Quasi Classes: A Basic Fantasy Supplement

Creating game materials? Monsters, spells, classes, adventures? This is the place!
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Dimirag
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Re: Quasi Classes: A Basic Fantasy Supplement

Post Sun Aug 11, 2013 11:46 pm

I was thinking something very simmilar.
HD mod or level bonus + st bonus scattered along the levels + special abilities gained and increased at some levels.
I cam see the XP working in one of the following ways:
Percentage of class XP. This has the same issues as the ones noted for tje qc.
Added xp cost. Just as the current qc. So a strong class with a strong race will need a lot of xp.
One xp pool and two xp req. This makes all races of the same tipe grow equally outside of class.

Another recent idea... making the races as half races. So if you dont choose any you are human. You choose one you are halfbreed. You take two you are purebreed. This allows gm to create their own racial crossbreeds.
Sorry for any misspelling or writing error, I am not a native English speaker
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SmootRK
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Re: Quasi Classes: A Basic Fantasy Supplement

Post Mon Aug 12, 2013 7:21 am

The whole thing seems like an interesting alternate way of doing stuff. A great way to really individualize the race in interesting ways (and perhaps many new ways). I also like the way that one can build the Race so that there is a gradual approach to their abilities... not so much of a radical power boost at the first level, then nothing ever more over the course of the character's career.

Of course, it does break certain tradition and is obviously a more complex design process (as well as more involved process of choice for the player over the course of play (than just figuring out what the base class gives at each level)). But I think once built and fully developed out, could be a really cool way to do things.

It will be a hard line to follow though. One wants the races (especially the core races) to be and have the expected arrays of abilities... basically intact for compatibility/congruency, while trying to do things differently. Make the change too radical from what people expect, and the whole thing will be outright rejected by many simply because it "is not what I remember from old school ways". But, this aspect goes into the whole dichotomy of old school itself... is it the rules? is it the vibe/feel? something in-between or other aspects... these issues are some reasons that the Quasi-Class mechanic itself is not always appreciated by everyone - it does something new and different (while still being old school in my mind).
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Dimirag
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Re: Quasi Classes: A Basic Fantasy Supplement

Post Mon Aug 12, 2013 12:49 pm

I totally agree with you. Even if fully developed and completely working some gamers will still wont like it because its not something that appeared on the old school days. Even so I would like to see it done even for the small group that support this kind of out of the box thinking and rulling
Sorry for any misspelling or writing error, I am not a native English speaker
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SmootRK
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Re: Quasi Classes: A Basic Fantasy Supplement

Post Sat Dec 07, 2013 10:18 am

Dimirag wrote:I totally agree with you. Even if fully developed and completely working some gamers will still wont like it because its not something that appeared on the old school days. Even so I would like to see it done even for the small group that support this kind of out of the box thinking and rulling
Dimirag: did you ever try one of these Race ideas out? I was just browsing through some of the older ideas that never got addressed. I still think this could be a very interesting alternate way of doing Race.
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Dimirag
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Re: Quasi Classes: A Basic Fantasy Supplement

Post Sat Dec 07, 2013 10:59 am

Sadly its on my to do list. As i dont own a fully operational pc most of my rpg writings got suspended. But as soon as i can ill try to write some ideas. Meanwhile i can offer any help i can give.
Sorry for any misspelling or writing error, I am not a native English speaker
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SmootRK
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Re: Quasi Classes: A Basic Fantasy Supplement

Post Sun May 04, 2014 11:57 am

Quasi Class files are located in the Showcase Area:
http://www.basicfantasy.org/showcase.cgi?sid=51

If Solomoriah reads this, go ahead and remove/delete the files in the main download area. The newer release is a substantial improvement over that file.
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MedievalMan
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Re: Quasi Classes: A Basic Fantasy Supplement

Post Sun May 04, 2014 1:41 pm

Yo Smoot I like the changes. Good stuff, I seem to always be looking at Quasi-classes but never find myself using them.


Also a suggestion! The Dungeon-Robber!(c) a quasi-class that improves your chances of survival while exploring the many caves, catacombs, crypts, dungeons, and underworld of the world.

Some suggestions:
-The ability to acquire food and water underground from unusual sources.
-The ability to flee from monsters better.
-Perhaps some short-range darkvision (from spending so much time underground).
-Some sort of bonus when parleying with intelligent creatures of the deep.
-Treasure Sense!
hurcheon
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Re: Quasi Classes: A Basic Fantasy Supplement

Post Sun May 04, 2014 4:03 pm

I hope these continue. As background options, specialisations, minor professions, they are an excellent idea

While they aren't quite what we did in the old days, we did all sorts of mods in the zines that real old school gamers (in that they are old, they started at school and they game) will like these
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SmootRK
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Re: Quasi Classes: A Basic Fantasy Supplement

Post Mon May 05, 2014 7:20 am

Thanks MM and hurcheon. I have not worked on these for a while now, but Dimirag noticed that the updated files were not anywhere for download except for the pdf was deep inside this thread.

As far as continuing to craft new such Quasi classes, my efforts are going to be for finishing out the nearly finished Monk, and starting the Acrobat (going back to the Thief-Acrobat idea of 1e that Gary Gygax made, only for any class to utilize as an add-on).

Other ideas I have brewing around in my head include:
some sort of crafter quasi-class, or perhaps as some sort of artificer class.
converting one or more of artkid's Divine Champion concepts in a manner like the Holy Quasi Class.
working on one or more of the "race" ideas, but I would likely do that separately from here.
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LibraryLass
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Re: Quasi Classes: A Basic Fantasy Supplement

Post Mon May 05, 2014 8:50 am

An artificer thing would be useful to me, I've been mulling over running some kind of Eberron campaign lately.
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