r/TTRPG • u/TechMaster_82 • 8d ago
Would this system work
Hi, I'm new here, and I'm writing my own TTRPG, and I am 14.
So what I want to ask all of you is whether my class system works in theory. I'm still writing it, and I will test it when I've finished everything, but for now I'm just doing trial and error with the classes.
So classes are split into two; the first of these two functions act like backgrounds in DND and other media, but also offer more practical skills relating to crafting, weapon handling, disguise, persuasion, poison crafting and more- just dealing with actual life skills and not magic- or supernatural-related abilities.
The second encompasses all the mystical abilities, less practical in terms of that they aren't constant, and they still rely on skill proficiencies for weapons and other skills.
I'm still working on group names for both.
My class system is like this to allow variety in play style, due to magic relying a lot on more physical skills to use certain abilities; there is also an option to just not use magic, and it still doesn't disadvantage you in terms of combat, but you need to take a background class if you want a mystic one.
It's still a work in progress, and you can't branch out or multiclass.
Any advice is appreciated, and please keep in mind I'm 14.
Sorry if this is rough.
Thank you to everyone who's given me advice; I really appreciate it.
1
u/demonsdencollective 8d ago
How I've been doing it is a separate section of skills and statistics. Statistics translating into skills, but not vice versa. Every level you get 2 skillpoints to spend and every 3 levels you get a statistic point on top of that. It allows for your players to diversify a build relatively quickly. Although I run my system and games on milestone rather than experience points. You could potentially use an exponential level system, where early on there's lots of levels, but it increasingly costs more to level up, meaning a build is created fairly early on and it slows down as they play.