Not mentioned there is the fact that I briefly toyed with "class kits" that replace the random item generation portion of Knave with more structured but still limited choices, but I really like the mishmosh of adventuring gear you get as is.
So I had this idea of "mini-kits", extremely minor abilities you choose and which don't detract from the broader Knave framework.
Here's what I've got:
Carvergirl: Roll for skill and trinket. You begin with Cavehtung as a language.
Reprobate Mage: Roll for (illegal) spell known. One hand is tattooed and easily recognizable as holding an illicit spell. You begin with a small makeup kit and gloves.
Scholar: Roll for school. You begin with a specialized reference manual.
Oracle: Roll for divination type. You are missing (d4) 1. a finger 2. an ear 3. an eye 4. several teeth. You traded it for your knowledge. You begin with an implement you use to perform your mancy.
Condottiere: Roll for extra attack circumstance. You begin with documents allowing you to legally carry weapons in populated settlements.
The last one is the only one that's remotely original, but I stole most of the table from DIE TRYING.
Here it is (made with the assistance of the OSR discord!)
Extra Attack:
- At disadvantage
- Nonlethally
- When grappling
- When target is flanked
- When target is frenzied
- When target is prone
- When you hit
- When you miss
Condottiere showed up as a synonym for mercenary as I was searching for class names. Wikipedia tells me it refers specifically to Italian mercenary captains. I like the idea that at one point the word only applied to captains but now applies to pretty much anyone with these documents and has lost much of it's prestige.
The classes so far all meet the criteria I was looking for or didn't know I had:
1. They are minor enough not to interfere with Knave's framework or playstyle
1. They are minor enough not to interfere with Knave's framework or playstyle
2. They are distinctly flavorful
3. They have some sort of random element, meaning that multiple people could pick the same one and end up with different abilities.
I'm pretty satisfied I've covered a variety of playstyle types with these. Carvergirls cover a weird trifecta of rogue/ranger and even druid if you get root magic. Reprobate Mages and Oracle are similar to Wizards/Clerics in that they deal with the occult but get minor enough abilities and drawbacks that they don't overshadow the other choices. Condottiere covers a "fighting man" type.
Scholars are fairly distinct. They make a great option for the know-it-all archetypes and also gives a bonus mode of leveling up.
But any of these choices could become a full fledged wizard with enough spells, knowledge, and a fancy robe and hat.
Some final thoughts:
I'm considering adding one more class, though I'm not sure what it might be. Having an even 6 would be perfect for a d6 roll when you couldn't choose or if there was some reason to pick one randomly. I'm thinking of making it possibly fill in the same niches left by the carvergirl- so some unique twist on a roguish or ranger-guide type of character.
This might also add a neat way to add new classes to the campaign: the table expands with more powerful classes as the party meets new and unique groups, but for the most powerful one's you have to roll on the table to even have a chance at getting.
Early and half-baked ideas for the 6th class include: something like a mix of ardent from 4e and the spiritualist from Pathfinder, some sort of very mundane "pet" class, some sort of "wild" survivalist, some sort of pickpocket.
Let me know what you think! What would you do differently? Would you enjoy getting to choose between these "classes" in a campaign? What do you think the final mini-kit should be?
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