Sunday, February 15, 2015
a game where anything can be attempted
My title to this post refers, or course, to Jon Peterson's definition of a role-playing game.
In my Dun Kells house rules, I try to make this quite explicit.
Any character can engage in combat. Knights are just the best for melee, scouts for range. Knights and dwarves get the best armor class possibilities.
Any character can attempt to cast an arcane spell. Magi are just best at it. It is safest for them. Other characters ability check intelligence for success and save against insanity. Clerics loose the favor of their patrons until they confess and do penance.
Any character can attempt to call down a patronal boon. Okay, well, almost any. Fay characters, dwarves and elves, cannot. They are not baptized so they have no heavenly patrons. Clerics do this best and it is the safest for them. Others characters ability check wisdom for success and save against "blight."
Any character may explore and attempt to use those skills associated with the "thief." Dexterity modifiers apply in most cases. "Scouts" (my lawful "thieves") get an additional bonus every three levels, starting at level four.
That seems to me to cover just about all of the kinds of actions that get parceled out as class specific. In the main they are no longer class specific. Class just makes you better, safer, or both. Players who choose a class still get to feel that they have a special role in the party and that their role progresses. But, in the main, characters can "attempt anything."