It’s been a while getting back to this point, but I’m assembling some classes for the WotSSoM RPG because I’ll need them for my upcoming Kickstarter project.

I figure if I’m going to roll up ability scores for the pool of characters backers can choose from for my comic, I’ll want at least one class that favors each ability — a minimum of six classes. Of course at the same time, I probably won’t actually use classes that favor each ability — I’m far too sadistic for that.

Instead, I’ll opt to create some sub-optimal characters for added drama.

So where does the post title come from? Well, I was looking over the last notes I left myself regarding class creation for my system, and started comparing my list of skills to my lists of weapons, armor, and magical implements.

I got into this habit, you see, of creating things in groups of six — there are six armor types, six weapon types, six implement types, and twelve skills. I realized that if I wanted to, I could probably equate proficiency with a type of armor or weapon to proficiency with a non-combat skill.

I created a set of four rules to start with:

  • Each class starts with four skills.
  • Natural classes gain one skill.
  • Heavy Armor (+5 or greater) costs one skill.
  • Heavy Weapons (d10 damage) cost one skill
  • Each class will have a skill list (from which to choose proficiency) equal to twice their number of skills — or eight — whichever is greater. Looking at the list of rules I have now, a non-Natural class with access to heavy armor and heavy weapons would have a list of four skills — but it’s unlikely such a class will exist.

    Instead, non-Natural classes will have powerful substitutes for armor or weapons — such as implement-powered attacks with greater range, accuracy, or damage potential — at the low, lost cost of not being able to replace their weak-sauce Dexterity with a suit of armor. They might get a boost to their Healing Factor.

    I’m still working out what implements are worth, but I imagine I’ll create a hard-and-fast system for trading items within a category for implement proficiency. I’ve already taken the time to figure out which implements will be associated with what energy types, and which magical states will prefer what implements.

    It was a lot of fun, actually.

    So in summary, I’m proceeding with class design under the assumption that skill proficiency can be equated to degrees of weapon and armor proficiency.

    I’m pretty sure something like already exists elsewhere.