Hooo boy, I have made some work for myself.

I guess I’ve settled on making NINETY FOUR classes for each Base Class. So here’s how it’s going to be set up.

You have your Base Class, who represent neonates, initiates, amateurs, and people who are just finding their talents or dedicating themselves to their new path. We’ve already seen these; Fighter, Rogue, Brawler, Accolyte, Arcanist, and Factotum (working name).

Once you set down that path, though, your class can, and will, change as you grow in both focus and power.

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Back to School

June 7, 2017

So, the hard part. The real hard part. Schools.

Why are schools important? Well, look at literally all of D&D’s history – schools of magic have influenced what any magician can do as well as what they do well or poorly. This goes even to those that echew schools, like Mages, Warlocks, and Sorcerers. So schools must be addressed in any rewrite.

The problem is schools are so slapdash as a design element that they are nearly impossible to do without just adopting the bad system that already exists.

So I’m gonna have to change them a lot.

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He’s a Magic Man

May 15, 2017

Oof, magic. The biggest elephant in any Dungeons and Dragons shaped 10×10 room with an orc in it.

The problems with D&D’s traditional magic system are both numerous and arcane (hah!) and there’s no silver bullet to them. The answer, I think, is both complicated and difficult but it starts very simply – we need to make each style of magic mechanically different. The two biggest ones, the ones I’m going to talk about here, are Divine and Arcane magic – the focus of the Accolyte and Arcanist classes and all the classes that spawn from them – clerics, wizards, warlocks, paladins, etc.

The first change, I think, goes into how the spells manifest. Arcane spells in this system are going to be mutable, modifiable, and customizable – a reflection of the experimentation and examination that goes into making Arcane magic work. Divine magic, though, is more rooted in the powers they come from. There is no changing the prayers that summon them, and there is no adjusting the expression of that power.

So, details wise, what does this mean?

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The Rogue’s Surprise

April 12, 2017

Fighters might use Stratagem to outsmart and outwit their opponents with planning and quick action, but Rogues try to outsmart their opponents before their opponents even have a chance to act. Rogues use these Tricks to demoralize, undermine, and break their opponents using only their own guile.

These techniques are easy to see, and perhaps even replicate, but only someone who has a true insight into the body, into the weapon, and into the understanding of their foes can understand the Trick behind them.

Rogues, whether the practiced assassin or the intrepid dungeon-delving adventurer, are all possessed of this unique insight.

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Fighting Strategically

April 10, 2017

So we have a bit of a basis for understanding the Combat Economy. We know the limitations of a single character in the abstract (Move, Act, Fast Act, Say Something), and we have a way to discuss the outcomes of a character (Damage Per Round, Healing Per Round, Action Efficiency). So we can now start talking about actual abilities that characters have because they use this framework…and sometimes exploit it.

Exploitation, in fact, is the theme of the Fighter’s abilities. We’re calling them Stratagems, the kinds of combat strategy that lets Fighters exploit their enemies’ actions, placement, and decisions in the thick of combat.

So what is a Stratagem?

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Dungeons and Dragons has shaped the way that roleplaying has developed. We can’t ignore that. It’s part of the reason that games are inherently simulationist in some fashion; we simulate a character’s abilities in a real-like world (skills, damage, ability scores, etc) rather than their effect on a story or their role in a party. That is, itself, left over from earlier war games that shaped D&D, but it’s something we can’t ignore. While this version of the game is much more about storytelling and engendering a roleplaying environment, it is still a Dungeons and Dragons game and will have a lot more to do with combat than most other things.

Which brings us to skills; how do we make a system that is both more complete than “NonWeapon Proficiencies with Difficulty Number” but isn’t needlessly complex or require tons of bookkeeping?

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Occupational Theory

March 11, 2017

So I’ve got a few ideas for what Occupations should do for their half of Origin. Part of it is inspired by D&D5’s kind of ideal of how a class starts, and part of it borrows the Backgrounds from the same. It’s definitely more than that, though, I think and I’d like to call it “Background” but I’m afraid of calling it something that’d conflict with another system that’s copyrighted. Maybe History? I’m not sure. Anyway, let’s get into this.

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