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Latest revision as of 20:33, 17 March 2024

Developer Note: The current V9 Rules can be found here.

The V9 Wiki is currently obsolete. The Project Phoenix Google Doc is the main source of V9 rules going forward.
We will eventually rebuild the wiki as a comprehensive rules reference, but now is not that time.

Thank you for your interest in the project! Join the Discord for more information!

- The Project Phoenix (V9) Development Team

221030---V9-Seal.png
This page is part of the V9 Development Project.
  • These rules represent a proposed ruleset for the Amtgard LARP. All references to the organization are used from that perspective, and do not represent current organizational policy or procedures. Amtgard is a trademark of Amtgard International.
  • This wiki is the detailed, comprehensive form of the ruleset. You can find the condensed Quick-Play rules here. These are currently still a work in progress.
  • To view the current official Amtgard rules, please see the Amtgard V8 Rulebook.




Class Customization

Players have the ability to customize their class based on their current level in that class.

The Game Organizer decides when players are required to finalize class selection, as well as when to lock in any customization choices.


There are three types of class customization:

In addition, some classes may have access to Archetypes (see below).


Archetypes

Archetypes are special customization options that provide rare and powerful benefits in exchange for limiting class customization and/or additional drawbacks.

  • When present, archetypes may be chosen after achieving level 3 in the desired class.
  • A player can only choose to have one archetype at a time.
  • Archetypes cannot modify or restore abilities granted by enchantments and magic items. For example, a magic item or enchantment that grants Shake It Off cannot be restored by the Guardian or Juggernaut archetypes.



Picks

This customization method is used for melee and equipment-oriented classes.


HOW IT WORKS

  • At level 1, you will receive a preset list of abilities.
  • For levels 2-6, you will make picks from a list of rows and options within those rows. The higher level you are, the more picks you can make.
  • If you are level 3 or above, you may also choose an archetype that offers extra benefits in exchange for restricting your picks and possibly other drawbacks.

See below for a visual example with further details


EXAMPLE PICKS CHARTS
When viewing on mobile, rotate horizontally or 'view as desktop' to avoid resizing issues.

Level 1

You always get these abilities when you play this class.
Level 1 abilities
No Options - Gain everything here
Levels 2-6

For each level beyond 1, pick a row you have not already chosen and gain the abilities within.

If that row has multiple options, pick one of those options and gain everything from that option.
ROW A Row A
No Options - Gain everything here
ROW B Row B
No Options - Gain everything here
ROW C Row C
Option 1
Row C
Option 2
Row C
Option 3
ROW D Row D
Option 1
Row D
Option 2
Row D
Option 3
ROW E Row E
Option 1
Row E
Option 2
Row E
Option 3
Archetypes

If you are level 3 or above, you MAY choose to take an archetype.

If you do, you cannot make more than one pick from outside that archetype’s column. Row A and B are part of all 3 columns.
Archetype 1

Row A and B are part of every archetype
Archetype 2

Row A and B are part of every archetype
Archetype 3

Row A and B are part of every archetype



Point-Buy

This is the customization method used for ranged and ability-focused classes.

HOW IT WORKS
You are given a number of customization points based on your level which can be used to purchase abilities from a tiered list (see example below). The list is divided into three tiers: Expert, Adept, and Novice. You will receive a number of Expert points equal to your level, and then LV+1 for Adept and LV+2 for Novice. Unspent points in a higher tier can be ‘dropped down’ and spent at lower tiers.

  • Cost is how many points you must spend to purchase the ability.
  • Max is the maximum amount of times you may purchase the ability.
    • Your total uses may be greater than this maximum if the ability grants multiple uses per purchase (see below).
  • Frequency is the frequency and amount of uses you receive for each purchase.
    • For example, if something is Cost: 1, Max: 4, and has a Frequency of 1/Life, you could spend 4 points to purchase it 4 times and your total amount of uses would be 4/Life.
    • As another example, if something is Cost: 1, Max: 3, and has a Frequency of 2/Life, you could spend 3 points to purchase it 3 times and your total amount of uses would be 6/Life because each purchase grants 2 uses.
  • The Archetype columns show which abilities are part of which Archetypes. The available Archetypes themselves are listed underneath the main list of options.
  • Range and Type are just providing quick references to the Range and Ability Type for the ability. They do not impact class customization.
CUSTOMIZATION POINTS BY LEVEL
EXPERT ADEPT NOVICE
Lv. 1 1 2 3
Lv. 2 2 3 4
Lv. 3 3 4 5
Lv. 4 4 5 6
Lv. 5 5 6 7
Lv. 6 6 7 8


EXAMPLE POINT BUY CHART
See below for a visual example of the ability list with further details.

Archetype Ability Name Cost Max Frequency Range Type
EXPERT

Points Available
= Your Level

Unspent points may be used at a lower tier.
B Example Name 1 2 1/Life ♻10 20ft Verbal
A C Example Name 1 4 1/Refresh ♻20 5ft Other Enchantment
A B Example Name 1 2 1/Life ♻10 20ft Verbal
A Example Name 1 4 1/Refresh ♻20 5ft Other Enchantment
B C Example Name 1 2 1/Life ♻10 20ft Verbal
C Example Name 1 4 1/Refresh ♻20 5ft Other Enchantment
B Example Name 1 2 1/Life ♻10 20ft Verbal
A Example Name 1 4 1/Refresh ♻20 5ft Other Enchantment
C Example Name 1 2 1/Life ♻10 20ft Verbal
C Example Name 1 4 1/Refresh ♻20 5ft Other Enchantment
ADEPT

Points Available
= Your Level+1

Unspent points may be used at a lower tier.
A B C Example Name 1 2 1/Life ♻10 20ft Verbal
A C Example Name 1 4 1/Refresh ♻20 5ft Other Enchantment
B Example Name 1 2 1/Life ♻10 20ft Verbal
A C Example Name 1 4 1/Refresh ♻20 5ft Other Enchantment
A B Example Name 1 2 1/Life ♻10 20ft Verbal
A C Example Name 1 4 1/Refresh ♻20 5ft Other Enchantment
B Example Name 1 2 1/Life ♻10 20ft Verbal
C Example Name 1 4 1/Refresh ♻20 5ft Other Enchantment
B Example Name 1 2 1/Life ♻10 20ft Verbal
A Example Name 1 4 1/Refresh ♻20 5ft Other Enchantment
B Example Name 1 2 1/Life ♻10 20ft Verbal
C Example Name 1 4 1/Refresh ♻20 5ft Other Enchantment
NOVICE

Points Available
= Your Level+2

Unspent points at this tier are wasted.
B C Example Name 1 2 1/Life ♻10 20ft Verbal
A C Example Name 1 4 1/Refresh ♻20 5ft Other Enchantment
B Example Name 1 2 1/Life ♻10 20ft Verbal
A Example Name 1 4 1/Refresh ♻20 5ft Other Enchantment
B C Example Name 1 2 1/Life ♻10 20ft Verbal
C Example Name 1 4 1/Refresh ♻20 5ft Other Enchantment
C Example Name 1 2 1/Life ♻10 20ft Verbal
A Example Name 1 4 1/Refresh ♻20 5ft Other Enchantment
B Example Name 1 2 1/Life ♻10 20ft Verbal
A C Example Name 1 4 1/Refresh ♻20 5ft Other Enchantment
B C Example Name 1 2 1/Life ♻10 20ft Verbal
A B Example Name 1 4 1/Refresh ♻20 5ft Other Enchantment
B Example Name 1 2 1/Life ♻10 20ft Verbal
A Example Name 1 4 1/Refresh ♻20 5ft Other Enchantment
Archetypes

If you are level 3 or above, you MAY choose to take an archetype.

If you do, you can only purchase abilities listed with as part of that archetype.
Archetype A

Gain Benefit

Suffer Drawback
Archetype B

Gain Benefit

Suffer Drawback
Archetype C

Gain Benefit

Suffer Drawback



Monster Selection

This customization method is exclusive to the Monster class. Instead of choosing specific abilities, you choose a preset monster from the list of Standard Battlegame Monsters in this rulebook or from a supplementary document (with permission from the Game Organizer. Each specific monster will have little, if any, customization options themselves, however some abilities will gain more uses based on your Monster level.



Symbols and Extra Notations ⬗ ♻ 🛡️ ✅

There are three types of symbols you may encounter during class customization:

  1. ⬗ This symbol is related to casting. See Free Hand requirements.
  2. ♻ This symbol is related to resting and restoring ability uses.
  3. 🛡️ This symbol and other emojis are related to archetypes or class-specific abilities.
  4. ✅ This symbol means that this class or archetype gains this ability for free.




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General Rules (Combat Classes)
Anatomy of a Class Profile · Garb Bonus · Class Customization
Combat Classes
General Rules · Anti-Paladin · Archer · Assassin · Barbarian · Bard · Druid · Healer · Monk · Paladin · Peasant · Scout · Warrior · Wizard · Monster
Classes
Credits and Levels · Combat Classes · Non-Combat Classes
Amtgard V9 Rulebook
Playtest Disclaimer · Introduction · Getting Started · Garb · Honor System · Safety · Core Combat Rules · Equipment · Classes · Abilities and Effects · Magic Items · Combat Activities · Rules Authorities
Appendix: Equipment Inspection Guide · Master List of Abilities · Glossary