Saturday, August 1, 2009

D&D Heroes

The core idea of my D&D game will be that one player controls the Monsters (like a Dungeon Master) while each other player has a team of 4 Heroes: a Fighter, a Mage, a Cleric and a Rogue. The Hero players will score points by killing Monsters and recovering Treasure (or rescuing Prisoners, or what have you). Also, one of the Monsters will be the Master Adversary... and there will be Dragons. Oh yes, there will be Dragons.

Each of the Hero types is going to have (at least) 3 classes. Fighters will be Knights, Barbarians, or Archers.

My first Knight, Sarno Stonechild:



This guy is a repaint of the D&D Minis Stonechild.

Mages will have 3 classes: Wizard (buffs/debuffs), Sorcerer (direct elemental damage), and Druid (bit of both).

Toxanimer, a Sorcerer:



Loremistress Tristana, a Wizard (Witch?):



Archmage Valdarynn, another Sorcerer:



And Elisha Lightsedge, a Sylvan Elf Druidess:



Clerics will come in 3 flavors: Hospitallers (healers), Paladins (fighter/clerics) and Monks (buffs).
Tolzar, a Hospitaller and priest of the sun-god Pelor:


Rogues will have 3 classes: Thief, Ranger and Assassin.

Ridley Darkedge, a Thief:



I'm still mulling over the mechanics for Heroes, but right now I'm leaning toward starting them at 1st Level and advancing to 3rd (meaning a player needs 8 level-ups to max out his party). Third-level Heroes will be tough enough to take on Master Adversaries and Dragons; lower-level, not so much.
I'm thinking each class can have its own point system that it spends on uses of special abilities (thus giving a way to limit the more powerful ones). Fighters will have Action Points; Mages, Spell Points; Clerics, Faith Points; and Rogues will use Skill Points.
More to come as I work it out.

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