For our co-GMed Funnel World game, we’re slowing down villagers progression to 1 Level using Class Warfare. In Funnel World, if a villager survives an adventure and has 5 XP, they level up. But what’s the rush? With Class Warfare, the fun can last three times longer!
Class Warfare splits classes into an archetype and two or three specialities. This makes it easy to break up zero to hero into three stages.
When you survive your first “adventure” and have 5 or more XP, follow the funnel world Level Up move. Except you’re not first level yet. Instead pick archetype and a speciality and start with 1/3 HP for 1 level (rounded down) based on that archetype with any speciality and Constitution modifiers. Also, add +1 to any stat (the score not the +mod). Don’t forget to -5 XP as per Funnel World Level Up move.
When you survive your second “adventure” and have 5 or more XP, follow the funnel world Level Up move. Except you’re not first level yet. Instead pick a second speciality, add 1/3 HP for 1 level (rounded down) based on your archetype with any speciality and Constitution modifiers. Also, add +1 to any stat (the score not the +mod). Don’t forget to -5 XP as per Funnel World Level Up move.
When you survive your third “adventure” and have 5 or more XP, follow the funnel world Level Up move. You’re finally first level so pick a third speciality, take the full HP for 1 level based on your archetype with any speciality and Constitution modifiers. Also, add +1 to any stat (the score not the +mod). Don’t forget to -5 XP as per Funnel World Level Up move.
“Surviving the adventure” could mean all kinds of narrative pauses. In our co-GMing funnel, we’re making the dungeon on-the-fly, so there’s no adventure module or even map that could trigger these stages. So we’re probably going to have make a call when it feels right.
For improving the damage die, consider the base damage for their archetype and any speciality modifiers.
D4: Same as villager. No change.
D6: Only get the d6 after third adventure when Level 1.
D8: Get d6 after second adventure and d8 after third when Level 1.
d10: get d6 after first adventure, d8 after second, and d10 after third when Level 1.
The idea behind +1 to stats is the villagers random generation often leads to poorly stated characters, and some speciality moves only work if the stat mod is at least +1. I’m not particularly sold on the idea. I don’t see good stats as particularly desirable, as they often lead to safe play, but I also don’t care if some PCs have über-stats. And it’d work in the fiction, part of the villagers rising to the challenge and surviving the intense trauma.
Still need to think about calculating load and choosing alignment at some point. But otherwise should work okay. Well if any villagers last that long.