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Monday, September 9, 2013

The Guard Class: Updated

UPDATED: I've redone the Guard class with the assistance of some very good suggestions.   Should you have any more thought please add them.

Last night I was at the bookstore, not writing my campaign, but came up with something else.  I created a Guard class.  I placed it in my Dropbox for you to take a look at.  Class design is not my strength.  I always tend to make them too powerful.  I did a short write up.  I gave the class a few special perks/abilities to give it its own flair.  I plan on using this for my own campaign for the city guards/caravan guards and so on.

Please take a look and if you have an suggestions please let me know.  I'd like to add this to my class arsenal.  Thanks ahead of time.


I'm a guard and now I've got class, but not until after this nap.

24 comments:

  1. The Base to-hit at 9th level may be high, I'm not sure, I'd have to make one and play him through a few scenarios, but with the Weapon Spec ability you could potentially have a +7 to-hit + magical bonus by 9th level, making the guard truly a figure to be wary of.

    All together though, nice class. I can see the Guard starting out as a Wizard's "henchmen" a childhood friend sworn to protect the wizard by some personal vow between the two.

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    1. Johua, thanks for the input. The second weapon specialization is one I went back and forth on. I wanted to make them a fighter class, but just a tad weaker. Their hit point top out faster, 7th instead of 9th. And their saves are higher. I should also add I built it around the Swords & Wizardry Complete ruleset.

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  2. I don't like the term Truthsayer but the ability is find. Intimidate I think is better but on further reflection it just one of several techniques a skilled guard can use to get the truth out of somebody. Perhaps Interrogation?

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  3. This is good. I agree with Rob, maybe "interrogation" is a better ability name. The class doesn't seem overpowered in any way. I really like the "formation fighting," "standing guard," and "interrogation" abilities. The only tweak I can think of (and I don't know if it would actually be an improvement or not), would be maybe to allow unlimited use of "interrogation" but give the target a save (might be more realistic, but also potentially overpowering). But, yeah, a very interesting fighter-type class. Very nice.

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    1. Yeah the target does get a save vs. an interrogation save. Where I wouldn't want to give it an unlimited amount of use, but I should tweak it so they get so many attempt depending on the guard's level and change it to a lower level ability.

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  4. I like the interrogation ability -- I would give it a save though, and perhaps allow more than one use per day, it should just take a fair amont of time (d6 turns?). Alternatively what about torturing suspects for the same effect, maybe faster but of course it causes damage, maybe even a save or die if you are going grim/dark. :)

    I'd reserve specialization for fighters only but without seeing how you are doing other classes I can't say if it is too much...

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    1. I like the idea of the d6 turns.

      I think I'll drop the weapon specialization. That was the one part I was struggling with.

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  5. Nice. All I see at this point is a typo: Under "Interrogation," the phrase "Nor can is make ...." should be "Nor can it make..."

    Have fun with the game tonight -- I wish I didn't have to go to this work thing. :(

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  6. Looks good to me. Weapon Spec is something I've been struggling with as well for one of my clases. I've determined that it isn't a certain type of weapon for the class but a particular weapon. One that the character has trained with since he or she was a child. If that weapon were lost, broken or reforged it would no longer be the same weapon and the bonus would be lost.

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  7. I think you did a fine job with the class, over all, but I can't get excited about it. I'm only giving this input because I read your blog.

    I've never felt the need for more Character Classes, just as I can't understand the need for ANY gaming system to create yet ANOTHER Monster Manual.

    But, as I said, you did a fine job on the creation.

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    1. I completely understand your stance. I've run a fairly stripped down version of my game for a while. This time around I thought I would open it up a lot and just play with classes and gods and system play.

      I do have to disagree with you on one point. There can NEVER be enough monster manuals. They are all needed. If for nothing else for the 9 year old in me who likes to open up the books to scary monsters and read about how horrible they are.

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    2. So, of the "four million" monsters now "out there" -- thanks to the innumerable Monster Manuals -- how many different ones have you actually used in your games? :D

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    3. Hmm, probably about two dozen if that. But I feel much better knowing there are 4 million other to chose from.

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    4. ROFL

      Yet another reason I "like" you and follow your blog. :D

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    5. Tim also uses some of the heavier books directly against the players, just to keep us in line.

      It is another reason he likes having a stack of monster manuals...he has a weapon proficiency with them.

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    6. And I am not afraid to use it. Muhaha.

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  8. Replies
    1. I like it. Also a useful skill for the student class.

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  9. How about "Defend to the Death." Once per day the guard can defend the object, person or location they are guarding to the death. This has to be declared before the guard has lost half of her hit points. She then gets +1 to attack, damage, and AC. She also can continue fighting until after she is below zero hit points (you would have to figure out the limit, based on your point of death in the rules). The caveat is that the guard cannot withdraw or retreat from combat until it is complete or she is dead. The guard then has to rest for a period of time before continuing. It might have too many fiddly bits, but it seems kind of cool to me.

    Of course, I wouldn't use my idea, but I have standards...

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