As I explained in the first post, this is an old draft I finally decided to publish. Apparently I never completed it, but it is what it is.
Character Types
Warrior
The Warrior is virtually identical to TNT Deluxe.
- +1d6 combat dice per level (unarmed or melee weapon).
- Can double the damage reduction of armor but increase chance of it breaking (Roll SR LK for Wear & Tear).
- SR starts at 1, on each fail, increase subsequent Wear & Tear SR level by 1 and decrease damage reduction of armor by 1, until it no longer provides any more protection.
- No Magic
Rogue
I am not a fan of the TNT Deluxe Rogue. It seems to suffer from the "generalist" problem; it can do everything mildly well, but nothing exceptionally well, which is just not satisfying. I attempt to ameliorate that with this version of the Rogue. This version doubles-down on being a "skill monkey". Since I intend to heavily emphasize talents in this system as compared to TNT Deluxe, this will hopefully make Rogues much more useful.
- Start with one Level 1 spell and one extra Talent.
- Gain a number of spells each level with a total spell level up to their Rogue Level.
- E.g. A level three Rogue can learn three level 1 spells, or one level 2 spell and one level 1 spell.
- Once per day, can roll a LK SR in place of another SR at one level higher than the SR it's replacing.
Wizard
Other than gaining spells per level in addition to being able to learn spells by other means, wizards in TNT Max are basically the same as TNT Deluxe.
- Start with all first-level spells.
- Spells cost Wizard Level – Spell Level less PRE to cast (e.g. for a level 2 wizard casting a level 1 spell, the spell costs 2-1=1 less PRE).
- When casting with a focus (staff, wand, amulet, etc.) subtract Wizard Level from PRE cost (e.g. a level 2 wizard with a focus spends 2 fewer PRE to cast a spell).
- Only apply Combat Adds to Light Weapons.
Special Types
This includes Multi-Typing, Subtypes, Specialists, and other unique cases.
Multi-Typing
A character may choose to take the benefits of a different type. In other words, at Level 2, a Warrior may choose to take a level as a Rogue, meaning they would be considered a Level 1 Warrior and a Level 1 Rogue. It would not be practical to multi-type with Warrior and Wizard since they have certain mutually exclusive abilities (as a Warrior, you can't cast magic; as a Wizard, you can only apply Combat Adds to Light Weapons). In such a case, it may be better to make a subtype.
Subtypes
While it's fun to come up with new Character Types, sometimes it's more practical just to tweak a pre-existing Character Type. It's a good template to easily hack in your own Character Types without too much worry about balance or playtesting. I posted a few TNT Character Sybtypes that could be tweaked for this system pretty easily. In particular, if you want a completely non-magical Rogue, you can use the Ace; give them an additional talent instead of a spell at level 1, and they can add their Ace level to SRs when applying a talent in addition to the normal talent bonus.
Specialists
I have somewhat mixed feelings about including this feature from TNT Deluxe, but you certainly don't have to use it. If you rolled triplets on an attribute during character creation (put one or more asterisks by the attribute), they are considered "Specialists". You may want to tweak it depending on your setting, but I would say this should grant them something like a talent, or level 1 spell-like ability, as the result of a mutation or some other non-mundane means. It should be something that feels cool, but doesn't make them uber-powerful compared to the rest of the party.
Talents
Unfinished 🙃
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