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White Box Class Tweaks
White Box Class Tweaks
This game supplement is compatible with the rules of SWORDS & WIZARDRY.
SWORDS & WIZARDRY, S&W, and Mythmere Games are the trademarks of
Matthew J. Finch. The author of this supplement is not affiliated with Matthew J.
Finch, Mythmere Games™, or Frog God Games.
Introduction
It’s the perennial temptation: creating a new class to fit your character concept
better. This guide gives examples of two approaches to adapting the core four
classes of Cleric, Fighter, Magic-User and Thief to the various concepts usually
represented as other classes. The first approach is the Thematic Approach, in
which the game mechanics of the class are not changed at all. The second
approach is the Tweak Approach, in which small mechanical changes are made
to better fit the concept.
The guiding philosophy of this supplement is “rulings, not rules,” so the following
are all examples for a Referee to consideration, not attempts to build a system of
subclasses or archetypes. Sometimes more than one example is given, to
emphasize different approaches that can be taken. Referees should use this
supplement as a set of suggestions, and are encouraged to use multiple tweaks
on a single character if the concept calls for it, or — more importantly — to come
up with their own tweaks.
Probably you won’t find all of my suggestions adequate. Maybe you still feel some
concept really does demand a new class entirely. Good. If I’ve got you thinking
about what it is you want from your game, I’ll call that a win.
Examples
Note that some concepts are listed under both approaches, giving different ways
to handle it.
Assassin: A Thief, or possibly Fighter, who joined the assassin’s guild instead of,
or in addition to, the thieves’ guild.
This gives the assassin access to assassination contracts and a source for
purchasing poisons, but requires adherence to strict rules, such as never killing
another member of the guild, always aiding members who call for help, and of
course monthly or yearly dues and a cut of all income from all assassination
contracts made outside of the auspices of the guild.
Note that the first two rules may cause quite awkward situations if an NPC
antagonist encountered on an adventure happens to be a fellow guild member!
Barbarian: A Fighter from the hinterlands who sacrifices heavy armors for the
sake of freer movement. Note that this is a heavy sacrifice to make, so it’s
recommended that a Tweak approach be used in this case.
Bard: A Thief with high Intelligence and Charisma whose head is full of random
lore. He may or may not play an instrument, but almost certainly will be chronicling
the party’s adventures in verse, including some embellishments.
Warlord: A Fighter with high Charisma who employs many retainers and
specializes in tactics. Playing such a character makes one a natural pick for the
role of the caller.
Witch: A Magic-User who lives alone and specializes in “witchy” spells such as
Charm Person or Crystal Ball, or in use of poisons. He may or may not be Chaotic,
but probably is not Lawful.
(v2) A Fighter from the hinterlands who sacrifices the ability to use chainmail or
plate armor in exchange for the ability to rage for 1 round per level each day.
During a rage, the barbarian gains +2 “to hit” and to all saving throws and may roll
all damage twice, taking the higher value, but suffers a penalty of +2 [-2] to her
AC. A rage may last for multiple consecutive rounds the barbarian must wait at
least one turn before raging again.
Druid: A Cleric who is allowed and required to be Neutral, and who sacrifices the
ability to use metal armor for the ability to use any one-handed weapon, or a sling.
Paladin: (v1) A Cleric who is trained in the use of any weapon but who must swear
strict oaths to, for example, never lie, never knowingly associate with Chaotic
characters, and to give away the vast majority of his income to his order. Violation
of these oaths, even minor ones, result in the paladin losing all magical abilities,
including Turn Undead, until he atones.
(v2) A Fighter sworn to a holy order. He must swear strict oaths, as above. As long
as these oaths remain upheld, the fighter gains a permanent Protection from
Chaos effect, which becomes a permanent Protection from Chaos (10’ radius)
effect at level 7. Additionally, starting at 3rd level, the paladin may cast either Cure
Light Wounds or Bless once per day, increasing to twice per day at 6th level and
three times per day at 9th.
If the paladin violates his oaths, even in a minor way, such as a “white lie,” he
loses all the benefits of having taken them. In addition, and suffers the effects of
a Curse (as per spell). This curse can only be removed through atonement.
Priest: A Magic-User who casts cleric spells instead of magic-user spells, but
using the magic-user’s spells per level table. Like clerics, such a character does
not need a spell book and may memorize any spell from a level she is able to cast.
Likewise, she may Turn Undead as a cleric of the same level. Instead of daggers,
the priest may use a quarterstaff or club, maybe a sling.
Warlock: As the Thematic version, but she no longer has or requires a spell book.
Instead, each level she is granted one or two spells of a level she is able to
memorize and cast by her patron. Because this is a gift, the Referee should choose
the spells.
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Art Attributions
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