Game is class-based

>game is class-based
>only classes are warrior, rogue and mage

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Good. Cuts out the snowflakes and bullshit, makes things easier to balance.

Multiclassing allowed? If so, it reminds me of Kingdoms of Amalur (there was warrior/rogue, warrior/mage, rogue/mage, and all-rounder. I liked it)

>no healers
How do they survive?

By being intelligent.

By going first and killing the enemy before they can act? Or fucking with their ability to act.

If I'm playing a non-standard system, it's fun to have players make up classes

>not making a pure build in Amalur

Get a load of this ballad-less mortal.

>healing kits don't exist
>potions of health don't exist
>no mage, in any setting, has ever had healing magic
HYECNPDND?

I'd fuck that bitch in her gauges.

Thieves were a mistake.

What class do you want that isn't just a variation on those?

Artificer. Sage. Vates. Tribune.

Tech wizard. Nature/wisdom wizard. "Vates"? That's just a fucking Irish bard, and bards are just song wizards. Tribune is 110% a warrior.

>muh snowflakes need special crunch accommodation.

Wizard, wizard, wizard/rogue, warrior

i want variations of those

>person, person, person, person
your arbitrary classification BTFO

Warrior; Rogue, Mage, Warrior/Rogue, Warrior/Mage, Mage/Rogue, Warrior/Rogue/Mage is where damn near every class is gonna fall into. You just get a fancy name for it.

>warforged artificer
>dryad sage
>centaur vate
>dwarf tribune

>Tech wizard.
You're stretching with that one. It's not really wizardry if it's mechanical.

The others are legit, or as legit as they can be for me giving you vague terms in the first place. I'd argue Bards/Vates would go as Fighter/Mage better

Snuffle around for a bit longer, kid. You might pick up a tip or too.

It's been done.

drivethrurpg.com/product/82643/Warrior-Rogue--Mage

>Kid
Says the guy wanting all his snowflake classes to be accommodated like they aren't some recently invented bullshit.

Have you considered a character with a personality and story rather than just a list of mechanical advantages and disadvantages? It probably wouldn't work, but maybe try it before you knock it?

Touched a nerve there did I, kiddo? Your b8 is limp, and you're the only one getting mad. Pwned.

>It's not really wizardry if it's mechanical.

Something something advanced science is indistinguishable from magic.

But I like Fantasy Age. . .

>class list isn't Fighter. Caster, In-betweener

Seriously, rogues were a mistake.

>rogues were a mistake

I hate this meme.

It's true, though. Things like sneaking and searching for traps(and arguably picking locks) are what every adventurer should pick up to one degree or another. You don't need a specialist for those.

>Artificer.
Mage variation.

>Sage.
Mage variation if magical, or Expert, if you do the smart thing and go Adept/Expert/Warrior for more freedom to build a character, instead of using the overly-specific Rogue in the skilled slot (Adept vs. Mage is more of a personal preference in terminology).

>Vates. Tribune.
No idea what those are.

i want variations of every multiclass mentioned

potions my dude

>game is class-based
no thanks

hardlocking archetypes into ability kits that are so-called "classes" is the most cancerous thing to exist
yes, it allows for better interaction between crunch and fluff, but that's a double-edged sword at best - unique mechanics for different classes needlessly overcomplicate the game when applied poorly to the overall game design

Thats what Dragon Age does, so its not really that weird. I mean, just add some specializations and you are done.

>Game is class based
>There's 40 classes
>They're all just permutations of warrior, rogue, and mage

Glitter Boy.

Mage is just a warrior who can cast spells and is bad at fighting. Rogue is a warrior who learned to sneak and open locks.

Warrior is the only class you need.

>game is class-based
>only classes are bourgeoisie, aristocrats and clergy

With healing magic.

Numenera does that, but the "inbetweener" is basically a rogue too.

Warrior with drugs and power armor.

You are welcome at my table for the next Savage Rifts game I run.

>he doesn't know about lumpenproletariat splat book

>game is class-based
>only classes are Cardsharp, Princess, and Man In Black

I would keep character level and class level separated into two, generalist, specialist, and advanced classes

Generalist should be the only full class, with uncapped levels, and everything else should be modular 3 level kits, with beginner, intermediate and master being the levels.

Everything outside of generalist is called a specialist kit, and classes that mix concepts of specialist kits are called advanced kits. Generalists don't gain any special abilities, but are granted bonuses to how many features they can equip from different classes.

The more generalist levels one has, the more features they can equip from other classes at once. This feature is called multi-tasking.

Class features have to be equipped to use.
Class features are divided into arts,boons and proficiencies.

Arts are things like magical arts and martial arts. Actions that are preformed to create an outcome. These are active, and have 3 levels that correspond with the classes. Arts use Either Magic points or Spirit points.

Boons are passive bonuses that improve stats or rolls based on character or class level. They do not use points. But take up equip slots.

Proficiencies allow one to utilize certain types of equipment, magical or mundane without incurring certain penalties, and may also give bonuses based on class or character level.


Initially once can only equip one Art, one Boon, and One Proficiency at level 1//1, but through leveling up the generalist class, more slots can be gained to multi-task, customizing one's individual knowledges and abilities.

I would like to subscribe to your newsletter sir.

So that's where all the goth gfs are. Playing OSR.

1) Amalur is singleplayer
2) in Amalur sorcerer has a healing spell, which is pretty useless compared to sneak attacking wtih a fuckhuge meteor

pure are my fav, but i can't help my boner for heavy armor+chakrams

rogue, wizard, wizarogue, warrior

I would play this game.

This desu. 90% of warriors in history were just thieves with armor on, and sometimes state sanction.

Knights were land-pirates.

And you're the one inventing bullshit reasons why your class that manipulates unobtainium to get results is outside of the archetypes "uses force to get results", "uses cunning to get results" and "manipulates unobtainium to get results".
Fighter/mage/rogue isn't about flavor, or theme. It's about how each class interacts with the world.

I fail to see the problem with this.

Mages should be the support/healing class. Nips the "caster supremacy" meme right in the bud.

Isn't this the pidgeon lady?

Fuck, can we get this game?

Consider that changing the flavor of a class and adjusting a couple of options does not make justice for their tactics and skills in the battlefield. I can understand that you'd want to avoid overpowered characteristics, but even relatively fresh warriors from different factions and historical periods are going to have different skillsets and specializations. Unless your trait pool is fuckhueg x2 you will not be able to represent those with just one or two generic classes.

Let's not get started with those mob weaknesses and synch, last thread was derailed when we did.

Seems sensible enough as modular components and slot handling allows for a lot room to expand into without making a chucklefuck. Then again Veeky Forums was all over tree somewhat class somewhat classless systems like three months ago. Could both ideas be merged? and if so, how?

The only real class system

There aren't really that many significant differences when you are talking about combat of individual persons. Military tactics for large groups vary enormously but for the individual it is more a question of "What weapon and armour do you have?" This is represented by weapon proficiency and attack rolls.

Sure, a viking raider might run in and swing his axe around like a madman but what is he doing? Running into combat and making attacks.

A studied fencer from 1600s Italy would fight in a tentative jabbing stance and rely on his reflexes to fight... but he still just stabs people.

These different fighting styles don't warrant a new class, just some different options within the fighter class.

this looks like a load of fuck to wield

In what sense is a rogue? In other Cypher systems they get rid of the jack, but In numenera the jack is literally the in-between of glaive and nano.

I don't think so, same hair color though

But Goblin Punch already did this with the GLOG.

>So fucking bloated that Pathfinder would be jealous

Yeah no.

He didn't post the pdf because he is a cuck, and I don' have it on my laptop but it isn't that bloated. Each class gives a couple of bonuses, like a kit from AD&D

So... Numenara?

Also shit

>In numenera the jack is literally the in-between of glaive and nano.

Yes, but it also fills the slot of rogue, thematically and mechanically, since their unique features are skillmonkey stuff in addition to a smattering of things from the other classes.

Just go outside.

This actually looks like a lot of fun. I'd play it.

Their eyes start leaking jam, then they go hide and come back 10 seconds later with full health.

>game is cuck based, only classes are bull, cuck and cuckeenqueen.

HOLY SHIT... I JUST GOOGLED THIS AND IT'S THE SAME IDEA(but more refined). I just made my first post up on the fly and had never heard of goblin punch. Most of my inspiration is really from like square-enix games like FFT, and such.

Really cool to see that, but it also hurts to be late to the party. Having the 4 class cap is a really good idea too.

>Dancer is more warrior-y and magey than rogue-y

>Monk closer to mage than rogue

>Beast master/beast rider nowhere near one another

>Merchant is in the middle

>Inexplicable variations of the same thing Catburgler/thief, Marksman/Gunslinger, battlepriest/cleric

The fuck are you trying to say about the original Diablo, faggot?

>mfw a guy on the /osrg/ wrote up ALL these classes

that it's a pleb-tier game and D&D is its P&P equivalent? :^)

She is likely to live in Russia, at the very least. Graffiti on the wall reads " pig".

>Junker, Rascal, and Kulter

Take out rogue. That's just a pile of skills, not actually class stuff.
Fighting Man and Magic User are the only classes you need.

I dunno, I still think there's a place for a dedicated skill monkey. Maybe just make them less thief-y? LotFP did that with the Specialist.

>Regulator, Medikus, Bruiser

You don't really need Magic User either. Just do it like in Barbarians of Lemuria where learning sorcerous abilities requires heavy investment.

>Girl is redhead
>has cock-width earlobe holes

Does anyone know games like this?

Cleric is just a mage with different fluff.

Worst. LARP. Ever.

>Not going for the Universalist destiny
>Not knowing all the worthwhile abilities take less than 35 points in each tree

Pleb-tier.

coinsandscrolls.blogspot.ca/2017/06/osr-three-estates.html

I don't know, Dragon Age 2 and 3 hit the fucking absurd point that warriors can't use bows so ranged combat is rogue only.

The divide between rogue and warrior is totally artificial, especially in DA:I where rogue is just 'light armor warrior'

In a video game where combat is the overwhelming majority of the gameplay then the function of each class boils down entirely to combat abilities, and having seperate classes for melee or ranged fighting makes sense. Although IIRC the rogue still gets some utility functions.

Holy shit, what a wasted-looking bitch.

>classes are so loose and vague that they can be mixed and matched in hundreds of combinations, depending on what skills are focused on

Rogue could be a mix of D&D's sense of Rogue and Ranger. Someone good with ranged weapons and survivalist skills, as well as traps and sneaking and pickpocketing. And probably being the closest thing to a face.

>and then, just like in Elder Scrolls, every last character ends up a stabby magic blasty healy sneaky archer smith guy in crazy spiky black and red plate armor by the end anyway

Yeah, being intelligent makes your rolls always high and that you never fail anything, therefore no need for healing

Or you just assume tha the only way of hurting yourself is by combat?

I imagine that in an RPG, where you could have a party, you'd be able to put restrictions that you wouldn't be able to have in a single player game where you're theoretically supposed to be able to do everything.

I think rogues would make sense in a game that ends up playing like infinity (the miniatures game).

So Warriors and possibly mages would be your rambos (dedicated fighters), while rogues would be off actually getting the mission done because they are your specialist.

But that might require an actual narrative reason for the encounter