Squire (Fabula Ultima Class)
A downloadable game
This is the Squire (also Hoplite, Man-at-Arms, Shieldmaiden), a 3rd-party Class for the Fabula Ultima TTRPG. The Squire excels as a martial support Class, offering aid in the form of both offense-based and defense-based teamwork, as well as helping their allies access the ideal equipment as they need it.
The Squire Class includes a full spread of Skills and backstory prompts, a handful of Heroic Skills, and GM Advice for running a game with a Squire in mind.
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The Squire Class is by RollForThings. Compatible with Fabula Ultima and published under the Fabula Ultima Third-Party Tabletop License. This project is not affiliated with Need Games or Rooster Games. All text and art in this project is human-made, and all art in this project is in the public domain.
Status | Released |
Category | Physical game |
Rating | Rated 5.0 out of 5 stars (1 total ratings) |
Author | RollForThings |
Tags | Classes, fabula-ultima, Homebrew, Tabletop role-playing game |
Download
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Development log
- Version 1.1Oct 23, 2024
Comments
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Aw man, I really want to use this class. It's got some great ideas and the flavor is really good. But.
As it is, most of my critique would be wording clarification/nitpicks (like: "expires" is not terminology used in Fabula; it should be "end/lose this effect"; or: Dedication and Knowledge should probably specify "your My Strength is Yours Skill" instead of just "the My Strength is Yours Skill" unless you want it to be technically possible to have a character being supported by one Squire give a benefit to a different Squire with one of these Heroic Skills) but I think there are some bigger issues as well.
I love the idea of being able to do more with Equipment actions, but Arming Maneuver needs some small but serious adjustments to not be absolutely bonkers broken (specify that you can only pick each option once, decide how it should interact with free Equipment actions, clarify "an ally" to "an ally you can see" if you want to avoid Navigator shenanigans, etc.) Twin Point Strike, meanwhile, is Entropist's Stolen Time plus Commander's Charging Cavalry with full damage on both attacks, whenever you perform the Equipment action -- even for a Heroic skill, that's going a bit far!
Which brings me to what I think is the biggest problem with this class: I think I can already do most of what it wants to do with some combination of Entropist, Commander, and Guardian, and I don't think rolling all of those things into one class is enough to justify adding it to my games, especially when those classes already harmonize so well. Combined with the Squire's extremely limited set of Heroics, I think this class commits the cardinal Fabula Ultima class-building sin of trying to be self-contained.
So what about Squire is mechanically unique? What about it adds something to other classes in the game rather than just combining things that already exist in order to streamline? For me, I think:
I'm sure you understand a lot of the design intent better than I do, so I'm sure you can hit on more than those. I really recommend taking this class and considering how you could combine it with other classes in play to lean into particular archetypes.
I think there's some excellent ideas here, and I particularly like the work and polish you've put into it! I hope this feedback is useful and you'll continue to work on this class! :D
(Edit: what on Earth is happening to the word wrapping in this text box...?)
Hey, thanks for the detailed feedback! Squire is definitely still rough in places, and I'm considering fully replacing one or two of the Skills. I'm gonna be fairly hands-off with the Class until it goes through some playtesting, but all feedback is greatly appreciated and I'll take it all into consideration when I do a revisit. I'm pretty glad that my design goals for the Squire came through -- you spotlighted them exactly!