Saturday 10 March 2012

Specialized character classes

Specialized character classes

As said previously, I don’t want this game in traditional AD&D, due mainly to surprisingly easy to access magic of that game system.  D20 Modern at least forces spellcasting into specialty prestige classes.  As I review those decisions, I am second guessing that work.  While level 1 spell casters should be banned outright, the PCs really don’t have any opportunity to leave the mansion and take prestige classes.  The whole point of the game is to leave the Mansion alive, so why would anyone come back with less than an army?

A much more limited use of Magic even yet is to remove the classes entirely, and instead use scrolls and wands.  Potions are already in use, although we could increase their frequency.

Assume that half of the PCs are Constables, and they are tromping around upstairs shooting precious bullets into the servants and cursing the agile Hydes who torment them.  What sort of spells could they use, and more importantly, would not break the balance of power too completely?
  1. Fireball – a common favorite that can decimate groups of enemies, or kill all of the PCs together.  Its greatest drawback is the amount of power per shot – why wouldn’t you turn this spell on the oak doors that block your progress?  This may be way too much, and I can’t imagine the evocation spell better suited to the task.
  2. Healing – the servants have a ton of hit points, and the Hydes are deliberately trying to whittle you down to make killing you easier.  What better way to frustrate them then by having magical healing make a comeback.  In AD&D, healing either comes from a god, is written into a divine scroll, made into a potion, or spontaneously cast by a bard.  Potions of healing would be the easiest to litter about.
  3. Buffs – In simplest terms, a buff represents a magical bonus to do something, whether that is a skill check, an attack roll, or dodging a blow.  Buffs are very easy to work into a Victorian setting littered with potions and drugs.  Moreover, I have no problem with the PCs trying to use their new buffed strength on a locked door – it’s an inch thick oak door with a complicated non standard lock – good freaking luck!
A pattern is starting to develop here.  The theme and setting is immediately compromised by having classes that can cast spells, and there is little rational for littering scrolls around as though dropped from the heavens.  Further, the evocation and conjuration schools of magic appear to be completely ill suited for the adventure.  But potion crafting can fly under the radar, and a PC class that is comfortable with potions and knowledgeable of their making can be a godsend in a mad house with so many complex potions littered about.  Also, I can leave notebooks of potion crafting about the guest quarters, or notes in the Master’s chambers, maybe even a few in the servants quarters if I’m crafty enough, which can lead PCs with limited potion crafting skills to more experience opportunities.  I can get away with this because one of the Master’s guests was an herbalist!  The setting holds, and the PCs have a valuable new source of power besides brute force.

This leads me to look for possible character classes and details that I can play with.
WOW D20 RPG – Potion Doc Prestige Class – needs work, including removing all of the Arcane magic
D20 Modern – Field Scientist Prestige Class – needs work, including removing all modern tech
D20 Modern – Field Medic Prestige Class – not expressly helpful for potions

Potions are a good choice, but the PCs need help identifying the potions (and the poisons) before simply ingesting them.  Class is an idea that is growing less and less effective in my mind, but it might be possible to put a Potion Scientist into the victims downstairs in the coffins. 

This puts a potion specialist into the mansion where the PCs can consult with him.  He will need some time to analyze the potions that the PCs bring him, and without combat skills, he will not leave any area that seems reasonably safe.  But he can analyze the potions for them, perhaps with 75% accuracy.  The rest is up to PCs, whether they want to trust his designations, or whether they disregard them and merely throw the potions away, is their choice.

To realize this, the character needs a name and some quick stats rolled up.  Skills will include Craft (Potion), Decipher Script, Knowledge (Life Sciences), Knowledge (Botany), Read/Write (English) (French), Research, Search, and Speak Lang (French).  These skill choices reflect an academic from the nineteenth century and the languages almost certainly needed to exchange ideas with fellow academics from the age.  I’m still 50/50 on spending additional skill points on Read/Write/Speak German as well.  I’ll include the character’s stats tomorrow, but he/she will almost certainly be a Smart/Field Scientist. 

Taking 20 requires taking 20 minutes of work without worrying about defending himself, which he will focus on deliberately due to his not being a warrior.  It is a trained skilled, which should keep most PCs from attempting this themselves.  The relevant skill is Knowledge (Botany), as he/she is trying to guess the potion’s composition.  Only then can the Potion Doc attempt a Knowledge (Life Sciences), which is a guess as to what the potion will do to a biology.  That’s another skill check, which the doctor is going to take another 20 performing because he doesn’t want to mess up.  All told, he will take his sweet time analyzing all potions for the PCs, but he should have a reliable chance to get the job done right, at least better than the PCs could do for themselves.  Since I don’t intend to allow the PCs to sit still for 20 minutes without monsters attacking them, there is almost no chance of any PC thinking he can guess the potion as reliably as the Doc.  Finally, there should be notes on potion crafting scattered throughout the Mansion, and if the PCs retrieve them and return them to the Doc, he should get a +2 bonus on his check, a bonus that brings the DC 30 potions into range with the Doc having only 8 skill points, the max available at 5th level!  All of this is starting to line up nicely.

More tomorrow.

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