Design Monologue 18: Classes and Roles

Should Homeworlds be a classless system?

Well, let's take a look at how classes might work.

Power Sources:

  • Strength
  • Persistence
  • Spirit
  • Intellect
  • Intuition
  • Guile

Roles:

  • Front Man
  • Brains
  • Brawn
  • Wingman
  • Heart

Not that there would necessarily be a class for each intersection; rather, every character would have one of both. Some examples:

  • Malcolm Reynolds: Persistence/Front Man
  • Zoe Washburn: Persistence/Wingman
  • Jayne Cobb: Strength/Brawn
  • Hoban Washburn: Guile/Heart
  • River Tam: way too awesome
  • Luke Skywalker: Spirit/Front Man
  • Leia Organa: Spirit/Heart
  • Han Solo: Guile/Front Man
  • Obi-wan Kenobi: Spirit/Brains
  • Anakin Skywalker: Strength/Brawn
  • Chewbacca: Strength/Wingman
  • R2-D2: Intellect/Wingman
  • Jean-luc Picard: Intellect/Front Man
  • William Riker: Guile/Front Man
  • Deanna Troi: Spirit/Heart
  • Data: way too awesome
  • Benjamin Sisko: Strength/Front Man
  • Kira Nerys: Persistence/Wingman
  • Jadzia Dax: Intellect/Heart
  • Miles O'brien: Spirit/Wingman
  • Julian Bashir: Intellect/Brains
  • Worf: Strength/Wingman

This is a sort of 4e meets d20 modern approach. It's got potential.

EVE style

Classless, but with a head start.

Race->Bloodline->Ancestry->Career->Specialization

Bloodline and ancestry are kind of the same, so we'll merge those. I've never liked the term "race", and it's doubly bad in a game featuring real humans from Earth, so we'll just call it "Homeworld".

For example:

  • Homeworld: Koruun
  • Ancestry: Clan Lords
  • Career: Privateer
  • Specialization: Ship Command
  • Homeworld: Greenworld
  • Ancestry: Scientists
  • Career: Military
  • Specialization: Fighter Jock
  • Homeworld: Abel
  • Ancestry: Empaths
  • Career: Psi Ops
  • Specialization: Stealth
Homeworld
Grants "racial" abilities, such as attribute modifiers, perception, etc.
Ancestry
Grants talents, which are skills you find easier to improve.
Career
Grants a boatload of skills, covering most of the bases, with some emphasis on one area.
Specialization
Grants a large bonus to a few skills.

The combination of skills and equipment means everything. There's always a bigger gun, but skill makes the difference when dueling with equal weapons. Skill matters most in the long-term for the achievement of goals.

Intro to Skills

Skills fall into three categories: primary skill, secondary skill, and certification (or "cert").

You can only train one primary skill at a time. You choose what skill you are working on (assuming you meet the prereqs), and apply 100% of XP earned toward that skill until you pass a threshold.

You can train 0-3 secondary skills at a time. You choose the skills you are working on (prereqs blah blah etc), and apply another 100% of XP earned, divided equally, toward the secondary skills.

Certs you can buy at any time with XP, provided you meet the prereqs.

Think of primary skills as things you can do, secondary skills as things that help you do it, and certs as proficiencies for specific equipment.

Primary Skills

Piloting
All to do with running a ship, whether large or small. Has various secondary skills for different classes of ship, different subsystems, etc. Each intersection of ship style and class has a cert; for example, "Korrunite Cruiser" or "Foundation Battleship".
Engineering
The ability to make things. In a world of nanotechnology, it is quite possible to craft useful items in an adventuring timeframe. It requires raw materials, tools (nanomachines), an understanding of the governing engineering principles, and the ability to program the nanomachines. It ain't easy, but it's damn useful. Many secondary skills in this track are very useful on board a ship.
Weapons
The care, maintenance, and, of course, use of weapons of various sizes. Primary skills focus on target acquisition, fire control, and accuracy. Secondary skills and certs allow access to the broad range of weapons in Homeworlds.
Defense
Covers everything from defensive flying to avoiding fire in ground combat, and a smattering of hand-to-hand combat and self-defense techniques.
Computing
Computer know-how. These skills are useful for sensor use, electronic warfare, hacking, and "Second Life" tasks.
Social
A wide range of skills which makes the difference between a has-been second-rate pirate and beaming, beloved hero of the people. Without the social grace to survive in the DMZ, most adventurers don't last long.
files
  • (up)
  • (cur)
  • A Player's Primer
  • Abstract
  • Aeon Korr
  • Aisling Teague
  • An Adventurer's Guide
  • Attributes
  • Character Creation
  • Design Monologue 10: The Reality of Colonization: Lessons from Cowboy Bebop
  • Design Monologue 11: What to do, what to do
  • Design Monologue 12: Adaptation
  • Design Monologue 13: Human Potential
  • Design Monologue 14: Homeworlds Trek
  • Design Monologue 15: Brave New Homeworlds
  • Design Monologue 16: Second Life
  • Design Monologue 17: Founding the Foundation
  • Design Monologue 18: Classes and Roles
  • Design Monologue 19: Tech Talk
  • Design Monologue 1: Creating a Game
  • Design Monologue 20: Diaspora
  • Design Monologue 21: History of the World, Part 2
  • Design Monologue 22: The Not-so-long Arm of the Law
  • Design Monologue 23: EVE Offline
  • Design Monologue 24: Faces of Man
  • Design Monologue 25: Character Advancement
  • Design Monologue 26: 95 Theses
  • Design Monologue 27: The Powers That Be
  • Design Monologue 28: The History of Warfare
  • Design Monologue 29: Let's Talk Politics
  • Design Monologue 2: Basics of the Setting
  • Design Monologue 30: Sufficiently Advanced Technology
  • Design Monologue 3: Technology
  • Design Monologue 4: Objects of Value
  • Design Monologue 5: Adventures...in Spaaaaaaace!
  • Design Monologue 6: Protocols and Designations
  • Design Monologue 7: What's in a Name
  • Design Monologue 8: Spaceships and Other Cool Shit
  • Design Monologue 9: Rules Rule
  • Design Monologues
  • Design: Classes
  • Design: Equipment
  • Design: Feats
  • Design: Races
  • Design: Skills
  • Earth That Was
  • Example Characters
  • Glossary of Terms
  • History
  • Ian Sterling
  • Kieran Chase
  • NARR
  • Overview
  • PPP1-1
  • PPP1-2
  • Phobos
  • Phoebe the Pirate Princess
  • Purpose and Style
  • Rules (Version 1)
  • Rules
  • Session 2, Monologue 10: A Bunch of Homos
  • Session 2, Monologue 11: Trees In Space, or One Hell of a Fungal Infection
  • Session 2, Monologue 13: Home Worlds
  • Session 2, Monologue 14: Braver New Homeworlds
  • Session 2, Monologue 1: Races of the Homeworlds
  • Session 2, Monologue 2: The Great Space Arms Race
  • Session 2, Monologue 3: Homeworlds' Home Worlds
  • Session 2, Monologue 4: Current Events
  • Session 2, Monologue 5: The What-If Machine
  • Session 2, Monologue 6: Space Chivalry
  • Session 2, Monologue 7: Making Magic
  • Session 2, Monologue 8: On the Road again
  • Session 2, Monologue 9: If You Could Tell Time, What Would You Tell It
  • Session 3, Monologue 12: Stars Without Number
  • Special:Menu
  • Special:Style
  • Stars Without Number
  • Stealth
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  • Terra Delta
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  • Travelogue 1: Starbase: Concordia
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