Thursday, April 16, 2015

BiFrost: Modern Classes

Alright I've got a timeline and some organizations that I'm generally a fan of. This week WoTC had a cool article on Modern armor to go with the modern weapons rules in the DMG. It was pretty cool and reminded me about the Urban Arcana ModernD20 materials. I realize what I'm doing is fairly similar, except I'm more forcing D&D onto the world then having it integrate with folklore and such. I realize this had made my job really difficult because I'm trying to change the whole world instead of have it exist in a shadow world alongside it. Dresden files does a similar thing, creating its own courts and powers alongside the natural world and having most people be oblivious, rather than having everyone try to learn magic and protect themselves from vampires, necromancers, etc.

I think that is a good thing. It is setting up this setting in its own unique way; however it really isn't leaving enough room for adventure. I'm still not sure how much traditional adventure I want and I'm still looking at the Madadam series (pre-flood) to get a feel on using magic or tech heavy worlds for small stories. I feel like I also need to reread Transmetropolitan and Rat Queens, because that's honestly what I want it to be between.

Speaking of which, I had a bit of a mini-insight over the other night. I've been using the class names from the PHB the whole time, but if people just come out with these powers, without any labeling, there is no reason to call them these things. In fact, now, I'm thinking that the names for the sets of powers come from the people, and most likely the NDL (National Delver's League) to describe who is on their teams, etc.

I have planned on assuming everyone starts at Level 3, a pretty moderate power level for 5th, especially since I really want those who come out of the bifrosts to have a good chunk of new power on their hands.  So looking at what each class would have by level 3, I started coming up with some alternative names:

Barbarians get increased durability without armor and the ability to hit really hard. Basically they get really minor super strength and partial invulnerability. The rage likely turns on when they are stressed in combat and doesn't have any real mental negatives besides no spells, so I'm not worried about insane berserkers. Thus I'll call them Juggernauts.

Bards get some really cool spells at 3rd level, things like invisibility, suggestion, cure wounds, hold person. By then they also have some good inspiration abilities (that will probably work like a spell, like warmth or courage or some such feeling) and several skills with expertise. Given all this, they work well as a helper and a trickster. I think I'm going to stick with Performer for now.

Clerics differentiate pretty quickly with their domains. Some have great spells for support, others for blasting, and some for getting up in your face. Since the clerics take so many different forms, I'll call them Incarnates (which has nothing to do with how much I love the Incarnum system of 3.5...nothing at all).

Druids at level 3 are all about shape shifting and casting some kick ass elemental and nature-controlling spells. Druid is actually a pretty good name, as I'm pretty sure any nerds would immediately call them that (thanks to the visibility of WoW), but I'm going to assume the news and the NDL call them Naturalists. Which probably makes actually naturalists a little miffed.

Fighters are a little rough to give another name too. At level 3 they have some limited self-healing, fighting styles, extra actions, and either some magic, or some cool fighting skills. Considering their durability and flexibility I think we'd just call them Heroes. It's definitely classic and fighters totally have that traditional heroic feel.

Monks are by far the most useful non-spell casters because they don't need weapons to be good. All other non spellcaster will have to deal with subpar or improvised weapons in a public setting, but the monk can just walk around ready to fight, fall of buildings, jump great heights and maybe cast some sick spells. For this reason they'll just be known as Brawlers.

Paladins get some neat fighting and buffing spells, as well as smites, lay on hands, and a divine sense. Without context a paladin is a guy running around with a weapon charged with energy who heals people and chops others heads off. For know we're going to go with Knight,

Rangers are actually getting a bit of utility change from me pretty soon to improve the Favored Enemy and Natural Explorer traits. Until then they'd still be the masters of fighting with nature on their side. Ranger isn't that obscure of a word, but I imagine it'd be easier to just call them Hunters.

Rogues are going to be good at moving really fast, hiding, and getting out of dodge. They are the ultimate guerrilla fighters and have the skills and sneak attack to make it work. depending on their archetype they might have some sneaky spells to back it up, some assassination bonuses, or some acrobatic and dexterous skills. Because they stick to the shadows and work best when taking advantage, we'll call them Prowlers.

Sorcerers are getting a bunch of cool wizardy spells, but minus a lot of the utility. In exchange they et a lot more flexibility with their font of magic and metamagic. Considering the powerful spells and their opportunity to overpower them, as well as their origins manifestations looking pretty awesome, I'm going to call them Dynamos.

Warlocks are going to be called Witches. I think that is pretty easy, witch is a much more common term than warlock and warlock also has a bit of the picture of only the pactblade, where as tome and familiar fits witch better. Just call the pactblades something cool like a witchknight.

Wizards are going to be Mages. Despite Harry Potter, it is still a much more common term, plus I like the idea of using my own vocabulary for this world, it helps to set it apart in my mind from literal D&D. Besides I think it fits no matter what school they end up with, it also sets them up as a generic caster.

IN ALPHABETICAL ORDER!
Brawler     Hunter         Knight       Performer
Dynamo    Incarnate     Mage         Prowler
Hero          Juggernaut  Naturalist  Witch

We'll see if this makes a difference, but in my head it does.


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