specific purpose for the class. Don’t be afraid to play
around with the roles, and feel free to think of a combination of roles that
might not be present in existing classes. Fighters, for example, are Tanks that
can be tooled to become Damage Dealers by using Dominate the Field to gain
bonus attacks. Paladins are also Tanks, but can be made into righteous slayers
or armoured priests.
Tanks soak damage, and generally
have high hit points and a method of increasing their defences. The penalty for
this is usually damage dealing potential or their skills. Tanks require a power
or class ability, nicknamed the Tanking Engine, which inflicts the Marked
condition on enemies, and punishes those enemies for deviating from them. Be
sure to consider the potential pros and cons of your engine; Fighters can
easily Mark many enemies in their vicinity, but without appropriate feats, they
can only react to a few of them, and cannot react at all at a distance.
Paladins can Mark anything they can see, and potentially inflict large amounts
of damage even at range, but they can only Mark one enemy,
Damage Dealers, or DDs/DPS, inflict
large amounts of damage to enemies. They tend to be very dedicated in their
role, and often do not deviate from the path of attack and damage. Grant powers
and class features that single out targets, or offer bonuses to attacks in
specific conditions or provide crippling disadvantages.
The
fallout of this tends to be a weakness that can be exploited by a savvy GM.
Barbarians, for example, are designed to deal the most damage in Providence . Their
weaknesses are a fairly low AC, and their Rage power prevents all kind of
clever thinking. Although this is offset somewhat by a massive pool of Hit
Points, a GM can lead a Barbarian player into a mid-combat trap, or trick him
into charging allies.
Rogue
is another example, although it straddles the Damage Dealer and Toolbox roles.
Rogues have very limited damage potential, as they do not have access to a
great number of large weapons. However, their Sneak Attack class feature does
spectacular damage to compensate. There is a drawback, however, as Rogues can
only inflict this damage against opponents who grant Combat Advantage, thus
limiting their effectiveness.
Toolbox
characters perform acts that other characters generally can’t. This often
includes a large skill list and a large pool of skill points, as well as other
powers that twist the natural workings of the game. Toolboxes are often
combined with other roles to a greater or lesser extent, so be sure to include
a method through which their utility powers effect the outcome of a battle.
Many Toolboxes are more frail in combat than other classes, and have very few
methods of making themselves tougher.
Rogues
are a skill based Toolbox, potentially having the most skill points available
to a single class. Combined with their Rogue Talents class feature, they can
trick, convince or mislead enemies into odd positions, and capitalise on their
weakness with their Sneak Attack feature.
Totemics
have the power to transform into animals. Their unique forms are their greatest
strength, for who better to infiltrate the castle than a rat, or to search for
sunken treasure than a shark? Totemics are not frail in direct combat either,
but can be at a loss if they do not possess an appropriate form for a task.
Support
characters are used best with allies, and are generally very weak on their own.
In exchange for other essential scores, Support characters grant impressive
bonuses to their allies, and sometimes ail their enemies. Think of a system
through which the class can grant bonuses, and consider putting a limit on the
usage of such powers if they are powerful enough.
Bards
are the king of Support classes. Although they are part-way Healer and Toolbox
as well, their song can grant fantastic improvements to their allies’ fighting
power, potentially making an impossible encounter conquerable. However, Bards
are also frail, and must stay close to danger in order to grant their bonuses.
Faustians
do not aid their allies at all, instead choosing to cripple their enemies with
powerful curses and irresistible hexes, while their Familiar transforms into a
mighty beast that can fill any potential role in the party. Still, Faustians
have no real fighting power on their own, low health and low defences. Coupled
with their sacrificial Manifestations, they are easily singled out and
destroyed.
Healers
have the power to aid failing allies, often restoring Hit Points, granting
Temporary Hit Points and allowing Saving Throws. All Healing classes have a
Healing power, nickname the Main Heal. Main Heal powers are all minor actions
with a Range of 5, restore one Healing Surge, can be used at least once per
encounter to a maximum of three times, and has an additional effect. Be sure to
differentiate yours from the rest with different effects. Healing Word, for
example, restores an additional 1d6 Hit Points that scale with level, whereas a
Bard’s Majestic Word restores an additional number of Points equal to their CHR
modifier.
The
style of healing is also a factor for the creation of healing classes. Clerics
and other Divine classes must be adjacent to allies in order to heal them,
whereas Druids can heal with ranged Primal spells, but the healing is slow, and
takes time.
The Power
Source
This is where your class gains its
power from and is the source for much of its flavour. Try to adhere to the
conventions of the Power Sources, as they are designed to be easily
identifiable categories through which later class choices are made.
Arcane classes are magical by
nature. All of the classes in this source have access to the Arcane Spell List
or accrues Magic Points. This list is long and very in depth, so be aware of
the maximum spell level and the number of Magic Points you allow your class to
have access to. Sometimes, although not always, Arcane classes can change the
way their spells work, or put them into effect where other classes cannot.
Arcane classes have no dedicated melee class at their disposal, and to the same
degree, they have no ability to Tank.
Divine classes worship Gods. They
also tend to be very flexible, although Divine classes have trouble fighting at
a distance. In addition, each Divine class has the Divine Aura class feature,
through which you can choose to manipulate the class features. In addition, you
can give your class access to the Domains list as a means of customisation.
Alignment is important, and based on the deity players worship, so feel free to
play around with alignment based bonuses.
Martial classes are based on
physical prowess over supernatural power. There is nothing mystic about the
Martial classes, as they have no power that is conceivably impossible to mortal
man. Keep this in mind as you think of your character’s abilities. If
inspiration evades you, look to the modern world of guidance, as truth is often
weirder than fiction. Consider item based powers, such as granting attack
rerolls or the ability to wield mundane items as lethal weapons.
Primal classes revolve around the
natural world. Think like a hippie; try to stay away from man-made weapons and
armour, and design creative ways of circumnavigating these problems. Primal
classes tend to be very extreme in their inherent build, so try to stick to a
maximum of two Roles when creating your character, if not one.
Psionic classes use the mind to
wield the soul as a weapon. They follow the theme of spending resources, so it
is recommended that you have a resource-based ability list to draw on. Although
Power Points is the resource engine of Psion, feel free to use it if your
Psionic class uses Psionic spells, as Power Points are specifically used to
empower such spells.
Shadow classes are more sinister
than other classes. Theirs is the theme of the pact. Of the existing classes,
this takes the form of a physical reminder, with Faustian epitomizing this
source with their Familiar. Do not feel constricted by this idea, the pact can
take one of many forms. Shadow classes also tend to be very flexible, and have
unique powers. Healers do not fit into the realms of the Shadow class.
The Alignment
Set which of the nine alignments
your class must adhere to. Personally, I dislike the concept of alignment
restriction, and as a result all of my classes can be any alignment. Still, be
sure to note that certain classes tend to swing in one direction more than
another. It is conceivable for a Barbarian to attempt to be a law-abiding
citizen in a large town, or a Paladin to belong to a Chaotic Evil God.
Key Abilities
Set the key ability scores for your
class. Make them MAD! By that, I mean Multiple Attribute Dependant (or
Disorder, as I like to think). Make sure your class has four or more attributes
to revolve around. Make sure class features and powers fit with the right
attribute. The reason for this is to make a player think about their class
choices. If there were only two ability scores that effected the class, then
all of the characters would handle the same. By expanding your classes’
horizons, you have the chance for players to create the same class, twice, in a
completely different manner.
Paladins are the perfect example of
MAD; a Paladin needs STR to land hits, but might need DEX to increase their AC.
If they want to Tank, they will need a semi-decent CON score, but at the same
time they need a high WIS
score to fuel their Divine spells. On top of all that, many of their offensive
powers run on CHR. In fact, the only ability score that isn’t used at all is
INT. Then again, if the Paladin wants to be of more use to the party or perform
more unorthodox combat manoeuvres, they just might need that INT score.
Here, there are multiple uses for
Paladin, all of which are perfectly viable, but run off differing combinations
of scores, such as the shield warrior (STR + CON), the frontline healer (STR +
WIS), the righteous slayer (STR + CHR), the armoured priest (WIS + CHR), the
nimble powerhouse (STR + DEX) and so on.
Strength (STR) is the basis of all
melee attacks. The easiest way to include it is through melee classes, although
it is possible to create a lethal ranged class that gains a STR bonus to spells
and or powers. When writing powers, emphasise damage, size and killing things
in general.
Dexterity (DEX) governs a lot of
things, and is arguably used more than any other ability score. Make this a
priority if your class makes extensive use of ranged weaponry, light armour or
is designed to dual-wield. It also governs a great deal of skills. Be in mind
that the Weapon Finesse feat can alter a ranged class into a melee class by
using DEX instead of STR for melee attacks. If you want your class to stay at
range, give them powers that work best at range. When writing powers, focus in
on movement, delicate aiming attacks or tricky manoeuvres.
Constitution (CON) is often
overlooked, because it is difficult to envision as a tool to be used. A friend
once said to me it can be considered how fat you are. If your class tanks, it
is wise to prioritise CON. When writing powers, think about powers that grant
bonus Hit Points, saving throws or damage reduction. CON is the score used to
determine the attack and damage rolls of Psionic spells.
Intelligence (INT) is the basis for
skill growth. It also governs a lot of skills, so remember to consider how many
skill points to attribute per level based on the need for INT. When writing
powers, reward clever skill checks, traps, and thinking outside of the box. INT
is the score used to determine the attack and damage rolls of Arcane spells.
Wisdom (WIS ) handles the dissemination of
information. Many classes can make use of WIS , as it is essentially common sense. When
writing powers, remember that sensible actions are often the focus for WIS , and should be
rewarded as such. WIS
is the score used to determine the attack and damage rolls of Divine spells.
Charisma (CHR) is essential for NPC
interaction. Witty characters or those with a strongness of heart should
benefit from a CHR score. Feel free to write powers with more eclectic effects.
CHR is the score used to determine the attack and damage rolls of Primal
spells.
Proficiencies
Choose which tools your class will
wage war with. Remember that each piece of armour and each weapon have its own
advantages and disadvantages, and must consider this when choosing your
classes’ role. Heavier armours are generally used by more melee orientated
classes, whereas the lighter armours are favoured by Toolboxes, as to avoid
skill penalties. Feel free to restrict your character to one specific item or
set of items rather than a whole category.
As standard, only Paladin can wear
Super-Heavy armour at 1st level without the aid of feats. In addition,
it is rare indeed that a class has access to the whole plethora of Martial
weapons, and rarer still have proficiency with a Superior
weapon as standard.
Bonuses to
Defence
A slight increase to your classes’
defences is needed, mainly to add 1st level flavour, and in part to
set them aside from the rest. Choose either a +2 bonus to one of Fortitude,
Reflex or Will, or a +1 bonus to two of them. This puts a defensive emphasis on
your character, and adds some definition to the class. It only makes sense that
a Rogue is good at dodging, or a Psion has a might will.
On rare occasions, you might feel
that your class has such a broad spectrum, than neither option really fits. In
such circumstances, grant your class a +1 bonus to all three of these defences
to reflect this. This is not a common tool, and usually it is granted to
compensate for some initial weakness in the class.
Hit Points
The Hit Points you grant your class
define much of its playing style, and indeed, defines its role numerically. At
the lowest end of the spectrum, many cloth-based classes will gain d4 Hit Points
per level, as befitting their frail nature. At the other end of the spectrum,
d8 Hit Point growth belongs to the heavier classes, such as Tanks or frontline
Damage Dealers. The d10 growth belongs almost exclusively with Barbarian, keep
this in mind if you decide to grant a class such a large pool, and be ready to
make a sacrifice somewhere else amongst their design.
Of course, these definitions are
based on the Providence RPG design, for D&D and Pathfinder, the dice
standard is different, but the idea is the same.
Healing
Surges
Choose between six and twelve
healing surges to grant your class. This is a measure of how much they can be
healed, so a back line class will not need as many as a front line class. Be
careful with the number of surges you grant, as too many surges means that
there is no threat of ever running low on Hit Points.
Skill Points
Decide on how many skill points you
want to award your class with. Many classes do not have a great number of skill
points, as it is the realm of the Toolbox. To aid your decision, think about
how you want your class to perform in terms of skill;
If
the class is likely to have a high INT score without being a Toolbox, set the
bar low, a 2 + INT modifier. This way, their skills grow at an accelerated
level without any particular effort.
If
this class is a Toolbox with a high INT score or a different role that leans
toward a Toolbox mindset, set the growth rate at 4 + INT modifier, allowing for
rapid skill growth.
If
the class is a Toolbox, but with only an optional use of the INT score, use 6 +
INT modifier for skill growth. This way, skills will grow at an accelerated
rate without the player input. If the player does decide to give attention to
INT, then their skills will rise at an unparalleled rate, so long as this
decision is at a detriment to another aspect of their class.
If your class does not emphasise skills or INT
at all, then leave the skill growth at 2. This will provide enough points to
add some utility and flavour, but not enough to distract it from its real role.
Skills
Decide on a skill list for your
class. The number of skills and which skills to use are heavily dependant on
the ability scores you chose to focus around. Pick skills that both make sense
for your classes’ image, and are aided by the ability scores chosen. A heavy,
frontline fighter will often be adept and jumping and climbing, whereas a
light, sneaky character will need skills to balance and pick locks. Remember, a
class cannot possess the Fly skill unless they have an ability in their
eventual growth that allows them to fly.
Attack Growth
Determine how quickly your class
gains new attacks per standard action. A growth of 6 is for main damage dealers
and other melee-orientated classes. A growth of 7 is for Toolboxes, and other
roles that have viable melee potential, but not as adept as others. A growth of
8 is for spellcasters, and other such archetypes that do not wade forward into
the fray to gain much of combat experience. The attack growth of 5 is exclusive
to Fighter.
Class
Features and Growth
The meat of class creation; decide
what your class will do, and how it will go about doing it. This is where many
of the inspirational ideas you’ve had accumulates into class growth, but there
are still a few things to consider.
Find one theme or ability, and focus
around that. Turn the key ability into a platform from which you can write
other powers.
Offer a choice of ‘build’ at 1st
level. A broad-ish selection of minor powers suffices, enough to grant a
feeling of flavour and individuality but not enough to overpower the class. If
possible, make it tie in with your classes’ primary ability, or make the choice
enhance the existing power.
Keep the 1st level
bonuses as concise as you can. 1st level characters are above
average persons, they are not heroes just yet, make them earn their growth by
limiting what they have access to at 1st level.
Avoid dead levels in character
growth. Customisation is key, make sure that from levels 1-20 the class has
something new to offer.
Choose which kind of growth to
employ. The easiest strategy is to grant set powers or abilities at every even
level, and allow feats to take the odd levels. This can be a very lengthy
process to write the full extent of powers and abilities, but it is often
worthwhile. Another strategy is to do a paralleled growth style, namely at 2nd
level and every 4th level thereafter, and at 4th level
and every 4th level after. This allows for two different bonuses and
themes to grow in the same class. A third, and less desirable, option is fixed
growth. Write every power and ability at even level, and offer the player no
choice as to how they develop. Although this is restricting, it can be very
balanced, as there is little to no room for finding that golden, game-breaking
combination you hadn’t considered. This style usually grants specific, awesome
powers that outclasses any choice, and is often employed for spellcasting
classes, who already have a great deal of customisation via their spells.
Does your class employ magic? If so,
restrict the amount of customisation your class has to a few feats or select
powers, as the sheer scope of the spell lists alone far and away surpasses the
options for non-spellcasters.
Does your class have a great power
that needs restricting, like a Barbarian’s Rage or a Bard’s Song? If your
classes’ effects are too powerful or open to abuse, limit the number of times
per day they can be used. An easy option is to tie the duration to a specific
skill. Barbarians, for example, can Rage a number of rounds per day equal to
their Endurance skill.
Does your class have a resource?
Think of ways your resource can be used in the most creative manner possible.
How is this resource managed? How is it spent, and what happens when it is? How
does your resource recover?
How complicated is your class? Be
careful of straying too far outside RPG conventions or introducing too many
class-specific terms. If your class is fantastically complicated, be very
careful it doesn’t become convoluted in execution at the risk of losing
potential players. If others have trouble understanding it, layout is your best
friend. Use smaller sentences, use subtitles and make paragraphs more obvious.
Anticipate the questions asked of you.
Reward players for taking your class
to 20th level and beyond. Prepare a fantastic power that is so good,
it entices players to go the distance with yours. Once per day powers are a
good choice, potentially involving something like a perfect success skill
check, an irresistible spell, or an instant-death attack.
And so –
I sincerely hope that you find the
inspiration to write your own class, because I can promise you there’s nothing
more exhilarating than seeing another person enjoying the workings of your
class.
Don’t be afraid about getting it
wrong; start underpowered and work upwards to an appropriate strength level. You’ll
have to test your class into destruction before you get it right. Have a
calculator with you, and assume all ability scores you class works with will be
at 18 at 1st level.
Have fun, and I hope to see some
works of art soon!
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