Difference between revisions of "Character classes"

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[[Of Amor, Armor, and Alchemy]]<br>
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[[OAAAA Character Creation]]<br>
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[[Game Systems/Mechanics]]<br>
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[[Character Concepts]]<br>
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EDIT: Based on feedback from all of you, I am going to scrap the character classes I have put up.  Instead, we will once again go back to Hero systems basics, so to speak, and let each person create their own character class that fits their conception of their character.  There will be a few minor rules I will put down, however:
 
EDIT: Based on feedback from all of you, I am going to scrap the character classes I have put up.  Instead, we will once again go back to Hero systems basics, so to speak, and let each person create their own character class that fits their conception of their character.  There will be a few minor rules I will put down, however:
  

Latest revision as of 02:04, 22 August 2008

Of Amor, Armor, and Alchemy
OAAAA Character Creation
Game Systems/Mechanics
Character Concepts

EDIT: Based on feedback from all of you, I am going to scrap the character classes I have put up. Instead, we will once again go back to Hero systems basics, so to speak, and let each person create their own character class that fits their conception of their character. There will be a few minor rules I will put down, however:

1.) A character may burn 1 or more XP to do "crazy shit", like fate points or storytelling from games of old. This should be character appropriate, obviously: the GM sets the "price" of what you want to do based on how powerful of an effect you are trying to create.
2.) Caster type classes that don't use divine magic cannot wear metal armor.
3.) Caster type classes take double the DCV penalty of their armor to their casting rolls. Penalty skill levels may be taken to offset this.