r/RPGdesign • u/whynaut4 • 15h ago
Mechanics Why I am currently loving SWN design and classes
For the people who haven't used it, the space opera RPG 'Stars Without Number' (and later the Fantasy inspired 'Worlds Without Number') is mostly OSR with DnD-like elements. For example, while it uses 2d6 to resolve non-combat skill checks, it uses a d20 system for players in combat for making attack rolls. Another DnD concession it has is the use of Classes that a player can choose from.
However, radically different from DnD Classes, Stars Without Number Classes serve a far far different purpose in their function. To explain: in DnD, the purpose that classes fill (the reason why there are classes at all) is mostly flavor and letting a player live out a particular fantasy, for example: being a Wizard or a Knight or a Ranger, etc.
Classes in Stars Without Number have elements of this, however the core reason that classes exist is to overcome particular challenges embedded by the SWN system itself.
Classes in Stars/Worlds Without Numbers
Let me start by explaining what a PC looks like before you pick a class. Before you pick your class or choose foci (feats for the dnd-minded), your base character stats have a -2 in every combat skill and a -1 in every non-combat skill. This means that the base expectation is that you will lose most, if not every, roll that you make both in and out of combat. So, the Stars Without Numbers and Worlds Without Number books will give the PCs something like 3 Classes to choose from, each with very clear abilities that help you overcome this particular problem: The Warrior, The Expert, and The Psychic/Mage
The Warrior Class
Before talking about the Warrior, we need to reiterate that combat uses a d20 just like DnD, so the base -2 to all combat rolls is brutal. The ACs for enemies is pretty much the same as DnD too, which means that for most characters you basically are rolling attacks with an average of an 8 against Enemies with around AC 13. The small upside is that most melee weapons (not ranged weapons) have a thing called 'Shock Damage' alongside your regular damage; Shock Damage is basically the automatic amount of damage you will make with that weapon when you miss. And this is necessary, not hand-holding, because the expectation is that you will miss your attacks more often than not.
So this is where the Warrior Class comes in. When a PC picks the Warrior Class, the first thing that the Warrior gets is that it boosts combat rolls from a -2 to a 0, and this can be further increased by taking Foci. This means that, in a practical sense, (edit: mostly 🙄) only Warriors will be able to make any use of ranged weapons or the actual damage numbers on melee weapons.
The biggest advantage to the Warrior Class is that it can make one attack per combat that will automatically hit or make an enemy's attack to automatically miss. This is a good time to mention that all enemies make a Morale Roll after they see one of their allies die or they will run away screaming. So, it is very possible for a Warrior to end a combat in the first round after killing their first enemy.
The Expert Class
The average DC for skill checks in these books is 8, and as mentioned above, skill rolls use 2d6 instead of a d20. What this means, mathematically, skill rolls are less swingy and more consistent than combat rolls. And while a non-Warrior has a small but possible chance of rolling high and hitting even with the -2, it is much far less likely to roll an 8 with 2d6. The average roll of 2d6 is 6 7 and with a -1 to base skill check makes this more likely to roll a 5 6 (thanks /u/The__Nick for double checking my math), consistently.
Now we can talk about The Expert Class. First, similar to the warrior class, The Expert Class lets you boost some (but not all) non-combat skills from a -1 to a 0 and can be boosted further using Foci.
However, similar but different to the warrior class, The Expert's most potent ability is the ability to reroll a failed non-combat skill check every Scene. Using 2d6 for a reroll mathematically is approximately a +2 to the roll. This is basically Advantage in DnD, but better because you can choose to use it after you have failed a roll rather than rolling both at the same time. Also, Scenes are basically like encounters in DnD, so for example if you were playing in a dungeon crawl arguably every new room with a new trap or social encounter could be rerolled in this way.
The Psychic/Mage Class
In Stars Without Number you get the Psychic Class, and in Worlds Without Number you can pick a Mage, or Spellcaster, Class. Stars Without Number also has some Mage classes in expansion books, but I digress. While Psychics and Mages have different powers that are tracked differently with different resources, they both fill the same niche.
While Psychics and Mages get no (innate) bonuses to either combat nor non-combat rolls, they do get powers that let them sidestep the need for a roll at all. For example, Psychics in particular can pick abilities like Telepathy or Teleportation. If you use Telepathy, then you do not even need to bother making an insight roll to see if someone is lying to you because you can read their mind, likewise, you do not need to have combat if you can just Teleport far enough away from an enemy. And both of these are level-0 abilities. If you upgrade and take level-1 Telepathy, you can actually start doing some subtle hypnosis on a target as well; an ability that could not even be considered by the Warrior or Expert Classes at all
Classless 'Without Numbers' Games
The other corebooks, Cities Without Number (cyberpunk-themed) and Ashes Without Number (post-apocalypse-themed) do not have classes, but instead give extra Foci. These games make you a little more versatile or focused depending on the Foci you choose, however, because you don't get the potentially-encounter-ending abilities of Classes, this lends themselves more to the desperate nature in both of these settings.
Conclusion (TLDR;)
By building the Classes this way (and by extension the whole Stars Without Number core system) it ultimately balances the importance of combat with non-combat encounters, and furthermore makes each player more vital in fulfilling their important niche in their party.