I’m just curious. Has anyone thought about a move acquisition structure other than Base Class & Compendium Class?
I ask because I’ve seen a large proliferation of base classes, but to me it seems like an awkward way to go about variations on central themes. For instance having to write a whole new Burglar class vs. the Thief class which has stealth-based abilities instead of Poison abilities, or a whole different class for a ‘Light-Arrmed’ theme Fighter vs. the core design.
Has anyone tried going with a system with a core group of basic classes (a.k.a. Basic Classes like Warrior, Mage, Priest, Rogue) then having “specialties” (a.k.a. Kits, Advanced Classes, etc. like Burglar, Con-Artist, Soldier, Thug, Bounty Hunter, Berzerker, Illusionist, etc.) that the PC can choose? The basic class would only have moves that are key to the core concept and shared by all specialties for that class, while other ‘themed’ moves would be specialty specific?
Would this even work in DW?
* Warrior Basic Class (melee fighting/defense class) – includes basic weapon use, armor use, Spout Lore – Weapons and Armor, Basic Fighting Techniques.
* Background: Choose 1 specialty from the list of options. This specialty’s moves count as class moves for you and you may choose from this list when you level up in addition to the moves of your base class. Additionally, you gain the core ability of your specialty.
* Example List of Specialties:
– Bodyguard (Core: Bonus to Defend)
– Berzerker/Barbarian (Core: frenzy/rage ability)
– Duelist (Core: Use +DEX vs. +STR for Hack and Slash)
– Soldier (Core: bonus to Make Camp and Take Watch)
Each specialty could have its own unique Spout Lore bonuses, etc.
Compendium Classes would remain the same, special lists of abilities linked to a specific fulfillment requirement. These would be special classes, not generic ideas. For instance a Guild Thief of the Flaming Blades CC would only be something available to someone who actively becomes a special agent of the Flaming Blades thieves’ guild in game, etc.