It's also interesting that I have a potential six-class system of my own. I earlier wrote about re-defining classes as completions to the statement "I solve problems by ____" (force, magic, trickiness, persuasion, spiritual aid.) This is combined with a restriction on class abilities to one scaled ability that increases with hit dice and one general ability. This produces these stripped-down classes:
- Hero (Fighter): solves problems with force/athleticism/fighting
- use any weapon or armor
- attack multiple 1 HD opponents per turn
- Trickster (Thief): solves problems with craftiness/subtlety
- turn any distraction into a surprise attack (backstab in combat)
- add HD bonus when using stealth or subtlety
- Charmer (Bard): solves problems with persuasion
- use persuasion on any opponent you can communicate with (even in combat)
- Add HD bonus to persuasion attempts
- Saint (Cleric): solves problems with spiritual aid
- sense and communicate with any spirit
- add HD bonus to persuade or command spirits
- Mystic (Magic-User): solves problems with magic
- understand and use magic spells and items
- prepare spells up to same level as HD
The other nagging part of this class system is whether there should be two more supernatural classes to mirror the tangible vs. intangible distinction for the natural classes. My love of system says yes, but my love of simplicity says no. I'm leaning much more towards ad-hoc modifications of six established classes versus creating a multitude of pre-defined classes.
What about Ninjas?
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