Showing posts with label Shadow. Show all posts
Showing posts with label Shadow. Show all posts

Tuesday, November 29, 2016

Of Holy Light and Vile Darkness -- The Cleric and The Mystic (Beta 4)

Today's post introduces two classes  from two different slates:


In earlier betas, I had made a couple of unsatisfactory attempts at writing a cleric class. What started off as a d12 Warlord class morphed into a Cleric, but was ultimately scrapped. The big question I kept asking myself throughout this process was, "what is the Cleric's iconic attack?" In a system that doesn't utilize the wide spectrum of damage types or monster types that other RPGs tend to use, slapping "radiant" damage onto attacks or having a "Turn Undead" ability just doesn't work.

When I finished the first two slates back in Beta 3, and then quickly thereafter completed the Archer (d4) and Fighter (d6), I had tentatively settled on rounding out the third slate with a Cleric (d8), Warden (d10), and Deathknight (d12). When I started looking at the possibility of expanding the roster to 5 slates, the idea of an Invoker class for the "divine" slate was something that popped up.

The 4th Edition take on Invoker was a controller class, that generally slapped debilities onto itself, in exchange for slapping bigger ones onto its enemies. This doesn't particularly translate to The Next Project, since I want to avoid "hard control" mechanics. So my idea for an Invoker more closely resembled this game's Sorcerer; a d6 class that focused on stacking damage and attacking crowds of enemies. Giving the class double its normal share of Reserves would put them on par with a d12 class in that regard, but those resources would be used to fuel damage -- an idea that mirrored the 4e namesake class a bit -- wounding yourself to smite your enemies even harder.

Eventually I settled on doing only 3 slates, and the Invoker idea was scrapped.

When I set out to work on this latest Cleric class, I had decided early on that d8 would be a good fit for more than one "support" class, and so I was leaning that way for their slot. When the slate itself came together, it was kind of the last piece of the puzzle.

After I had completed the "starter set" version of the Cleric, I let it sit for a while. When I picked it back up again to start work on the full class, I felt that I wanted to give it a ranged archetype, and a melee archetype (similar to how the Acrobat turned out.) It also seemed to make sense for a d8 class.

Invoker seemed like a natural fit for a more spellcasting-focused Cleric; as for melee, names like Knight, Warpriest, and Cavalier had been on my radar during the "5 slate" experimentation phase (particularly with this game being sort of a love letter to Essentials.) Ultimately, I settled on Crusader. I think the archetype itself feels more like the Warpriest of the Essentials line, but with Paladin already having a Priest archetype, I wanted a name that would avoid any confusion.

On top of this, I decided to keep the Domains as a layer of customization; I had originally intended to have about 6 or 8 Domains spread across 3 classes (had I kept with 5 slates) but they didn't all lend themselves well to the mechanics of this game. War and Life domains seemed the easiest to wrangle, and I think they both work with either of the archetypes presented.



In earlier iterations, what now constitutes the Mystic were archetypes for two other classes. The original Mystic had Warlock and Sorcerer as its archetypes, and was a d6 class, sharing a focus on charisma. The original Necromancer was an archetype of a Summoner class (from which the Beastmaster archetype was ripped, and subsequently hung onto the Ranger.)

The name "mystic" was sort of the first thing that popped into my head when I initially came up with the idea for the class, but looking it up, the word means someone who seeks lost or forbidden knowledge. I think thematically, this works really well for both a Warlock (someone who makes a pact with otherworldly powers) as well as a Necromancer (someone whose magic blurs the lines between the living and the dead.)

In the "5 slate" experimentation phase, the idea of having a slate based on a "shadow" power source was one I really wanted to work. But I found there just wasn't enough to flesh it out. The Deathknight never materialized (although what few ideas I could come up with for it may yet appear, elsewhere) and other than that, it never really got beyond the Rogue (namely, Assassin) and Mystic; having Blackguard already in place as a Paladin archetype also threw a wrench in the works.

At any rate, when I decided to separate the Warlock and the Sorcerer, it made sense to keep Warlock as a damage-stacking class, but didn't seem to make sense to have them as the exact same die; in that case, why bother separating them at all?

So Sorcerer merged with Bard to become the Trickster (d6), and Warlock merged with Necromancer to become the new Mystic (d10). The idea to give the Warlock a Reserve-burning mechanic came late in the lead-up to this post, but I think it fits both the themes of the class, and the mechanics of it using a d10. I like that the Warlock kind of straddles the same line between striker and controller that it did in 4th Edition; I also think the Necromancer does a good job of capturing the iconic abilities of its main inspiration (for me, it's the Diablo 2 version.)

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Coming up on the next blogpost:

  • The Guardian
  • The Warrior

Check back on Dec. 10th!

Thursday, November 10, 2016

Scoundrels, Swashbucklers, and Scholars -- The Rogue and The Bard (Beta 4)

Busy day, so here's a short post with the latest drafts for these classes.
Check this post tomorrow for an updated version with more info!


*UPDATED* (11/11/2016)

In the previous Beta, there were two d6 classes: the Rogue and the Trickster.

The Rogue had 3 archetypes: the Assassin, the Scoundrel, and the Scout. Skill-wise, the Assassin favoured INT, the Scoundrel favoured STR, and the Scout favoured WIS. The Assassin was meant to be the type who lurked in the shadows, then struck with deadly precision. The Scoundrel focused more on melee combat, excelling as a brawler. The Scout was the outdoorsy rogue, with a two-weapon fighting style.

The problem I found, was that the Scoundrel grew out of a suggestion to give the Rogue incentive to be in melee. But limiting that to one archetype didn't make sense, and also I ended up with 3 archetypes that were too bare-bones. With the completion of the revised Martial Artist archetype (for the Acrobat class) the brawler-rogue seemed kind of redundant, and I had always kind of felt like Sneak Attack didn't fit with it anyway.

When I settled on the 3 slates as they are constituted now, I knew I wanted to make Scout into its own class; it's essentially the "wilderness Rogue" so it falls into a different "power source" than an Assassin. 

The thing then, was, that the Rogue was left with only one archetype...


So, the Trickster was a class I was never particularly happy with. It basically had a "lucky number" mechanic, but otherwise its main gimmick was using abilities from other classes. It also had 3 archetypes (Bard, Skald, and Sorcerer) but I was never particularly happy with any of them; the Skald was just bland, the Bard wasn't unique enough, and the Sorcerer didn't have enough meat on it.

When I was writing up my post about "Casting the Dice" I realized that the Bard needed to be a d8 class; it made sense as a jack-of-all-trades support specialist, that was comfortable at range or in melee (if not necessarily a "skirmisher" per se.) The Sorcerer made sense as a d6 class, since it was intended to be a damage-stacking class, but not particularly durable. 


And so, a connection was made: the Sorcerer would become a Rogue archetype.

What we end up with is two classes for the slate which I refer to as: 

"Heroes of Magic & Shadow"

Though mechanically the Sorcerer and the Assassin don't share much in common, the idea of them thematically as both being outsiders or renegades seems to fit. In that sense, they're sort of "two sides of the same coin," with one using arcane spellcasting, and the other as a shadowy weapon-user. They both utilize the d6 class die quite well, for its intended purposes. The Sorcerer also retains some of the "lucky number" mechanics of its prior incarnation with the Trickster class, showcasing it as a chaotic and unstable style of magician; its use of other class' abilities has been stripped down and simplified, but the flavour is still there, giving the Sorcerer two distinct "sub classes."

The Bard similarly retains the "lucky number" mechanic, with different applications depending upon the combat role they choose. Their archetypes (Scholar and Performer) serve to add a bit of flavour to the class, informing their skills selection. I am a lot happier with their new iconic abilities being closer to what has made Bards popular, however, I still consider the class to (overall) be in its infancy, so there may be more heft added to it in later revisions; the mechanics may change shape a bit, down the road.


...

The two classes I will be showcasing in my next post will be:
  • The Druid
  • The Ranger

Stay tuned!