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#character classes
my-beautiful-monsters · 3 months
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A better look at the first 4 of the character class designs I did for Critical Role's New role playing game Candela Obscura! I tried to fit as much storytelling into each illustration as possible. For a more detailed look check out the Candela Obscura Core Rulebook available in 2 beautiful hardcover options.
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It's Been A While
SO GUESS WHAT, I have literally gotten this stupid idea around like 6 hours ago and now I have 10 character classes for a roguelike idea I have where each character is fundamentally a cool idea and would play awesome if I got the concept right. Since the whole thing doesn't fit in one post I'll keep reblogging till it fits.
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itsarandomblog · 27 days
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so i did a little D&D test. I... did not expect the class.
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d12 Monthly Issue 33 FULL Version - The Arcanists - Yum_DM
Edit: See also https://yumdm.com/ for free content.
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timeclonemike · 2 months
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Skill List Contradictions
Lost In Mistranslation: There is some confusion and ambiguity about what skills are acquired from what sources and what skills are restricted or prohibited based on different factors. These tend to come in three forms; conflicts between Lore Descriptions and Programmed Mechanics, translation errors, and straight up unpatched bugs that happen "behind the scenes" and don't produce any obvious graphic, texture, or animation anomalies. (Translation errors include both localization and in-house development notes.)
Class Restrictions Versus Class Focus: The most common examples of confusion stem from the handling of magic spells as skills and how spellcasters are divided into multiple classes mechanically. Both in and out of the setting, War Wizards are trained for combat magic and Occultists study support magic, while Alchemists specifically work with the Alchemy crafting tree. Different Lore entries alternatively treat each class as if it is locked to a specific category of spells, or treat all magic as interchangeable despite the class names and elemental distinctions. What actually happened was a major revamp of the class and skill system after early playtesting, with some changes making it into the Lore descriptions and others being left out due to lack of time or oversight. (This is why an extremely strong Alchemist who has completed the Great Work and can literally bench press a tank in one cutscene can't pull a single person back onto a catwalk in another cutscene.)
Too Narrow Or Too Broad: As a general rule, anyone can learn any skill or spell, but only somebody who has already been training with the appropriate background can make the most use of it. Hence Soldiers and Survivalists doing more damage with firearms class weapons and the Marksmanship skill, and spellcasters getting the best return-on-energy-points with the spells that align with their specific class and specialization. Unique skills are either prestige class rewards or specifically intended for a character as a part of the story and main plot. To a certain extent this mirrors real world education and training, but is so ambiguously handled and explained that it can lead players into blind allies where they spend too much time and energy either trying to make each member of the Party a jack-of-all-trades or overspecialize in whatever their stated class focus is. (While legitimate ways to play the game, they both require knowledge of a specific playstyle and depend on certain equipment sets for the relevant characters in order to keep from becoming a Challenge Run.)
Totally Meant To Do That: In order to get around the contradictions after the fact, many of the developers and writers adopted the same "unreliable in-universe narrator" modus that the Elder Scrolls developers did for all in-universe books and documents. This is at least partly supported by the in-universe history of multiple competing magical systems that was present in the earliest concept art and design documents for the setting, but still results in confusion when the user interface provides incomplete or inaccurate information. (Though this also leans into the reveal about the origins of the Hero's powers of leadership and persuasion by explaining why other people can't learn them, the writers can't take full credit because it happened by accident.)
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sling-b · 5 months
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realising that sonic heroes' character types are the platformer equivalent of fighter, thief, mage
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gapol · 3 months
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The Easiest Class in Guild Wars Nightfall
These are the classes
Warrior
Ranger
Monk
Necromancer
Mesmer
Elementalist
Paragon
Dervish
Warrior has both healing and armour.
Monk has more healing abilities to cast but the same amount of mana -> not much useful.
Warrior seems the easiest class to play for survival.
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lacklusterhero747 · 1 year
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Anatomy of a Fabula Class
When I spoke before in my other post about characters in Fabula Ultima, Strategic Simplicity, the vast bulk of a character's complex elements, and thus the combat, is derived from the character classes in the game.
When creating a character for the game, you begin at level 5, which is already a pretty large departure from your standard Dungeons & Dragons styled game. It is then not only advised, but actually demanded, that a character spend these levels across two, but no more than three, classes from the selection made available. In this way, multiclassing is not only an option, but a core component, of the process. You are blending together multiple sources of power and abilities in order to create your own unique expression of a hero. Across the potential 50 LEVELS (!) your character can achieve, in play, you will be expected to be constantly picking and choosing, mixing and matching, until you wind up with some strange mutant all your very own.
But what do these classes look like?
Let's take this class for an example.
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Did I mention the art direction in this book is top tier? Because it absolutely is.
The text tells us, "An Elementalist has learned how to channel the souls that flow within the basic elements of creation: Air, Earth, Fire, and Water." To this end they're you're nukers, but can also inflict negative status effects and so on.
Next we are presented with this:
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I love the addition of character prompts here, posing questions to the player of how they learned their magic, and how they feel about it. Asking to even define what your magic looks like and how you might have been made to use it in the past before we even get to anything remotely mechanical.
Then it tells us that for taking even a single level in this class, you get to permanently increase your maximum MP by 5, and you gain the ability to cast rituals (which is a very PbtA form of free form magic that allows you accomplish an almost limitless variety of noncombat effects, as long as you can reasonably explain how you would accomplish the task within the paradigm of your style of ritual magic. The ritualism domain, in this case, focuses on extracting magic from an object and sensing or interacting with raw unshaped magic for instance.)
Only after all that, are we met with the laundry list of skills, which looks like this:
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Here we get a good look at the way skills are constructed and notated, as well as some of the symbols used in the game. Elemental Magic, for instance, shows us the lightning bolt symbol that indicates Offensive abilities, as well as showing which of the original 4 stats in the game are always used to cast offensive spells. We also see in the name line (+10) which indicates the number of times you can choose to take that particular skill from the list, gaining new spells each time you do so. (And at this point I think it is worth noting that you can never take more than 10 levels in a given class. Once the 10th level is taken you have mastered the class and learn a Heroic Skill for the class, but after that you have to move on to something else.)
We also get to see the use of SL, which in this game stands for Skill Level, showing how some skills contribute to checks numerically based on how often you've taken them (And yes, I do keep wanting to read SL as success level, because of other games, and this has tripped me up in my reading more than once I admit.)
And finally, we can also see that Elementalists even have the chance to learn an additional style of Ritual Magic if they so choose, and this isn't even all of the skills available to this particular class! And further this only one class of many, all of them having these robust suites of options!
What this allows us to see is that the depth that might be seen as absent elsewhere in the game has simply been moved into the construction and application of your character's combat ability. The blending of numerous classes and abilities to create something special, where ideally no two player characters should be anything alike.
And this is just in the player facing material.
Later on in the book, in the Game Master's section, we're presented with little helper boxes for every character class in the core book. Questions to consider and things to ask your players to get the creative juices flowing. For our aforementioned Elementalist, it looks like this:
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Again, we see a useful prompt here about combat design and how to let a player that has chosen Elementalism as a core of their identity shine, but we also get a serious role-play and world building question to pose to your player as well. I simply love how the author of this game manages to constantly weave the fiction first nature of the storytelling throughout the entire book, even when discussing things that might seem to be relevant only to combat.
And this is just one of many. I mentioned it before, but with access to the corebook, the necromancer from the website, and all the available playtest material, the game features a whopping 27 classes to date to draw from. I think it makes for a very satisfying method of character creation, not unlike assembling your own homebrewed kitbash out of lego.
I really look forward to see how the characters my players have built wind up taking on the world with the Classes and Skills they've chosen.
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hangryacorn · 7 months
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heroineimages · 2 years
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Mermaid Adventuresses!
As promised, here are my designs for mermaids as each of the twelve core D&D classes! @fuckyeahheroforgecreations​, @weareadventurers​
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Mer-mage protects her wounded pirate girlfriend from Commonwealth bounty hunters. https://www.heroforge.com/load_config%3D31211847/
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A cute merfolk bard befriends the tiny turtle she freed from a lobster trap. https://www.heroforge.com/load_config%3D31191710/
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Undersea monk defends her kelp-patch from Commonwealth aquanauts. https://www.heroforge.com/load_config%3D31127999/
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Mermaid warrior battles a frenzied megalodon preying on her tribe’s manatees. https://www.heroforge.com/load_config%3D30930243/
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Paladin of the Sea-Goddess takes a last look at the wounded sailors she just defended from a young kraken. https://www.heroforge.com/load_config%3D10576499/
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Denizen of the undersea fissures, this druid swoops in to defend the freshly hatched sea-drakes under her protection. https://www.heroforge.com/load_config%3D31156488/
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Emulating their dress and tactics, mermaid rogue takes her revenge on the pirates who once captured her. https://www.heroforge.com/load_config%3D31128915/
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A battle-mer-mage calmly squares off with sea-goblin raiders. https://www.heroforge.com/load_config%3D31127571/
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Hearing the call of a distressed humpback, this mer-warrior prepares to assault a boatload of Commonwealth whalers. https://www.heroforge.com/load_config%3D31155990/
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Sea-priestess smiles at her sea-captain girlfriend after successfully transmuting her into a mermaid. https://www.heroforge.com/load_config%3D31212415/
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Deep-sea huntress stalks the Commonwealth slavers who recently raided her sister’s village. https://www.heroforge.com/load_config%3D31211540/
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Red-scaled mer-mage helps defend her sea-dragon girlfriend’s hoard from trespassing adventurers. https://www.heroforge.com/load_config%3D31128421/
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nivenus · 1 year
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Tag yourself (I'm "you'll only use a tiny part of what you learn")
Source: https://twitter.com/epicdndmemes
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More Candela Obscura Character Classes - the Doctor 💉 and the Professor 📚 I was delighted to sign a few Candela Obscura Core Rulebooks at Supanova Melb! It was wonderful to hear which characters were their favourites!
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sylvies-kablooie · 3 months
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i do unironically think the best artists of our generation are posting to get 20 notes and 3 reblogs btw. that fanfic with like 45 kudos is some of the best stuff ever written. those OCs you carry around have some of the richest backstories and worldbuilding someone has ever seen. please do not think that reaching only a few people when you post means your art isn't worth celebrating.
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eliotbaum · 3 months
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The Siphoner 🩸 A character class for The Hidden Isle. You can preorder the TTRPG here
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timeclonemike · 4 months
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Character Classes
Hero. Always in the party. Can equip 75% of the equipment in the game. Generalist stats and skills except for Battle Cry, Rousing Speech, and Fuck That Guy In Particular, representing their leadership role and unifying presence on and off the battlefield.
Thief. Stats and skills emphasize speed, evasion, concealment, and deception. Cannot equip Heavy Armor or Weapons. Steal skill has a chance to take away enemy gear or supplies. Prestige Classes include Hacker, which disables enemy special abilities by hacking their gear, and Con Artist, which tricks and confuses enemies into attacking each other.
Soldier. Stats and skills emphasize damage output and damage tolerance. Can equip most body armor and firearms. Special skills include Covering Fire, which causes enemies to miss the next attack, Suppressing Fire, which stops one enemy from attacking entirely but only so long as the soldier suppresses them each turn, and Defilade, a multi-target attack that requires skipping at least one turn to set up. Prestige Classes are either Sniper (anti infantry) or Grenadier (anti armor) enemy bonuses.
War Wizard. Combat Focused Spellcaster. Stats and skills emphasize smarts and durability, but not brute strength. By default uses fire, ice, lightning, or poison. Increased combat power comes at the cost of not knowing non combat utility spells. Cannot wear heavy armor or use heavy weapons. Prestige class unlocks highest form of one elemental attack.
Occultist. Utility Spellcaster. Stats and skills emphasize intellect and wisdom but not strength or stamina. Uses Time, Gravity, and Mesmeric magic to alter battlefield conditions. Can also repair damaged gear by rewinding its timeline to before it was broken, with the Nostalgia spell. Cannot wear heavy armor or use heavy weapons. No prestige classes but can unlock Summon skill with the Phonebook Of The Gods.
Inventor. Utility Crafter. Stats and skills emphasize intellect and speed. Uses a variety of gadgets on the battlefield. Manages the crafting system. (Pilots the airship until the Hero completes the Tutorial Side Quest "Buffalo Wings" after landing at Isla Obscura.)
Survivalist. Multiclass Fighter and Wilderness Tracker. Stats and skills emphasize combat and stealth. Can equip any firearm but not heavy armor. Gets damage bonus against wild animals and undead. (Allows skipping 90% of the sidequest "Forest Dump" but this is not recommended as several unique pieces of gear are found in the forest map.) Prestige Class into Anarchist (bonus damage against enemy soldiers or police officers) or Camp Cook (unlocks crafting high tier healing items in the Mess Tent / Airship Galley.)
Chrononaut. DLC Exclusive Time Traveler. Reskinned survivalist with Time Magic themed Time Out ability that allows them to take two turns at once.
Medic. Combat Capable Healer. Provides emergency healing to other party members. Cannot equip any weapons other than knives or light pistols. Prestige Class into Surgeon (unlocks all Bladed Weapons and the Vivisect combat skill) or Paramedic (massive speed and strength boost and ability to use Jaws Of Life And Death weapon).
Dino Cavalry. Utahraptor Riding Light Dragoon. Stats comparable to Soldier class but cannot equip heavy armor. (Villain-exclusive class until Act 3.) Unofficial mascot of game and studio, appears on most promotional art.
Alchemist. Magical Healer and Utility Spellcaster. Crafts "Elixirs" at crafting stations that can then be used like spells. Primary source for magical healing. No Prestige Class but can be massively upgraded one stat at a time through the "Great Work" Side Quest.
Heavy Armor. Pilot / Driver / Gunner of Powered Armor / Macro Armor. Stats comparable to Soldier but cannot equip heavy weapons or armor; in return, are able to wear / ride advanced mechanical weapons platforms. (Can be unlocked as early as Act 2 depending on dialog choices.) Prestige Class specializes in Ground Armor or Sky Armor.
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shandsformation · 2 months
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hmmmm
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