Friday, June 3, 2016

Neoclassical Geek Revival: The Fool Class

Despite a detour to talk about specific monsters and creatures,  I will get back to discussing some of the changes to NGR in the current edition.  The biggest change is the Fool class.

Previously in NGR there were 5 classes:   Warrior, Wizard, Rogue Priest, and Bard.  One of the attributes for characters was the Luck stat, which determined how many luck points per level you received (equivalent to a character's hit die in D&D).   Changing character class really meant getting to level 10 to get 1 more "pie piece" to gain more class abilities.

One of the goals of NGR was to have no dump stats and no way to accidentally build a useless character.   That happened,  but it did become apparent that while there was no dump stat,  Luck had become the most important stat.   Having a high luck stat was better than having a high stat in any other attribute.   Having a low luck score was worse than having a low score in any other attribute.

So that had to change.

There were 5 classes, which mean random class generation was harder to do.  So that had to change.

What class are non-adventurers?

Multi-classing was a pain, while I am not a fan of it,  a way to do it may as well be enabled.

So this brought into the play the Fool class.   This represents people who are either inherently lucky or people who shouldn't be on an adventure in the first place who seem to have a special place in the hearts of the fates and/or trickster deities.

Mechanically it means that rather than being the product of an attribute score (like strength or health),   your luck die and luck score are products of your class.   The more class pie pieces you put into fool the higher your luck die (similar to a Hit Die).  With 6 classes you could now roll a d6 to build your character.  If you had a concept of a character who wasn't really an adventurer (like a halfling suddenly given a magic ring)  you could just set them to be a fool (potentially of a took).

It also allowed multi-classing.  If wanted to be more deeply trained in adventuring arts you could find a teacher and trade in a class piece in fool with a class piece in whatever class you want to be better at.  If you have no more fool pieces to give (assuming you don't want to use elite training as a trait)  then you are really too established to learn more.  At a certain point you can't teach an old dog new tricks.

Given the importance of class pie pieces (and the smaller number) this seems to have fixed Luck being the Super Stat.

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