this post was submitted on 13 Apr 2025
6 points (100.0% liked)

rpg

3647 readers
30 users here now

This community is for meaningful discussions of tabletop/pen & paper RPGs

Rules (wip):

founded 2 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
[–] MouseKeyboard@ttrpg.network 1 points 6 days ago (1 children)

What kind of world tech level and range of super weight are you looking at for this?

[–] ThisIsAManWhoKnowsHowToGling@lemmy.dbzer0.com 1 points 6 days ago* (last edited 6 days ago) (1 children)

Basically standard fantasy medieval but with iron age political turmoil. Every few decades some noble family gets annihilated by a dragon or giant, so there's always new abandoned dungeons and strongholds to be rediscovered.

I feel like I should have provided context in my original post, but I more wanted vibes. I'm making a rpg with 5 classes, and I am dead set on the only spellcasting class being the Wizard. So, the clericish class has to have some other role. Settled on something closer to a Bard as the main thing, where you can make an Inspiration pool of d6s that your party can scoop up dice from to add to their attack rolls and skill checks. Most of the obvious stuff that would normally belong to clerics, druids, warlocks, and paladins is all bolted to the sides and corners of the alignment chart. I'm looking for how to flesh out the meat of the class, the core stuff that everyone gets.

If you're curious, these are the 5 classes:

  • Fighter: A mix of Fighter, Barbarian, and historically accurate knight stuff
  • Apostle: Depending on your alignment and choices, either a Cleric, a Druid, a Paladin, a Warlock, or some mix of all four
  • Ranger: In addition to normal ranger stuff, this is also the Spy class.
  • Xia: Cultivation genre stuff like shattering bones with your guitar, riding your flying sentient sword, and summoning demonic spirits to fight your enemies. Also, punching real good.
  • Wizard: You have a big ass spellbook which you copy spell scrolls from, and if you do really well you can start forging magic artifacts in your wizard tower.
[–] MouseKeyboard@ttrpg.network 1 points 5 days ago (1 children)

And the super weight scale? Do characters start at iron weight and end at super/hyper weight, or is it different scaling?

[–] ThisIsAManWhoKnowsHowToGling@lemmy.dbzer0.com 1 points 5 days ago (1 children)

I think I will need to get a group together to play before I can answer that question well, but characters start at muggle weight right after character creation. They probably will move into iron weight pretty fast and stay there for a while.

[–] MouseKeyboard@ttrpg.network 2 points 4 days ago

That puts big fancy things like resurrection well out of reach then. Probably some basic martial abilities, with a bit of healing and buffing.