Class Creation Rules

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***THESE ARE GUIDELINES FOR CREATING A CLASS FOR SPYCRAFT 1.0, NOT 2.0***

 

From http://www.alderac.com/forum/viewtopic.php?t=1218

 
Since the other referance is gone, posted for conveniance.
 
Step one: develop a good concept. You want something with enough meat to inspire the class abilites. It also needs to be clear enough in focus to not trample the other classes alreay availible. And in preparation for later work, be sure that the class can get by on cool factor rather than raw power. A giant stack of bonuses is not as interesting as a variety of bonus and new tricks.
 
Vitality/skills ~ Pick one:
d12, x4 skills, 15 class skills
d10, x6 skills, 20 class skills
d8, x8 skills, 25 class skills
 
Fish/Nathan: Psion classes often get 5 fewer class skills, because their bonus feats give them extra class skills.
 
In general only very combat oriented classes on classes that are focused on their class abilites rather than skilsl use the first option, with only the notable skill-based classs taking the later options.
 
Advancement ~ you have 8 columns (BAB, Fort/Ref/Will saves, Init, def, BP and GP). Slow advancement = 0 points. Medium advancement = 1 point. Fast advancement = 2 points. You have 8 points to distribute.
 
Starting Feats: generally reflect BAB progression.
 
Class abilites ~ Follow fixed pattern. Look at existing classs for examples. A can be combined with C (Ex: Soldier's bonus feat). C, D, or E can be split into odd/even groups (Ex: Explorer's All Over the World/Danger Sense).
 
1~ A, core ability
2~ B1
3~ C1
4~ D1
5~ C2
6~ E1
7~ C3
8~ D2
9~ C4, E2
10~ F1
11~ B2, C5
12~ D3, E3
13~ C6
14~ G
15~ C7, E4
16~ D4
17~ C8
18~ E5
19~ B3, C9
20~ D5, F2
 
Prestige Classes follow a similar format:
 
1: A. Core
2: B1
3: C1
4: D1, E
5: C2
6: F
7: B2, C3
8: D2, G
9: C4
10: H
 
As with base classes, the A abilities can be combined with C abilities. Big Softy Scott also tries to make the D abilities team related.
 
Other important things to consider:
1: Would you be willing to take EVERY level in the new class? Yes Is good.
2: Does the new class have an ability that people would enter that class for then leave (i.e. DnD's Ranger and their two weapon ability)? Yes is bad.
3: Will a player think twice before sacrificing a core ability? Yes is good.
4: Is there any way the now class ability might combine with something esle to REALLY dispurt game balance [i.e. Mystic feats/invocations and Unlocked Potential: Knowledge (Occult)]? Yes is bad.
 
Progressions:
 
BAB:
 
Low Medium High
1 +0 +0 +1
2 +1 +1 +2
3 +1 +2 +3
4 +2 +3 +4
5 +2 +3 +5
6 +3 +4 +6
7 +3 +5 +7
8 +4 +6 +8
9 +4 +6 +9
10 +5 +7 +10
11 +5 +8 +11
12 +6 +9 +12
13 +6 +9 +13
14 +7 +10 +14
15 +7 +11 +15
16 +8 +12 +16
17 +8 +12 +17
18 +9 +13 +18
19 +9 +14 +19
20 +10 +15 +20
 
Saves:
Low Medium High
1 +0 +1 +2
2 +0 +2 +3
3 +1 +2 +3
4 +1 +2 +4
5 +1 +3 +4
6 +2 +3 +5
7 +2 +4 +5
8 +2 +4 +6
9 +3 +4 +6
10 +3 +5 +7
11 +3 +5 +7
12 +4 +6 +8
13 +4 +6 +8
14 +4 +6 +9
15 +5 +7 +9
16 +5 +7 +10
17 +5 +8 +10
18 +6 +8 +11
19 +6 +8 +11
20 +6 +9 +12
 
Defense/Initiative:
 
Low Medium High
1 +0 +1 +1
2 +1 +1 +2
3 +1 +2 +3
4 +2 +2 +3
5 +2 +3 +4
6 +2 +4 +5
7 +3 +4 +6
8 +3 +5 +6
9 +4 +5 +7
10 +4 +6 +8
11 +4 +7 +9
12 +5 +7 +10
13 +5 +8 +10
14 +6 +8 +11
15 +6 +9 +12
16 +6 +10 +13
17 +7 +10 +14
18 +7 +11 +14
19 +8 +11 +15
20 +8 +12 +16
 
Budget Points:
 
Low Medium High
1 1 2 3
2 2 4 6
3 3 6 9
4 4 8 12
5 5 10 15
6 6 12 18
7 7 14 21
8 8 16 24
9 9 18 27
10 10 20 30
11 11 22 33
12 12 24 36
13 13 26 39
14 14 28 42
15 15 30 45
16 16 32 48
17 17 34 51
18 18 36 54
19 19 38 57
20 20 40 60
 
Gadget/Resource (SG1) Points:
 
Low Medium High
1 0 0 1
2 1 1 2
3 1 2 3
4 2 3 4
5 2 3 5
6 3 4 6
7 3 5 7
8 4 6 8
9 4 6 9
10 5 7 10
11 5 8 11
12 6 9 12
13 6 9 13
14 7 10 14
15 7 11 15
16 8 12 16
17 8 12 17
18 9 13 18
19 9 14 19
20 10 15 20
 
Gear Picks (SG1):
 
Low Medium High
1 0 1 2
2 0 2 3
3 1 2 3
4 1 2 4
5 1 3 4
6 2 3 5
7 2 4 5
8 2 4 6
9 3 4 6
10 3 5 7
11 3 5 7
12 4 6 8
13 4 6 8
14 4 6 9
15 5 7 9
16 5 7 10
17 5 8 10
18 6 8 11
19 6 8 11
20 6 9 12
 
EP Progression
 
Low  Med  High
1.   1    2    2
2.   2    3    4
3.   3    5    6
4.   4    6    8
5.   5    8   10
6.   6    9   12
7.   7   11   14
8.   8   12   16
9.   9   14   18
10. 10   15   20
11. 11   17   22
12. 12   18   24
13. 13   20   26
14. 14   21   28
15. 15   23   30
16. 16   24   32
17. 17   26   34
18. 18   27   36
19. 19   29   38
20. 20   30   40