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Class From Scratch: The Shadow!

🕑 Added 2024-02-02 20:46:07 +0000 UTC

Comments

Brandon Crilly

Catching up on posts and these behind the scenes looks are super useful, especially around thought process. Thanks for doing them! Reminds me of that question "where do you get your ideas" and the response no one likes: "Good question."

Samgel Gendriz

Yes. This is such a glaring hole in the class selection right now. The tactician smashed the tank fighter and the buff fighter together without thinking of another cinematic archetype that would do the tanking better. The master is so pervasive in combat cinema, even ones with group dynamics that is 100% needs to be a class. The gunslinger, the samurai, the martial arts teacher come to mind. They can lean more into damage or more into tanking but they can do a little bit of both. If they have any action grants to allies it would be to get them out of the way so the master can hold them off for a short moment.

Ben Milne

Loved reading this!! Really fun peak behind the curtain, and i think it greatly helps with giving 3rd party designers a leg up on how to go about creating their own player content! I’ll definitely have this in the back of my head while brainstorming ideas for a gunslinger class!

Harcagnel

Since we are talking class creation, I hope this feels like the right place for this... I want to bring up a archetype for "Tactical Heroic Cinematic Fantasy". "The Master" the master swordsman, the master of hand to hand combat, the master of staffs, the master of what ever melee weapon or fighting style. It is pervasive in Heroic Cinematic Fantasy as in fact the most common of all archetypes to the best of my knowledge. It is an archetype that impacted me enough growing up that became a Historical European Martial Arts (HEMA) instructor and numerous other people did martial arts of some kind to include boxing and Asian martial arts. The first thought is how could you make this one class and what defines "Masters of Martial arts"? After a lot of consideration... I realized they are the real life tanks, which covers their "tactical" function. The sole fighter who stands there and takes the champion or 10 standard fighters at once. Any unskilled brute can kill some one with a single hit. It is the guy no one seems to be able to hit or take down is the master. Often depicted with minimal movement, blocks, and parries efficiently displacing flurries of attacks from multiple enemies and even taking beatings that would kill other men because they role with with hits turn attacks that should deliver grave damage into minor damage. This is true of all masters of a combat style. The knowledge to read opponents movements, the skill to pick the correct and efficient counter, The experience to gauge the exact distance they need to avoid an attack yet remain close enough to remain a threat and counter attack. What the Master is not, or at least are not always. They are not the leader. They are not the tactician. They are not the negotiator. They are not the lock picking thief. So they are the master of that one thing. They are not a jack of all trades. They dedicated their life to one thing in if you want something out side of that they might know who you need to see if it was something they needed. The Trigger Displaced attack (parry, dodge, block) Trigger: any melee attack against you can Effect: you can use use 5ft of unspent movement to immediately move 5ft. If you are no longer a valid target for the attack it does no damage. If you are still a valid target the damage is halved. This movement does not trigger reaction attacks. Spend 1 heroic resource: switch place with a target attacking you instead of moving to an empty location. Heroic resource "Resolve" Signature Heroic actions Daze Type: Weapon Range: Weapon Damage: (Core 1d6) Effect: Your strike a target giving them one bane on all attacks and reducing their movent by 10ft for one turn Lay them out Type: Weapon Range: Weapon Damage: (Core 1d6) Effect: Your strike a target them 10ft away in a direction of your choice and prone. If they can't move 10ft they take an additional 1d6 damage Heroic Resolutions Intercepting Defense Cost: 2 Resolve Effect: Grant an adjacent ally 2 impact Dice to reduce the damage of a melee attack. Positional Manipulation Spend 1 resolve when you use Displaced attack to switch place with a target attacking you instead of moving to an empty location. Body Block Cost: 2 Resolve Effect: Replace an ally with in 5ft displacing them to another position of you choice in 5ft. No attack may be directed at that ally until you are attacked. Aura of imminent danger Cost: 6 Resolve Opponents within 10ft of you can not move away from you until the end of your next turn updated - 2/13/2024


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