Friday, April 17, 2020

The Sixgun Hack - Ruffian or Settler?

First off, I hope all of you who have looked at the Sixgun Hack have been enjoying it so far. I hope to have a new beta in a few days - nothing major, just some clean up.

However, I did have a question: I am currently batting around the idea of replacing the Settler class with a melee focused class called the Ruffian. The Ruffian could be any kind of rough and tumble laborer, ranch hand or wandering Eastern monk type.

My reasoning for this is I am on the fence on if 'mundanes' should be playable in the game or just background color. I know doctors, dentists and lawyers feature in Western stories, but they generally fold into a person's past. Doc Holiday was a dentist, but he was really a Maverick as an example.

If I did this, I'd also have to change the Trailblazer into a Scout, as the ability overlap would be too great between the two.

Please let me know which you would prefer - the Trailblazer and Settler or Scout and Ruffian. I do want to keep the class selection at 4, so that's why the question is posed.

Let me know in the comments!

Edit: Here are the drafts of the two classes for comparison purposes

Scout
Starting HP: 1d8+4
HP Per Level/Resting: 1d8
Weapons: All, prefer long range
Attack Damage: 1d6 Armed/1d4 Unarmed or Improvised

Special Features

Survivalist: When in a natural environment, roll with Advantage when tracking, moving silently, navigating, finding food and calming wild animals.

Alert: Roll with Advantage when testing WIS to notice danger, detect traps and avoid ambushes. Scouts can also never be surprised.

Hunter: A Scout can spend an action to declare a creature their target. When attacking the target, Scouts add their level to the damage dealt. A Scout can only have one target at a time.

Leveling Up

Roll to see if attributes increase, roll twice for CON and an attribute of your choice.

Ruffian
Starting HP: d10+4
HP Per Level/Resting: 1d10
Weapons: Any, prefer melee
Attack Damage: 1d8 Unarmed or Armed/1d6 Improvising

Special Features

Athletic: Advantage on tests to jump, climb, tumble, swim or perform any other feat of athleticism.

Tough: Ruffians have 2 AP. This can stack with a shield, but nothing else.

Brawler: Gain an additional attack per turn when fighting unarmed or with melee weapons. Gain a further (3 total) per turn on reaching 5th level.

Leveling Up

Roll to see if attributes increase, roll twice for STR and an attribute of your choice.

No comments:

Post a Comment