Something that Into The Odd does, probably purposefully, is not giving characters a lot of innate ability. It really comes down to gear and how creative your players are willing to get with the hand they're dealt. This is fine, the only problem is that you need to give characters lots of minor arcanum to give them that fun innate ability that many classes in RPGs have, and that can be troublesome if you are playing a low-magic setting (like the one I'm running for my players) where magic is a rarity only found in the darkest corners of the world.
To counter this, I'm making a pretty light system of classes that only give a character one or two active abilities. These abilities are designed to be pretty minimal while still offering a nice amount of style for your character so your two fighters or thieves aren't the exact same. Characters choose their class at level 1 and can advance their set of abilities at levels 3 and 5.
To counter this, I'm making a pretty light system of classes that only give a character one or two active abilities. These abilities are designed to be pretty minimal while still offering a nice amount of style for your character so your two fighters or thieves aren't the exact same. Characters choose their class at level 1 and can advance their set of abilities at levels 3 and 5.
The Fighter & The Thief (Jakub Rebelka) |
And here's just some extra notes and credits:
- I didn't have space to write it out on the thieves, but another nice possibility that you could houserule for thieves is that they can use their Luck Dice for finding contacts.
- If you're playing online (like I am going to be soon for a group of friends), I've also made two google documents, just copy it. Here's the fighter, and here's the thief.
- Gotta give credit to the amazing Whitehack for fighter abilities. It's basically the Deft's class ability applied to weapons. Also need to give credit to Bugbear Slug for the base of the thief.
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