Words from a grognard

Tag: #classes

Adding minor miracles

I don’t care for clerics, despite having played some truly memorable cleric PCs that are among my favorites. I’m just not fond of the general fighter-magic user vibe, without one of those being very much primary and the other very much secondary. Because of that–and other issues–I’m not including clerics in the projects.

I was involved in a reddit discussion some time ago that convinced me that it could be a good thing to include some sort of divine magic, though, especially if it weren’t entirely class-based. Something that other characters could conceivably avail themselves of. I’ve been chewing on that periodically ever since.

The other day, an approach finally clicked into place on that count. I’ve not played around with it thoroughly, yet it seems to be fully viable and fits within my preferences. I was reading another post about orisons on a blog somewhere (was trying to work out what to do with handling undead with clerics) and had an epiphany: I can use a version of orisons to accomplish it all.

Orisons as standard chants/litanies/prayers that anybody can learn. Most of the time, for most people, the orison won’t have any greater effect than soothing the person using it–no mechanical effect and no in-world effect other than that. Some characters, however, by dint of qualifying attributes, can occasionally invoke actual divine favor to accomplish mechanical effects.

I expect to use the channeling system for spellcasting to help regulate it, with the channeling rate lower than that witches and wizards can achieve. Other characters who are sensitive to divine power can assist if they also know the relevant chant. Perhaps even non-sensitive characters can do so.

The power level of orisons is also limited. They’re not a way of channeling divine wrath and striking down monsters, they’re a way of deriving a bit of favor and fortune on a basic level.

This also addresses my need for some way to handle undead without clerics. I can see a class of characters who are sensitive, have trained with many orisons that affect undead and other supernatural entities (demons, et al) and some ability to physically confront (fight) the horrors, too. The class won’t be a top notch fighter, and certainly not a powerful spellcaster. It will be useful, though, and I expect fun to play.

And the orisons will add a nice touch to the priestly class I alread have planned–friars. Those friars who are sensitive (could be most) can occasionally get a slight boost via orisons. The wandering holy helpers get another thing that sets them apart as servants of the pantheon.

Classes, templates, & packages–oh, my!

I see a component of classic games involving supporting the simulation aspect of play–that characters are part of a setting and their capabilities correspond to those reasonably found in the setting. The setting has people trained to fight, for instance, because such roles are essential in some fashion. Furthermore, as most of the roles to be assumed in the setting involve a good deal of training to fulfill, there’s not a lot of crossover training to be had. (Medieval fantasy settings lack community colleges, ya know, so bopping on down to the school to get a semester of classes for a different role doesn’t happen.) Thus, it’s reasonable, in most instances, to not have super-sneaky, magic-wielding, fighting superstars as characters. (Sorry, munchkin.)

The structures of classes address that issue. (And then the idea of multi-classing dumps it on its head.) Templates, which are guides for beginning characters that allow for freer development later, do the same sort of work. Even the use of skill packages help establish PC capabilities with clear boundaries at the outset, then allowing for freer development after.

The approach I’m taking with my hack of D&D is that of having a base of shared skills & abilities for characters of each type, then building sub-classes by adding different abilities. All the fighters, for example, share a core group of abilities, then are differentiated into sub-classes by added abilities. Some are mounted warriors, others skirmishers, and so on. Thievish characters can be burglars or tomb robbers or thugs. This approach ends up mimicking the original rules, though with slightly different outcomes; a fighter subclass that has a lot of non-fighting abilities won’t be as capable at fighting as a subclass that focuses on fighting, in contrast to the paladin, for example.

I know of games that don’t use classes, per se, and yet still provide a measure of specialization through the use of skill packages; Powers & Perils comes to mind. A package is simply a group of skills that would be typically possessed by somebody in the setting who works as a(n) “xxx.” A jeweler would have a group skills that are common to jewelers and take the jeweler package. A soldier would have the package of skills that are common to soldiers. In this fashion, the roles of PCs are set out despite character creation being a point-buy system and nominally free-form. The packages usually offer a discounted point cost to encourage coherent character creation.

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