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No-magic settings: What would you do? (Ideas for a "Scholar" class)

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  • #16
    Re: No-magic settings: What would you do? (Ideas for a "Scholar" class)

    Yeah, I am not thrilled with he name either after sitting with it a bit. Will keep workshopping it.

    As for specializations, I have three in mind that include: Scholar, Spy Master, and Tactician.
    Star Wars: AGE of the Empire: An ever-expanding adaption of the Star Wars universe utilizing the AGE ruleset and compatible with the Fantasy Age Basic Rulebook.

    Expanded Classes Playtest: Adding the Bard, Swashbuckler, and Templar classes. As well as introducing archetypes that gives players different options from the start of play.

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    • #17
      Re: No-magic settings: What would you do? (Ideas for a "Scholar" class)

      Originally posted by Otog View Post
      Yeah, I am not thrilled with he name either after sitting with it a bit. Will keep workshopping it.

      As for specializations, I have three in mind that include: Scholar, Spy Master, and Tactician.
      I like your ideas. But I would keep the class called Scholar and the spec "Lore Master".

      So, I'm going to playtest a "Scholar" class based off the Mage class in FAGE, but with a mix of additional talents, focuses, and stunt bonuses instead of arcana; the class can take all talents Mages could take before and all the talents listed on "Starting Talents" below, except arcana talents, of course; I'll keep these class features for now:

      LEVEL 1
      Starting Talents: You become a Novice in two of the following talents: Alchemy, Carousing, Chirurgy, Contacts, Horsemanship, Intrigue, Linguistics, Music, Observation, Oratory, or Quick Reflexes. You also start as a Novice in Lore.
      Cunning: Whether by superior tactics, clever scheming, or quick wits, you can subtly manipulate the course of events, Once per round during an ability test, you may roll your own d6, and use your result to replace any single d6 used in the test. The ally or opponent whose roll you replace must be able to see and hear you. You may roll your own d6 at any time, but you must decide to use Cunning before the success or failure of the test is determined. You can use Cunning a number of times per day equal to your Intelligence ability (minimum one). You must be conscious and be able to use free actions on your turn to use this ability, but this does not require you to use an action.

      LEVELS 2, 10, 18, 20
      Talent: You become a Novice in a new talent or gain a degree in a talent you already have.

      LEVELS 3, 5, 7, 9, 11, 15, 17, 19
      Bonus Talent: You become a Novice in a new talent or gain a degree in a talent you already have. (Maybe you could select two additional focuses instead of a talent at these levels?) (Maybe limited to the talent list described in the starting talents?)

      LEVELS 4, 6, 8, 12, 14, 16
      New Specialization Talent

      LEVEL 6
      Stunt Bonus: You can perform the Aid Ally stunt for 1 SP instead of 3. (Or something different, and this could be moved to the "Tactician" specialization.)

      LEVEL 8
      Multi-Talented: Starting at level 8, you ignore class requirements when selecting new talents. (Name could be changed to "extra curricular activities"... xD just kidding.)

      LEVEL 10
      TBD. A exclusive class feature improving something already existing.

      LEVEL 13
      TBD. A new stunt bonus.
      The idea is simply to keep the benefits on the same levels a Mage would gain something similar.
      Last edited by Icarus; 05-19-2018, 05:00 PM.
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      • #18
        Re: No-magic settings: What would you do? (Ideas for a "Scholar" class)

        Restricting Bonus Talents to those you can choose at level 1 could work. I know that this is the class's niche, but being able to reach Master at level 3 whereas rogues and warriors need to wait until level 5 (maybe) or level 7 (more likely) could potentially be overpowered. I think by limiting it in this way, you will dissuade players away from doubling down on talents with a lot of utility, like Alchemy and Chirurgy, and encourage branching out.

        That said, nothing is like actual play and I look forward to seeing how this turns out. This has inspired me to do some GoT stuff with this and am working on poisons.
        Last edited by Otog; 05-20-2018, 09:03 AM.
        Star Wars: AGE of the Empire: An ever-expanding adaption of the Star Wars universe utilizing the AGE ruleset and compatible with the Fantasy Age Basic Rulebook.

        Expanded Classes Playtest: Adding the Bard, Swashbuckler, and Templar classes. As well as introducing archetypes that gives players different options from the start of play.

        Dustin & Dragons.com: A very uncreative name for my blog on my RPG-related creative projects.

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