I'm getting ready to run a game for some of friends
on roll20. I know, I know. Still, it's free.
Because I never do things the easy way, I've made different classes along late-medieval themes and modified the d20 ruleset down to the barest bones possible. I doubt that will interest any randos that stumble across my blog, though.
Class Abilities
Anyway, here are the classes. They have strong, thematic capabilities. These assume you agree with the objectively correct, morally superior position of
death to ability scores. They also assume that you receive two feats at first level and rely on them for all of your player-driven character customization. So feats have to be pretty chunky, more like 5e feats than 4e or buy-in 3e. Lastly and perhaps most objectionably, they assume that you don't receive more hit points as you increase in level. If you want that so much, take a feat.
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A slow, dangerous melee class. |
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A defensive melee class. |
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A standard-fare ranged caster. I'll probably post their Dark Gift table later, after I de-plagiarize it. |
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"Let's not fight," you say as you discreetly reach for your sword. |
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"Ze healing is not as revarding as ze hurting." A non-clerical healing class. I know plague doctors are done to death. |
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Never stop firing. Also, never stop moving. |
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Sit in the back row and gank people. |
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A momentum-based class. |