07 April 2012

Rodiel: Continuation

Having a hard time figuring out where to take Rodiel, specifically what to do with the bard class. I have a feeling that it's going to be sticking point in my design.

Then again, there doesn't need to be a Will-oriented class, nor a specific singing styled class. Instead, I can dismantle what I have from bards, incorporate it into a different class, and then let Will be the generic "everybody should probably be good at this" sort of deal.

Alternately, I can move Will to Slayers (the red-handed berserkers sort of dudes), and then let the Toughness stat be the classless attribute, claiming that everybody should be as Tough as they can stand, since they're supposed to be heroes anyways. Which kind of makes sense.

And after all, bards can have any sort of fighting style. Sorry, but if you had your heart set on being a singing troubadour in the lands of Rodiel, you're either going to have to get lucky with the randomization or decide that your Sentinel has a taste for showtunes.

Other than that, though, the really hard part is deciding on basic game mechanics. I've got the ideas in my head, and I might end up ripping of D&D's mechanics and then making them my own sort of thing. The way I've got them working in the very vague prototype is a lot like Mazes and Minotaurs- you have four stats, and you roll under them every now and again when you have to. I'm trying to keep the system simple, because the best games are the ones that have a very tight focus and have rules that you can explain to somebody in ten minutes and then keep remembering them as you consume more and more alcohol or, for your abstainers, as the night grows longer and longer and everybody's about ready for bed.

Hopefully it pays off. Our hobby can never have enough system-light games about adventure!

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