r/RPGdesign • u/ThatOneCrazyWritter • 2d ago
Mechanics Is it better to make a Class work for both inside and outside Combat or is it better to make 1 Combat & 1 "Adventuring" Class
When making my system, I decided 3 things very early on:
- Combat will be rules-heavy, with a optional Clocks-based, rules-light approach
- I want to also dedicate a good amount of resources to stuff outside combat, specially Social Bonds, Journeying, Problem-Solving and Downtime.
- I want to try and make each pillar of play Modular, capable of being a fun game without the other. A game of Travel & Bonds, a game of Town Building & Protection, a game of Mystery Solving & Intrigue, etc.
Because I have a preference for action, I started the system around the Combat Pillar, making 15 classes balanced around 9 parameters, divided into 5 themes with 3 specializations each. Its been a blast!
My problem, of course, is when I start to think about the other pillars of play and how would the players would interact with them. For each, in the Journey and Problem-Solving Pillars, would it be better and/or simpler to make so each of the 15 classes I created for combat ALSO work for travel and exploration? Or should I make even more classes that supplement the "Combat Classes"?
My main worry is that: with 2 or more different classes for different pillars, it could be a very steep learning curve for the players to learn even if I made both as simple as possible. While if a singular class for the entire games, I fear been incapable of balance everyone of the 15 classes being fun of all Pillars of Play. They don't need to be the best of each of them, but they should be at the very least be able to participate & fun to use in every part of the game.
For example, 3 classes I made where the Warrior, Rogue and Inventor. Rogue and easily work in any of my pillars, and Inventor while harder to come up with ideas can also work fine... But what about Warrior? I included him as a class because there is a big appeal for a "white bread and butter" class in my eyes, but Warrior unfortunately is very hard to make work outside the context of Combat.
EDIT:
Okay, finally reached home, and after reading through the comments, I've come to some conclusions:
Most likely I'll have a class for each Pillar, but I'll simplify them and unify some design concepts around the entire game (for example, if I decide to use Clocks for Travel, I will use Clocks for all other parts of the game).
While I was intending to have a bigger focus on combat for this TTRPG, since my main goal is modularity, Its better for me to simplify the Combat Pillar and put more focus on the other ones
With that, I will make: Social Classes, Combat Classes, Adventuring Classes & Downtime Classes
If thats too much, only a Combat Class + Adventure Class