This is a question I’ve had on my mind for a while: How should classes work in my ICRPG game?
So far, I’ve seen a couple of different styles: in the core rulebook, you have classes based on their starter reward, a piece of gear that gives them their first ability. In the quickstart, and in Altered State, classes have a choice of TAG, an ability that you have that can’t be lost, unlike loot.
With LOOT based classes, they can lose their abilities. On the other hand, you have characters who accumulate TAG abilities and steadily grow more powerful and remain consistent.
Honestly, both these options sound interesting, and I’m not sure which one I like better. Here is an example of a loot-based class I made in the style of the core rules:
Commando:
Starter Reward: Targeting Laser: Spend 1 TURN aiming to either hit with no roll or inflict maximum damage on a rolled hit.
Milestone Rewards:
TAC Comm: With an INT or WIS roll, give your allies tactical info, granting them +3 EFFORT.
Sensor Device: Make an EASY WIS roll to locate or disable traps, never be caught by surprise.
Portable Cover: Attack rolls against you and CLOSE allies are hard.
Blastgun: State of the art particle-accelerator weapon used by elite squadrons. Deals SPECIAL damage, doesn’t use ammo, aiming is EASY.
Mono-Bayonet: Slice your foes in two with a monomolecular blade attached to your rifle. Deals ULTIMATE damage at close range.
Here is a similar class, but done in a style inspired by Altered State and the Quickstart, with two TAG abilities and three pieces of starting equipment to choose from:
Hunter
Starting Ability (Choose One):
Marksman - Whenever you hit one target and do damage, also do damage to a second target up to Far.
Resourceful - Find or pull out any minor item with a successful WIS roll.
Starting Equipment (Choose One):
VISR: Infrared vision allows you to see through smoke or vision-impairing effects and track targets. Selected target cannot be lost until you designate a new target.
Homing Darts: Instantly hit up to 12 targets at NEAR range with lethal explosive darts (1d8 damage) or non-lethal shock darts (targets are stunned for 1d4 rounds). 12 capacity, rare ammo.
Lasso gun: Capture a target at close range. Target must make a HARD STR roll or be incapacitated indefinitely.
Which kind of character/class do you prefer? What would you want to play as? What do you guys think are the pros/cons of using either method of character creation? I know there isn’t a definitive right or wrong answer, but regardless I’d like to hear what your guys preferences are, thoughts, opinions, all that stuff.