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View Full Version : Step Two: The Archetypes WIP PEACH



Philemonite
2013-05-08, 02:00 PM
I started working on my system, based on D&D.
First step was changing ability score to elemental affinity.
Step two is defining archetypes, since every class is made by combining three archetypes: a weapon technique, magic and skills.

This is work in progress, right now I just need help with basics, individual abilities and fluff will come later

Technique Archetypes:

Archery-Bow Specialization
Everyone can pick up a bow and try to use it, but those who specialize in Archery can do some amazing thing with it. Masters of archery are usually lightly armored mobile units that specialize in attacking and crippling a single target.
-Elemental
-Cripple
-Reach

Snipe-Crossbow
Those who master the art of wielding a crossbow are awarded the title of a Sniper. Snipers are usually medium armored units. They lack the attack range of Archer, but they make up for it with highly accurate armor piercing attacks.
-Penetration
-
-

Thrower-Thrown weapons
Thrown weapons users might not have the range of a bow or accuracy of crossbow, but their agility and evasion make up for it. They usually wear light armor.
-Mental
-
-

Swashbuckler?-Dual wielding
This dual wielders specialize in performing multiple attacks that also cripple their enemies. They usually sacrifice armor for mobility.
-Cripple
-Multi-Strike
-

Warrior-Two-handed weapon specialization
Wearing heavy or medium armor and wielding huge, 2-handed weapons this Warriors specialize in slicing their enemies.
-Cleve?
-Offense
-Elemental?

Shieldbearer-Shield specialization
Masters of defense, Shieldbearers combine heavy armor with a shield. A Shieldbearer in the front line offers more defense then a brick wall.
-Lure
-Defense
-Offense

Philemonite
2013-05-08, 02:02 PM
Magic Archetypes:

Arcane-Rule magic used by scholars
Masters of the Arcane use rule magic for their own goals. By using correct words and symbols they alter reality to hurt and cripple their enemies.
-Pratum(Area attacks)
-Verberum(Single target attacks)
1(B)-Magic Missiles
Light Energy Damage
CD:2
2(A) Fire Bolt
Small Fire Damage
CD:2
3(A)
4(A)
5(E)
6(E)
7(E)
8(M)
9(M)
10(M)
-Efficientum(Status effects)

Primal-Ancient, nature magic
Masters of the Primal magic use ancient magic that is connected to nature. They are true jacks of magic, dabbling in everything without specializing.

Divine-Magic granted by a deity
Masters of the Divine magic channel the power of their deity. They use their magic to support their allies and punish their enemies.
-Recovery(Healing)
-Aid(Support)
-Retribution(Offense)

Psonic-Power gained through mental focus
Masters of the Psonic magic alter reality by using the power of their mind. They specialize in psyching out their enemies and providing moral boosts to their allies.

Etherial-Power gained from powerful beings
Masters of the Etherial magic make pacts with powerful beings. They specialize in summoning creatures to do their fighting and using indirect abilities.
-Conjure
-Summon
-Bind

Emotional-Power gained from emotions
Masters of the Emotional magic learn to focus their emotions to create the effect they desire. This range from Hate(offense), to Love(support) with many others between.
-Inspire(Buffs)
-Discourage(Debuffs)
-Discharge?(Offense)

Philemonite
2013-05-08, 02:03 PM
Skill Archetypes

Tricks
-Deception
-Acrobatics
-Stealth

Perform
-Vocal
-Instrumental
-Choreography

Focuses(monk)
-Ascetics
-Martial Arts
-Channel

Prayer
-Blessing
-Wrath
-Miracle

Knowledge
-Analyze
-Apply
-Tactics

Alchemy
-Extracts
-Herbs
-Bombs

More to come

Yitzi
2013-05-08, 02:58 PM
You should probably also have mount-based techniques (heavy cavalry such as European knights, light cavalry such as Mongols).

Philemonite
2013-05-08, 03:29 PM
You should probably also have mount-based techniques (heavy cavalry such as European knights, light cavalry such as Mongols).

Mount combat will be a speciality for some classes, but I don't think it should be one of the archetypes. Other techniques can be modified for mounted combat.
I am lacking in skills, I need to think some more.

Nightraiderx
2013-05-09, 08:11 AM
Skill Archetypes

Tricks(rough)


Songs(bard)
Buff and debuff

Focuses?(monk)


Alchemy?(item use)

More to come

I think you mean (rouge)
I would also split up "tricks" to something like this
Deception (skill)
Bluff, feints

Acrobatics (skill)
Dodging, better movement, escaping traps/binds

As for monk fighting styles:
Judo (skill)
special grappling/ tripping manuevers

Karate (skill)
called shot/accuracy manuevers

Kenpo (skill)
hard blocks/counter manuevers


Knowledge is a skill (wizard)
finding out weaknessess of monsters and what not

Hunting is like survival (ranger)
tracking down foes that try to elude you. survival uses for resources

Weapon Skills (fighter)
disarm, trip, sunder

Brute Tactics (barbarian)
bullrush, intimidate,

Honor (paladin)
diplomacy, encouragement skills,

Philemonite
2013-05-09, 08:34 AM
I think you mean (rouge)
I would also split up "tricks" to something like this
Deception (skill)
Bluff, feints

Acrobatics (skill)
Dodging, better movement, escaping traps/binds

As for monk fighting styles:
Judo (skill)
special grappling/ tripping manuevers

Karate (skill)
called shot/accuracy manuevers

Kenpo (skill)
hard blocks/counter manuevers


Knowledge is a skill (wizard)
finding out weaknessess of monsters and what not

Hunting is like survival (ranger)
tracking down foes that try to elude you. survival uses for resources

Weapon Skills (fighter)
disarm, trip, sunder

Brute Tactics (barbarian)
bullrush, intimidate,

Honor (paladin)
diplomacy, encouragement skills,

Archetypes will only be used for combat abilities.
Social and adventure abilities will be based on your class.
I want to make every class equally useful in combat and out of combat.
I'm trying to make it 6 archetypes for every group.
Splitting tricks into acrobatics and deception does sound good.
Judo/Karate/Kenpo can be part of your class focus, but still the same archetype.
Knowledge sound like a great idea.
I have to think about the rest of your ideas.

Thanks for your help, it is very appreciated.

disarm, trip, sunder, bullrush, intimidate.. This can all be part of techniques.

Nightraiderx
2013-05-09, 09:38 AM
Archetypes will only be used for combat abilities.
Social and adventure abilities will be based on your class.
I want to make every class equally useful in combat and out of combat.
I'm trying to make it 6 archetypes for every group.
Splitting tricks into acrobatics and deception does sound good.
Judo/Karate/Kenpo can be part of your class focus, but still the same archetype.
Knowledge sound like a great idea.
I have to think about the rest of your ideas.

Thanks for your help, it is very appreciated.

disarm, trip, sunder, bullrush, intimidate.. This can all be part of techniques.

I see, hm well

Ascetics (monk skill)
Ability to correct broken limbs and heal minor injuries,

Prayer (cleric-healer type skill)
Communing with the gods asking for a miracle from them.

Train (fighter/warrior)
Taking time to perform excercises that grant minor benefits for a limited amount of time.

Stealth (rogue)
Sneaking and moving silently,

Trapsense (ranger)
ability to find and disarm dangerous traps, knowledge of traps.

Guage (Fighter/warrior)
The ability of a warrior to plan out combat and ascertain the physical
strength's/ weaknessess of a person as well as their personal demeanor.



And you're welcome it's fun thinking up things.

Philemonite
2013-05-09, 10:02 AM
I see, hm well

Ascetics (monk skill)
Ability to correct broken limbs and heal minor injuries,

Prayer (cleric-healer type skill)
Communing with the gods asking for a miracle from them.

Train (fighter/warrior)
Taking time to perform excercises that grant minor benefits for a limited amount of time.

Stealth (rogue)
Sneaking and moving silently,

Trapsense (ranger)
ability to find and disarm dangerous traps, knowledge of traps.

Guage (Fighter/warrior)
The ability of a warrior to plan out combat and ascertain the physical
strength's/ weaknessess of a person as well as their personal demeanor.



And you're welcome it's fun thinking up things.

I always thought monk should be a passable healer, at least as good as bard.

Prayer is a great idea, that will round up the Paladin (Shieldbearer, Prayer, Divine magic, with some variations).

Guage seams interesting.

I think I will go back to tricks with Deception, Acrobatics and Stealth being the sub-skills.

I will do the same thing with Knowledge.

Songs should be a part of a larger skill set.

Nightraiderx
2013-05-09, 10:33 AM
I always thought monk should be a passable healer, at least as good as bard.

Prayer is a great idea, that will round up the Paladin (Shieldbearer, Prayer, Divine magic, with some variations).

Guage seams interesting.

I think I will go back to tricks with Deception, Acrobatics and Stealth being the sub-skills.

I will do the same thing with Knowledge.

Songs should be a part of a larger skill set.

Songs being a sub set of performance splitting performance into

Song (instruments, singing)
Dance (dance and movement)
Art (Poetry, Acting, Oratory)

Also thinking about it:

Survival main skill
Hunting subset one
favored enemy bonuses
Tracking subset two
being able to follow, trail and find an elusive target
Camp Out (a better word perhaps)
making fires, food, endure elements type stuff.

Philemonite
2013-05-09, 10:43 AM
Songs being a sub set of performance splitting performance into

Song (instruments, singing)
Dance (dance and movement)
Art (Poetry, Acting, Oratory)

Also thinking about it:

Survival main skill
Hunting subset one
favored enemy bonuses
Tracking subset two
being able to follow, trail and find an elusive target
Camp Out (a better word perhaps)
making fires, food, endure elements type stuff.

I will need to change art to something that is more suited for battle.

Favored enemy will be a feat (or what ever I end up using instead of feats), everything else can fit into adventure abilities.

I will split every combat archetype in 3.
Every class will be able to use all 3 from one archetype, 2 from another and only 1 from third.

Paladin can use all 3 Shieldbearer groups, 2 prayer groups and 1 divine magic group.

Nightraiderx
2013-05-09, 12:04 PM
I will need to change art to something that is more suited for battle.

Favored enemy will be a feat (or what ever I end up using instead of feats), everything else can fit into adventure abilities.

I will split every combat archetype in 3.
Every class will be able to use all 3 from one archetype, 2 from another and only 1 from third.

Paladin can use all 3 Shieldbearer groups, 2 prayer groups and 1 divine magic group.




Well poetry can give demoralizing effects (sad poetry is sad)
Oratory can be similar to a command spell
Acting is synergetic to bluff/disarm or an alter-self buff (I believe I can fly)

I think that's a cool idea to have them split up into 3 separate things, allows for some interesting combinations.

How will things like Hit Dice and Spells per day be decided?

Philemonite
2013-05-09, 12:14 PM
Well poetry can give demoralizing effects (sad poetry is sad)
Oratory can be similar to a command spell
Acting is synergetic to bluff/disarm or an alter-self buff (I believe I can fly)

I think that's a cool idea to have them split up into 3 separate things, allows for some interesting combinations.

How will things like Hit Dice and Spells per day be decided?

I don't want archetypes to have anything to do with social and adventure abilities.
Acting can be some kind of feat that adds bonus to both bluff(social ability) and perform(combat ability).

I will use something similar to 4e. HP is fixed for every class and you get a bonus based on your defense affinities.
No spells per day.
You will have basic abilities that are like at-will in 4e and higher level abilities that need to be charged by using basic abilities.
This way your higher level abilities are not limited to x per day, but you still have to use basic abilities.

Nightraiderx
2013-05-09, 01:38 PM
ah i see, so I guess reconfiguring Bardic performance to three things:
Verbal (singing, oratory, yelling,)
Influences and targets the mind (boosting allies or hindering enemies)

Musicial (instruments)
Making sonic type attacks, boosting the body (drum beats move people better)

Coregraphy (dancing and other wierd movements)
using coregraphy to increase the users combat/ movement capability

so something like that?

Philemonite
2013-05-09, 01:54 PM
ah i see, so I guess reconfiguring Bardic performance to three things:
Verbal (singing, oratory, yelling,)
Influences and targets the mind (boosting allies or hindering enemies)

Musicial (instruments)
Making sonic type attacks, boosting the body (drum beats move people better)

Coregraphy (dancing and other wierd movements)
using coregraphy to increase the users combat/ movement capability

so something like that?

That's what I was thinking. I will do that for every archetype.

What do you think of combat and magic archetypes?

Philemonite
2013-05-10, 10:35 AM
This sixth skill archetype is giving me so much trouble, and i still need one more focus, but I think I'm ready to start the next step.