Since I kind of wrapped up the Cups Classes, I’ve been looking at what I have left before me. There are the Classes of the Swords and Coins Suits to go, and either one of them is a good candidate. When I first started the project, I figured it’d be best to finish magic users first, so I’d have a context for warriors.

It was my intention to avoid the Dungeons & Dragons trap of the last decade, where they seemed to start with the warrior classes first, and made everything after that more powerful. I mean, you look at the fighter, monk, paladin, barbarian, … it doesn’t matter which warrior class we’re talking about, they all just kinda suck.

When Fourth Edition came along, the problems started with the Martial classes — fighters, rogues, warlords, and so forth. It took two supplements to bring them up to the level the other power sources started at. Looking at character options now, … it looks like the Martial classes eventually outpaced the others.

So, to avoid the problem of the more “mundane” classes being weaker in terms of options and overall power, I had a twofold plan — not only did I reserve some of the more mundane classes for last, after I’d set a pace for class design and such, but I also decided to make “mundane” a kind of magic (see: Natural magic).

I’m thinking Swords will probably be the last Suit I tackle, and the Coins Classes will be my next objective. I’ve already saved some ideas in draft form, for both Speakers and Sneaks, and I’ve been accumulating ideas for Bards steadily over time. Each Class added to the mix expands the setting a little.

Then, once I’ve finished with the complement of Classes, begins the process of revising and updating them. Hopefully, by that point, I’ll know how the difference between States translates into game terms. And how the Classes differ in terms of power. And what the difference between Skill powers and Class powers are.

I may be halfway done, but I still have halfway to go.