Mythe & Lejend is the new Tabletop RPG I’ve been developing in my spare time.
It takes a lot of inspiration from several of the different games, video or tabletop, that I’ve played over the years.
One of the big inspirations was the class system. Looking at systems that offer multiple class options and have you follow down a path to become the best that class has to offer is great. Most people pick and choose as they do this and this is where you end up having people multi-classing, min-maxing, and just tweaking their character out of the set boundaries. I myself am not a big fan of people that prefer to maximize their character’s output levels by finding every little ‘flaw’ in a system to make their character the absolute best.

My system seems to play for these people, and it does, because I know they are out there and they want new systems to ‘break’ and build in. With my system you can find the ways to make your character seem the absolute best in everything you want him to do by cross-classing and mixing it up. Though it allows the freedom to do it, you are also rewarded for following a more defined path in the system. Offering better abilities as you unlock new tiers and boosting your characters power as you go through the levels.

Okay, enough of me explaining, how about I just get to the part with class?

So there are 6 main ‘classes’ in M&L.

There are three ‘Roles’ and three ‘Focuses’ in the game. I split these not necessarily because the are different things, but because they represent different options in the game.

The ‘Roles’ are:

  • Combat
  • Support
  • Utility

Roles represent, well, the role you would play in the game. Combat is obviously combat oriented. Utility is geared more towards talent (Or in D&D/Pathfinder Skills) based encounters. Support floats between combat and talents with it’s own strengths.

The ‘Focuses’ are:

  • Magic
  • Skill
  • Tech

Focuses represent the tool you use to accomplish your objectives. Magic is obvious, being someone who dabbles in the flow of the universe to achieve his goal. Tech uses the scattered bits of technology to it’s advantage, being anything from hacking to engineering. Skill uses their expertise in a particular area of combat or talents. This mostly translates to your more rogue or monk type classes.

Each Role and Focus has 3 available, what I’m currently calling, ‘Blips’ for you to place points in.

Blips work in a tier system. You start off with one at first level and gain one again at 4th, 8th, 12th, 16th, and 20th. This will give you 6 blips to assign at the highest level. With that you could possibly have a maxed out role and focus, two maxed focuses or roles, 3 options with 2 blips in them, 1 point in each option, and so on and so forth.

Now what happens when you put a blip into a class option?
Well, you unlock the next tier of abilities associated with that class and if it’s your first you gain an associated class perk.

I’m still working on the abilities and separating them into the different classes tiers, and the perks are also still a work in progress.

What I have so far though is this.

For putting 1 blip into these classes you gain the following perk options:
Combat – Forms. These are passive abilities that improve your ability in combat with certain types of weapons or certain types of attacks. (Ex. A melee form would give a certain bonus to attacks with melee weapons, while ranged forms would do the same with certain types of ranged weapons.)
Support – Tactician. This is an ability to boost your allies talents or skill in or out of combat as you issue them directions or make battle plans. (Ex. A Support character issues a direction for another character to attack an certain enemy. That character would gain a bonus on any attacks towards that enemy.)
Utility – Tools. (This one is up in the air currently.) This pretty much gives you access to a tool bonus on talents that you don’t have tools for. The idea is that you are just kind of making it up as you go and enduring everything that gets thrown at you along the way. (As I said, I’m still thinking on this one.)
Magic – Orenda. You gain a pool of magical energy that allows you to cast spells as seen on the Spellcraft table. (Get to this later. Just think of it as Mana.)
Skill – Nerve. You gain a pool of energy that allows you to perform feats that would be difficult for most people, but you make look easy.
Tech – Creativity. You gain a pool of energy that allows you to build, create, or repair technology on the fly or over time. (Think Macgyver-ish.)

That’s so far there. I’m partly done with the magic system and will be posting it a little later, but here is the class system in all of it’s pre-alpha glory.

That’s all I have on that so far.




2 thoughts on “All about Class – Mythe & Lejend RPG

  1. Fascinating. Reminds me a little of what I saw in other RPGs as I read about different systems (AGE, The Strange), but it’s different. I like where it’s heading. I’m very curious to see how things like Support, Utility, Tech, and Magic all play out as you build your system.


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