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Description
Classes determine the skill levels of the players and NCPs. Most
classes will be unplayable and only assigned to NCPs. The purpose of NCP
only classes are to set skills, assign types of services such as traders, travel
service, and to assign particular dialog options.
The most common type of services assigned by class are:
- Travel: carriages, horses, boats, etc. Each different type of
travel should have a class for the person who can give travel.
- Crime: some classes will be able to arrest the player for criminal
acts.
- Trading: some classes such as merchant, pawnbroker, etc will be
assigned to sell or buy products.
List of classes
Characters, Factions, Classes, Races - html
sheet (Spreadsheet version)
Other Notes
Magic usage
Kiriel's Note: Just a thought but I think it
would be neat for every player to find out that they may learn to
channel. So those that aren't born with the spark and would channel no
matter what they did (pick it when they make their character) may switch to
magic if they chose. They will have to join an organization, possibly have
to break with their other faction, and then that organization would teach
them. Because the White Tower does not let anyone go until they are done,
and the wise ones are the same, and the Ashaman hunt down and kill - those would
be your choices. And you could not break with the organization once you
joined to them to learn magic. Well you could try but things like the
Ashaman hunting you down would result.
There are a number of D&D things that are kind of
equivalent. Things like dual classing and such. Where you can't move
up in your first class until you equal that in your second. But ours would
be a full transformation. It would be better if we could lose skill in the
arms skills but I guess like Rand, anyone can train in both.
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