More like people of that class can take up combat styles/stats of other classes or something of their own style. Just need to fiddle with the specific moves, damage, HP and whatnot. The thing with Scholar is you've got to have high INT.
Which is why Wizard is most appropriate, no? Since it uses spells which definitely use INT. They should also probably need WIS since that is related to knowledge. That is, you don't need to be smart to be wise.
I mean say you can take up Moves of other classes, if you're spending your two best stats on INT and WIS, how effective are you going to be?
Oh, but aren't the classes just that? From what I have read, the main differences are just description of personalities and characteristics, the HP thing, damage and items used. Since we don't adhere completely to that site, stuffs like Starting and Advanced Moves, Items, Races etc. can be personally invented and submitted to you to get approved.
No. You can ignore the descriptions of personalities and characteristics to an extent. I mean it'd be weird to have a Good Guy Immolator who wouldn't harm a kitten, but if you feel you can write one, all the power to you.
As for Starting / Advanced Moves, you are correct to an extent. I think every class will keep their Starting Moves in the beginning, but as your character grows into their role (and I get a better feel for balance), you can suggest Moves for me to implement. For example, you play a Fighter who uses a spear and you think that 'stab opponent multiple times' should be a Move that your character naturally develops. I'd tend to agree and figure out how to balance it out.
The way I see it, if you're just starting out as a Fighter, or a Wizard, or whatever, you wouldn't have really developed your own fighting style / spells? You'd still be learning the core skills that people of your class would know. Kind of how like most people don't start off learning Wavedash in Melee.
It's also important to remember that Moves are pretty easy to trigger by description and you don't necessarily need a specific Move for the action you want to take. Going back to the Fighter / spear example, you could have written "Fulmine dodges the troll's club and tries to stab it multiple times." I could count this as a Defy Danger, and then a Hack and Slash attack and you don't need a specific Move for that action. What I'm trying to say is when it comes to fighting style and such your description matters more than the mechanic behind it. You don't need a Move to do a jumping slash or swirl like a cyclone.
That said, there might be times when you think a specific Move would be cool. You could call that spear attack "Perforate" and have it provide unique bonuses / penalties based on the rolls. That is fine too and I'm cool with that. I just don't see the need to come up with a whole class when a lot of the issues with uniqueness can be solved through description.
When it comes to Races, you can do whatever you want from the beginning, though. Same goes with Items, but remember you are not even a noob adventurer yet, so you wouldn't have (m)any magical items.
And I don't understand the Modifiers...why are there score lower than 8 in that table when the lowest is 8? And where is that 17-18 from? 16 is the highest, isn't it? If there are different versions of this game then which one do we pick?
So when you initially pick your stats, your lowest will be 8, and your highest will be 16. But people change (Level Up, Debuffs, Disease, etc.), don't they? So when you Level Up you can add one to a stat. So you can upgrade INT from 16 to 17 for example. Similarly, you may go even below 8 if you are hit by a debuff such as a curse or an environmental effect. Maybe you are in a mist which makes it very difficult to think.
I'm not sure what you mean by 'different versions'?
And DEXTERITY basically is an umbrella term for speed, agility, reaction etc. right? Although I dislike that word in an RPG context. CONSTITUTION would be STAMINA and TANK?