Let me expound on the title. I think the best class progressions let you ignore or even better, break a rule. An example:
"A fighter's favorite weapon uses up no slots while in his possession."
This of course requires you know how the equipment/encumbrance rules work in your system or heartbreaker of choice. But it's less to remember because your class ability is the exception to the rule. The best ones should let you outright break a rule. Consider a rule like "No one can read magic innately." Then you go roll up a wizard and lo and behold
"A wizard can read magic innately."
Immediately very cool and I think, counterintuitively, good rules design. The subject of memory has been brought up before. Everyone shares the rules knowledge "no one can read magic" (Automatic rule) except the wizard who will remember because it makes them feel very cool (good use of Extemporaneous rules).
This should exist in opposition to restrictive rules such as poorly thought-out weapon proficiencies of recent editions. "Only fighters* can use martial weapons." Absolute hogwash of the murkiest order. A wizard carries a sword because it's faster to kill knaves that way then they're choking out chthonic incantations and besides it looks both rad and badass.
I think D&D and the OSR could do a lot more with this so here's some more examples off the dome.
Everyone begins play with 1 MD naturally and can hold 1 spell in their head in the Vancian way, after having read a scroll or spell book, with great straining. But a wizard can hold 5 this way before their brain explodes.
Everyone can pick 2 weapons they're deadly with at character creation. A fighter may pick 4 and if it's their favorite, it costs no slots to carry.
Coins are always 300 to a slot. Thieves however can sneak in an extra 100 per slot if they tell no one.
Druids (a made-up class) cannot use metal armor or weapons. However, a druid's wooden weapon, if it has never known a thinking creatures' touch, is harder than steel in their hands.
I think the common interpretation of Thief Skills from early versions of the game are a good guideline. Anyone may attempt to move quietly, but only a thief may attempt to do so silently. Similarly, anyone can attempt climb a wall but alas the sheer surfaces are reserved for the sticky-footed rogue.
Now an obvious counter to this claim is to look at the 5e ranger who simply gets to succeed in their chosen element. One might argue that here we see the Ranger gets to ignore the rules so this should not be lauded hmmm? Cockamamie gibberish of the purest distillation. Here the Ranger nullifies the rule it breaks. It would be the same as saying "All of a fighter's weapons cost no slots while they carry them."
Note that this is the same hogwash we defenestrated earlier but in reverse. "Only rangers can travel without being lost" is the same as "only fighters can use martial weapons." The solution is to fix the rules that they're allowed to break which stink in the first place. Observe:
When a group becomes lost, you may attempt to reorient yourself by seeking a landmark, observing the direction of the sun or following water, all taking 1 watch. A ranger however may do so in a ten-minute turn provided he can see the stars, a body of water or observe wild animals, though he cannot use the same stars, water or animals twice in one day.
You must sleep 8 interrupted hours each night to regain HP. A ranger may regain HP irrespective of how much he is harried as long as he sleeps at least 4 hours.
When observing tracks anyone can roughly determine two of the following: origin, direction, rough party size (more than one, more than ten etc.) or answer a specific question like "do they have prisoners?" A ranger can accurately determine two or roughly determine three.
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An idea: Maximalizing play procedures for classes inverse to their proficiencies. A fighter has to remember very few rules when fighting whereas a wizard must jump through many hoops, or rather everyone has the same baseline for combat except fighters who need not consider much at all.
For example: an imaginary ruleset where one must consider initiative, weapon strike accuracy, weapon deadliness and combat fatigue
"When combat begins, determine initiative by [favored method] or else foes act before you. To strike a foe you must roll below their AC but above their HD. Unless the foe is bloodied or you have [advantageous fictional positioning] your attacks are dangerous [1 Wound], not deadly [Instant Death], unless you've mastered the weapon. At the end of each round you have Wounds, roll above Wounds or become Fatigued which gives [Relevant Combat Maluses]. Unless you are a Fighter..."
"...As a Fighter, you always go first. To strike a foe roll below their AC. Unless a foe is supernatural, all your strikes are deadly and will kill in one hit. You ignore Combat Fatigue."
Perhaps rather than all at once, your system of choice uses templates/classes and each template/level lets you ignore an additional rule in your favor. I am reminded of the (still in progress) Seven Part Pact by Jay Dragon where each wizard rules their own domain, being experts in it. Rather than protecting class identify, this design reinforces it. This does have the potential issue of disempowering a player because they never learn certain rules but maybe that's ok. Our time is precious and system mastery be damned maybe when I play a fighter I don't wanna think hard.
I think this could also be fun with a magic system as well. Let's assume the GLoG magic as a baseline (+4 casting dice, spell books and scrolls etc) but with some astrological flair I've been working on.
"To learn a spell, you must study it from a book or scroll and its relative place in the Spheres [or other extraplanar fantasy jargon]. You must spend at least 8 hours studying and experimenting with the spell to determine its Sphere of Origin (which planet it hails from), practicing the verbal and gesticulatory phrases and motions to insulate it from your brain and expel it from your mind and determining its metal associate for physical casting requirements. Nonetheless, it may require additional specific archaic material components (chrysalids, copper twine, a human skull)"
To cast a spell, you must first prepare it under the culmination of its home Sphere e.g. when it is highest in the sky, typically around sunrise (a special book may be required for this or an orrery), which takes 1 Turn (ten-minutes) per spell prepared. You can prepare spells equal to half your MND score. Each spell prepared beyond this introduces racking headaches, nosebleeds and intrusive thoughts and memories. Mishaps when casting these extra spells act the same as Major Wounds to the head, save that a helmet cannot protect you.
If prepared and you can read the scroll or spellbook pertaining to the spell (typically requiring a lectern or a free hand) and the basic material component in a free hand (traditionally a wand, rod or staff of the correct metal) you may roll your magic dice and cast the spell. If in combat, you begin casting before your foes act but finish the spell after they go.
Unless you're a Wizard..."
"...As a Wizard you may learn a spell with an hour of experimentation and then prepare the same spell. You can prepare any spells by studying them for an hour at sunrise, when the sun refreshes magic across the surface of the Irf (you can picture the path of its home Sphere innately, they are the same stuff as ley lines under your feet, perhaps the very same thing altogether). You may prepare spells equal to your MND score though spells prepared may be prepared beyond this but busy your mind with whispers, compulsions and obsessions that are both your own and not. Mishaps when casting these spells act as Minor Wounds to the head, save that a helmet cannot protect you.
A prepared spell cast from a book needs no basic material component such a wand or staff however it may increase the potency of the spell (+1 to any die result) and you will still require any specific material components. You may cast with a book as above but if you prepare the spell focus you can cast it in the Vancian way. Additionally, if cast under the correct planetary conjunction, at the right time of day, under the effects of certain herbs or tinctures or with implements of the correct metal, you may roll extra magic dice, supplied to you by the universe."
I guess in summary, playing around with carving classes out of the existing rules means there are less rules to remember, just exceptions to them that reinforce class identity. I think this also has the added benefit of making things you have to add to the game like magic for example, make it feel more rare and special, a time when slowing down to consult the rules is ok because Fireball or Rhialto's Reticent Disintegration is about to be cast.
*Here meaning fightery classes like barbarian, ranger etc.
Smart way of thinking about these questions. I used to run a lot of DnD for middle schoolers, and simple, memorable heuristics like you suggest here would have been helpful to think about in terms of designing immediately accessible and gameable classes.
ReplyDeleteIt also reminds me of Cavegirl's DnDnD, insofar as the classes aren't separated from each other or the rules text, but are footnotes to each new mechanic that gets presented- if the Fighter and Thief have different relations to encumbrance, for example, that's described under encumbrance, not a class header. Maybe you'd find it worth checking out?
https://cavegirlgames.blogspot.com/2018/02/cavegirls-really-simple-d.html