Saturday, 4 May 2013

Race as Class: Fighting Classes

Finally sat down and wrote up the 8 classes for Ionia that I talked about here. These will replace the existing class and race system, with any new PCs generated using these classes. Magic using classes can be found here, Skill classes here. This first section is the biggest, with 4 variations.


Fighter


Description: Fighting human, ranging from trained soldiers to savage barbarians.
Size: 5
Speed: 30'
HD: D10
Bonuses/Penalties: Can use any armour, weapon or shield without penalty

Level
Exp
Reflex
Fort
Will
THAC0
Bonuses
1
0
15
13
15
19

2
2000
15
13
15
19
Free 5'mv & att after killing lower lvl enemy
3
4000
14
12
14
18

4
8125
13
11
13
17
On Dam of 1 can forgo dam for extra effect
5
16250
12
11
13
16

6
32500
11
10
12
15
Crit on 19 or 20
7
65000
10
9
11
14

8
120000
9
9
11
13
Extra attack per round
9
240000
8
8
10
13

10
480000
8
7
9
12
Crit on 18,19 or 20

Notes: The additional abilities, especially extra criticals and extra attack make fighters excellent at what they are supposed to do. There will be restrictions that come with wearing heavy armour, so hopefully that will help balance the class a little, but balance isn't really a huge concern.

Beastman
Description: Mutants that are half man half animal and capable of causing great damage in hand to hand combat.
Size: 5
Speed: 35'
HD: D12
Bonuses/Penalties: +1 Initative
Can use all Martial weapons and wear up to Medium armour without penalty
Can only use stealth skills when wearing Light armour
No missile weapons, only thrown. -1 to hit.
+1 Str, -1 Int

Level
Exp
Reflex
Fort
Will
THAC0
Bonuses
1
0
13
12
16
18
+1 AC
2
3000
13
12
15
18
Free 5'mv & att after killing lower lvl enemy
3
6000
12
11
14
17

4
12000
11
10
13
16
+1 Climb, Stealth & Hide in Shadows
5
25000
11
10
12
16
Crit on 19 or 20
6
50000
10
9
11
15

7
120000
9
8
10
14
Extra attack per round
8
250000
8
7
9
13

9
450000
7
6
8
12
+1 Climb, Stealth & Hide in Shadows
10
650000
6
5
7
11
Crit on 18,19 or 20

Notes: Beastmen were initially envisioned to be goatmen ala Warhammer, but I figure it's more fun to let the players run with it and pick any animal, or combination of animals, they feel like (Half man, half bear, half pig anyone?). The beastman has a better THAC0 and many of the same bonuses that fighter gets, but the lack of armour and higher XP requirements should balance that, along with the lack of ranged options.

Dwarf

Description: Tough fighters who have some useful dungeoneering skills
Size: 4
Speed: 25'
HD: D8
Bonuses/Penalties: Can use any armour, weapon or shield without penalty
Carry bonus equal to +1 Str bonus
60' Infravision
+1 Con, -1 Dex
Level
Exp
Reflex
Fort
Will
THAC0
Bonuses
1
0
13
9
11
19
+1 to Architecture, Open Doors, Tinker, Search
2
2125
13
9
11
19
Free 5'mv & att after killing lower lvl enemy
3
4250
12
8
10
18

4
8500
11
7
10
17
+1 to Architecture, Open Doors, Tinker, Search
5
17500
0
7
9
16

6
35000
9
6
9
15
On Dam of 1 can forgo dam for extra effect
7
70000
8
6
8
14

8
140000
8
5
8
13
+1 to Architecture, Open Doors, Tinker, Search
9
280000
7
5
7
13

10
460000
6
4
6
12
Crit on 19 or 20

Notes: Dwarves are a Fighter/Specialist class, with a focus on dungeon skills, kind of an underground ranger. It's pretty uninspired as far as dwarfs go but whatever.

Orc
Description: Nocturnal & tribal, are expert at hiding and tracking
Size: 5
Speed: 30'
HD: D8
Bonuses/Penalties: 60' Infravision
-1 To Hit in bright light
+1 Con, -1 Cha
Can use Martial weapons, Medium armour and shields without penalty
Can only use stealth skills when wearing Light armour
Only surprised in wilderness areas on a 1
Level
Exp
Reflex
Fort
Will
THAC0
Bonuses
1
0
15
13
15
19
+1 Bushcraft, Climb, Stealth, Hide in Shadows
2
2125
15
13
15
19
On Dam of 1 can forgo dam for extra effect
3
4250
14
12
14
18

4
8500
13
12
13
17
+1 Bushcraft, Climb, Stealth, Hide in Shadows
5
17500
13
11
13
16

6
35000
12
11
12
15
+1 Bushcraft, Climb, Stealth, Hide in Shadows
7
70000
12
10
12
14

8
140000
11
10
11
13
+1 Bushcraft, Climb, Stealth, Hide in Shadows
9
280000
11
9
11
13

10
460000
10
9
10
12
Crit on 19 or 20
Notes: Pretty much a straight up ranger with none of that druid magic/magic animal companion bullshit.

2 comments:

  1. These are really well done Smiler, definitely some cool ideas. I love where you went with the Orc. I also thought it was bizarre a Ranger would be able to cast spells, and while I thought it was a neat idea to have an animal companion, I don't think there is a way they can be done without make the game clunky mechanically. Every game I've played with them they are just awkward and either way too useful or next to useless. Regardless of their usefulness, they were always a pain in the ass to manage.

    I'm moving across the State here pretty soon to finish up my school, and have been talking to some of my Role-playing buddies about doing some kind of role-playing online once a week, and I've been really considering giving one of the OSR rulesets a shot.

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  2. I love PCs having pets, my problem with animal companions is that they shouldn't be handed out because you're a certain class, they should be earned in the game. That way when Sparky, your PCs beloved terrier, is torn apart by giant fungal rats it means something. I've even written up some rules for dogs levelling up (http://brushoffumbling.blogspot.co.uk/2013/03/dogs-for-labyrinth-lord.html), I might write something a little more generic for other animals.

    Do it! There's so much flexibility in the OSR rulesets that you can twist them to be whatever you want. If you want some inspiration check out the play reports on Dreams in the Lich House (Gothic Greyhawk for traditional D&D, Black City for sci fantasy with vikings), Wampus Country (fairytaleish, though better than that sounds), Dungeon of Signs (ASE for weird gonzo with awesome location based adventures, HMS Appollyon for gothic steampunk on a giant boat) and Last Gasp (a few one shots, each with more good ideas than most 80 page published modules). All the links are in my blog roll, let me know how it goes.

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