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Index Card Tactics (which will someday have a better name) continues to get drafted in front of a live studio audience. Today I talk out some of the character classes and rough guideliens for how they're built, and I also realize I've gone WAY down the mechanical rabbit hole without stopping to explain some things, so enter with care.
Ok, so you've got a nice shiny die representing your class. That's all you need, right? Well, sure, we could leave it there, but that would be kind of dull. Instead we're going to jazz it ...
Mark Diaz Truman's profile photoRob Donoghue's profile photoStras Acimovic's profile photoJeremy Whalen's profile photo
These are fascinating and excellent. They're slowly building up all the pieces we need to play, and showing your thought processes. It's delicious design morsels. And there's something great about having tactile pieces you assemble for your character.
Two quick questions (if you have time).

I note (earlier) that you mention in your Gear writeup that weapons can be class specific (which is consistent with FFT), but I didn't see the writeup in the classes. Is this something you're still going forward with or has it been re-thought?

Will you have 'learning' of abilities and sharing, or just a limit on number of classes + gear slotting? This is forward thinking in terms of FFT but perhaps I'm jumping the gun in terms of cards. I'm just curious ... or should I wait for the next installment?
+Stras Acimovic - Good questions, and the answers will probably be a preview on future blog posts!

Regarding gear, I still intend to pair it with classes, but I haven't decided where that information is going to live. That is, should the knight writeup include the weapons knights can use, or should weapon writeups include the classes that can use it? Right now, I'm leaning towards the latter, but haven't really settled on the right answer.

As to a little more depth in abilities, I've gone round and round on that. One thought, for example, was tying the class abilities to die size, so they "unlocked" as you level up. It's a totally workable model, but it introduces more complexity than I want to have on an index card. Something to keep in mind, though.

Instead, my goal is to support Multi-classing in the spirit of FFT, so your secondary class provides some secondary benefit, like the use of a single class ability.

And that is definitely future blog material. :)
Classes on gear makes since you're likely to make more gear than classes (it's quicker for one).

As to the extension:

You can do it easily either way. Write an ability like so: d10 (*) to indicate it's learned at the d10 level (or at the end of the power to avoid confusion)

However if you write the shared ability at the bottom of the card, you can just let the bottom 2-3 rows peek off of your current class card, showcasing all the abilities you need. (I might be thinking a little too 3-D/spatially here).
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