Okay...I'm already off topic.
Hrm.
So, my fantasy heartbreaker...
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No, this one isn't mine, but it's one of the first games designated as such (cover image from the Fifth Cycle Wikipedia page) |
First, if you're unfamiliar with what I mean by that (and it is a fairly loose term), you might want to read this essay by Ron Edwards on The Forge. I'm not sure if the term originated there, but I'm pretty certain that this specific essay is why the term is so widely used today. Now...it's been a while since I've read anything substantial from that work, and I can't say for sure that I've ever actually read the whole thing. I know that Ron Edwards is a bit of a divisive voice in the RPG hobby...but I also don't know if most manifestations of that divisiveness have been in the words of those for whom divisiveness is a key element of their presence in the community. I guess that if you know any of the specifics I might be alluding to...cool, hopefully I'm making sense...but in general, I'm just saying that I'm not necessarily vouching for Edwards or any of his views. But that term...fantasy heartbreaker. It's a good one. And while it's intended to be pejorative, I think it's time for all of us to claim it as a decidedly positive approach to the hobby.
To me, a fantasy heartbreaker is simply one individual's personally houseruled D&D. It represents what its creator looks for in a fantasy RPG, and thus, to an extent, it represents its creator. But it's also representative of that creator's specific experiences within the meta-experience of D&D...the circumstances that have led to their likes, dislikes, and quirks. It's about both the personality of the individual AND the ways in which they have been shaped by the community. Is it innovative? Maybe. If its creator wants it to be. But it doesn't NEED to be...D&D has been "good" from the moment it was created, and it's all about shaping it to individual tastes and needs at this point. And finally...when you call it a fantasy heartbreaker, you're acknowledging that it's simultaneously a window into the soul of a single creator AND that it's not to be taken too seriously. And personally...I like that.
I'll get into some of the details of what I want out of my own take in future posts. For now, I'm just gonna start at the most basic point I can think of: a fighting class. The fighting class. But not a fighter. In the Monstrous Heartbreaker, it is...
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Artwork for the MTG card Ghor-Clan Wrecker (taken from the wallpaper art at its Cards Realm page) |
The Warrior
Hit Die: d10Proficiencies
Armor: All armor, shields
Weapons: All simple and martial weapons
Saving Throws: Strength, Constitution
Skills: Athletics, Intimidation
What are your character’s interests and hobbies? What have they done with their life up until this point? Choose one additional Skill and one Talent to represent these. (Talents basically work like Tools in 5E...I just think the term Tool is more limiting than it should be for what it represents...)
Equipment
Begin with a set of campaign-appropriate equipment (per DM).
Beginning Warrior Bonuses
At 1st level, you get a +1 Class Bonus to all attack and damage rolls.
Weapon Expertise
At 2nd level, you choose unarmed combat OR one class of weapon (e.g. Swords, Bows, Handguns) and gain Expertise with all attacks that fit that category. This provides an additional Expertise Bonus of +2 on all attack rolls. (This stacks with the Class Bonus.)
Self-Preservation
Starting at 3rd level, you become better at defending yourself in the heat of the action. You get a +1 Class Bonus to AC.
Ability Score Increase
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
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Hopefully I'll be back to stat out one or two class representatives before the week closes out...!
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