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dungeonguru
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Join Date: May 2016
Posts: 608

Old April 6th, 2018, 03:42 AM
Quote:
Originally Posted by RavenX View Post
Well if you make a new class, you end up having to make new copies of the spells so you can add the class tags to the new class. Otherwise they won't pop up for the class...
I don't think that's 100% accurate. You should just have to extend tags after you have the new sClass tag from the new class rather than make copies. When you make a class and grant it casting, you use the sClass tag that gets created using your class abbreviation - cHelpXXX, so if you created an Bender class with abbreviation Ben, the system autogenerates the tag sClass.cHelpBen. You then just extend the tag to spells you want in the list:

It looks like this in the .user file:
<extthing thing="spFireBolt" group="sClass" tag="cHelpBen"/>

Admittedly you have to do that for every spell you want to grant access to, which is tedious.

The twist is when you create subclasses for existing classes that don't have spellcasting baked in. If you wanted to create a "Bender" subclass for each of the existing classes you would need to probably explore something like the Way of the Four Elements monk abilities and bootstrap the spells as Quaternary or Quintenary abilities, or do something like the Rogue Arcane Trickster and assign the subclass an existing sClass tag (sClass.Wiz).

From a mechanical standpoint, it makes sense that most high-level benders use the monk martial arts/signature moves progression, while the average NPC bender has a feat or racial feature that allows access to a single bending "move".
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