Classes in relation to the setting
Oct 13, 2018 16:46:45 GMT -5
Hexenritter Verlag and El Borak like this
Post by Mr Darke on Oct 13, 2018 16:46:45 GMT -5
Here I am going to detail the classes in relation to the setting in both rules and 'fluff'. I am going to start with the classes in the RC and with both using them as-is and with race and class separated. I will later go with classes that are retooled from OD&D, other sources and my own creations. Note that the RC uses skill and these will be factored into the classes.
Fighters
Next to Thieves this is the most common class in the Karstlands. Adventuring fighters come from all sorts of backgrounds and are what is thought of when the term mercenary is used. While the typical fighter is the 'vanilla' warrior as most see it; the class and its variations are commonly misunderstood. Fighters do have many variations especially when skills are used and the option of becoming a Paladin, Knight or Avenger increases the class potential.
Skill Choices
Skills can vary the fighter in many ways. One of those is to choose skills like Tracking, Hunting, Survival and Animal training to build a type of Ranger. A fighter looking to choose the Paladin class later on could choose Riding, Knowledge (religion), Military Tactics and Intimidation. Other options would be Military Tactics, Engineering, Quick Draw and Leadership for a NCO military type. The choices are near limitless and can narrow the class to what a player wants. Also skills can be chosen to reflect a life before adventuring and add as an enhancement for those that want a bit more Role Playing in their character.
By no means should the skills fully define the character. They should enhance the idea but not become the focus.
Equipment Choices/ Weapon Mastery
Choices of weapons, armor and gear can also help define the class. The ranger type may carry only leather armor, a sword and gear that helps in an outdoor environment. A military type would carry gear that he was used to in service and fitting any specialty he had in his past career.
If any form of the Weapon Mastery option be used then the fighter can be defined further still. Warriors form bonds with their weapons (in the Karstlands they are tools and with the craftsman ethic tools are your life) and this system can show that bond well.
Races
If race and class are separate all races have fighters among them. Any choice should reflect the culture they are from to enhance the class. Think about this when making choices on skills and equipment.
In the Karstlands
At the end of the day, the culture can be considered a warrior culture. Most people know how to fight to a degree and the class is a good choice for those setting out on adventure. Karstland fighters tend to be Lawful in alignment (this does not mean good) due to the ethics and morals of the land. Fighters cover roles such as town guard, protectors of trade caravans and routes, and of course militias both town and regional. Others can be found as 'mountain man' types living on the fringes of society and still others can be found as muscle for thieves guilds and gangs.
Fighters
Next to Thieves this is the most common class in the Karstlands. Adventuring fighters come from all sorts of backgrounds and are what is thought of when the term mercenary is used. While the typical fighter is the 'vanilla' warrior as most see it; the class and its variations are commonly misunderstood. Fighters do have many variations especially when skills are used and the option of becoming a Paladin, Knight or Avenger increases the class potential.
Skill Choices
Skills can vary the fighter in many ways. One of those is to choose skills like Tracking, Hunting, Survival and Animal training to build a type of Ranger. A fighter looking to choose the Paladin class later on could choose Riding, Knowledge (religion), Military Tactics and Intimidation. Other options would be Military Tactics, Engineering, Quick Draw and Leadership for a NCO military type. The choices are near limitless and can narrow the class to what a player wants. Also skills can be chosen to reflect a life before adventuring and add as an enhancement for those that want a bit more Role Playing in their character.
By no means should the skills fully define the character. They should enhance the idea but not become the focus.
Equipment Choices/ Weapon Mastery
Choices of weapons, armor and gear can also help define the class. The ranger type may carry only leather armor, a sword and gear that helps in an outdoor environment. A military type would carry gear that he was used to in service and fitting any specialty he had in his past career.
If any form of the Weapon Mastery option be used then the fighter can be defined further still. Warriors form bonds with their weapons (in the Karstlands they are tools and with the craftsman ethic tools are your life) and this system can show that bond well.
Races
If race and class are separate all races have fighters among them. Any choice should reflect the culture they are from to enhance the class. Think about this when making choices on skills and equipment.
In the Karstlands
At the end of the day, the culture can be considered a warrior culture. Most people know how to fight to a degree and the class is a good choice for those setting out on adventure. Karstland fighters tend to be Lawful in alignment (this does not mean good) due to the ethics and morals of the land. Fighters cover roles such as town guard, protectors of trade caravans and routes, and of course militias both town and regional. Others can be found as 'mountain man' types living on the fringes of society and still others can be found as muscle for thieves guilds and gangs.