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Making Custom Classes

It's funny the things that come to you when you are working on rules for a specifically NON-D&D game. The KOHE system, which I've written about on Google+. I'm building a spell point system for it because characters do not have levels. Seeing how flexible characters are, I began to think about D20 style class systems again. (Near the end of the post is a link to a system I used to generate classes for a retroclone.) Here's what comes from rumination on custom classes.

I've read it somewhere that the only currency to manage classes in AD&D and older versions of D&D was Experience Points. Building on that premise, Crabaugh wrote a class creation system that allowed the creation of various classes whereby more power equaled more experience points per level.

In the 2e DMG, a similar system was developed, but the rules said upfront that the system couldn't be used to build the standard classes and that the rules were mainly designed for GMs to use for NPCs.

Then came Skills & Options (aka 2.5e).

I am still not a fan of it. However, the system did allow for a simpler way to do customized classes and multiclass characters. For example, even the PHB mentioned Priests of Specific Mythoi with different spell choices and alternatives to Turn Undead. I always created Priests of Specific Mythoi for my campaigns mostly for the alternatives to Turn Undead. At the time, I didn't always like the choices, but they made sense for Clerics of a God of War, etc.

Still, Priests of Specific Mythoi are still not different classes, just variations of the Priest class. What I want in making custom classes, I want something more than variations of a theme and a mixture of two existing classes. Since new class concepts are very difficult to come by, especially in a set of tables, at least let there be several forms of magic, unique abilities that do not currently belong to the standard five classes (thinking 2e) and a way to adapt spells into spell-like abilities. I realize that this is still variations of a theme, but at least it can add a sense of multiple cultures reflecting multiple ways of doing things.

For example, in 2e, the Shaman class had Spirit Magic. Invoking spirits required a ritual, but the spirit allowed for certain abilities and spells. It's not a spellbook and the spells are a mixture of traditional Mage and Priest spells.

Another example, outside 2e, would be a set of abilities centered around ghosts and shadows. I'm thinking more B/X and OD&D here. In the Basic Rules, shadows were explicitly defined as "not" undead. Going back further to Strategic Review #3, Ghosts were defined as "not true undead", either. (Yeah, I know that changed later, but work with me here.) An ability to temporarily grapple incorporeal creatures would be unique in any class-building system I've seen. As stated in an earlier post, this is also a natural segue to the use of psionics.

Some time ago, I wrote a Class_Generator that allows me to correctly generate the standard classes for Basic Fantasy. So, I wondered if I could adapt it to "add-in" these ideas. So far, adding in abilities that are equivalent to Turn Undead is pretty straightforward. Adding in the aforementioned Spirit Magic was pretty easy as well. However, trying to add in a Verb/Noun magic system is more complicated and I'm not quite there yet.

We'll see how progress goes.

Psionicist as the Fourth Class

1d30 sets out in a recent post to define classes by what they fight. This differs from the definition of classes by how they solve problems. If you look at classes by how they solve problems, you get Fighter (solve problems by physical force), Mage (solve problems by magic) and Thief/Rogue (solve problems by skill or finesse). Under this paradigm, a Cleric/Priest class requires a bit of convoluted rationale. Do they solve problems by faith? Divine favor? ???

The Fighter/Mage/Rogue paradigm shows up in a lot of games. Two that I can think of off the top of my head are Warrior, Rouge, Mage (Stargazer Games) and Numenera (by Monte Cook).

Using 1d30's paradigm, though, makes you wonder why a Rogue/Thief is necessary. Fighters are a human class designed to fight just about anything, especially other humans. Mages learn magic to fight demons. Clerics rely on their faith to fight undead. This way of looking at class feels more old-school to me, especially in light of the post shared in his post.

Reading the article reminded me of a couple of the design goals of the ACKS Psionicist. Specifically, the ACKS Psionicist would be different than a magic-user and the psionicist would be useful against incorporeal foes. The latter required me to redefine ghosts as something besides undead.

One of the proficiencies of the ACKS Psionicist allows the psionicist to actually grapple ghosts or shadows. It doesn't allow the psioncist to kill a ghost or shadow outright, but he or she can deter such creatures long enough to protect others. Ghosts/shadows can walk through any obstacle and I wanted a way to combat them that wasn't a variation of creating a wall of force.

Using mental powers makes sense to be a quick method of attack/defense against these creatures. More than that, the most vulnerable part of a ghost is the mind. Since it cannot be attacked easily by physical force (fighter) and magic may take too long to cast (mage), the ability to attack the mind of a ghost fits in very well.

Even astral constructs fit because it is the psionicists attempt to fight fire with fire. Astral constructs and ghosts are made from the same substance, so they naturally are able to fight or contain each other.

From 1d30's post, though, reminded me also of the ghost generator I am working on. Instead of a 6-7 HD creature with aging attacks, ghosts can do a whole range of things from cause disease to cause nausea to causing instant death. Ghosts can also have variable weaknesses ranging from silver (or electrum) to nothing. More powerful ghosts are even immune to +1 magic weapons.

Still, I want to go back and add in creatures that range in HD from 1 to 10 as well as add in various abilities. I don't mean a ghost dog for a 1HD ghost, but instead something like a mindless ectoplasmic blob that was formed from a soul that didn't successfully become a ghost.

More to think about.

Alas, Alack and Alay

Sorry for the lack of posting here and on Google Plus and Twitter. Due to complication from sleep apnea, my overall health has been in decline for a number of weeks. This weekend will be an effort to get lots of rest.

When I feel better, I hope to have a ghost generator for ACKS suitable for use with or without the Psioncist stuff I'm working on. Ghosts are so configurable, you can have almost all the monsters you need for a campaign using just them. I know that shadows are not ghosts, but I am making them similar for the purposes of the generator and the psionicist stuff. To make an analogy of what I have in mind -  Shadows are to ghosts what zombies are to Vampires.

No promises on ETA. I am not sure when I will be feeling better. I am spending more time doing the positive things to help (better food choices, regular exercise, seeing the doctor about adjusting the CPAP, etc.). I have lost about 10 pounds, and that helps a lot.

Until next time, I really hope this is my last personal post ever.

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