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Class/Alignment combo mechanics?

Posted: Fri Feb 25, 2011 6:01 pm
by Dionysos
Hello all. I have been following all developments regarding the DCC rpg for a couple months now. The game sounds like it is going to be great! I was very sad to have missed it at Dundracon this year.

I have a question. Unless I am quite mistaken (very possible) I seem to think that I read that characters get different abilities as they level up based on their class and alignment. It sounded as if you would get certain bonuses/powers/abilities/whatever if you were, say, a Chaotic Good cleric and different ones if you were a Lawful Evil one. I could have interpreted this incorrectly, as I think I just saw it obliquely referenced a time or two. But it sounds interesting, and a good compromise between those who like lots of classes, and those who prefer a small handful.

So, am I correct in thinking that something like this is in the game? If so, is there anything that can be said about it at this time? Any details/spoilers/etc.? Thanks!

Re: Class/Alignment combo mechanics?

Posted: Fri Feb 25, 2011 8:14 pm
by Fullerton
At the DunDraCon playtest, there were three "titles" of thieves, or maybe four, with the title being determined by the character's alignment, and each title determining how the thief advances in all of his various abilities. So multiple alignments qualified for each title, and each title was essentially a different kind of thief.

My thief was Chaotic Neutral, which meant he was a Thug. There was also an Assassin (for the Evil alignments, IIRC). I don't remember what the one or two other titles were.

The different kinds of thieves advanced differently in virtually all their abilities: Base attack bonus, crit die size, skill bonuses, and saves. (Again, IIRC.)

I didn't notice any of the other classes varying in this way. Though clerics' healing was based on both the cleric's alignment and the recipient's.

Re: Class/Alignment combo mechanics?

Posted: Sat Feb 26, 2011 12:21 pm
by GnomeBoy
So far as I know, that sums it up pretty well.

Re: Class/Alignment combo mechanics?

Posted: Sat Feb 26, 2011 12:55 pm
by Dionysos
That is very interesting, thanks for the information. Are we pretty sure that this sort of thing only applies to Thieves? If so, it seems a bit disappointing. I'd love to see some mechanical differences between Lawful and Chaotic mages, for instance.

Re: Class/Alignment combo mechanics?

Posted: Sun Feb 27, 2011 6:51 pm
by goodmangames
I want alignment to be "felt" in the game without being a major element...but it should definitely be felt and require more thought than it has in modern years.

The main mechanical difference between a lawful and chaotic mage would be the nature of their supernatural patron. All wizards can have one (or more) supernatural patrons, provided they choose the spell that opens that option. The lawful wizards will obviously be of a different variety than the chaotic ones. The theme of Lords of Chaos and Lords of Law is heavy in the game, and their role as patrons will influence, long-term, how the mages can throw around different abilities based on their patrons.

As for clerics, their alignment determines weapon choice and what they can turn. Clerics can turn unholy creatures, not just un-dead, and the definition of "unholy" is defined by, of course, what their deity considers holy. Yes, your lawful cleric can turn a basilisk...

Re: Class/Alignment combo mechanics?

Posted: Sun Feb 27, 2011 8:43 pm
by Dionysos
Wow, that is just the kind of thing I was hoping for it to be. Awesome!

Re: Class/Alignment combo mechanics?

Posted: Mon Feb 28, 2011 6:46 am
by mshensley
I hope that turning gets a cool effects chart just like spells do. I've never really like how turning undead works in d&d. Too often it makes undead easy to defeat and not as scary as they should be.

Re: Class/Alignment combo mechanics?

Posted: Mon Feb 28, 2011 11:01 am
by geordie racer
Dionysos wrote:Wow, that is just the kind of thing I was hoping for it to be. Awesome!
Seconded, I like the way you're thinking :)

Re: Class/Alignment combo mechanics?

Posted: Tue Mar 01, 2011 7:09 am
by Professor P
goodmangames wrote:The main mechanical difference between a lawful and chaotic mage would be the nature of their supernatural patron. All wizards can have one (or more) supernatural patrons, provided they choose the spell that opens that option. The lawful wizards will obviously be of a different variety than the chaotic ones. The theme of Lords of Chaos and Lords of Law is heavy in the game, and their role as patrons will influence, long-term, how the mages can throw around different abilities based on their patrons.
How does a mage's patron differ from the cleric's deity? For example, how does the relationship between the mage and his patron differ than the cleric and his deity? Does the mage only deal with the patron after casting the particular patron spell? Does the patron play a role in the other spells a mage can obtain? Can a lawful mage not cast 'chaotic' spells and vice versa? Finally, can a mage's patron and a cleric's deity be one in the same or is there no crossover?

I ask because this sounds very interesting and I'd like to get a better idea on your thoughts. Thanks.

Re: Class/Alignment combo mechanics?

Posted: Tue Mar 01, 2011 8:09 am
by Beedo
goodmangames wrote:As for clerics, their alignment determines weapon choice and what they can turn. Clerics can turn unholy creatures, not just un-dead, and the definition of "unholy" is defined by, of course, what their deity considers holy. Yes, your lawful cleric can turn a basilisk...
Can elves and faeries be turned by clerics? :mrgreen:

You know, seeing as the source fiction doesn't have clerics turning undead, but they do turn faeries. Just saying.

Re: Class/Alignment combo mechanics?

Posted: Tue Mar 01, 2011 9:03 am
by Skullking
What about evil clerics and undead - can mad cultists create/control undead in DCCRPG?

Re: Class/Alignment combo mechanics?

Posted: Tue Mar 01, 2011 11:25 am
by geordie racer
Beedo wrote:
goodmangames wrote:As for clerics, their alignment determines weapon choice and what they can turn. Clerics can turn unholy creatures, not just un-dead, and the definition of "unholy" is defined by, of course, what their deity considers holy. Yes, your lawful cleric can turn a basilisk...
Can elves and faeries be turned by clerics? :mrgreen:

You know, seeing as the source fiction doesn't have clerics turning undead, but they do turn faeries. Just saying.
Elves and faeries are definitely 'unholy' in The Broken Sword , being soulless and afeared of the Human's God.

So folks, should a Player Character Elf have a chance of being turned ?

Re: Class/Alignment combo mechanics ?.

Posted: Wed Feb 17, 2021 4:05 am
by BanjoJohn
For clerics, your alignment determine what kinds of monsters are effected by your "Turn Enemy" spell ability. Also, it changes the amount of healing you do to other characters based on their alignment, also it changes the weapons you are proficient in.

For thieves, your alignment and level determine the bonuses you get for doing thief things, like sneaking, picking locks, using poison, forging documents.

For warriors and wizards there is no mechanical effect other than in how much they might be healed by clerics or effected by alignment based spells or magic items.

Re: Class/Alignment combo mechanics ?.

Posted: Wed Feb 17, 2021 12:49 pm
by GnomeBoy
Also, characters are very much "front loaded" and have their abilities from Level 1. Gaining more spells for spellcasters is something that happens as you level up, and general improvements happen as everyone levels up, but you've got everything going on from the get-go.

Also also, I too am sad to have not had a DunDraCon to attend this year! It's my favorite con!

Re: Class/Alignment combo mechanics?

Posted: Fri Mar 12, 2021 9:20 am
by GnomeBoy
...The "temporal strangeness" of the last two posts is explained by the fact that a spammer had duplicated the OP in a new post, then after there were some answers had gone back in and junked up their post with spam.