CREATING SPECIALIZATION RULES


Rules for Creating a Specialization

1. Core Identity

Every Specialization begins with a theme (e.g., Miner, Smith, Navigator, Scribe, Beast-Tamer, Scout).

The theme should clearly establish whether the Specialization is:

Non-Combat (crafting, gathering, social, town-support, utility).

Combat-Support (enhances allies, situational combat skills).

Combat-Focused (direct damage or fighting techniques, rarer but allowed).


2. Level Range

25 levels total.

Power progression should feel steady, with 1–2 new abilities/traits every few levels.

By level 25, the character should feel masterful in their theme.


3. Starting Point

At Level 1, the Specialization should grant 1–2 small abilities or skills.

These should be thematic foundations (e.g., Miner gains “2× mining speed” and “+chance to find ore”).

They should not overshadow base class features - Specializations are additive, not replacements.


4. Progression Rules

Abilities should build progressively:

Levels 1–5: Foundational perks, minor boosts, thematic roleplay traits.

Levels 6–10: Noticeable improvements, access to tools/resources others can’t.

Levels 11–15: Expanded role in party/town, moderate unique effects.

Levels 16–20: Significant upgrades, unique interactions with the world.

Levels 21–25: Capstone powers - dramatic thematic mastery.


5. Ability Types

Each Specialization should mix at least 3–4 categories of abilities. Examples:

Skill Enhancements: Faster gathering, bonus crafting yields, language/knowledge unlocks.

Unique Actions: Abilities no base class has (e.g., “Survey Cave,” “Decode Ley Fragment”).

Stat Modifiers: Small bonuses to relevant stats (not combat stats unless combat-based).

Resource Control: Access to rare materials, tools, items, or animals not available to other classes.

Town/Territory Perks: Specializations may grant perks that tie into town rules (upgrades, trade, etc.).

Capstone Features: Permanent defining abilities (e.g., immune to cave collapses, can craft legendary gear).


6. Combat vs Non-Combat

Non-Combat Specializations (70%) should focus on economy, crafting, travel, lore, and exploration.

Combat Specializations (30%) should either:

Enhance a unique combat style (e.g., Assassin, Duelist).

Offer combat-support tools (e.g., Alchemist creates bombs).

No Specialization should outshine a core combat class - instead, it should add flavor or flexibility.


7. Scaling

Abilities must scale logically - either in power or scope.

Avoid flat “+10%” bonuses forever; instead, expand into new thematic abilities every few levels.

Each Specialization should have at least 6–8 unique ability names to give identity.


8. Restrictions

A character can have only 1 Specialization at a time.

Changing a Specialization requires:

DM approval.

In-world narrative justification (training, guilds, tomes, mentors).

Usually means losing the old one permanently.


9. Examples of Themes

Non-Combat: Miner, Smith, Merchant, Navigator, Herbalist, Historian, Beast-Tamer, Diplomat, Cartographer.

Combat-Support: Alchemist, Tactician, Siege Engineer, Scout, Beastmaster.

Combat: Assassin, Gladiator, Duelist, Shield Adept.


10. Creation Checklist

When making a new Specialization, ask:

What’s the theme?

What are the 2 starting abilities?

How does it grow every 5 levels?

What’s the capstone at level 25?

Does it fit mostly non-combat, with optional combat-support roles?

Can this Specialization support the game world (towns, exploration, trade, history)?



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