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[Swords and Wizardry] My new class!

Started by Captain Rufus, April 17, 2009, 01:45:16 AM

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Captain Rufus

I'm hoping to eventually make a set of houserules and classes for my campaign world, Narfindor.  With luck, I can get it streamlined enough to be submitted to Fight On! or Knockspell.

As to not waste space, I will just link to version 1.0 over at my blog.  (Plus reformatting it all would be a pain.)

http://wargamedork.blogspot.com/2009/04/new-swords-and-wizardry-class-minotaur.html

Thoughts?

Its slightly better than a Fighting Man at hitting, but they have a restricted weapons list, slightly worse saving throws, don't get the multiattack against low HD beasts, but have more starting HP and a higher low level XP requirements to make up for it and keep it fair.

Is it too strong, not strong enough?  If for some reason people wanted to play in my campaign, would yall want to play this class?  Is it too derivative of other fantasy game Minotaurs?

FASERIP

Looks good. It says +2 HP and six extra? So I assume 1d6+8 at first level?

Reminds me of a little of a half-ogre class I designed for S&W and Moldvay. I had an escalating damage bonus by level and +4 or +5 HP at first.
Don\'t forget rule no. 2, noobs. Seriously, just don\'t post there. Those guys are nuts.

Speak your mind here without fear! They\'ll just lock the thread anyway.

Spinachcat

I like the seagoing minotaurs idea, but it sounds setting specific which I think can be a great thing.  The strength of SW is it's flexibility and I'd be happy to play in a campaign where all the classes were tailored to the setting.

I am unsure why they would be so restricted in armor or weapons.    Sure, you don't want to wear Plate Mail on the seas, but why not once you arrive on land?  

I like the start with +6 HP. It's a meaty bonus so most will have 11-12 HP at 1st level which isn't shabby.   Also, as a demi-human, they should have some kind of low light / infravision and some bonus to perception.

I would instead give them a "+1 to hit and +1 damage when charging" and then let the DMs decide what "charging" means exactly in their game.  

The ability to use 2H weapons in 1H is notable.   I would say "2H melee weapon" to be specific and I think that this will "restrict" their actual weapon choices in actual gameplay.    

Armor costing double is a good limiter.   I would also have them consume twice as much food / water as a human.   Maybe even restrict them to a fresh meat diet so dry rations would be off the menu.

The Naval skills is a good idea, though setting specific.  Wouldn't this bonus be gained by all sailor/seamen/seafolk?  Or is there some tie between Minotaurs and the Sea Gods in your world so their naval skills are like dwarf mining skills, aka instinct and innate racial abilities?

I love the Letter of Marque instead of a stronghold at 9th level!

Play with this idea some more and submit it to either Fight On or Knockspell.

jrients

Quote from: Spinachcat;297270I love the Letter of Marque instead of a stronghold at 9th level!

Play with this idea some more and submit it to either Fight On or Knockspell.

I concur on both points.
Jeff Rients
My gameblog

Captain Rufus

Quote from: Spinachcat;297270I like the seagoing minotaurs idea, but it sounds setting specific which I think can be a great thing.  The strength of SW is it's flexibility and I'd be happy to play in a campaign where all the classes were tailored to the setting.
S&W is so simple that its really easy to take baseline classes, tweak them a little, and have it work.  Its part of what the Old School Movement plus my general desires in games going back to D6 Star Wars are great at.

QuoteI am unsure why they would be so restricted in armor or weapons.    Sure, you don't want to wear Plate Mail on the seas, but why not once you arrive on land?  
Fluff and balance.  The extra 6 HP, naval skills (many of which have land applications), charge bonus, and slightly better To Hit than FMs mostly make up for the lack of some weapons and armor.  Plus the big old moocows just like using what is familiar to them.  Like how many people's parents or grandparents won't use modern devices because they didn't grow up with them, regardless of if they might actually be an improvement or not.

It doesn't matter how good CDs or MP3s might be.  Some old timers and traditionalists just prefer vinyl for whatever reason!

QuoteI like the start with +6 HP. It's a meaty bonus so most will have 11-12 HP at 1st level which isn't shabby.   Also, as a demi-human, they should have some kind of low light / infravision and some bonus to perception.
I am not too keen on giving them light bonuses.  If they are found to be a little weak I might do it as a light buff, but it would be something like improved low light.  They sail the seas.  Outside of the few that seem drawn to mazes and twisty tunnels, they have no real reason to see better in the dark.  They are islanders.  Improved vision distance might be a good one though.  You gotta have sharp eyes on watch.  I was in the Navy.  It helps.  (I once spotted a ship at night that even radar hadn't seen yet.  And I am nearsighted.  A good set of binoculars and a careful scan of the horizon and I beat technology.)
QuoteI would instead give them a "+1 to hit and +1 damage when charging" and then let the DMs decide what "charging" means exactly in their game.  

The ability to use 2H weapons in 1H is notable.   I would say "2H melee weapon" to be specific and I think that this will "restrict" their actual weapon choices in actual gameplay.    
I agree for the most part.  I edited in the charge bit, and specified 2H Melee and Throwing class weapons.  It fits the fluff AND Aron Stewart's comments on what he saw.

QuoteArmor costing double is a good limiter.   I would also have them consume twice as much food / water as a human.   Maybe even restrict them to a fresh meat diet so dry rations would be off the menu.
The food bit is a tad overcomplicated, most campaigns pay very little attention to it, and they live on the seas.  Dry rations and fish make up a big  part of the adventuring Minotaur's diet.
QuoteThe Naval skills is a good idea, though setting specific.  Wouldn't this bonus be gained by all sailor/seamen/seafolk?  Or is there some tie between Minotaurs and the Sea Gods in your world so their naval skills are like dwarf mining skills, aka instinct and innate racial abilities?
I designed it roughly how Dwarves are designed in the main rules for underground bits.  Minotaurs just grow up generally learning this stuff.  
Its natural to most of them.  If one was to put a modern human into a fantasy setting they would have technological and scientific and education skills that few of the fantasy peoples would have.  And vice versa.
QuoteI love the Letter of Marque instead of a stronghold at 9th level!

Play with this idea some more and submit it to either Fight On or Knockspell.

Thanks!  It seemed like something cool given the Minotaur's naval background.  Why are 8-9 foot tall moocows dealing with death and danger on dry land full of overly excitable short people with far less fur and soft wussy feet?  Fame and money.  To get back to the seas where they like it best.  Hard work, sensible discussion, safe money.  But crews need a 'taur they can respect.  What better way to get this and get the initial seed money for your own ship?

(I think I need to add the above to the description.  I'm trying to keep it towards my setting, but agnostic enough to be used in anyone else's.)

Once I get the Minotaurs ironed out I will need to do my world's Orcs (basically Saracen fighters), Goblins (20s gangsters mixed with the Gremlins movie), Cattroni (cat people.  Its mostly a holdout from when I first created the world.  Taking them out now would be a touch too difficult.), and maybe Ogres.