Class Construction in early Tunnels & Trolls

The early editions of Tunnels & Trolls are a good example of two¬†class design¬†schema: Classes to fill holes Classes on a spectrum The two base classes are warrior and wizard. The warrior is a straightforward arms and armor type, noted in the game’s fifth-and-a-half edition as being based on Conan. Wizards have a mix of Read More …

The First Estate

“Vatican II led to many changes in the Catholic Church, notable ones being the use of mother-tongues – instead of Latin – for parts of the mass, the empowerment of the laity, and allowing priests to use bladed weapons in combat.” — Critical Miss #8 I suppose I’d know who the cleric was, if I’d Read More …

Another (back)stab at a thief

The Thief The thief is centered, well-meaning, and devoted to the common good, spreading enlightenment by the lightening of purses. Not without commercial skills, however, the thief has a nose for gold and a touch to match. Where other adventurers laugh in the face of danger, the thief smiles at the back of danger’s head, Read More …

The Elegance of Arduin

As a followup to yesterday’s post on race and class… The Arduin Grimoire is a series of three books functioning primarily as a supplement to 1974 Dungeons & Dragons. Although it makes some noises about being a complete roleplaying game, it’s really not playable unless you at least understand the concepts of D&D. A few Read More …

Akrasia’s Thief

Akrasia posted a variant thief class that I really like. I’m working on a mini-campaign for which I’m looking at implementing a variant thief class, and Akrasia’s is a front-runner. I’m also working on posts regarding the history of the thief in literature and gaming, and seeing multiple mechanical interpretations for multiple systems is very Read More …

Race, Class and type in the evolution of D&D

Today’s familiar model of class in fantasy games works like this: Pick a race, determining base characteristics and/or available classes. Pick a class, determining the majority of your character’s abilities and advancement path. That’s the model Gary Gygax created for Advanced Dungeons & Dragons in the late 1970s. Although there have been variant models over Read More …

The Construction of Character Classes

Premise: a character class provides players with an interface to the game world and a place for their characters within it. (See yesterday’s post on classes.) There are a couple of major schema for constructing character classes. Most games use more than one. Class by Combat Role You separate characters by how they fight. This Read More …