PICTURES OF MONSTERS SAYING STUFF
the stuff is from songs
Okay this post is like a bunch of stuff I had sitting around google documents that I decided to clean up some and put in one vitamin enriched suppository.
And some pictures. Because I'm also drawing my way through the monster manual now it appears.
With song lyrics of course.
Next up was this idea that wedged itself in my head during a discussion. And yeah so the word archetype gets thrown around a lot with regard to classes, but the classes are not really that archetypical. Like my yardstick here being how easy it is to assign historical and mythlogical "figures of importance" to them.
The d&d classes? Not so good.
So I scratched my ideaistine to think of archetype classes. Not focusing on the what so-and-so could do skill wise, but what their "source of power" is.
This originally had some half assed mechanics but as I'm never going to use this*, I decided to remove them for clarity and just leave the base ideas, occasionally giving some example mechanically fiddle-faddle if its seems helpful.
I ran out of steam toward the end, but hopefully there is enough here to communicate the idea and do all the concept work if you wanted to use it. All the balance and details stuff is left you though.
The Archetypes will be referring to Combat bonuses, Improved Movement, Dodge Bonus, Armour Efficiency , Saving Throws, Thief Skills and then a letter. This is the key for the letters.
Combat Bonus: A= as fighter
B= as cleric
(adjust accordingly to your campaign
Improved Movement: A= +2 feet per level to your base move
B=+1 foot per level to your base move
Dodge Bonus: A=+2 to your unarmoured a.c at first level. +1 at level 3 and every 3 levels after that.
B=+1 to your unarmoured a.c at first level +1 at level 4 and every 4 levels after that
Armour Efficiency A: armour counts as one weight category lighter. +1 to your armour class when wearing armour at level 4 and every 4 levels after that. Also get damage reduction = to this armour class bonus
B:armour counts as one weight category lighter at 3rd level. You get +1 to your armoured a.c at levels 5, and every 5 levels after that.
Fort / Ref / Will: You have good progression in the saving throws listed, and standard for the ones not.
Thief Skills: A=as thief
B=as thief but from level 2 onward, and advance one level in thief skills per 2 levels.
After level ten you can ask you d.m if you can spend additional deed options on the deed lists for other classes. You will need a whole bunch of bullshit though to justify this though.
( I'm about horribly-skilled-nobodys style of play rather than fulcrum-of-destiny style of play)
THe Simpton, A Fool, The Youngest Child, One who Strays, Everyman Hero:
“unlike typical heroes, it is Ivan's simplicity and lack of guile that turn out to help him in his adventures. For example he listens to his heart, rather than his mind, he easily forgets offence and endeavours to help others even at his own expense. His naivety, kindness and daring help him fight villains, make friends, win princesses' hearts and ultimately he is rewarded with half a kingdom or some similar accomplishment.”
Combat Bonus: C, Improved Movement : B Dodge Bonus: A Saving throws: Will,For,Ref Hit dice d8
Class abilities: Choose 2 Deeds from the Fool list to start with. You can choose another one at level 3 , 5 ,7,etc.
In addition you get a Fool’s Luck score. It starts play at zero and may reach a maximum of half your level + charisma bonus. You may use a point of your Fools Luck to use one of your Deeds again that day. You may use your Fool’s luck to reduce damage you have just taken by 2 per level, or to get +1 on a saving throw or any roll of yours that is directly helping someone else.
You may not spend more Fool’s luck in a round than your level.
You gain points of Fool’s Luck through acts of kindness and slightly foolish Altruism.
If you ever commit an act of selfishness or cruelty, you will lose all Fool’s Luck points, and in fact will reduce to - your level, and so you will have to work to to bring them back up to a positive.
You also cannot use any of your deeds until your Fool’s Luck is atleast zero.
Some acts that give you a point of Fools Luck:
Trusting someone completely untrustworthy
Putting yourself at risk, or discomfort through an act of charity
Attempting to Cheer someone up through conversation and/or capering (the player will have roleplay this to the successful entertainment of the group to get the point)
Attempting to Converse Cheerfully with something trying to kill you and putting yourself at risk by doing so
Aiding a Stranger or a helpless animal (one point per situation, so no rescuing ducklings one by one). You do not get the point if you were a knowing party to the incident that put the stranger/animal in peril/trouble!
These are listed as examples. Your d.m may rule other activities to be worthy of a point, especially anything that makes the d.m or another player laugh out loud and or stare in disbelief
Fools list of Deeds: (all Deeds are unlimited or constant use unless otherwise stated)
Sheer Audacity : If act like you belong somewhere, no one will suspect you have a reason to not be there (unless you draw attention to yourself).
Carny’s Bane: Once a day when playing a gambling game and betting the last / all of your money on something , AND the winnings are going to a cause that does not directly benefit you or another party member (unless it’s to get them out of situation they otherwise cannot get themselves out of) , you (as a player that is, your character will be pleasantly surprised) may choose the outcome of the next roll, hand, race etc down to the exact cards, dice numbers etc.
“Oh! Hello there!”: Once a day something you try and talk to will feel compelled to talk back (unless being currently attacked by you or your party) for at least as long as you can keep the conversation going in a natural manner.
“Just a big softy really” You can make friends with anything.
Fate Smiles: Once a day reroll any dice roll just rolled.
What a Coincidence!: Once a day you have just the right item (mundanish) on you.
Well if it isn’t Old Blanky Blank!: Once a day a n.p.c who has just meet you, is actually someone you meet before and is quite fond of you and/or owes you a favour.
Stroke of Luck: Once a week you can totally make a fortunate plot twist happen. So a secret door just happening to be in the cell you were just thrown, etc.
A People Person: Even if you (actually maybe make that especially ) don’t know the language of a culture you make yourself understood and well liked easily and any cultural offenses you happen to make are laughed off. Unless you push it though. This does not apply to anyone you are with however.
Exasperate : you can talk someone into a near blind rage just with some simple questions. (once a day) They must make a will save after being exasperated by you or make some oversight/tactically error.
Taunt: As the spell, once a day.
They will Never Think to Look Here: Once a day if you have time to hide (even if its a really crap place like behind a curtain), you may roll 3 dice on your hide check and choose the one you want.
Discretion The Better Part of Valour: You may spend Fool’s luck point to reroll sneaking/hiding rolls.
Hey I tripped on something: You may spent a Fool’s luck point to automatically succeed a searching/awareness check.
Lets call it Borrowing Shall we?: Thief skills at B. Spend another Deed Choice to get Thief skills at A
The Warrior, The Lord of War, The Ever Defiant , Instrument and Obstacle of the Gods, Foe Hammer and Tyrant Crusher, Deaths Horse:
You basic solves shit with violence type hero. Not above dirty tricks or base trickery if needed.
Beowulf, Achilles, Lugh, Guan Yu.
They most often act solo, but don't only rely on inhuman strength. They can be found in armies but are not for most renowned for their commands.
Combat Bonus : A Armour efficiency : A Saving Throws: Fort Hitdice: d12
You start with One deed from the Warrior List and get a new one at levels 3, 5,7 etc
Also the D.C.C Mighty Deed ability? Would go great here.
Warrior Deeds List:
Last Stand: Once a campaign you can choose to make a last stand when wounded atleast half your hitpoints. YOu will fight normally all the way until -10+twice your level and then you die. No matter what , Valhalla you are coming
More the Merryier: If surrounded by at least 3 people you get a extra attack for each additional opponent after the first. Maybe a maximum of 8 additional attacks in the case of a swarm?
O Blood! Blood! Blood!: +1 damage for every foe you kill in this combat until the end of the combat MAx damage bonus is 5 plus your level.
Hurl: Make an attack with a improvised weapon/foe or a not normally known for being a thrown weapon . Double the normal range and do not get penalties you normally would for throwing something unwieldy , also increase the damage to 1d8/ one dice category (whatever is great). You can do this once a combat.
Chaos as Cover: You can get foes in each others way. +1 to your armour class per foe engaging you in melee. Also reroll any miss chance someone has for firing into melee for any missile launched into this melee. Keep whatever result is more favourable to you.
Grudge: If a combat finishes and a foe is not beaten to your satisfaction you may declare a grudge against them. You may have only one Grudge at a time (but can change it to someone new after a new combat). You gain +2 to hit and damage that particular foe.
Exploit Weakness: Ignore 10 points of damage resistances if you make up a decent way that your character has found to hurt that thing.
Inspire!: +1 to hit for anyone low level than you that fights with 20 feet of you and thinks you are cool.
HARHARHAR: You are immune to fear. Once a combat you can spend an action mocking and berating the source of a fear effect, giving anyone in earshot a second save attempt.
BRUTE OF AWE
The Great Brute, Champion of Champions, The Savage one, The Wrath of the Mountain, the Grim Giant:
You have freakish physical strength. People regard you with awe in the original sense. They are afraid of you, but glad of your might when you’re pointed in the right direction.
This is the Archetype of Hercules , Gilgamesh , Cú Chulainn and other dudes you kinda wanna party with but kinda heaps don’t.
Combat Bonus: A Saving Throws: Fort, Will Improved Movement B hit dice d12
+2 to strength and Constitution
Also would use the Mighty Deed Die out of D.C.C
Also Hands of Ruin: can totally inflict lethal damage with your unarmed attacks and suffer no disadvantage from attacking an armed foe.. Starts at a d6 and you can spend a deed option to increase it by one dice category each time.
Deeds: Start with one. You get one every 5 levels unless you take a flaw, which you have the option of at every level. This will get one deed.
Fury: After 1d4 rounds of combat you can choose to go into a Fury. You are immune to mind affecting attacks while in a fury. YOur fury lasts until the end of the combat.
Brawn to Tremble the Pillars of Heaven: +1 strength for every deed choice you spend on this deed.
Endurance to Pull down the Sun: As above but +1 constitution
A Weapon Fit For A Champion: Use a weapon with one hand (if 2 handed) and/or as if one size category smaller than it is. You may spend another deed choice to reduce the use of the weapon category by another size category again . THis includes stuff like big rocks.
Hide of Iron: Add your con bonus to your armour class if unarmoured
Buildings are Stupid: You make make a strength check at half your strength score to collapse any room you are in if you can reach the structural bits like the walls, pillars or jezisters.
Fatigue is Stupid: You can commence a physical activity and not get tired doing it for a day per con modifier. As soon as you stop (even a moments rest or pause) you fall into a deep sleep for twice the length of time that you were active.
Grudge: as Warrior
Last Stand: as Warrior
The Champ Of Meat: once a day you may add 10 to your strength score for a feat of strength that’s like a sustained concentrated thing , like lifting something or wrestling a purple worm or punching somethings dumb face in.
Bellow: As the spell Cause fear. Once a combat.
Stomach of Ruin: you can eat and drink anything with no ill effect. Potions don’t effect you positively or negatively and poisons still work if injected or otherwise introduced into stomach. You can get minor substance from rocks, wood and dirt. You can eat/drink your own body weight in one sitting before falling asleep for a hour. After which you need to take a monster of a shit , and are kinda hungry again.
Flaws of Brutes:
Temper: Anything that pisses you off, you must make a will save or attack it for one round for every point you failed the save.
A Hammer On a Knife Shelf: -4 int and wisdom and charisma. Your stats will not be reduced lower than one.
Soft in The Head: you Will saves are bad rather than good (so +1 per level if pathfinder)
Cowards are Stupid: You must never back down from a challenge, or run from battle. If you do so you lose a level.
Glutton: You must eat twice your weight in food everyday or begin to starve, with the equivalent of one day you don’t need eat being like 2 days of a normal person not eating.
Naive: -4 to resist charm attempts, or any form of Bluff or deception
Ogre: Your appearance is monstrous and frightful, like tusks and growths and weird moles and stuff. You will be mistaken for a monster by anyone not knowing you. +4 to intimidate checks and -2 to peoples saves if you have any fear causing effects
GENERAL IN THE ARMY OF CIRCUMSTANCE
August General, Conquer Lord, Usurper and Rightful Monarch, Poet of War, Edge of Words, Deceiver Champion
"in a traditional society where there is a way men act, i recognize this, understand them, don't care, and destroy people with that information"
This is both Inspiring Leaders and Heartless Connivers: ,Sun Tzu, Cleopatra, Salome, Genghis Khan, EMpress Wu, Marilyn Monroe and Alexander the Great. Both those that command vast armies and those that command only a heart-breaking smile. Either way the Generals will use everything in their disposal to get as far as they can.
Combat Bonus: A Armour Efficiency B Saving Throws: Will,Ref HitDice: 1d10
Generals start with one with one Deed and get a new one every 3 levels.
You may downgrade 2 of the following by one category (or one by 2 categories in the case of hitdice or combat bonus) in order to get a bonus deed: Combat Bonus, Armour Efficiency , Hit dice.
Inspiring!: As Warrior
Sheer Audacity : As Fool
Let’s just call it borrowing shall we?: As Fool
A People Person: As fool
Strange Magnetism: When you meet an NPC for the first time roll a d6, on a 6 that person will fascinated by you , for good or for ill. You get an +2 to any bluff , seduce or intimidate rolls on that person. You get +1 to any bluff, seduce, or intimidate rolls (atop the +2 if someone is fascinated with you)
Temptress: Anytime someone fails a roll to resist a seduction from you, they get a accumulative -1 to any saves or rolls opposing your manipulations,charms,lies etc.
Rally:ONce per day per person you can give a pep talk (takes about a round), allowing them to reroll a failed save. You can use this ability to affect everyone within earshot who’s at least 3 levels lower than you. If you spend another deed choice on this the pep talk also gives the effect of a bless spell.
Honing The Greatest Weapon: +1 to charisma or intelligence or wisdom. You can get this deed multiple times but can’t get more than +4 to any one stat.
Conversion: Any Charisma rolls you make to get some around to your way of thinking, you get a free reroll
Analysis: If you spend a round studying something and make an int check you can get the d.m to tell you the exact number of one of it’s stats
Command: AS the spell, once a day
I love it when a Plan comes together: When you have plan that’s like a reasonable decent plan and it’s working , you get +1 on up to 5 rolls as the plan is unfolding and reroll one fumble
If someone fumbles your next attack on them is automatically a natural 20
Prophecy: This deed can be used once a campaign per deed choice spend on it. Make a prophecy. The g.m has to have it happen, but you know it could be in like a weird twisted way. If the g.m decides to make happen like ages in the future , they at least should not be a total dick and have various ripples of this future event happening.
<any other warlord, shout at people to give them bonus type powers that seem relevant.>
Trickster, Clever One, Trouble and Strife , Thief of Fire, The Fox
The trickster deity breaks the rules of the gods or nature, sometimes maliciously (for example, Loki) but usually, albeit unintentionally, with ultimately positive effects. Often, the bending/breaking of rules takes the form of tricks (e.g. Eris) or thievery. Tricksters can be cunning or foolish or both; they are often funny even when considered sacred or performing important cultural tasks. An example of this is the sacred Iktomi, whose role is to play tricks and games and by doing so raises awareness and acts as an equalizer.[c
Combat Bonus: C, DodgeBonus: B, Improved Movement:A, Saving Throws: Will,Ref Hit Dice: d8 Thief Skills: A
Tricksters start with 2 deeds, and get a new one every 2 levels. You may spend an additional deed choice to get a additional use per day of a deed
Likes A Fight: Improve your CombatBonus by one rank. You may spend another deed choice on this to get another rank improvement
Sheer Audacity: As Fool
Hello there!: As Fool
Fate Smiles: As Fool
Exasperate: As Fool
ShapeChange:Once a day As alter self.when you reach level 10 as Polymorph Self and at 15 shapechange
Mimic: Mimic voices perfectly
Suave:+2 charisma. You may not get this deed again.
Steal Everything:Once a day you can steal abstract stuff like senses or hope. The more weird and debilitating what you are stealing the hard thief check. And they get a saving throw. Lasts for a minute per level unless you spend another deed choice to increase this to one hour per level (the spending of that deed choice does not give you an additional use per day)
Bargain:If you can get someone to agree to something, that's binding, as the Geas spell
Hussle:If someone agrees , you can trade "abilitys".This can be anything from a fishes ability to swim, or musicians talent with their instrument, a particular trickster deed etc.
. The person you are trading with must think that what you are giving them is of equal value. You can borrow an ability for up to a week. This normally goes horribly wrong for someone. I refer you to mythology for examples.
THE WIZARD IN HIS TOWER
Wizard, WiseOne, Elder, Hermit, Most Venerable Sage , Hierophant, Haunted Genius, Mad Scientist
One who gains powers from their knowledge and learnings of things just beyond normal understanding.
CombatBonus:Type D, Saving throws: Will ,Hitdice 1d6
Cast spells like a wizard. Get one Deed to begin with, and one each 4 levels.
Honing THe Greatest Weapon:As General
Shapechange: As trickster
Familar:<as spell I guess?>
Turn Undead/Demons/outsiders:As turn undead but you can do it on spirits and outsiders
Second Sight: Like detect magic all the time, and see some invisible things
Staff:<can store spells in it>
Wand:<bonus to ranged touch spells>
Orb:<bonus to scrying and shit>
Speak With Beasts:as it says
Speak With Elements:””
Speak with Plants:””
Unearthly Servitor:A bound elemental or demon. Like Ariel in the Tempest
Circles:Can draw circles that act like various protection from blah blah
Augurys:As somekind of contact other plane spell
Dooms:You know 3 things that are doomed to happen to you. You choose one, the player to your right chooses one, and the d.m choose the last. They will happen at someone point.
Unearthly: Choose one of the following; you don't do it anymore: Sleep (but can't laugh), Eat/drink (but can't taste), Age (but can't die. Your body can be destroyed though and you rendered powerless. You will just stay fully conscious in your mortal remains until time itself ends), Breathe (but can't smell or speak above a whisper)
WITCH IN THE NIGHT
Crone, madwoman, tainted one, womb of monsters, faustian bargainer
Unlike Wizard in His Tower,who gains his power from knowledge at the cost of attachments to the world the Witch In the Night gains her power at cost of her humanity and through transgression.
Yeah this overlaps with Wizard in His Tower, and could need further codifying apart or just merging the two. As I said before I don't intend to use this. I just need to write out this idea as much as I could so it would leave my brain.
Combat Bonus:C Saving Throw: Will, Hitdice 1d6
Get two deeds to start with, one addtional every 3 levels, sarcfice humanity(like look monstrous or eat babys) to get more
Natural armour class as chain or plate (if spend another deed on it)
Need a focus to do so, like a specially anointed broom or a baby fat potion. When you first get this , it's clumsy and the focus is cumbersome, if you get it twice not so much. If you get it a 3rd time, you can fly around cackling like a loon.
Put hexes on people. Quick solution, act like random disease from some other blogs table.
The more the level difference between you and your target the more elaborate and specific the materials needed for it. So a first level witch can hex a peasant if you know their name. A 3rd level could hex a peasant by looking at them. Someone equal to you would require a chunk of their hair or blood. To hex someone more powerful would require a beloved childhood toy, a secret about them only they (and now you) know and 3 tears. Etc
as Wizard in His Tower
As Wizard in His Tower
Equilvent to one free healing spell per spell level you can cast. Unless you can think of something more interesting then you just totally do that.
The breathe of children acts as random beneficial potion. This kills the child though
If you have the chance to skin and prepare said skin in the full moon, you can turn into that thing 3 times for one night each time.
As druid shape changing
Supernatural allies: One freebie per level. After that more aid from them means more debt. With interest. Assume current ally is at your level +5, as you get passed up the totem pole of spooky menace.
as Wizard In His Tower
As the spell but takes 2 hours to cast. Poss nudity, def cackling
Loss of a sense, but partial, so you are blinded but have a seeing rock
Uglyness/ prenatural aging
anyone you love and loves you is doomed
familiar thats a fuckhead
Just a whole bunch of batshit
Temporal senses maladjusted, like keep seeing the future or the past and not noticing
Have goat legs or a tail
Like way,way messed up like hollow or blood is worms
weird diet like shadows or cat milk
cannot tell the truth/lies
Someone whos power comes from their personification of the virtues, or detachment from the soiled debasement of life.
CombatBonus:D hitdice:1d4 saving throws: All
crazy restrictions, regarding charity, trust, kindness, non violence or semi pacifistic. Like a list and you choose like 3 of them, or get one really severe one.
Maybe no alignment restrictions though? so there could totally be chaotic evil archmanipulator Saints that still can use all their purity powers on you
4deeds to start with, can get more restrictions to get more
SoftEyes:Someone can’t attack you if maintain eye contact with them
Just A bigSofty Really: As Fool
Oh! Hello There!: As Fool
Lay on Hands: heal 3 times level a day in hit points, can spend more deed choices to get more
Not really Dead: Can once a campaign per deed choice be miraculously not dead
Sanctury:once per day per level
Augurys: As wizard
Fate Smiles:As Fool
Aura Of Serenity: non-evil creatures of animal intelligence or less will not attack you
protection from good:
Immunity to poison:
Immunity to disease
Immunity to fear
Featherfall: level per day
Somekind of summon natures companion thing. b
prophet, radical, true believer, doom sayer, Cassandra
Combat bonus: C , Hitdice:1d8, Saving Throws: Will
Start with 2 deeds, can trade them both in to get cleric spell casting, or combat A
Convert: as general
Prophecy : as general
Auguries: As Wizard
Not Here, Not Like This:if you die you can instead not die, but die in a circumstance of your immediate choosing a week later. In the meantime everything you care about suffers horrible somehow.
Racial Enemy:Like ranger but can choose more abstract things like " Orthodox Marxists" or the "shallow and needy"
<running out of steam here, but suggestions would be inspiration, (De)/morale powers, warlord type stuff. Maybe one off (like each spell could be used literally once in the characters life) wizard spells as million to one freak accidents? Get a new spell once a level?
Hopefully you get the picture.
There has been discussions about the merits of "choose your name from this list" in games. And the list is like 12 names. I find this idea eye rolling, but a good list of names is handy is true. I dug this list out that I did ages ago and have placed it before like a cat with a half eaten mouse.
a D100 list of names!
1. Snide ellipsis
3. Tom Armadillos
7.Doug "The Doug" Douglas
11.Andre "Cannibal" Winter
19. Brian Harpoon
25.Tom "Stacker" Baker
34. Mark "Mark" Jenkins
41. Cloudy Daze
42. Robust Badger
44.Lily "Drownings" Drizzle
46.Melissa "Octogon" Daily
47. Shuddering Winston
49. Trish Arson
54. Hudson Drains
57.Dolly Eastern Promise
62. Kate Irrevocably
63. Erma Turkeyneck
67.Duncan "Mop and Bucket" Cairn
68. Dredgy Wheel
70.Theodore "backdoor" Monday
77.Henry "Doggy" Sellers
79.Louise "Bridal" Homicide
90.Vivian "Sparky" Roosterton
92.Terry "Dipshit" Towel
97.Mary Ann Gusset
AND ANOTHER ONE
02: Charlie “Sucking” Gut wound
03: Fiona Swarming
05: Wall Finkelstein
08:Phillip “Steamy” Rhodes
11:Vinny Long Division
14:Willow “Cold Butchery” Sunshine
15: Belinda Hive
16:Drusilla “Wine and Dine” Machete
35:Gilbert “Genuine Article” Druidly
43:Grace “StoneCold” Riddance
47:Samuel “The Dead” Waking
54:Screen “ForHelp” Trenching
62:Frank “anchors” Downstairs
64:Benjamin Oscillation Black
66: Figs Sickly
71:Quin “Fear Itself” Books
76:Bruno Shining PAth
81:Molly “Drinking Problem” Pullover
91:Holden “Hooker” Sunset
SOme of the discussion about Dungeon Worlds List of NAmes on G+ was fruitful, and here are some of the sweet fruits. Magically enough there was 50 of them!
Harmsway Octavia the 4th
Justine Rising Damp
Dagoliir "rag and bone" Sissyilusiius
Theodolite Ransom Dodge
Ajax Lowell Panthermusk
Scröti son of Snöti son of Scumbl Arzecarver.
Enkirash "swervy" Winesroad
Daelwyn "ducky" Willowglaive
Wait what the hell okay there is 55. Damn. Okay just cross out the ones you don't like as much.
A fair wad of these are from other people:
Cole "Dangerous" Long, Trent "Change in the House of Flies" B, Jeremy "Juggersteine" Duncan, and Charles "Curtain Hound" Ferguson.
See if you can spot the ones with origins in Dungeon World.
LASTLY A PEGASUS:
AH YEAH SPARKLE HORSE MASSIVE:
Next up, according to random numbers, is a Peryton.
HEY, i read your rules and i had a couple thoughts. FIRST for whats it's worth (nothing) i;ve been running classes basically the same way you describe for a little while. here's my thoughts on what you outlined:ReplyDelete
1. it seems to me like there's basically 3 types of characters:
A) CHARACTERS WHICH SOLVE PROBLEMS WITH VIOLENCE
B) CHARACTERS WHICH SOLVE PROBLEMS WITH SPELLS
C) CHARACTERS WHICH SOLVE PROBLEMS A DIFFERENT WAY
i really like the FOOL archetype (somehow i sense that you were looking at tarot cards when you came up with some of these) and i like the implementation of it that Zak Who Plays D&D With Pornstars has called the ALICE/ALISTAIR and it sounds pretty similar to what you've got going here. anyway my point is, there's a lot of great ideas but it seems like maybe some overlap?? some of these species seem like sub-species of each other.
like let's say we've got a GUY/GAL WHO HITS STUFF class
the subclasses are
VIOLENCE MAN or LADY
- CORPSE REAVER
- BIG STRONG
- CUNNING GENERAL
MAGIC MAN or LADY
- HERMITIC WIZARD
- SCARY WITCH
- DOOM PROPHET
the advantage of organizing them thusly is that then you can start working with how mechanics apply to each group in terms of stats & saves. i use the following stats (or scores or whatever you wanna call em):
everybody in the VIOLENCE PEOPLE group obviously wants high FIGHT, right? but which type of FIGHT you want to have might depend on other things like reflexes, endurance, etc whether you want to be more like MARV FROM SIN CITY or THE BRIDE FROM KILL BILL.
saves can be organized the same way so that everybody for example in the Violence group gets the same saves, which i have found is more convenient for the players to figure out.
finally (it seems like youve realized this too) but i think some of these classes could be merged or further differentiated - i'm specifically thinking WIZARD & WITCH, CONFLICT GUY & BRUTE, TRICKSTER & CUNNING GENERAL, and FOOL & INNOCENT. there's a lot of room within the classical archetypes so let's get archetypical
i'm really excited to see this develop further. i would describe myself as a "fan" of your work
I like it. It's unlikely that I will develop this further anytime soon coz I have many other pies to bake, so if you wanna run with it , you should.Delete
If the abilitys were reworked more so they have like diablo style "sub classes/paths" , the archetypes could be merged as you suggest.
I say paths but hopefully not in the "improved grapple -> fast grapple -> might grab -> grab king" 3rd edition kind of way.
BUt yeah something that means your violence guy is now being seen as a brute rather than a knight , or that your cunning general is pretty much doing it for kicks (trickster) etc.