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Riftwolf
2021-01-19, 04:00 PM
My friend set me an art challenge to do some jrpg artwork, and dork that I am I ended up hashing out an entire class system XD
What I've got so far is: every character starts out as basic, but then branches into specialisations (kinda like FF5?). So from the starting point of Everyman class, you can specialise into Fighter, Mage or Rogue. Each has three skills:
Fighter (Armor/Damage/Speed)
Mage (Damage/Healing/Utility)
Rogue (Damage/Speed/Utility)
For those three classes, the skills are balanced, however you can specialise even further into Colour Mage, Berserker, Assassin etc. by choosing two skills or the same skill twice (I won't go through the lot as its currently 18 classes, but Berserker and Assassin would be respectively a Fighter and Rogue who specialised in Damage twice)
So every character would have a basic starter design, then their costume branches off based on specialisation. (this is the art challenge bit)
I chose Fighter, Mage and Rogue as basic classes, but wanted to make a Charisma based tree as well. I'm having trouble thinking of an entry-level Charisma class though, and what the three skills could be (I don't want d&d classes like Sorcerer/Bard as they're encroaching on Mage classes, but something like Diplomat or Artist would fit).

Any thoughts? And yes, I'm aware I'm making a simple request unnecessarily complicated.

Demidos
2021-01-19, 04:46 PM
Creator? Influencer? Beguiler? Speaker? Leader? Silver Tongue? Performer? Actor?

Any of those help? P.S. This project sounds really cool, you should post the art!

My Initial instinct is Beguiler is the best fit for your question (Utility, Motivation, Creation).
Artist (Creation/Creation)
Leader (Motivation/Motivation)
Performer (Creation/Motivation)
Infiltrator (Utility/Utility)
Aristocrat (Utility/Motivation)
Alchemist (Utility/Creation)

Where Motivation motivates others (not to be confused with influencing or interacting with others, which all of these classes do), and creation allows for creation of physical objects that are non magical at high speed (e.g. manufacturing lockpicks on the fly etc)

noob
2021-01-19, 05:48 PM
I instantly imagined D20 modern and their 1 base class per characteristic design.

aimlessPolymath
2021-01-19, 06:35 PM
I chose Fighter, Mage and Rogue as basic classes, but wanted to make a Charisma based tree as well. I'm having trouble thinking of an entry-level Charisma class though, and what the three skills could be (I don't want d&d classes like Sorcerer/Bard as they're encroaching on Mage classes, but something like Diplomat or Artist would fit).

Hmm...

Fighter (Armor/Damage/Speed)
Mage (Damage/Healing/Utility)
Rogue (Damage/Speed/Utility)

Assuming that the class doesn't act on a completely different axis to the others, it looks like it would be a Speed/Utility/(Armor or Healing) class for symmetry with the others; likely Healing for support.

Performer might make sense- more vocal/instrument based characters would fit under Utility/Healing, and a more physical/dance based character would fit Speed, too.

Note that either of the following situations are awkward:
-One character has a role (talk through social situations) where the other characters don't have much ability to contribute, without an equivalent place where the others (Rogue in heists, Mage in ritual stuff, Fighter in ????) can equally shine.
-During combat, 3/4 of the characters are making difficult decisions each round, while the fourth is mostly passive.

I'm somewhat wondering why you want a Charisma class- is it that you want there to be a 'support' option, and Charisma fits, or do you want Charisma specifically?

Riftwolf
2021-01-20, 06:12 AM
Utility for Rogues would be lockpicking, trapmaking, disarming traps, things like that. The Utility classes are Trapper (Damage/Utility), Spy (Speed/Utility) and Savant (Utility+). Utility for mages would be buff/debuffs, so Grey Mage (Utility+) would be similar to a Bard.
I guess I wanted less combat oriented classes so not all the classes are based round punching things harder. Performer could be an interesting start point. I'll see what I come up with.
I'm not sure if I'll expand the class system further than visual concepts, but in FF5 you could mix/match different abilities once you'd trained in a class.
I could post up what I've muddled out so far if people are interested? I didn't want to start out with a wall of text.


Creator? Influencer? Beguiler? Speaker? Leader? Silver Tongue? Performer? Actor?

Any of those help? P.S. This project sounds really cool, you should post the art!

The art will be a while coming, but once I've got the basics done I'll see if my friends OK with me sharing to the public.

anthon
2021-01-20, 06:55 PM
Creator? Influencer? Beguiler? Speaker? Leader? Silver Tongue? Performer? Actor?

Any of those help? P.S. This project sounds really cool, you should post the art!

My Initial instinct is Beguiler is the best fit for your question (Utility, Motivation, Creation).
Artist (Creation/Creation)
Leader (Motivation/Motivation)
Performer (Creation/Motivation)
Infiltrator (Utility/Utility)
Aristocrat (Utility/Motivation)
Alchemist (Utility/Creation)

Where Motivation motivates others (not to be confused with influencing or interacting with others, which all of these classes do), and creation allows for creation of physical objects that are non magical at high speed (e.g. manufacturing lockpicks on the fly etc)



Visionary - uses charisma as a leadership role, tactical or architectural components, stratagem; intelligence secondary stat
Zealot - uses charisma as a variant set of paladin abilities to do things like resist death, enhance strength, bestow immunity to charm or fear, and overcome exhaustion

wasnt there a 4e class that had a lot of tactics bonuses?

Breccia
2021-01-21, 11:52 AM
wasnt there a 4e class that had a lot of tactics bonuses?

Warlord. They were actually pretty effective.

Riftwolf
2021-01-22, 10:53 AM
What I've got so far (bear in mind I was thinking of visuals over game mechanics). Green is for comments to self.

Everyman class- starting point for characters. Basic clothing, simple weapons (club, staff). Nodes (Place to spend class points) - Strength, Magic, Dexterity

Fighter class- Strength speciality. Medium armour, all weapons except magic staves. Nodes- Damage, Armour, Speed
Fighter Specialisations

Swashbuckler- Damage/Speed speciality. Light armour, one handed edged weapons.

Man-at-Arms- Damage/Armour speciality. No new equipment requirements.

Skirmisher- Speed/Armour speciality. Light armour, one handed weapons.

Defender- Armour+ speciality. Heavy Armour, 1h weapons and Shields

Berserker- Damage+ speciality. Light armour, 2h weapons

Boxer- Speed speciality. No armour, gauntlets/knuckles.


Mage- Magic speciality. Hooded Robe, Magic Staves. Nodes- Damage, Healing, Utility.
Mage Specialisations

Red Mage- Damage/Healing speciality. Red hat and robes, no new weapons.

Green Mage (Druid)- Healing/Utility speciality. Green hood and robes, wreath, no new weapons.

Blue Mage (Mimic)- Utility/Damage. Blue pointy hat, robes, simple weapons

Black Mage- Damage+ speciality. Pointy hat, Black Robes, no new weapons

White Mage- Healing+ speciality. White hood and robes, no weapons but healing staves.

Grey Mage (Buffer/Debuffer. Bard? Witch?) - Utility+ Specialisation. Equipment pending.


Rogue- Dexterity speciality. Light armour, one handed weapons, toolkits (accessory slot?) . Nodes- Damage, Speed, Skill
Rogue specialisations

Marksman- Damage/Speed speciality. Light armour, bow, gun (certain characters gain access to cowboy hats and coats)

Trapper- Damage/Skill speciality. Light armour, knives, bow (Again, certain characters will gain access to special Davy Crockett hats)

Spy- Skill/Speed speciality. No new equipment (but characters gain the Masquerade Mask).

Assassin- Damage+ speciality. No armour, all one handed weapons. (Also swishy cloaks)

Savant- Skill+ speciality. Goggles, Weldinh Gloves, Utility Belt, Blacksmiths apron.

Acrobat- Speed+ speciality. Acrobats leotard and leggings, one handed weapons.


And,following Demidos suggestion, I'm adding craft classes coz I love crafting skills...

Craftsman- No new armour or weapons. Basic craftsman can make basic clothing, smelt ore, skin, tan, cook, mend. Nodes- Chemistry, Construction, Imbuement.
Craftsman specialities

Smith- Construction/Chemistry speciality. Makes most weapons, armours, tools etc.

Alchemist- Chemistry/Imbuement speciality. Mixing potions with magical effects rather than straight up Science.

Golemwright- Construction/Imbuement speciality. Creating constructs, automata and machines that use magic where mechanics fail.

Engineer- Construction+ speciality. Create advanced weapons and armour, machinery and vehicles.

Chemist- Chemistry+ speciality. Distill and refine non-magical ingredients to create items or for use by other craftsmen.

Sorcerer (?) - Imbuement+ class. Create magic items or conjure ingredients for other craftsman.


If I could think of a third class type, I'd probably say Craftsman and Performer were secondary classes on a different axis to Fighter, Rogue and Mage (because, as much as I'd love a system that caters for purely non-combative roles, I understand conflict drives drama). I started thinking about how the classes would be levelled and how multiclassing would work, but my eyes are aching from all this screen time so it'll have to wait.