Saturday, August 25, 2018

Archetypes Redux

I mentioned in the last post that I was going to look at archetypes as being less generic and more specific. My current thinking is that each archetype is set up with a unique progression of skills, talents, and abilities... and inspired by Sentinels of Echo City, I am thinking that player characters routinely bust out of the cap of 12 on attributes. The great wizard has superhuman intellect, the mighty barbarian has superhuman strength, and the stealthy elf archer has superhuman levels of agility and coordination. That fits the more medium/high fantasy tone I prefer.

The core rules are leaning towards a heavy LOTR influence (as is only right)... with that in mind, here is the working draft of the wood elf scout... by level six (the cap level for the game), this dude (or dudette) could be walking around with DEX 18 (+6 modifier), firing his/her bow 4 times per round, sprinting 70' per round, and taking a total modifier of +16 to Feats to notice stuff. Sounds like someone from that particular book/movie series whose name rhymes with LEGO Bus...


Wood Elf Scout
Gear
Light Armor
Heavy Weapons
Level 1
+1 DEX; +1 to sense Feats; +1 missile weapon attack per round; +10’ to move
Level 2
+2 to DEX; +2 to sense Feats;
+20’ to move
Level 3
+3 to DEX; +2 missile weapon attacks per round
Level 4
+4 to DEX; +3 to sense Feats;
+30 to move
Level 5
+5 to DEX; +4 to sense Feats;
+40’ to move
Level 6
+6 to DEX; +3 missile weapon attacks per round


No comments:

Post a Comment