#homebrew class
RPG classes?
No.RPG extracurriculars.
Rather than picking one path to build your character, at each level you can choose minor powers and abilities. I think this could work in a “realistic” game like Call of Cthulhu (we’ll call it 8e, the Less Crunchy Edition). Or if you’re looking for a game that exists, the FATE system will let you play this kind of malleable character.
Actually a concept I’ve been quietly working on for the past few years. I’ve dubbed it the “colligate” system:
Each level you get 3-5 credits (depending on the level). You can spend them on anything from ASI’s to a variety of feats, which have costs and prerequisites based on what they do.
Rather than your class determining your features/skills, classes are a set of requirements that can be filled by a range of feats and other things (such as ability scores, skill bonusses, speed, or ac). If you meet the requirements for a class, you are considered to be that class, and gain access to additional feats that have that class as a prerequisite.
Obviously, this is meant to mirror the way college credits work in earning a degree (except, you know, classes actually mean something). And it makes character creation and leveling significantly more flexible and creative.
It’s hard to keep track of without computer assistance though (just like college credits, who would have guessed?). And because there is so much flexibility, there is definitely a lot of room for both ineffective and overpowered builds. My goal with writing the features is to keep them all relatively balanced, but to do so, I have to consider how they might interact with literally every other feature.
so needless to say, it’s taking a while to get anywhere