Tuesday, December 20, 2016

Heavy Metal Thunder -- The Warlord and The Spellbinder (Beta 4)

Today's post features two classes based off the the d12 class die:

Warlord was one of the first few "expansion" classes that I wanted to add, after the first slate was finished (as has been mentioned here previously.)

I personally never quite got the allure of the "lazylord" style of gameplay, but I included it nonetheless, with a few twists of my own; making the Warlord a d12 class was mainly done for two reasons:
  • a distinct lack of d12 classes to take inspiration from, in pre-existing d20 systems
  • the desire to make attacking a powerful option for the class, rather than always opting to make someone else attack instead
This also meant that Warlord would be a melee-focused class, as per the role of the d12 within the system. It's a class that is more effects-based than damaged-based, in some ways similar to the Ranger.

The Commander archetype can direct allies as either a Standard Action, or when they make an unsuccessful attack. This is intended to allow players to be conservative and just trade their action to their teammates, but to also not punish them for being aggressive and choosing to attack.

The Protector archetype is meant to be a strong battlefield controller, wading into the thick of things to defend allies and punish enemies. 


With the Warlord polished up for Beta 4, their slate is now complete!

Heroes of Martial Might & Divine Power



...

Spellbinder began its life as the Swordmage archetype for the Mage (d4) class. Originally, Mage was the only class that had any sort of teleportation abilities, so it was logical that Swordmage would fit under that umbrella. When I settled on writing 3 slates (and on what shape those would take) the Mage became the Sage, with Wizard and Monk as its archetypes; it made sense to shift an archetype like Swordmage up to a "heavier" slot, like the d12.

As for another archetype to go with the Swordmage, probably one of the first names to come to mind was the Hexblade. In a slate of classes built around arcane magic and shadowy power, it made for a class with an interesting dichotomy to reflect that.

Though not as fiddly as the Essentials version of the class, the Hexblade as presented here takes inspiration from the Fey pact, with its focus on teleporting; this also serves to make this archetype a good fit for the umbrella class. The Hexblade also works well with the d12; it's basically a melee-focused version of the warlock, a class that naturally lends itself to the mechanic of burning reserves (of which d12 classes get the highest number) for powerful effects.

The name "Spellbinder" doesn't seem a great fit at first glance, but I think the archetype names themselves compliment one another. However, the definition of the word "spellbound" references distracting, fascinating, or holding someone's attention (either with the spoken word, or outright magic.) This seemed perfect for a class with one archetype that focuses on distracting enemies to protect their allies (Swordmage) and another that gains their attention in order to punish them even harder (Hexblade.)

I also had intentions of incorporating ideas from the "Binder" (warlock subclass in 4e) just to wrap the name up neatly, but a quick glance at that class showed it to be mostly a ranged version of the Hexblade, and so it was not really suited to a d12 class.


The Spellbinder caps off another slate!

Heroes of Magic & Shadow


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All of the classes are now set! That means it's time to move on to other aspects of the game's design. Going forward, posts will likely focus on the "GM side" of the system, although player options may see some further tweaks and refinement.

TNP Design will be taking a short break for the holidays, but expect a new post on January 5th.
See you in 2017!

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