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Re: Quasi Classes: A Basic Fantasy Supplement

Posted: Sun Jun 30, 2013 10:41 pm
by Sir Bedivere
I still like this supplement a lot. You've made some good improvements, and I like splitting out the sub-classes from the quasi-classes.

I'm curious, though, why you went w/ fixed XP amounts instead of percentages. Were the quasi-classes too powerful, or something else?

Re: Quasi Classes: A Basic Fantasy Supplement

Posted: Mon Jul 01, 2013 12:54 am
by SmootRK
Sir Bedivere wrote:I still like this supplement a lot. You've made some good improvements, and I like splitting out the sub-classes from the quasi-classes.

I'm curious, though, why you went w/ fixed XP amounts instead of percentages. Were the quasi-classes too powerful, or something else?
During a discussion some time ago, somebody noted that they thought the +10% was too low. While thinking through solutions, I also came to realize the fact that certain classes pay more for these add-on abilities than others, due to being more costly XP classes (MU vs Thief for instance). The better solution to remedy this, as well as making the quasi-classes a bit more like stnd combo-classes was to use static progressions instead. These progressions are close to 25% of the Fighter progression, or 50% of Fighter progression for Bard... though I rounded out the progressions here and there for neatness.

As far as power level and although I have not done too much playtesting with new XP arrangements, I have not seen massive changes in power levels from these quasi-classes. This is mostly because the basics of the base class remain intact (attack bonus, hp, saves, etc) except in certain situations or qualities. The Barbarian is tad more tough... but that is an on-purpose thing due to their limited damage reduction quality. The other quasi-classes don't do much in the overall power-level except in very specific ways.

One thing I especially liked is the explanation of quasi-classes that I wrote... making them more like combo-classes actually allowed for a neat mechanism for taking on the quasi-class later than at character creation time. This was not very easy to manage previously with the +x% XP stuff... it solved itself almost.

Re: Quasi Classes: A Basic Fantasy Supplement

Posted: Mon Jul 01, 2013 12:59 am
by SmootRK
Joe the Rat wrote:
SmootRK wrote:And the draft has the Confessor in it now, although renamed "Compulsor"... still not fully on-board with this name, but it suits the idea and is somewhat similar to the literary/tv original term... even if not really a true word. Compulsion does not actually have a correct term of "one who can cause compulsion".
Have you tried Compellor?
I pretty much gave up on the word-play here... nothing felt right. Confessor had a unique quality (even if not accurate in itself to the ability). I tried to make very clear that this particular offering is extra-optional, because I know not everyone is a fan of that series (or show).

Re: Quasi Classes: A Basic Fantasy Supplement

Posted: Tue Jul 02, 2013 6:41 pm
by SmootRK
I am still wanting to pull out the original source materials and do Acrobat as a quasi-class... not just for Thief. I can see anyone with appropriate Dex (and to lesser degree Str) having use for some of this sort of stuff. It could help make a Fast Light Fighter a real force.

Sometimes I think that one could do an Artificer quasi-class, but this idea seems best suited for classes that have spells. But, perhaps a sort of Craftsman quasi-class could be imagined... not sure exactly the direction that would work, but it could be interesting. The Fighting-Smith obviously comes to mind... but what about a Thief that can craft gadgetry to assist in larcenous activities? A MU that loves clockwork stuff... etc. Just thoughts.

There are times where I think the classic Monk might be better served as a quasi-class. The mystic-fighter is obviously the standard, but why not a monastic-cleric, an almost ninja-like Thief (assassin) clan, or a hermit-MU mystic meditating in a cave while projecting astrally?

All ideas that would expand the game in different directions (in the way that Quasi-Classes allow). Too many ideas sometimes, and I get nothing accomplished. :?

Re: Quasi Classes: A Basic Fantasy Supplement

Posted: Fri Aug 09, 2013 10:55 pm
by Dimirag
An acrobat quasi class is a must. Maybe also an assassin... I had a really bizzarre thought... changing the races to the quasi class sysyem and reducing the xp cost for the classes. This can make that every elf has a little magic on it based on its elf level.... this is obviously for a separate kind of game

Re: Quasi Classes: A Basic Fantasy Supplement

Posted: Sat Aug 10, 2013 1:54 am
by LibraryLass
Dimirag wrote:An acrobat quasi class is a must. Maybe also an assassin... I had a really bizzarre thought... changing the races to the quasi class sysyem and reducing the xp cost for the classes. This can make that every elf has a little magic on it based on its elf level.... this is obviously for a separate kind of game
Oh my god, YES. I need this. Dimi, if you don't do that I might.

Re: Quasi Classes: A Basic Fantasy Supplement

Posted: Sat Aug 10, 2013 2:43 am
by SmootRK
LibraryLass wrote:
Dimirag wrote:An acrobat quasi class is a must. Maybe also an assassin... I had a really bizzarre thought... changing the races to the quasi class sysyem and reducing the xp cost for the classes. This can make that every elf has a little magic on it based on its elf level.... this is obviously for a separate kind of game
Oh my god, YES. I need this. Dimi, if you don't do that I might.
That does sound interesting. I would like to see ideas on races done like this I can imagine races with a little more umphf being possible in this way

Re: Quasi Classes: A Basic Fantasy Supplement

Posted: Sat Aug 10, 2013 9:33 am
by Joe the Rat
That is a whole 'nother supplement.

And a darn clever idea. We even have a base to start with for the as-written races: about 10% of xp is for being an elf, dwarf, or halfling.

Re: Quasi Classes: A Basic Fantasy Supplement

Posted: Sat Aug 10, 2013 11:08 am
by Dimirag
I dont have a pc to work with so feel free to do it LL. My thought was that in od&d races are classes but latter they got divorced. So why not to trate them both as classes? Elves gaining spells for their natural magical abilities, dwarves getting better at stone related tasks, etc... we can use humans as a class only or as a racial class itself.

Re: Quasi Classes: A Basic Fantasy Supplement

Posted: Sun Aug 11, 2013 7:47 pm
by SmootRK
Dimirag wrote:I dont have a pc to work with so feel free to do it LL. My thought was that in od&d races are classes but latter they got divorced. So why not to trate them both as classes? Elves gaining spells for their natural magical abilities, dwarves getting better at stone related tasks, etc... we can use humans as a class only or as a racial class itself.
I can see it pretty much working this way (basically like quasi-classes).
One starts with standard class (stats determining qualification) and human being the standard.
Add on Race that one qualifies for (again min/max stats for race), race costing a certain amount of XP per level.

Dwarf getting a quasi-class sort of thing that is akin to fighter. Perhaps toughening up the base class in a few ways... an addition +2 hp/die (or as I do hd, where certain races get next die type higher = a BFRPG Dwarf Fighter would then be at d10, a BFRPG Cleric at d8, Thief at d6). Dwarf clerics might have a spell or two added to their list that are stone related.

Elf getting a quasi-class that enhances MU. A few bonus spells spread across their levels from a special Elf list, usable regardless of base class (or armor), perhaps even spontaneous choice from the elf list. This special elf list might include a few rather Druid-esque spells.

Halfling getting a quasi-class akin to thief abilities. Hiding, Move Silent, etc. (or bonus if actually Thief) and perhaps something extra like a dodge/tumble ability (I have a pretty decently working mechanism in the bard document). This sort of class might have some restriction based upon armor. Halfling clerics might have a few special spell options available, stuff that is rather growth/farm/hearth-protection oriented.

Of course in all these one must add in the other standard abilities in some way; perhaps slightly redesigned to spread % abilities across levels, or save bonuses in a graduated manner to offset these new ability ideas. They all might get less of these abilities at the lowest levels, up to about standard at levels 6-12, and then even more potent (than core standard) at the higher levels.