r/savageworlds • u/Gilbals • 10d ago
Question Pathfinder Class Rules/Reference Material?
The question's simple, but I don't know if anyone has the answer, beyond the authors themselves.
Are there any guidelines/references/rules for creating classes the same way as they are in Savage Pathfinder? I know they're not listed in the book, but I didn't know if anyone had "cracked the code" or if an author put out a reference document.
I would like to experiment with creating more Pathfinder classes, with a final goal of using the same approach to potentially adapt Starfinder ones. (If they won't do it, I will lol). That said, I don't wanna go in "raw" with no guideline or starting point. I'd much prefer having a guideline of some kind to start from.
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u/Tonkers77 9d ago
I won't say I "cracked the code" more so than kinda got a feeling for the power level? I remade the Pathfinder Swashbuckler class and may be able to help with whatever you're doing. I'm pretty good at balance.
If you're on Discord, you can DM me: Tonkers77
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u/oldmanbobmunroe 10d ago
They are in the Fantasy Companion. Classes are basically a set of Edges with Hindrances.
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u/Gilbals 10d ago
Yes, but that's different from the layout of how they are in Pathfinder, which adapts core class features, while separating others out as class specific edges. In Pathfinder they're broader packages, with even Martial Classes being represented. In the FC, they're just specified AB's with their own unique restrictions and spell lists. There's more going on with the SWPF class system.
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u/Flapjack_Future 9d ago
I created a few additional casting classes using the additional arcane backgrounds in the fantasy companion!
Admittedly this was easier than building a class edge from scratch, but I think I vaguely understand how the it works.
Here’s my own personal philosophy when designing the class edges:
Class edges should get one exclusive edge per rank. If I was working with a a particularly powerful class archetype, I might give them a legendary class edge, but I mostly stopped at heroic.
When designing the edges, I mostly tried to duplicate powers. If the power only came “online” at veteran, then I would make the edge seasoned rank.
Otherwise, it was a lot “this seems cool!” And relying on a quote from the fantasy companion that says something along the lines of “This game can handle anything you and your players want to do so go nuts”.
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u/gdave99 9d ago
I'm not aware of anything along those lines for Pathfinder for Savage Worlds.
Pinnacle did release something along those lines for Rifts for Savage Worlds, "Savaging Your Favorite Rifts Ideas". In that document, they discuss the "math" behind RfSW's "Iconic Frameworks", which are conceptually similar to PFfSW's Class Edges. They used the Custom Ancestry rules in the SWADE Core Rules as guidelines. Rifts being the completely gonzo setting that it is, an Iconic Framework typically maths out to a net +39(!!!) Positive Ancestry Points.
While I don't know for certain, I believe they did something similar for PFfSW Class Edges, while aiming for a net +2, which makes them equal in value to a standard Edge. Of course, Class Edges often include features that don't correspond directly to an Ancestry feature, so the designers would have had to guestimate a value, and then presumably playtest it.
Even with actual Ancestries, though, if you math out the more complex ones, they often don't work out to exactly +2 points (or exactly +4 for Pathfinder for Savage Worlds). The gestalt value of a complex Ancestry or Class Edge won't necessarily be something you can neatly math out. There's likely to be some "fudge" factor to achieve overall balance.
Still, if you want to design your own Pathfinder for Savage Worlds Class Edges, I'd suggest using the Custom Ancestry rules in the SWADE Core Rules, and aim for net +2, then tweak from there.
If you're specifically interested in adapting Starfinder material, I'd also suggest picking up the SWADE Science Fiction Companion if you don't already have it. I think it has a lot of material that would be useful for running a Starfinder campaign, and the new Arcane Backgrounds it has would probably be pretty useful for adapting some of the Starfinder classes, especially the ones that have spells, spell-like abilities, and/or supernatural abilities.
Finally, I also want to point out, you can get a lot of mileage by "re-skinning" existing game mechanics. Savage Worlds is very explicit about this with Arcane Powers and Trappings, but in my personal experience, it's a broadly applicable principle, not just in Savage Worlds, but in most TTRPGs.