User:Cedric/Classes

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A new player puzzled by all of the options of race and class, even gender, may wish to start with these questions to partition options for PC/character selection. A player can choose to amplify their own personal characteristics or guard against them with the opposite of their personal characteristics. This relationship is partly a factor of the wisdom in the GM -- can a sensitive person choose a sensitive PC or will they be terrified the whole way and should choose a fortified character? My attempt here is to add the wisdom of the soul to create a safe space for all players to amplify their own characteristics rather than compensate for them.

  • Are you sensitive or fortified? (feywild/dwarven, elven/aryan, faery/dragonborn inbetween: human)
  • Do you feel that you tend to concentrate activity with your mind or the body? (wizard/fighter, )
  • Do you feel that a god or demi-god should be "in charge" (be given faelty) or do you tend to be self-determined?

Race Theory[edit]

If one successfully makes it through the Abyss, one can get four more slots for abilities to grow in your body, and then they all become "ordinate", but you will become a demi- or dual being.

Of the four that any (4-limbed) creature will tend towards, 2 of them may be considered "optional" if you want to build new types of races and two of them mandatory (they are required for solidity of the race's "soul"). XXX 3-2, pick 4, get 6(?). There are also, then, up to four subordinate scores, made by accomplishments of by-gone people on any of the 4 "chakras" that they had. This makes a total of 8 slots for ability scores to be writtenWhat these are called is entirely dependent on race. Aryan/Elven races are grouped with: INT, STR, ASM/MANA, CON/HP; Humans: X, INT, X, STR; Dwarven: CON, STR, ; Dragonborn:

The octopus/Cthulhu is a special example of having all 8 stats under a super-being head that is an over-soul. The over soul in this case is generally the PER stat, while the arms may have duplicates of a stat (two STR arms, for example).

Class Theory[edit]

Classes must be based on the fact that there are only 4 ordinate or dominant ability scores for a given race. Of the four, 2 of them may be considered "optional" if you want to build new types of races. There are also, then, up to four subordinate scores. This makes a total of 8 slots for ability scores to be writtenWhat these are called is entirely dependent on race. Aryan/Elven races are grouped with: INT, STR, ASM/MANA, CON/HP; Humans: DEX, INT, X, STR; Dwarven: CON, STR, ; Dragonborn:

Classes MUST be based on one of the standard ability scores. It is the only way to make sense of the field. From here, you must imagine what a hyper or complete specialization in that ability would look like. After that, you can imagine multiclassing these by combining 2 or more ability specializations.

An INT would be a scholar, STR would be laborer, etc. That implies a wizard has something extra. Perhaps all wizards are Eldritch scholars?

By definition, practically, a LVL 100 character is about 6 standard deviations from the norm. A LVL 50 is about 3 and continue halving these probabilities until you get to 0 sigmas (LVL25 is about 1.5 sigma).

There is only one sensible way to understand and design classes: as specialization of a particular ability score or set of abilities. For the latter, since any such "multiclassed" character must be come from simpler classes, we can focus on perfecting the most refined specialization for any given ability, and combine classes from there.

While races have differing innate abilities, anything beyond the ability becomes nebulous as to what powers within make the class itself. For racial specializations, we do not call "classes", which has its own grouping in which to establish an order to the anarchy of class design. For example racial specialization sets the difference between psionics and ehterial magic. They also metabolize things differently, changing the relationships to HP, MANA, XP, and action-slots or SPEED. The reason being this is because different races have a different set of ordinate vs. subordinate traits. These take the form of ability scores, of which there are eight possible known.

The essential idea behind all of the classes on these pages is to imagine a character completely specialized in only one stat. What would their skillset be, what would they be rewarded for? This was the only way to avoid confusion to create a base for classes to begin.

For non-elves/aryans/shou, the dominant abilities are INT, STR, , the subordinate traits are things like CHR, PTY/WIS, CON,

For aryans, dominant abilities are

For shou, the dominant abilities are DEX, PER,

Race: masculine/feminine words for same:

Strength/weakness:

Backstory dynamics:

Lore: origin of the race, aesthetics/aims, homelands, gods/goddesses

How evil dispositions change their appearances (bodily) or chaotic changes (wardrobe).

Ability score are artificially bounded into the range of 1-20 (sometimes 0 for stacked classes). This means, that in order to accommodate the natural range of ability, the implied ability curve within those values must be an exponential. The curve is made by the function f(stat)=(stat/10). This gives an exponential function despite no exponent, such that a 1 is 1/10 of the average, a 5 1/5 of average, a 10 equal to average, a 15 1.5x the average, and a 20 twice the power of the average.

class design and engineering[edit]

template:

Summary. One sentence?
Tier Path: Underling -> Hero -> Paragon -> Legendary-> Epic -> Deific

Ordinate/Subordinate abilities: DOM/SUB
Lore: how they began, modus operandi, relationship to the lands, ultimate aim.
Skills(4):

  • head: outer
  • heart: defense
  • hands: offense
  • health: inner

XP gained by: how the class uses it’s skillset to accumulate experience
Dice Mechanics: the special dice throws the class gets during encounters as correlated with the 4 skills.
Demi-God dice modifier: How the demi-god`s support shows up for this class (extra dice, typically).
PC-PC interactions and conflict: the way this class handles disagreements with other players in-game.
Alignment characteristics: evil and chaotic expressions
Manifest Behaviors from their Ideals: how their ideals show up in their outward behaviors, mostly to commoners and everyday situations.
MTG card: Which card is suited for them.

Players with XP much higher than their LEVELS gain weight. Players who absorb mana from many sources, get a variety of personality traits, generally not organized. Players with excess mana (from high-INT patrons, for example) tend to be flighty and/or extraverted.

Consdier XP gained by" having 4 possibilities. Leader can get through territory, XP sum from faels. HP from finishing tasks once started (confers +DAM?)... For the DM:

  • Special quality or ability: magic for example with the wizard.
  • Special equipment: a holy symbol for a cleric, for example (adding CHR).
  • Mana used to: How mana gets directed and used on each class.
  • A keen DM could test players by posing situations to them and see how each party reacts. Do they behave as their manifest behaviors for their class suggest or do they express a different class's behaviors? If the latter, suggest that they multiclass to the one they behaved as, naturally.


Each class has four primary skills that define the class:

  • head
  • heart
  • health/inner
  • hands
  • Dominant skill (the specialized, war-like skillset):
    • hands/yang (the defining characteristic for the class)
    • yin (the protective skill for the class, arcana for a wizard, shield for fighter, awareness of surroundings for rogue)
  • Subdominant skill (the normal, non-battle skillset)
    • inner/feminine skill
    • outer/masculine skill

For maximum speciaization, their main subordinate trait is ASM; i.e. there is no real other trait, since this score deals exclusively with the root of their life and body.

So, there's solid theory on how classes should be structured now, with Ultimate. Start with 8 base classes, corresponding to each ability score, and then specialize from there. This means that you start with the MOST generic type of class for each stat there is and then allow the PC to gain more sophisticated titles (like "prestige" titles) as they gain experience that warrants it. Movies for players to watch… For example, for STR, the most generic(?) class based on strength would be something like "laborer".

  • PER: scout, Arctic, Indiana Jones, Mrs. Perigrines School for Unusual Children, Vanilla Skye
  • PTY/WIS: acolyte, Superman, The Last Temptation of Christ, Kung Fu
  • INT: student, Lord of the Rings, Hackers, Sneakers
  • CHR: squire, Die Hard, those "feel good" movies.
  • STR: laborer, Fight Club, Highlander, Gladiator
  • DEX: rogue, Kung Fu, Karate Kid, Bruce Lee movies, The Incredibles,
  • CON: instigator, Troy, Ben Hur, Wall Street(name?),
  • ASM: dreamer, Sorcerer's Apprentice, Harry Potter and the Sorcerer's Stone,

One graduates out of these after completing their first level.

There is supposed to be one and only one most specialized class for any given stat. Anything beyond that should be some kind of quasi, multi-clsas. An elite fighter for example would need some DEX, INT, and STR. But a grunt laborer needs only STR, no INT, nothing. That's how to tell if you've found the true class for each stat.

For ASM stat, it might be better to combine the female and male classes into one class, called “sorcerer”), yet the herbalist deals with nature while the alchemist deals with the elements, so that’s a pretty clear and divine separation.

There are eight stats. Four for them are dominant, while the other are subordinate. This is the case for most every player and each side can define the player — whether good or bad. The only exception are those who have survived the Abyss and transcended the 12 madnesses. Only one individual is known: Drzz’t Dourden. Whatever the case, the dominant stat get fed with your food or whtever other(?) mana intake, while the remaining stats detract. This is, in effect, the collective unconscious, where the soul re-routes energy where it is used the best. Hence the significance of significant encouters, like battles whether over wits or strength and power.


male and female and fey[edit]

In order to make some of the male-centric class builds more accessible and fun for women players, each class in the old system has a yin or feminine component to it with its own name (and class mechanics?):

  • PER: Explorer/Dreamer
  • ASM: Alchemist/Herbalist
  • INT: Wizard/Witch
  • STR: Fighter/Neo-warrior (XP by avoiding not conflict, but deaths)

class architecting[edit]

class creation[edit]

Point-buying: you can add two stats, if you subtract three from elsewhere.

multiclassing[edit]

If people do multiclasses and NAME them, then those classes should have some epic combined ability. A Monk, for example, with a PTY-STR combo, could have “healing touch” whereby, at some level (since they leveled two different classes, effectively), they can simply touch the character and heal greater than the cleric alone.

Each class gets different class-specific dice that make their class unique. Multiclassed characters can only use one set of dice at a time, unless their schizophrenic (or, in theory, more than two heads — but there are drawbacks to that scenario), in which case they can roll two or more sets, it’s just that the results will be at mininum reduced and probably confused.

Some stats are pretty divergent, meaning that they don't get along with one another. You'll find it difficult to imagine what to name such a strange combination. (Humans:) If you try to multi-class a STR and INT character, you must sacrifice 1 or more points from either (or need to eat more?). Similarly with CON and CHR, DEX and WIS. Because they are divergent, you can trade points from these and give to the other of the group -- if they on either side of average. In fact, in theory, you can do this at any time (lose a round or a HP).

class mechanics[edit]

The power (effectiveness? personal power?) equation affects EVERY waking THING that you do, it’s just that battles tend to be the m ost intense encounters where the extra mechanics ar emost important. The only thing that changes are the dice and which ability score that is most pertinent. Hence, the importance of refining and perfecting this equation.

Power multiplier is the amount of power your dice are amplified relative to your dice. If you ability score is average you get no extra multiplier except the standard level. In normal cases, half of yoru ability score will exponentially increase your effectiveness and half (below average of 10.5) will exponentially decrease your effectiveness — this is the cost of being a specialist. You’ll see in the equation that ability score above the average have a base greater than 1, while those less than average have a base less than 1. As this is a multiplier it reduces your score.

(dice * ability^personal_signature(factor of LVLs)) + alignment_modifier_by_the_gods (factor of ideals/flaws, alignment, trust, PTY?).

NEW RULE: players must level up any multiclasses at the same rate. If they don't like the slow rate of leveling, then they shouldn't multi-class so much.

Power equation effecting all(?) use of stats.

  • Deattentuation = LVL/10 * [player] (*?) [goddess] ; [0,1]
  • SELF = (ability_score/10)multiclass
  • Attentuation = (ability_score/10)[god] ; [0,1]
  • multiclass enhancement = 1 (primary stat) + [stat_of_multiclass/20 + ... ]; note if you level up separately, you have to include the LVL% from your top class as a factor: LVL% * (stat_of_multiclass/20), etc.

Power = deattenuation * ( dice * SELF ) * attenuation

One can add any demi-god_modifiers (mostly male, but valkyries can also add here, listed on the demi-god modifier for each class) to this. The demi-goddesses give aid through defense generally, equiopment luck, food provision, and comes in through the godroll or the d60 landscape interactions.

XXX Demigod/dess modifiers in the power equation take the place of dice mechanics or visa versa; however, using alignment vectors properly gets rid of all of these fudge-mechanics and makes things exact.

In general, max_DAM = LVL * #muticlasses. Need to tweak things so this is the average case. The deattenuation operation will probably reduce it to this level (to some factor less than 1.0)XXX: must keep in mind factor may be negative.

What the equation reveals is the amount that receiving the favor of ALLTHATIS grants an individual -- an exponential benefit. NOTE: since XP of NPCs seems to go up exponentially, one might argue that the LVL modifier is redundant: you get way more points as you gain levels from NPCs. This is a crude way to do this, in my opinion, however. The better way to counter this linear modifier is that it takes exponentially more XP gained to gain a new level.

Put a number by each stat holding this power modifier that can be recalculated at each level change. Because the multiclass exponent depends on which classes-stats are of the same level of the primary ability (at the base).

Three digits of precision is enough for your exponent.

The power that exponent provides will tend to make people add XP to their classes in an equal fashion. In this way they don’t need to keep track of how their XP is allocated or what classes are gaining levels.

  • average_score_of_population = here is where the wizards can enhance the values of various classes in the lands.
  • basic_power_factor = relevant_level * (ability_score/average_score_of_population)^exponent
  • expanded_power_factor = relevant_level_vector x relevant_ability_scores_vec
  • Power tensor = alignnment_vector* power_factor

consdier the equation when there is one class far above all others.

XXXoutofdate: The equation is exponential so that having a 20 is 2x more powerful than having an average 10 score or 16x more powerful if you have 4 classes at the same level. This is the extreme case and caused by the fact that you have 4x more eXPerience.

Average_score_of_population is generally 10, but the GM could conceivably set this to slightly more (for example) to incentivize classes associated with the score. If the average score for STR, for example was 9 in the population, then your 11 is worth a lot more than if was 10.

So this leaves 2 methods to influence the realms: tweaking the trust value of the All-THAT-IS or the values of the average_score_of_population.


Since levels are starting at 1, the power modifier should have one equation up to level 10 and another one past 10, so that power isn’t twice just for gaining one level at level 1.

Each class has some skill. The power of these skills is modified linearly by LVL and exponentially by the ability stat score and geometrically modified by th, thus:

  • Personal Power = Alignment modifier * dice * (XXXrelavent_LVL*XXX((dominant_ability+subordinate_ability/20 Ability_stat/10)exponent ). This is in MANA, which means you have to divide this by 100 to get HP of damage. XXAlso, if you wan t the perfect equation you have to subtract 0.5 from the ability score.XXX This means that at LVL 100 (or 4xLVL25s), your power is 50x the power of LVL 2 and that if you have an average the ability score, you get no real multiplier. If you have the best score possible, you have up to 32x the power, the lowest score, as low. as 1/10000x the power. XXX(from note above:) You get the extra exponent (beyond 2) if you have a proper name for your multi class (which must combine as many stats). This multiclass modifier also requires your other classes to be at least half of your relevant level (related to the challenge). If you don’t want to deal with this multiplier for everything, set the exponent to 2 and forget about the refined formula (which you can wait for epic play). Number of miulticlasses (exponent) is a factor of how many class ability scores are up to the stat of your primary ability class for the task in quesiton OR if as an alternative, you can find the perfect name for the comination that you are using. The divide-by-2 in the exponent is a shortbut to average out player’s attentiveness. If they were perfectly intune there would be no divisor, whereas if theyir gameplay is full of frivolity this multiplier would be 0. Epic-level play should re-calculate this each time. XXXintegrate: cleric: Alignment_modifier(for the realm)*dice*(PTY/10))(1+multiclasses) HP per round , There are 4 variables to alignment corresponding to 4 axiis.
  • update: there’s no level modifier now with class dice (apart from alignment changes with the gods wrt to LVL) as the dice mechanics encode level modifiers.
  • UPDATE: the above exponent should be based on four fractions, with the primary ability normalized to 1/1 to be a quarter of the equation and the rest of the classes to be something less than this. This puts a quadclass player with only a small LVL on one of their classes to have an exponent of perhaps 3.0. The idea is that having more experience in a broader range gives subtle alignement with the rest of the universe, granting special DAM (or other gains). Single classes level faster, so the LVL factor in the equation has more gain. Where the balance is between singleclass gains and multiclass gains is left as an exercise to the reader.
  • Difficulty Challenges. (DC): these are a matter of the gods crossed with the user’s ability. Something 1-100. A user’s proficiency must be greater than the DC value — which means they’ve had at least that many successes in the skill.
  • A rough guide to the level of any NPC, given its XP, is to take the fourth root of the XP. OR vice versa, fi you’re making a class.

RANK = if giant or dragon: LVL, HEALTH = HP/100%_HP (unless you have a crit, then = 1. (i.e. ignore health) ideally this is ignore until the first crit fail. POWER = Mana Ability_modulator = (ability/10)^(multiclasses_at_same_LVL + 1)

Okay, I've finally found the perfect equation for all things related to the power of a class`s ability. Power = dice * LVL/(2*HI_LVL) * (ability/10)^#_of_classes). This gives exponential power as your ability is higher and properly penalizes you when you're below average. It also automatically assumes proficiency as you get more experience (LVL/2*HI_LVL).

LVL/*(HP/100%_HP)


Class-specific dice are most prone to hexes and other such magical effects, such that a dice may be removed from play or alterned during it.


Typecasting, if players are cast to their race they get the positive race modifiers (but not the negative).

Should each stat have a Nature vs. Civilization variant? Bard vs. Magistrate?..

Each of the eight stats is at the end of 4 different axiis within the individual. Insight comes to either side and placed on the top of their mind and is placed at the PER or the ASM side of the character. The ASM side gives intuition for dreamers. The PER side gives insight to Leaders.

N.B.: THINGS THAT DO NOT MAKE THEMSELVES:

  • The beauty of the world
  • The order of the body
  • The love in life
  • The future (that anybody would want).

CR or challenge ratings should simply be the total number of LEVELs added together. So that a part of 5 LVL20 players is a CR of 100. For Tiamat, consider a fake endgame with a CR of 150 (5headx30). The real endgame should have Tiamat at CR1000. Same with the giants, their combined CR, for a final, world-wide end-game whould be CR1000.


Backstory

CON. The higher the CON the more people respect you, so figure that you got much respect as you lived.

—— Killing other PCs:

PCs can be killed in certain circumstances:

  • A player has stolen the crown of a Leader
  • A Magistrate has determined a player guilty and a majority vote by the players has agreed (a leader battle may have to make a deciding vote if several parties are involved)
  • A Warrior who’s documented their creed or code of honor has witnessed another break that creed and the warrior has tagged the player
  • A Rogue or DEX based class sets a trap for a PC and they “fall” for it.
  • A dreamer imagines bad luck for another PC can affect other players
  • An alchemist sells a potion to another PC with a hidden message encoded in the ingredients that when decoded reveal what has happeend: they are now dead.
  • A Wizard’s goes to war with another spellcaster (hand
  • Cleric refuses to heal another PC.

—— ASM and PER are special bases for nearly every class but Elves and Aryans. In fact, these should probalby be considered secret arcana. Their traits are used on all classes, but have special meaning for Elves and Aryans. Special, here, means that you can not specialize on these abilities alone, you must have a second ability which complement it. So Multiclassing:

  • INT+ DEX = Magewright, Editor
  • asm + Dex = Acrobat, Alchemist
  • PER + PTY = Buddhist

——- When characters choose to use killing attacks on potential useful human characters (even if deemed a cultist or other non-desireable), the vector of the gods changes towards the individual. —— What's new in v6 classes:

  • There are now eight abilities. These come out of some epic understandings of human development.
  • Tiers are more comprehensive and changed to scale more realistically and start at underling. Further, class names change with level of tier. If you reach level 100, for example, you can be a diety.
  • There are now eight base classes -- one centered around and for each ability and the faery type which combines all of them without being able to be master of any. Instead, it masters love.
  • Multi-classing is well-defined. Characters generally start back at zero XP and lose their skills/spells until they regain to the same level, but they can also stack classes and keep track of the XP/LEVEL requirements for each class.
  • Players can be generalists or specialists, rolling multiple d6s or 1d20s in each case to build their character.

Each class is centered around a predominant ability. Each also has a tier path which shows their developmental stages: Ability Underling Strider Paragon Legendary Epic STR Youngling/Pixie Fighter Warrior/Neo-Warrior Prince/Princess Titan CON Instigator Negotiator Leader Ambassador Sage INT Apprentice Witch/Magician Witchelder/Wizard Mage AEthernaum DEX Rogue Trader Craftslan Master Artisan PTY/WIS Acolyte Healer Cleric Medicant or Lightworker Angel CHR Bard/Page Knight Noble/Duchess King/Duchess Emperor/Empress PER Scout Adventurer Ranger Explorer Geographer ASM Sprite/Mixer Treefriend/Zymurgist Herbalist/Alchemist Elder/Druid Gaia/Tywn Barbarian is simply the name of the fighter class during the First Age. Just as Druid was the First Age name of an Alchemist. Thief/Rogue, etc. STUB Draft under revision...

  • STR (F): :. XP taken can be by CON Battles
  • STR (M): levels by kills (XP = (HP taken)2 + |(mana remaining)-600)/10)|; +1DAM on next fight if last kill was oppositely aligned (-200 mana if they lose)
  • DEX: ; levels by selling EQ at higher prices; can get XP thru mana strikes
  • PTY/WIS: Acolyte -> Cleric -> Healer -> Lightworker -> Angel; levels by HP healed (XP = (HP healed) * 100); gets access to mana storage at temples
  • INT: ; levels by Effective Mana Used (1:1::Mana:XP); sees magical items
  • CHR:; levels by population under their reign; can confer titles to others
  • CON: ; levels by the value of territory they claim; +CHR when wearing signet ring
  • PER: ; levels by territory explored (/items discovered); "footfall skill"? & half-damage on territory previously traversed
  • ASM (F): (Elf M -- pronounced "twin"); levels by mana used to create life. (1:1::Mana:XP); ability to imbue saving-throws into jewelry
  • ASM (M):; levels by mana used that others accept (1:1::Mana:XP); gets potion magic
  • *** (all of the above): Faeries are both a race and a class; levels by preventing parties from killing. For this it has to learn how to master conflict and master them.

These base classes can be combined to create richer classes if you like, but these form a perfectly solid base. For example, a Cleric x Ranger = Monk. Now, with a solid set of base classes the possibilities are endless. The idea is to perfect the specialization in each ability, not make things more ambiguous and vague. That means real experience is gained differently for each class, because different kinds of experience will enhance different skills. INT + CON = Commodore https://pin.it/30XvV14, pCiT7lcKFZyK7WhM

rolling abilities

Specialist can roll d20s, while generalists can roll 5d4s. If one want to be super generalist, and go for a greater-than-4 multiclass, they can roll 10d2s — a true challenge.

Creationg your charcter addendum ——- DM notes:

  • Each class can elevate their primary ability score if they use their dice in the proper manner. This means colors and materials tuned to their function, sides properly tuned, and rolls of the dice done with regularity. So that an explorer which honors and interprets the rolls with sophistication gets up to +2 PER bonus, while a thief, who’s only taken dice gifted by their preferred partner and rolled and tabulated can get up to +2 DEX bonus. This reward is called “honoring the master within”.
  • Secretly, buried within these arcana for gaining ability scores, is hidden a path to becoming enlightened and reaching the godhead of this world.

AL notes:

  • The series of multipliers (stat1/10)*(stat2/10)... suggests that individuals should multiclass all stats above 10 (otherwise they shoudln't be integrated into the power equation) to get maximum advantage.
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