Quint is a classless tabletop roleplaying game, with a focus on storytelling and character growth. To help players feel like they are progressing, a point-based system is used to help create and define characters as they grow in experience. This week, I’m proud to be able to show off three of Quint’s skill trees along with an explanation of how they work.
You’ll notice that each tree, true to form, grows upwards and branches out from the central trunk. To create characters in Quint, you spend points on skills, which unlock the ability to purchase skills on the branches connected above it. Each skill has a cost, which increments the higher you get in the tree, noted in the bottom right corner of the skill box. For example in the Faith tree Faith Proficiency costs one experience, which would allow you to unlock the Devotion and Pact abilities, each costing two experience respectively.
The higher you go in the tree the more powerful abilities become meaning that the abilities in the fifth tier, which cost 5 experience to acquire, can be character defining and quite powerful. Whether or not they are worth the investment, though, is entirely up to you. In lieu of classes, Quint aims to provide options and encourage players to plan a “route” through the trees to create a character that fills an archetype born from their imagination.
Quint’s archetype system is a planning stage that allows you to create your own “class” ahead of playing if you so choose. Your archetype is a way to create a cohesive aesthetic and perhaps even contribute to the overall story by fomenting ideas in the storyteller with notes about how this archetype interacts with the world. A wizard, for example; an archetype that is familiar to a lot of people who appreciate fantasy narratives might have story notes regarding a college where they studied, or an old tutor who lives in a tower.