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Bendragon's avatar

1. I really like the system you have come up with. I think you might want a few more levels in your classes though. Maybe five instead of three? It would just feel like you are progressing more commonly and naturally.

2. I love the trial based progression, and I think you could do structured and free flowing. Here’s my idea. First set up specific requirements for each level of each class. (The warrior has to fight a fight with this level of difficulty) then you have places set up in your world with structured challenges (most warriors go to a certain arena to face their trial) but also allow the GM to create the trials naturally using the requirements laid out.

This would allow for a very structured fight, or a naturally occurring one.

3. I do think there needs to be more progression after you become a master in your class. Maybe not physically, but you are always learning things and therefore, always progressing.

4. Weaknesses. Weaknesses should be able to be overcome, through sheer will, magic, or some other way. The things that make us weak push us to overcome those things, and that should be built into the rpg.

A lot of this is my opinion, and hopefully makes sense. I’m already excited for whatever else you are cooking up for us!

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Kristie Alers's avatar

I’ve always struggled with this kind of RPG trade-off—growing up and playing D&D. The idea that branching out somehow makes you less rather than more. People aren’t one-dimensional, and many of us don’t just pick a single path and stick to it forever. We learn, explore, and integrate knowledge from different places, and often, that makes us even better at what we originally set out to do.

Maybe it’s just a personal bias, and I do see the reasoning behind the trade-offs for secondary classes—balancing power levels, maintaining class identity, and ensuring meaningful choices in progression. Those are valid concerns in most RPGs. But from what I understand, The Hero Within is supposed to be different, no? It’s meant to depict the ordinary person as a hero. We are all heroes of our own lives, thus shouldn’t progression mirror real-life growth? Where mastery isn’t about choosing one rigid path and never looking back?

One thing I really love about the class system you’ve designed is how it makes progression feel earned. The idea that heroes must prove themselves through Trials instead of just leveling up automatically is fantastic—it reinforces the idea that becoming great isn’t just about time passing, but about overcoming challenges, practicing your craft, and proving your abilities. That’s why I’d love to see that same philosophy applied to a multi-classing system.

In real life, people don’t become weaker when they step outside their field to learn something new. They often return to their original discipline even stronger, with new insights that enhance their expertise. A warrior who studies magic doesn’t become a weaker fighter—they become a warrior with an expanded arsenal of knowledge and tactics. Growth isn’t linear, and I feel like the game’s class system could reflect that. Maybe even be the first in its class. (Although I don’t know if any other RPG in existence has executed this kind of system successfully since I’ve only ever played 1)

I’m not saying there shouldn’t be any structure, but instead of outright limiting progression to Stage 2, what if advancing to Stage 3 required proving mastery of both disciplines? Maybe through more unique Trials that force players to integrate what they’ve learned, rather than just locking them out of progression? That way, choosing a secondary class becomes a challenge of synthesis, not a penalty?

I’d love to hear your thoughts on whether a system like this could work within the game’s vision. Because if The Hero Within is truly about being different and mimicking real human growth, then we shouldn’t be boxed in by game mechanics that contradict that core idea, right?

To me, the best stories (and heroes) are the ones who break the mold, not the ones who stay inside it.

And if I have misunderstood the information or am out of my depth because I am in no way qualified to understand the back door mechanics that need to be in place for an entire RPG to function properly, please accept my apologies for my ignorance.

Love to see these posts in my inbox and am excited about the completion of it all!

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