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Common, Uncommon and Rare Classes
Posted: Thu May 17, 2012 8:52 pm
by Dimirag
Ok, another of my weird ideas...
Instead of making classes "open/closed" regarding a characters race, and, instead of the "advance" level limit system ("sorry mr. we can't teach you how to cast better spells/fight more efficiently/etc. after all you're just a 'insert race name here', next client please!!!") I thought of a common/uncommon/rare class system.
The Idea is simple, the GM considering the relationship race-class on his setting categorizes each possible combination as "COMMON", "UNCOMMON" or "RARE" (if he want he can include "prohibited") and the he moves to step two: drawbacks
A Common class has no drawbacks.
An Uncommon class will have one minor drawback.
A Rare class will have ether two minor or one mayor drawbacks.
Drawbacks should be simple mods:
-10% earn experience.
-2 on reaction rolls with other characters
Extra cost on related goods?
Penalties to secondary skills rolls/less starting secondary skills (I'm working on a simple system for these).
Ok, now the "mangazo" as we say here (which is the sudden asking of help or ask for some big help):
Can you help me to create some minor/mayor drawbacks?
Re: Common, Uncommon and Rare Classes
Posted: Thu May 17, 2012 11:00 pm
by Joe the Rat
To borrow from a friend, give them Complications (otherwise known as Adventure Hooks, or An Excuse for the GM to make things "interesting"). You don't have to make them tied to the race/class involved - it's an issue with the Character.
Reaction rolls are a good one - people don't like you messing with the order of things (Dwarf wizard? Inconceivable!). Or they make fun of you because you're a halfling in plate mail. It could also be something race-specific (as a somewhat more minor issue - unless that race is the dominant one)
Again, unrelated issues - Your character has managed to anger a local noble, gang leader, or spell caster. You owe someone a favor. You owe someone a lot of money. You are cursed to never spend more than three nights under the same roof. Bees hate you.
Most point-buy systems offer drawbacks as a way to get more points - you could probably find a few that could work. GURPS and HERO System are probably the deepest.
Re: Common, Uncommon and Rare Classes
Posted: Thu May 17, 2012 11:54 pm
by Dimirag
I play WitchCraft which has point bought qualities and drawback, I'll take a look to the Socials ones specially... Thanks!
Re: Common, Uncommon and Rare Classes
Posted: Fri May 18, 2012 2:17 am
by Steveman
Class rarity as a cultural framework with possible mechanical impact. You think that's a weird idea? Its already confirmed as a part of D&D5E. 8D
Re: Common, Uncommon and Rare Classes
Posted: Fri May 18, 2012 7:37 am
by Joe the Rat
Shh! We do not speak of The Edition Which Shall Not Be Named (Though the whispers in the dark do show promise).
Re: Common, Uncommon and Rare Classes
Posted: Fri May 18, 2012 8:12 am
by SmootRK
Joe the Rat wrote:Shh! We do not speak of The Edition Which Shall Not Be Named (Though the whispers in the dark do show promise).
We don't necessarily have that official restriction here, but it might be considered bad taste by some.

Re: Common, Uncommon and Rare Classes
Posted: Fri May 18, 2012 8:34 am
by Joe the Rat
Well how are we going to get a good superstition going if you keep pointing out the actual rules?
The Magic-Users With Beachfront Property have been pretty coy about the number 5 themselves.
It's be like saying that nothing in the rules
prevents battle-axe wielding barbarian-like halflings, even though everyone looks at them funny. (Ha! on topic!)
Re: Common, Uncommon and Rare Classes
Posted: Fri May 18, 2012 10:52 am
by Dimirag
I've read that "that edition" its largely based on advanced 2E, at least the "core rules" all the addendum they are making seem to target more tabletop-like design, but as long as one can CHOOSE the style of play maybe, MAYBE, this guys returns to a more Basic (

) approach.
Re: Common, Uncommon and Rare Classes
Posted: Fri May 18, 2012 10:57 am
by MedievalMan
I take cues from all editions. Though I think its a testament to BF's strength that it can accommodate a myriad of influences and rules styles. Being simple is its greatest strength because its that much easier to modify and tweak. If you were try to do something similar with those Other* games they would probably break in some game ending way. Excepting 2E because 2E is amazing. Did I tell you all how awesome 2E is? Its pretty freakin' awesome.
Re: Common, Uncommon and Rare Classes
Posted: Fri May 18, 2012 11:09 am
by Dimirag
I'm currently playing 1Ed, but I so want to make the leap to 2Ed, I have an unofficial 3Ed which takes a little from previous editions and from C&C.