Yakk
2010-09-07, 06:32 PM
A post over at RPG.net got me thinking about a different way to approach the caster/non-caster dichotomy.
The core of the idea is this: each level in a non-caster class is automatically gestated with a Destiny class of some kind. Buffier non-caster classes (whatever that is decided to be) get a Destiny class bump every 2nd class level.
These Destiny classes represent why a being who is "good at swinging a sword" is playing on the same stage as someone who can tear a hole through the fabric of the planes with a word.
They can be used as a way to boost in-combat power (especially towards the top end of the game), plus a way to justify significant out-of-combat utility for non-caster classes.
That is about all I have got at this point. Well, and some thoughts for destiny class names/concepts:
Ruler of Prophesy -- You have come to lead your nation in its darkest hour.
Luckbender -- Let the dice fall where you may.
Void of Fate -- You exist outside the pattern of fate.
Demigod -- One of your parents was a god.
Divine Destiny -- You are destined to become a god.
Reborn Hero -- You have lived many times before.
Champion of Nature -- Gaea has created you to solve a problem.
Note that these are all descriptions of what the character is. A luckbender bends luck because of her nature, not because of a study of probability magics.
I have a few design concerns. First, if I am going with the "1/2 level in some classes, full level in others", there needs to be useful 10 and 20 level progressions.
Second, if we allow characters to "multi-destiny", maintaining a reasonable power level when you are 10/10 compared to 20 in a single destiny is ideal.
Third, the usual problem with splashing has to be avoided (but it might be less of a problem, because of the 4th design issue).
Forth, at low levels the low-tier classes are less underpowered -- so the Destinies have to ramp up from a low base. It is at mid to high levels that they start pulling away.
--
Should we have a universal mechanic, like destiny points, that are spent on using the features of the destiny classes? That would help with the multi-destiny problem. They could also provide for a daily resource that would help with the disagreement in ideal adventure pacing of casters and non-casters.
...
Thoughts? Seen anything like this before? Ideas for Destiny Classes, or mechanics thereof? It is somewhat similar to some racial class systems I've seen.
The core of the idea is this: each level in a non-caster class is automatically gestated with a Destiny class of some kind. Buffier non-caster classes (whatever that is decided to be) get a Destiny class bump every 2nd class level.
These Destiny classes represent why a being who is "good at swinging a sword" is playing on the same stage as someone who can tear a hole through the fabric of the planes with a word.
They can be used as a way to boost in-combat power (especially towards the top end of the game), plus a way to justify significant out-of-combat utility for non-caster classes.
That is about all I have got at this point. Well, and some thoughts for destiny class names/concepts:
Ruler of Prophesy -- You have come to lead your nation in its darkest hour.
Luckbender -- Let the dice fall where you may.
Void of Fate -- You exist outside the pattern of fate.
Demigod -- One of your parents was a god.
Divine Destiny -- You are destined to become a god.
Reborn Hero -- You have lived many times before.
Champion of Nature -- Gaea has created you to solve a problem.
Note that these are all descriptions of what the character is. A luckbender bends luck because of her nature, not because of a study of probability magics.
I have a few design concerns. First, if I am going with the "1/2 level in some classes, full level in others", there needs to be useful 10 and 20 level progressions.
Second, if we allow characters to "multi-destiny", maintaining a reasonable power level when you are 10/10 compared to 20 in a single destiny is ideal.
Third, the usual problem with splashing has to be avoided (but it might be less of a problem, because of the 4th design issue).
Forth, at low levels the low-tier classes are less underpowered -- so the Destinies have to ramp up from a low base. It is at mid to high levels that they start pulling away.
--
Should we have a universal mechanic, like destiny points, that are spent on using the features of the destiny classes? That would help with the multi-destiny problem. They could also provide for a daily resource that would help with the disagreement in ideal adventure pacing of casters and non-casters.
...
Thoughts? Seen anything like this before? Ideas for Destiny Classes, or mechanics thereof? It is somewhat similar to some racial class systems I've seen.