Idraluna* added flavours to OD&D Magic-Users using the five colour system from Magic: The Gathering to group spells into schools. The colour pie is an incredibly elegant thing and it maps very well to OD&D magic because you can map the colors to just about anything. It helps that spells are exactly what it was designed for in the first place, but it uses broad philosophies rather than strict definitions, so it's very widely applicable.
*The chain of inspiration goes deeper if you follow the links in that blog, but it's the post that directly inspired this.
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| Almost the colour pie, but it's actually just a coloured pie graph that happened to be CC licensed. |
Not only did Idraluna apply the colours to spells, but to the Magic-Users themselves. They have to wear colour-coded robes and can only cast their colour's spells. Each colour was also given one innate power, effectively making five subclasses of Magic-User.
This works pretty well with my philosophies around class design. There's options, but it's still pretty broad. The colours of Magic-User can roughly map to modern understandings of Clerics, Wizards, Warlocks, Sorcerers and Druids, but there's plenty of wiggle room in there to be your own character instead of the prescribed stereotype.
I liked this so much I wanted to create similar subclass systems for other classes. I began with Fighting-Men. I workshopped a selection of four or five fighting disciplines that functioned similarly. The core class remains the same, but the fighting discipline modifies it in some broad flavourful way while having a set of tools available that has some crossover with other subclasses (spells for casters, weapons for fighters). I came up with Military, Religious, Martial Art, Barbarian, and Competitive archetypes I wanted to cover, but it still just didn't feel right. The closest I got to something I liked was a trio, with trained fighters (soldiers, knights, gladiators), ascetic fighters (monks, paladins, barbarians) and those who fight dirty (rogues, brawlers, swashbucklers). That almost maps to alignments, which I think is neat, but it still wasn't quite where I wanted it to be.
At some point it suddenly struck me that I'd been missing the obvious: just use the exact same subclasses as Magic-Users. This can apply to the Fighter and the Expert (Thief/Specialist).
The subclasses for all classes are White, Blue, Black, Red, and Green.
Fighters
Here are some Fighter subclasses I threw together. They are quick and untested and I opted for evenly spread passive bonuses to encourage certain styles rather than active abilities - partly because I feel like an active ability defines the character too narrowly (again, I like classes with wiggle room). Note that these are designed for something like Chainmail, where +1 is fairly significant (and simultaneous turns are relevant to a handful). In other systems, granting advantage might be more appropriate.
White Fighters are knights, soldiers, paladins. They fight as part of a collective, for order.
- +1 to melee when fighting as part of a formation or close group.
- +1 to missile fire when firing as part of a volley.
- -1 to melee when caught alone.
Blue Fighters are commanders, duelists, weapon masters. They are well-studied experts in fighting.
- +1 to melee for one turn after successfully dodging or parrying.
- +1 to missile fire at long range.
- -1 to melee for one turn after taking a hit.
Black Fighters are rogues, brawlers, ruffians. They fight to win and will do whatever it takes to survive.
- +1 to underhanded moves in combat and while catching the opponent off guard (flanking, attacking while stunned etc).
- +1 to missile fire while unseen.
- -1 to melee when you don't have an escape route.
Red Fighters are berserkers, renegades, dervishes. They fight uninhibited, striking with passion (or reckless abandon, depending on your perspective).
- +1 to melee when fighting in light armor (or none).
- +1 to missile fire when close enough to the target to be at risk of a charge.
- -1 to melee when your opponent moved toward you this turn and you did not move toward them.
Green Fighters are barbarians, rangers, hunters. They fight with their instincts, knowing their capability as a predator.
- +1 to melee versus creatures significantly larger than you.
- +1 to missile fire versus creatures that are flying or climbing.
- -1 to melee when outnumbered.
Experts
This is a bit of a tricky one because I'm gearing it toward an Expert class that could have any set of skills like the one I did for DCC. That's why it's the Expert, not the Thief. In contrast to Fighters where I didn't feel it was appropriate to solidify one archetype as the colour's title, the titles here are still broad enough to encompass any Expert skillset.
It's also assuming 7-in-6 odds. Again, other systems will need their "+1" to be something else.
White Experts are Initiates, part of a cooperative guild or some other organization or community. As skilled cooperators, they are granted a +1 when their skill check directly enables someone else's action or protects them.
Blue Experts are Students, often formally trained and in the pursuit of knowledge. As academics, they perform best when they have time to study. Performing one extra dungeon turn of observation, research, or prep before making their skill check grants a +1.
Black Experts are Professionals, doing what they are best at for personal gain. Their skill checks are granted a +1 when their actions put someone else at risk, or someone else takes the heat.
Red Experts are Mavericks, maybe not doing things the conventional way, but certainly doing it with aplomb. Skill checks get a +1 under pressure, immediate danger, or during combat.
Green Experts are Improvisers, working with what they are given. They get a +1 to all skill checks for which they need to improvise.







