Characters in NGR are put together
using ‘pie’ pieces. Generally, you get
three pieces to put into the five classes.
Warrior, Rogue, Mystic, Fool, and Bard.
Three in a single class, mix and match, or spread out. An Arch-mage would be M/M/M. A ‘Spellblade’ might be W/W/M. A dashing scoundrel might be R/F/B.
Each class has six powers and a
personal ‘item’. Each class is connected
to a specific bonus. If you dump your
pie into one class, you get all six powers of that class and a fatty bonus to
one area. A 2/1 pie split, say R/R/B,
will get you three powers in Rogue, one power in Bard, Medium bonus in Rogue
and small bonus in Bard. A 1/1/1 split
will get one power per class and a small bonus in each class. Feels like a ‘power’ imbalance with six
powers with a W/W/W vs three powers for a W/R/M. The difference is made up with class ‘items’.
At the end of each session you can
roll to gain or increase you class item.
Only one class type, only one opportunity to get an item. Three class types you get three separate
opportunities to increase three different class items. An Arch-mage only gets to role for their one
class item if they did cool wizardy shit during the session. The dashing scoundrel can get/increase three
items for three different types of activities.
Pretty cool.
Each class bonus is important. Each class power is pretty potent and also informative to the world and style of play.
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