Re: OOC
Posted: Tue Jan 12, 2016 5:33 pm
Lol yeah well you know me right 

Play by Post RGPs and a nifty dice roller
https://www.unseenservant.us/forum/
I'm trying something new with my core ruleset. I've been contemplating a classless system for some time, and now seems like a good time to give it a try.
I have always been irritated with the restrictive, stereotypical manner in which everyone thinks about (roleplays) race and class. I prefer to think more broadly (open) and feel that every race has a wide variety of skills and personality; otherwise how would they survive? If the Swiss only made watches, who would cook, or build their homes, or teach, etc?
So my thought is choose a background, personality, and the various quirks and faults that make each individual, well, an individual. From there decide what that character does best and worst. How do they make it in the world (what is their profession or love, what do they do to make a living, or have fun for that matter). Try not to thing black and white or stereotypically.
Here is where things get funky. Don't pigeonhole your character into a stereotypical "Class" that you might find in a D&D (or other) handbook. Basically I want you to tell me what background that character has in the job/personal history,the things they they do (or their life). Send your background, key personality traits, and key "Class" skills that you see being an integral part of your character's pathology/personality to me and then we will discuss how best to integrate those into your character.
So, say you choose to be a Kobold sous-chef who is in search of the perfect meal (MonkeyWrench is in the process of creating just such a character). What background might that character have that would allow them to become an adventurer and to assist their fellow party members. The sky is the limit here, just what is it that your character would be good and bad at. Having a few bad or otherwise unwanted traits would make for a well rounded character, because after all we can't all be perfect can we. I love it when players take seemingly simple skills, abilities, etc. and turn them into useful adventuring skills; one of the primary reasons I made the Commoner class.
The skills, and success or failure thereof, will be based on your character's stats, background, personality, and any pertinent DC checks. A good portion of the success or failure will fall in the realm of DM adjudication. I, as the DM, will know what your character's skills are and whether or not they would be able to accomplish the desired task. Keep in mind I like to adjudicate on a scaled system.
The character above might be able to flip a paring knife through a cracked doorway with much greater success than say a priest or a magic user (not to say that one of those other classes wouldn't or couldn't have that same skill based on their pathology and background). What do you envision your character doing or rather how do you envision your character? In my mind a Chef is not defenseless, neither is a scribe, or a common sailor, or anyone for that matter. Each and every person has a host of abilities/skills that make them affective as an individual. Let your imagination run wild. Keep in mind this is D&D not Marvel comics with super powers though
So when I say "traits or skills" I don't mean: proficient in two-handed sword, or backstab, or cooking, or climbing, or rope use. What I mean is, what distinct abilities has that character obtained through the various combinations of personality, trade (job), experience, beliefs, family background, etc. Quite often your character's personality, background, history, and quirks will be enough without specifically listing a bunch of skills. During game play you will role-play that character according to their pathology. Some people only attempt to do things they know they can accomplish while others attempt things they, quite knowingly, cannot. The DC system takes into account all of the factors, of both the character and the environment, involved. Sometimes you will want to do the hard thing and sometimes not. A character that has a history of slinking around in the shadows to avoid adverse circumstances in their life will have a much greater chance of succeeding than one who has not had that experience (but that doesn't mean the less skilled should not try). I encourage everyone to weight the pros and cons of each and every action their character makes. I believe it is also in good character to stay within character as well. Only when there is some obvious benefit to either the character or the party as a whole should any one character act out of character.
I apologize for the dissertation length PM but I wanted to make sure you understood what I'm asking for. The class you choose won't (or rather doesn't have to) follow the rules at all. In fact I would encourage you not to, but rather consider your character's pathology and background to guide you in designing your character's background/pathology. I want those race/class descriptions I provide, or you find elsewhere, to be a starting point (inspiration) for your own imagination.
I will go ahead and open another thread to discuss this so everyone can benefit.Dram wrote:I would like to make a few updates them to Brodie. Do I PM you my ideas or is there going to be list of secondary traits to choose from. Or possible 2nd Edition traits.
Dram wrote:Are there any racial bonuses to stats for the races?
GreyWolfVT wrote:Would you expect different? I wouldn't
GW: No problem sir. post when you can.GreyWolfVT wrote:Apologies folks my internet has been turned off so i am not able to post as often having to hook up with free guest wifi where i can.