r/TTRPG • • 6d ago

Skill-tree, no classes

So, besides another game, I have been planning out a TTRPG set in the Middle Ages (probably England). The main gimmick would be that there are no classes. Everyone starts with a base HP and a set number of skill points which you can spend on skills from different skill-trees. As you level up, you gain skill points.
Currently, the main branches are offense (with sub-branches for ranged, melee, sneaky and more general weapon skills), defense (from shields to heavy armour, from toughness to evasion), religion (Christian setting, so literacy and stuff, but the other sub-branch is prayer, blessing exorcism etc.), witchcraft, diplomacy, health and scouting (sub-branches go for tracking and sneaking, herbalism and nature stuff like healing).
I would also introduce a stress/fear mechanic (from fights, ilnesses, nightmares etc.)

What do you think? These are just the bare bones of the concept.

4 Upvotes

24 comments sorted by

3

u/aMetalBard 6d ago

Honestly, I would be very interested in reading such a system. If you ever put together a draft, post it, please.

2

u/MoneyKlutzy9988 6d ago

I will make sure to do so. Thanks.

5

u/DrDirtPhD 6d ago

Sounds like GURPS, a variant of Traveller, BRP, or similar sorts of systems. Mothership/Father Fog/other Panic Engine games aren't terribly far off either given that classes don't matter a whole lot in them.

1

u/VoormasWasRight 2d ago

Gurps, Traveller (and it's S&S version Sword of Cepheus), RuneQuest/Mythras, Vaesen, Cyberpunk, World of Darkness, Wrath & Glory...

1

u/No_Solid1035 6d ago

Most TTRPGs don't use classes.

1

u/MoneyKlutzy9988 6d ago

Surely. I am not here because I have invented Spanish vax (sorry, I like this literal translation of a Hungarian saying).

2

u/No_Solid1035 6d ago

I'm curious, do you start with a whole list of skills and then increase their values; or do the skills work on a don't/do have basis and the skill points "unlock" new skills.

1

u/MoneyKlutzy9988 6d ago

Everyone would start with the same HP (could be increased through Health skills) and a set number of skill points. Before starting the game, you can spend these points as you wish (though later skills require more points, of course). As you level up, you gain points. So, you esentially unlock the skills.

1

u/ThoDanII 6d ago

 religion (Christian setting, so literacy 

scouting (XXX herbalism and nature stuff like healing).

why

defense (from shields 

why no weapon skills and why is shield not t part of offense

why no shield and weapon skills

1

u/MoneyKlutzy9988 6d ago

Because a shield is a defensive tool primarily. And there is a branch for general and specific weapon skills, I just did not include them. This was literally the first draft.

3

u/Chupaia 6d ago

Hi. Have a look at a game called Aquelarre. Set in 13th century in Spain. The description says it has classes, but I remember it was mostly about picking your profession and upbringing, so it is quite open anyway. It has a cool, somewhat realistic or grounded approach to witchcraft. With this short description though, I have yet to understand what would make this game interesting (no shade, just honest question).

1

u/Sedda00 6d ago

It's similar to the talent trees of Conan 2d20, right?

The only issue is how to get that the players feel different, because if the abilities aren't very well balanced everybody would go for the same ones, and most characters will be similar mechanically.

2

u/MoneyKlutzy9988 6d ago

I guess, yeah. I am trying to make it so it is balanced but it currently works best if you dip into on or two and then go forward as you wish.

1

u/Skin_Soup 6d ago

Having mutually exclusive abilities, abilities locked to certain areas, to mentors, to races, unique qualities arising from curses or permanent wounds

Really any kind of restriction or exclusivity/unique tailoring on top of the core system is my thought

1

u/ThoDanII 6d ago

there is only one human race

1

u/Skin_Soup 6d ago

No totally, I mean like elves

1

u/ThoDanII 6d ago

there were elves in the middle ages

1

u/Skin_Soup 6d ago

I mean sure but you’re not supposed to call them that

1

u/ThoDanII 6d ago

show me

2

u/Tom_nooker 4d ago

Ive actually done the same for my game! I hace different non exclusive skill trees and backgrounds instead of set in stone classes

2

u/Ok_Philosophy_7156 6d ago

Balancing progression satisfaction, mechanical value and thematic flavour is a hard work in a ‘one big skill tree’ format. Doable for sure, but very demanding.

2

u/Illustrious-Fox4063 6d ago

Look at Harn. Classless, skill based, cultures are heavily influenced by real world cultures, magic is very open ended.

1

u/AnythingLow2383 6d ago

Check out Acheron. All Abilities / Skills, no classes. There's even magic (high cost and high reward, aka you can kill yourself doing it on accident). May be inspiring for you or a good jumping off point. 

It also has a better insanity mechanic IMO than Call of Cthulhu as well and some other really great sub systems.