Difference between revisions of "V9: Combat Classes (General Rules)"

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===<u>'''General Rules<noinclude> (Combat Classes)</noinclude>'''</u>===
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Combat classes are designed for use in [[V9: Combat Activities|combat activities]].
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Playing an activity with combat classes will introduce special [[V9: Abilities and Effects|abilities]] and powerful effects into the game, including enchantments, healing, fireballs, and a slew of verbal magic, which allow players to affect each other at a distance without making physical contact.
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Each combat class brings a unique set of abilities and equipment limitations to the battlefield. These classes are designed to be played alongside each other as part of a team or adventuring party. While each class offers a flexible playstyle, there will always be some classes that are better tailored to certain tasks than others. Take the time to read the playstyle summaries, talk with veteran players, and try a few out on the battlefield to help you find the class that is best suited for your preferred playstyle.
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'''CAN I CHANGE MY COMBAT CLASS?'''<br>
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Players may change their combat class freely between activities. You can play [[V9: Scout| Scout]] during your first game, switch to a [[V9: Wizard| Wizard]] for some roleplay, and then finish the day as a [[V9: Paladin| Paladin]]. You can choose to play each of these as the same [[V9: Roleplay|character]] or change it up at your leisure. Since [[V9: Credits and Levels|progression]] is tied to your ORK account, you can play any character as any class, up to the highest [[V9: Credits and Levels|level]] you have unlocked in that class.
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{{V9 Combat Classes}}

Revision as of 00:41, 13 November 2023

221202---V9-Rules-Seal-for-Wiki.png
This page is part of the Official Amtgard V9 Alpha-Playtest Rulebook.
  • The Amtwiki is the official home and primary source for Amtgard V9 Rules as of February 25, 2023.
  • These rules are currently in Open Alpha Playtest. See the Playtest Disclaimer for more details.
  • To learn more about Amtgard V9 Development, please visit Amtgard.com.
  • To view the current Amtgard V8 ruleset, please see the Amtgard V8 Rulebook.




General Rules (Combat Classes)

Combat classes are designed for use in combat activities.

Playing an activity with combat classes will introduce special abilities and powerful effects into the game, including enchantments, healing, fireballs, and a slew of verbal magic, which allow players to affect each other at a distance without making physical contact.

Each combat class brings a unique set of abilities and equipment limitations to the battlefield. These classes are designed to be played alongside each other as part of a team or adventuring party. While each class offers a flexible playstyle, there will always be some classes that are better tailored to certain tasks than others. Take the time to read the playstyle summaries, talk with veteran players, and try a few out on the battlefield to help you find the class that is best suited for your preferred playstyle.

CAN I CHANGE MY COMBAT CLASS?
Players may change their combat class freely between activities. You can play Scout during your first game, switch to a Wizard for some roleplay, and then finish the day as a Paladin. You can choose to play each of these as the same character or change it up at your leisure. Since progression is tied to your ORK account, you can play any character as any class, up to the highest level you have unlocked in that class.



Combat Classes
General Rules · Anti-Paladin · Archer · Assassin · Barbarian · Bard · Druid · Healer · Monk · Paladin · Peasant · Scout · Warrior · Wizard · Monster
Classes
Credits and Levels · Combat Classes · Non-Combat Classes
Amtgard V9 Rulebook
Playtest Disclaimer · Introduction · Getting Started · Garb · Honor System · Safety · Core Combat Rules · Equipment · Classes · Abilities and Effects · Magic Items · Combat Activities · Rules Authorities
Appendix: Equipment Inspection Guide · Master List of Abilities · Glossary