Post by The Overseer on Sept 5, 2020 16:04:00 GMT
TLC CLASS SYSTEM 2.0
Due to the recent class system shift to one that closer resembles an older way of doing things, a new guide is necessary to help people understand what kinds of things they might expect from the system as a whole, and to assist DMs by providing a framework to reference when writing up new classes in order to keep things consistent and balanced. So here it is!
THE BASIC RUNDOWN
When you choose a class, you have several options- You may provide your Overseer with nothing more than a name or vague concept, and allow them to come up with something for you based on that snippet alone. You may opt to work directly with your Overseer to share ideas for your class, talking them through the kind of things you're interested in as you continue to invest in it, and over all being pretty involved with how the class shapes itself. For those familiar with the system enough to get the go ahead, you may opt to write your *own* class, though keep in mind all write ups must be approved by your Overseer before they can become official, as the final say rests with them. So please check with your Overseer before writing anything relevant to your class.
Once you've decided what kind of class you want and how you'd like it's growth to be handled, it's time to think about the future of your class. Upon investing 10 levels you are presented with three specific options-
1) Simply move onto a new class. Branch out and expand your arsenal. There's nothing wrong with being a jack of all trades, and some classes may support each other well either by sharing associated stats or simply involving complimentary powers. Keep in mind that you do not have to wait until level 10 to invest points into more than one class (unless otherwise specified by your Overseer), and can select multiple classes from the get go so long as you have the points to invest. That said, spreading yourself too thin is unadvisable, and being level 2 in 5 separate classes that all run off of different associated stats may hinder you more than your arsenal of varied basic abilities can help you.
2) Choose the PARAGON route. If you enjoy your class and find that you aren't lacking in anything for your character's playstyle, you may want to continue investing in a class even after you've reached level 10. This is possible through the Paragon option, which allows you to raise the class to level 20, with the penalty of each level from 11 to 20 costing 2 class points instead of the standard 1. In exchange, Paragon levels offer you a far more potent arsenal of abilities related to your class, allowing you to really buckle down and focus on the tools you work best with. This option is ideal for people who enjoy focusing on one or two particular skillsets, and would like to advance them to their maximum potential. It takes 30 class points to fully max out a Paragon class, or in other terms, 30 level ups worth of investment.
3) Choose to DUAL CLASS. If you've enjoyed your class so far and would like to continue strengthening it, but feel like you'd enjoy a little extra flavor while you do so, then choosing to Dual class may be for you. This involves combining your level 10 class with another concept or pre-existing class, merging both powersets into something familiar enough to keep you comfortable, but just foreign enough to satisfy the urge for something new. To achieve this, you will first sacrifice all 10 levels of the base class, losing all abilities and stats associated with it thus far in exchange for gaining access to your chosen Dual class. Dual classes can reach up to lvl 15, but unlike Paragon classes, levels 11+ do not cost an extra class point. Over all this means that while a maxed out Paragon class costs 30 points, a maxed out Dual class costs 25, and whether or not the difference in over all cost is a factor in the choice made is up to each individual player.
THE CLASS TIERS THEMSELVES
Regardless of what option you're picking, most (See: The multiverse cares not for your rules) classes will follow the same basic structure as you level up. Below is a rough guide for how you can expect to see them grow, though this also serves as a set of loose guidelines for DMs to use.
-->Tier 1<--
-Bread and butter ability. This is the bare bones of what your class actually needs to be able to function, and describes what power your class gives you to work with outside of specific abilities gained as you continue to invest.
-Passive stat booster. This is the ability that grants you an increase in your class's associated stats. Gain X to the associated stat where X is the number of levels you have in the class.
-->Tier 2<--
-Utility ability. This is an ability that, while it may not always be flashy or applicable in combat, allows you to do a handy trick directly related to your class. How useful it is depends mostly on the user's application and creativity.
-Limited use attack. An attack that, while more powerful than those performed with bread and butter abilities, has a limited number of uses within certain timeframes. Using it more than once requires a performance check.
-->Tier 3<--
-Defensive ability OR an ability that makes sense for this class to pick up early on, to be decided on a case by case basis.
-Passive ability. An ability that doesn't require activation, and is simply an overall addition to your senses or over all powerset.
-->Tier 4<--
-Bread and butter boost. A slight improvement to your bread and butter skills. Perhaps you spend less energy now? Or maybe summoning certain items no longer costs a main action and can now be done with a simple?
-New utility skill.
-->Tier 5<--
-Unique ability. This is where your class begins to shine, as you gain an ability that gives spectators a taste of what you're truly capable of.
-Passive stat booster upgrade. You receive a secondary stat boost, gaining X to the given stat where X is the number of levels invested in this class divided by 2.
-->Tier 6<--
-Boost to a pre existing utility ability, or addition of a new one.
-->Tier 7<--
-Boost to a pre existing defensive ability, or addition of a new one.
-->Tier 8<--
-Boost to a pre existing passive ability, or addition of a new one.
-->Tier 9<--
-Powerful attack ability. As flashy and impressive as can be appropriately achieved at this level of investment. If the class is incapable of such feats or if it simply doesn't suit the theme to develop a large attack, then something equally as flashy or impressive is needed. Really emphasize why this class should be taken seriously.
-->Tier 10<--
-Unique ability upgrade. Take that special skill and give it a good polish and a nice buff. We're big kids now.
-Passive stat booster upgrade. You receive a tertiary stat boost, gaining X where X is the number of levels invested in this class dividedd by 4.
-->Tier 11<--
-Bread and butter boost. This is where you can begin to bend (but not break!) the established rules surrounding your bread and butter abilities.
-->Tier 12<--
-New limited use attack.
-->Tier 13<--
-Limited use attack upgrade, preferably for one the class is known to rely upon or favor.
-->Tier 14<--
-Powerful ability boost. A souped up version of the level 9 skill.
-->Tier 15<--
-True unique ability. Take the concept of a unique and dial it up to 11. A real spectacle of an ability, most likely an attack or transform of some kind.
-Class mastery. Once per day, activate this ability as a simple action. All of your class-related rolls for this turn receive a 1.5x multiplier to its number of successes.
-->Tier 16<--
-Freeform. Use this slot to create an ability based on the class's overall theme and symbolism. Make it something real weird if you have to. Whether it's passive, defensive or an attack is entirely up to the DM writing it. If applicable, this can instead be a boost to a pre-existing ability.
-->Tier 17<--
-New limited use attack.
-->Tier 18<--
-Bread and butter boost. Now we're *really* bending the rules, possibly even pushing the boundaries in a specific direction based on the class's overall theme.
-->Tier 19<--
-Unique boost. The maxed out version of your level 5 unique skill. I hope they're wearing the brown pants...
-->Tier 20<--
-True unique boost. The maxed out version of your level 15 true unique. This is where the lines between rule bending and breaking begin to fade, and spectators may begin to wonder when you're gonna get that inevitable nerf.
-True class mastery. Once per day, activate this ability as a simple action. All of your class-related rolls for this turn receive a 2x multiplier to its number of successes.
PLEASE NOTE: While this guide is provided in order to cover most classes and keep them balanced, there may be some classes that either partially or completely break the mould due to the sheer nature of their skillset. In such cases, please don't be alarmed if you see something that doesn't exactly match up with the list above. It's a weird and wild multiverse out there, anything is possible.
MA! MY FUCKIN' SHOES DON'T FIT NO MORE!
If you find yourself growing distant from or failing to click with the class you're currently using, don't fret! Your class points are not lost to the void forever. For the cost of 1000 pages per class point, you may reinvest them elsewhere, completely turning your skillset on it's head if you so choose. We simply ask that if you do decide to do this, discuss it with your DM ahead of time as they will need to prepare for your new class, and the workload entailed in writing it up from scratch. That isn't to say it's rude to change- just that it's polite to give a heads up and have a little patience.
This also means that if you dual class and end up oopsie daisy combining two powersets that do NOT agree with each other very well, you can undo your mistake and think things through again so long as you can afford it in cold hard cash. I wonder how much a used pokeball goes for these days...
Due to the recent class system shift to one that closer resembles an older way of doing things, a new guide is necessary to help people understand what kinds of things they might expect from the system as a whole, and to assist DMs by providing a framework to reference when writing up new classes in order to keep things consistent and balanced. So here it is!
THE BASIC RUNDOWN
When you choose a class, you have several options- You may provide your Overseer with nothing more than a name or vague concept, and allow them to come up with something for you based on that snippet alone. You may opt to work directly with your Overseer to share ideas for your class, talking them through the kind of things you're interested in as you continue to invest in it, and over all being pretty involved with how the class shapes itself. For those familiar with the system enough to get the go ahead, you may opt to write your *own* class, though keep in mind all write ups must be approved by your Overseer before they can become official, as the final say rests with them. So please check with your Overseer before writing anything relevant to your class.
Once you've decided what kind of class you want and how you'd like it's growth to be handled, it's time to think about the future of your class. Upon investing 10 levels you are presented with three specific options-
1) Simply move onto a new class. Branch out and expand your arsenal. There's nothing wrong with being a jack of all trades, and some classes may support each other well either by sharing associated stats or simply involving complimentary powers. Keep in mind that you do not have to wait until level 10 to invest points into more than one class (unless otherwise specified by your Overseer), and can select multiple classes from the get go so long as you have the points to invest. That said, spreading yourself too thin is unadvisable, and being level 2 in 5 separate classes that all run off of different associated stats may hinder you more than your arsenal of varied basic abilities can help you.
2) Choose the PARAGON route. If you enjoy your class and find that you aren't lacking in anything for your character's playstyle, you may want to continue investing in a class even after you've reached level 10. This is possible through the Paragon option, which allows you to raise the class to level 20, with the penalty of each level from 11 to 20 costing 2 class points instead of the standard 1. In exchange, Paragon levels offer you a far more potent arsenal of abilities related to your class, allowing you to really buckle down and focus on the tools you work best with. This option is ideal for people who enjoy focusing on one or two particular skillsets, and would like to advance them to their maximum potential. It takes 30 class points to fully max out a Paragon class, or in other terms, 30 level ups worth of investment.
3) Choose to DUAL CLASS. If you've enjoyed your class so far and would like to continue strengthening it, but feel like you'd enjoy a little extra flavor while you do so, then choosing to Dual class may be for you. This involves combining your level 10 class with another concept or pre-existing class, merging both powersets into something familiar enough to keep you comfortable, but just foreign enough to satisfy the urge for something new. To achieve this, you will first sacrifice all 10 levels of the base class, losing all abilities and stats associated with it thus far in exchange for gaining access to your chosen Dual class. Dual classes can reach up to lvl 15, but unlike Paragon classes, levels 11+ do not cost an extra class point. Over all this means that while a maxed out Paragon class costs 30 points, a maxed out Dual class costs 25, and whether or not the difference in over all cost is a factor in the choice made is up to each individual player.
THE CLASS TIERS THEMSELVES
Regardless of what option you're picking, most (See: The multiverse cares not for your rules) classes will follow the same basic structure as you level up. Below is a rough guide for how you can expect to see them grow, though this also serves as a set of loose guidelines for DMs to use.
-->Tier 1<--
-Bread and butter ability. This is the bare bones of what your class actually needs to be able to function, and describes what power your class gives you to work with outside of specific abilities gained as you continue to invest.
-Passive stat booster. This is the ability that grants you an increase in your class's associated stats. Gain X to the associated stat where X is the number of levels you have in the class.
-->Tier 2<--
-Utility ability. This is an ability that, while it may not always be flashy or applicable in combat, allows you to do a handy trick directly related to your class. How useful it is depends mostly on the user's application and creativity.
-Limited use attack. An attack that, while more powerful than those performed with bread and butter abilities, has a limited number of uses within certain timeframes. Using it more than once requires a performance check.
-->Tier 3<--
-Defensive ability OR an ability that makes sense for this class to pick up early on, to be decided on a case by case basis.
-Passive ability. An ability that doesn't require activation, and is simply an overall addition to your senses or over all powerset.
-->Tier 4<--
-Bread and butter boost. A slight improvement to your bread and butter skills. Perhaps you spend less energy now? Or maybe summoning certain items no longer costs a main action and can now be done with a simple?
-New utility skill.
-->Tier 5<--
-Unique ability. This is where your class begins to shine, as you gain an ability that gives spectators a taste of what you're truly capable of.
-Passive stat booster upgrade. You receive a secondary stat boost, gaining X to the given stat where X is the number of levels invested in this class divided by 2.
-->Tier 6<--
-Boost to a pre existing utility ability, or addition of a new one.
-->Tier 7<--
-Boost to a pre existing defensive ability, or addition of a new one.
-->Tier 8<--
-Boost to a pre existing passive ability, or addition of a new one.
-->Tier 9<--
-Powerful attack ability. As flashy and impressive as can be appropriately achieved at this level of investment. If the class is incapable of such feats or if it simply doesn't suit the theme to develop a large attack, then something equally as flashy or impressive is needed. Really emphasize why this class should be taken seriously.
-->Tier 10<--
-Unique ability upgrade. Take that special skill and give it a good polish and a nice buff. We're big kids now.
-Passive stat booster upgrade. You receive a tertiary stat boost, gaining X where X is the number of levels invested in this class dividedd by 4.
-->Tier 11<--
-Bread and butter boost. This is where you can begin to bend (but not break!) the established rules surrounding your bread and butter abilities.
-->Tier 12<--
-New limited use attack.
-->Tier 13<--
-Limited use attack upgrade, preferably for one the class is known to rely upon or favor.
-->Tier 14<--
-Powerful ability boost. A souped up version of the level 9 skill.
-->Tier 15<--
-True unique ability. Take the concept of a unique and dial it up to 11. A real spectacle of an ability, most likely an attack or transform of some kind.
-Class mastery. Once per day, activate this ability as a simple action. All of your class-related rolls for this turn receive a 1.5x multiplier to its number of successes.
-->Tier 16<--
-Freeform. Use this slot to create an ability based on the class's overall theme and symbolism. Make it something real weird if you have to. Whether it's passive, defensive or an attack is entirely up to the DM writing it. If applicable, this can instead be a boost to a pre-existing ability.
-->Tier 17<--
-New limited use attack.
-->Tier 18<--
-Bread and butter boost. Now we're *really* bending the rules, possibly even pushing the boundaries in a specific direction based on the class's overall theme.
-->Tier 19<--
-Unique boost. The maxed out version of your level 5 unique skill. I hope they're wearing the brown pants...
-->Tier 20<--
-True unique boost. The maxed out version of your level 15 true unique. This is where the lines between rule bending and breaking begin to fade, and spectators may begin to wonder when you're gonna get that inevitable nerf.
-True class mastery. Once per day, activate this ability as a simple action. All of your class-related rolls for this turn receive a 2x multiplier to its number of successes.
PLEASE NOTE: While this guide is provided in order to cover most classes and keep them balanced, there may be some classes that either partially or completely break the mould due to the sheer nature of their skillset. In such cases, please don't be alarmed if you see something that doesn't exactly match up with the list above. It's a weird and wild multiverse out there, anything is possible.
MA! MY FUCKIN' SHOES DON'T FIT NO MORE!
If you find yourself growing distant from or failing to click with the class you're currently using, don't fret! Your class points are not lost to the void forever. For the cost of 1000 pages per class point, you may reinvest them elsewhere, completely turning your skillset on it's head if you so choose. We simply ask that if you do decide to do this, discuss it with your DM ahead of time as they will need to prepare for your new class, and the workload entailed in writing it up from scratch. That isn't to say it's rude to change- just that it's polite to give a heads up and have a little patience.
This also means that if you dual class and end up oopsie daisy combining two powersets that do NOT agree with each other very well, you can undo your mistake and think things through again so long as you can afford it in cold hard cash. I wonder how much a used pokeball goes for these days...