(c) Copyright 2009 Kyrinn S. Eis All Rights Reserved
Here we have the fourth of four classes identified as Iconic in the D&D games:
Thief-
Fight Die: d4
[1st: 100]
Proficiencies-
Armours:
* Light
* Medium
[400]
Arms:
* Simple
* Martial
* (Exotic, each individually)
[300]
Attack Bonus: +1
[300]
Critical Tests-
* Lifeforce : +7 (-1 -100)
* Health : +7 (-1 -100)
* Vigilance : +6 (-1 -100)
* Concentration : +7
* Experience : +7
* Reflexes : +4
* Control : +5 (+1 +100)
[-200]
Technical Skills-
* 2740 for (7) Skills at listed %
* 178 for Stealth Attack
-------------------------------
3818 @ 1st-Level
With these four classes statted-out for the Point-Design, the question now becomes:
'What do I do with players who want characters that go over the 3k limit?'
Obviously there are at least two solutions, namely, allow them to 'pay-off' the overages before advancing; or, to provide players with under-cost characters additional DXP to enhance their characters.
But, I'd like to suggest that adventuring parties for many years have successfully operated on un-balanced synergy between the plain-jane fighter and the zealous but un-initiated clerics, aided by the sapper-skills of the highly trained thief, not to mention the artillery officers, the magic-users.
Once the XPs begin rolling in, the lower-cost fighter will advance more quickly, unless s/he begins to add-on non-textbook abilities, followed by the thief, cleric, and distantly by the magic-user. That, many old-timers will tell you, is natural balance.
My reason for creating the Point-Design system for an Old School Emulator (OSE) was to avoid the ever-increasing specialised NPC and Specialist classes, each with their own XP progressions, and new, difficult to adjudicate powers that could easily prevent an otherwise reasonable character from being permitted into a more standard 'btb' game.
Virually any ability from published back-in-the-day sources, or those of the retro/simulacra games of today can easily be modeled in the Point-Design system, even if it requires a change of view.
I hope this preview has served to pique interests and allay fears.
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Showing posts with label The Fighter. Show all posts
Showing posts with label The Fighter. Show all posts
Tuesday, April 14, 2009
Friday, April 10, 2009
[RPG] The Fighter-
(c) Copyright Kyrinn S. Eis All Rights Reserved
I have three of the four 'core' classes (yes, yes, I know, the Thief wasn't core back at the dawn of gaming) written up in their Design Point cost format.
FIGHTERS-
Strength is the Fighter's Prime Requisite, and a character must have a Strength score of 9 or higher to become a Fighter. This class is proficient with all standard armours and any Simple or Martial weapon. They also are eligible to become Proficient in individual Exotic Weapons, as they are encountered.
Vrun Continental Authority troopers, Khark jungle barbarians, and the lowly city watch are all Fighters. They are trained for and/or experienced with combat, and have been chosen for their ability to meet problems directly, and overcome them through sheer capability and finesse. It would surprise no one, then, that these Fighters are the best class in general combat, and also lead the other classes in general toughness. Fighters can use many magic items, but tend to squable over magical arms and armour.
The culture, level of technology, and environment from which a Fighter hails, all inform him or her of what it means to be a warrior of whatever sort they are, and what their choices of arms and armour should be.
In rigid cultures, the elan of highly regimented and well-drilled soldiers is every bit as high as that of the tight-knit commando/raider group, or the more chaotic and 'catch-as-catch-can' style of the Adventuring Company.
Fight Die: d8
[1st: 180]
Proficiencies-
Armours:
* Light
* Medium
* Heavy
[700]
Shields
[60]
Arms:
* Simple
* Martial
(Exotics ea. addl.)
[300]
Attack Bonus: +1
[300]
Critical Tests-
* Lifeforce : +8
* Health : +8
* Vigilance : +7
* Concentration : +6 [-1: -100]
* Experience : +6 [-1: -100]
* Reflexes : +5 [+1: +100]
* Control : +3 [-1: -100]
-------------------------------
1,340 @ 1st-Level
(1660) -=Under=- based upon 3000 Design Points
Without going over 'level limits' in FD, or Attack Bonus, the 1st-Level BFRPG Fighter could still afford to Maximise the 1st d8 for [180], add an Exotic Weapon Proficiency [40], and add a point of Focus [100], and still have 1340 XP to begin play with.
The spell-casters are significantly more 'expensive', as you will soon see.
I have three of the four 'core' classes (yes, yes, I know, the Thief wasn't core back at the dawn of gaming) written up in their Design Point cost format.
FIGHTERS-
Strength is the Fighter's Prime Requisite, and a character must have a Strength score of 9 or higher to become a Fighter. This class is proficient with all standard armours and any Simple or Martial weapon. They also are eligible to become Proficient in individual Exotic Weapons, as they are encountered.
Vrun Continental Authority troopers, Khark jungle barbarians, and the lowly city watch are all Fighters. They are trained for and/or experienced with combat, and have been chosen for their ability to meet problems directly, and overcome them through sheer capability and finesse. It would surprise no one, then, that these Fighters are the best class in general combat, and also lead the other classes in general toughness. Fighters can use many magic items, but tend to squable over magical arms and armour.
The culture, level of technology, and environment from which a Fighter hails, all inform him or her of what it means to be a warrior of whatever sort they are, and what their choices of arms and armour should be.
In rigid cultures, the elan of highly regimented and well-drilled soldiers is every bit as high as that of the tight-knit commando/raider group, or the more chaotic and 'catch-as-catch-can' style of the Adventuring Company.
Fight Die: d8
[1st: 180]
Proficiencies-
Armours:
* Light
* Medium
* Heavy
[700]
Shields
[60]
Arms:
* Simple
* Martial
(Exotics ea. addl.)
[300]
Attack Bonus: +1
[300]
Critical Tests-
* Lifeforce : +8
* Health : +8
* Vigilance : +7
* Concentration : +6 [-1: -100]
* Experience : +6 [-1: -100]
* Reflexes : +5 [+1: +100]
* Control : +3 [-1: -100]
-------------------------------
1,340 @ 1st-Level
(1660) -=Under=- based upon 3000 Design Points
Without going over 'level limits' in FD, or Attack Bonus, the 1st-Level BFRPG Fighter could still afford to Maximise the 1st d8 for [180], add an Exotic Weapon Proficiency [40], and add a point of Focus [100], and still have 1340 XP to begin play with.
The spell-casters are significantly more 'expensive', as you will soon see.
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