The class tree is meant to grow. A new tier needs three things.
- New class files under
Classes/<Tier>/ with the next tier number, levelRequired, and requirements rows. Each row names a discipline key, a rank and a role (primary or secondary). Add a new value to tierName in the type's schema.
- A stone. Add a Crystal file with the matching
tier number. The sheet's odds formula compares grade to tier automatically, so no formula changes.
- Ladder links. Add the new class to
naturalPaths on the tier below, so players can see the road.
What to keep true
- Requirements change odds and level is the only wall. Do not add hard class locks on gear or classes.
- Skills stay with the class. Passives stay forever, so they scale with tier: small and always-on at Lesser, conditional at Standard, strong but specific at Specialised, signature at Advanced. If a passive would be a must-have at Level 5, it is too strong.
- Bonus stat totals per tier: Lesser about 4, Standard about 8, Specialised about 14 to 18, Advanced about 25 to 35. A class's stat bonus is lost on switching, which is what pays for those numbers.
Classes that need other classes
A class's prerequisites list classes that must all be unlocked first, and prerequisiteAny lists classes where one is enough. Missing either one seals the Crystal: no roll, no cost. Use them when the fiction needs a road, as Cultist needs Student, or when a Divine class needs its Master class. They're a wall, so use them less often than requirements, which only change the odds.
The current ladder
Lesser 5, Standard 10, Specialised 20, Advanced 30, Master 40, Divine 50, with main requirements E+, F+, C-, B, A and S. Each tier's stat bonus totals about 4, 8, 16, 30, 45 and 60. The level cap is 60. Stone tiers 1 to 6 are Rough, Cut, Faceted, Flawless, Radiant and Divine.
Specialist classes
A class's specialisation holds its elements and six numbers: might, hit, focus for those elements, and otherMight, otherHit, otherFocusMultiplier for all other magic. The sheet's forecast reads them, so a new specialist needs no rule changes. Any number of elements works. Keep magic restricted rather than locked, in line with the rest of the game.
Hybrid classes
A class's hybrid holds a weapon and an element, and the sheet applies the Weave from them with no rule changes. Keep the stat bonus split between STR and MAG: that split is what pays for having no penalty on other gear.
Dual-weapon classes
A class's dual holds first, second, combination and effect, and the sheet and GM rule apply the Changeover from them. A Combination is one small effect on the scale of a weapon rider. Keep the stat bonus close to other classes of the tier: the second weapon rank is what pays for it.
Single-weapon classes
At Advanced and above, a class with one Martial primary type and no hybrid or dual gets devotion from ui_devotion.py, which sets its type and streak. Run it after adding such a class. The Devoted traits are in DEVOTED in ui_traits.py.