Arctic Wolf
First Post
Hey all how are you doing? I am doing this to mostly for fun and to see what you all think of it. While I don't have too much experience in rpgs, with the only experience being 4th mostly, with a tad of pathfinder and 3.5e, I just wanted to see how far I could get. So I guess lets get to the main course
. This is only a small bit and I will add more as I get time!
Stats
-Same basic six: Strength, Consitution, Dexterity, Intelligence, Wisdom, and Charisma.
- Now for rolling stats I am not sure if I want to do 3d6 or 4d6 and remove lowest 1. And you get any stats as you level at every odd level.
- Here is how the stat bonuses are done: 3-9= -1 ,10-11= +012-13= +1, 14-15= +2, 16-17= +3, 18-19= +4, and 20= +5.
- Stats can go past 20 but they only inc dmg which is a 2 for 1. So say you have 22 str: you still only get +5 to atk but instead of +5 dmg on that atk, you do +6 dmg.
- Con mod reduces damage over time by that amount.
Stamina and Wounds
- Starting Stamina is your 10+ Stamina Dice + Con mode for level 0.
- Each time you level up, you gain Stamina equal to your Stamina Dice + Con Modifier.
- Everytime you take a hit while at 0 you take 1 wound and when you take 3 wounds, you die or pass out. There will be rules that say how much wounds attacks can do.
- So basically once you hit 0 Stamina, you lose the ability to do special class actions, like the fighter's combo system or the mage's first tier+ casting and can only do basic attacks or cantrips.
Levels
-You start at level 0 which is just the very basic of your class that you have chosen, and can go to the max of 15(?).
- Every even level you get will give you one additional feat.
- Every odd level you level up to will grant +1 to one ability score.
- There are 4 tiers of play: lvl0- basically you are just starting on your journey and no one really knows you, lvl1-5- you are know to maybe a few villages/small towns, lvl6-10- known to an entire region, and lvl11-15- which you are known to an entire kingdom. As least that is what I am aiming for for designing stuff.
Defenses
- Only 3 defeneses Fortitude (STR or CON mod), Reflexes (DEX or INT mod), and Will (WIS or CHA mod).
- Classes will have specfic bonuses to 1 or 2 of them. Not sure about traits giving bonuses since I want them to be unique.
- Can choose to add 10 to the modifier or roll a d20. I like the idea of static defenses like 4e but can see the appeal for saving throw type defenses.
Weapons and Armor
- The highest bonus is a +1 which counts as masterwork and gives +1 atk roll and +1 dmg with weapons and another -1 dmg with armor.
- Light Armor -1, Medium Armor -2, and Heavy Armor -3 damage taken.
- Random items, Daggers, and Shields 1d4 dmg (daggers do double dmg on a 20+ and a crit).
- Other One-Handed weapons 1d6 dmg.
- Two-Handed weapons 3d4dmg or 2d6 dmg, haven't decided yet.
- I am thinking that if you use an offhand that does a 1d4, your mainhand will do 1d8 so that way it seems max dmg will total to 12 without mods. Daggers will work differently but not sure yet.
- Shields give you a chance to roll for a block against attacks.
Combat
- Your atk roll mod is determind by your highest stat.
- If you roll something that totals up to 20 it is considered a "soft" crit. You roll the dmg and the dmg is reduced by the armor.
- A natural 20 is a "hard" crit and does max dmg that isn't affected by armor.
- All combat actions that can be taken within a round: Main, Sub, Move, and Reaction.
Classes
Cleric- Main feature at the moment is what I call the light and darkness system. You can pick one or the other. In this homebrew light is protection and darkness is the intent to kill. So you need to decide where you character draws his strength from. So each time you use an ability that falls in-line with what you picked you get a +1 to dmg or healing and it can stack up to 5. You can choose when to use it, but if you use the opposite kind of ability that you have a bonus to, you lose the bonus.
Fighter- Main features will be knowing all your moves from the beginning so that you can slowly get better with them and the combo system which lets you combo atks either with other moves like disarming or more atks. So as you lvl up you can pull off more combos.
Barb- may be a feature for this subclass - adrenaline system: When you score a 20+ or a crit, you can +1 adrenaline, stacks to +5. When you do damage or take damge, you can reduce the damage you take or increase the damage you do.
Rogue- Main feature is the Cunning system. If you do not have control you can do roll to see if you can. Next part is called Up the Ante, which if you have control and win you get supperior control or if you lose you get disadvantage. Or if you have disadvantage and win you have control and if you lose you have complete disadvantage.
Wizard- Main feature is the spellbook system. So wizards can learn any amount of spells as long as it follows any subclass rules. So because of this rule it may be encouraged for the DM to reward wizards with spells. Basically vancian system but lvl0 spells don't cost any slots but higher lvl spells will take time to cast. So 1-3 can be used on that turn, 4-6 takes two turns to cast, and 7-9 will take three turns to cast. Another feature is the focused mind system which gives you pts equal to your int mod and you can use them to reduce casting but only that many per day. You can also offer up lower or higher lvl spells to cast lower or higher lvl spells. So say you want to cast another 9th spell you can offer an 8th and 1th. A rule so this isn't abused too much is that one of the spells offered up is a lvl before it, so like in the case above, if you want to cast a 9th lvl spell, one of the offerings has to be an 8th lvl spell.
Runes
- I am a fan of Suikoden, so I wanted to add this in here. Basically if you find a rune you can choose to put your class feats into your rune to advance that. So you could have a rogue who had a shadow rune and use it to make your stealth more magical. Or a fighter who uses a fire rune to hit ghosts since his weapon can't damage them.
Feats
- I am trying to make it so that all feats will be non combat choices but we will see.
Races
- Humans will be +1 to all stats and pick 3 feats.
- Other races will have different builds/subraces that have different things with +2 to two different ability scores and be able to have 2 feats since the different builds/subraces will be unique.
ex: A dragonborn variant that can fly with only light armor vs a variant that takes less dmg from melee atks.

Stats
-Same basic six: Strength, Consitution, Dexterity, Intelligence, Wisdom, and Charisma.
- Now for rolling stats I am not sure if I want to do 3d6 or 4d6 and remove lowest 1. And you get any stats as you level at every odd level.
- Here is how the stat bonuses are done: 3-9= -1 ,10-11= +012-13= +1, 14-15= +2, 16-17= +3, 18-19= +4, and 20= +5.
- Stats can go past 20 but they only inc dmg which is a 2 for 1. So say you have 22 str: you still only get +5 to atk but instead of +5 dmg on that atk, you do +6 dmg.
- Con mod reduces damage over time by that amount.
Stamina and Wounds
- Starting Stamina is your 10+ Stamina Dice + Con mode for level 0.
- Each time you level up, you gain Stamina equal to your Stamina Dice + Con Modifier.
- Everytime you take a hit while at 0 you take 1 wound and when you take 3 wounds, you die or pass out. There will be rules that say how much wounds attacks can do.
- So basically once you hit 0 Stamina, you lose the ability to do special class actions, like the fighter's combo system or the mage's first tier+ casting and can only do basic attacks or cantrips.
Levels
-You start at level 0 which is just the very basic of your class that you have chosen, and can go to the max of 15(?).
- Every even level you get will give you one additional feat.
- Every odd level you level up to will grant +1 to one ability score.
- There are 4 tiers of play: lvl0- basically you are just starting on your journey and no one really knows you, lvl1-5- you are know to maybe a few villages/small towns, lvl6-10- known to an entire region, and lvl11-15- which you are known to an entire kingdom. As least that is what I am aiming for for designing stuff.
Defenses
- Only 3 defeneses Fortitude (STR or CON mod), Reflexes (DEX or INT mod), and Will (WIS or CHA mod).
- Classes will have specfic bonuses to 1 or 2 of them. Not sure about traits giving bonuses since I want them to be unique.
- Can choose to add 10 to the modifier or roll a d20. I like the idea of static defenses like 4e but can see the appeal for saving throw type defenses.
Weapons and Armor
- The highest bonus is a +1 which counts as masterwork and gives +1 atk roll and +1 dmg with weapons and another -1 dmg with armor.
- Light Armor -1, Medium Armor -2, and Heavy Armor -3 damage taken.
- Random items, Daggers, and Shields 1d4 dmg (daggers do double dmg on a 20+ and a crit).
- Other One-Handed weapons 1d6 dmg.
- Two-Handed weapons 3d4dmg or 2d6 dmg, haven't decided yet.
- I am thinking that if you use an offhand that does a 1d4, your mainhand will do 1d8 so that way it seems max dmg will total to 12 without mods. Daggers will work differently but not sure yet.
- Shields give you a chance to roll for a block against attacks.
Combat
- Your atk roll mod is determind by your highest stat.
- If you roll something that totals up to 20 it is considered a "soft" crit. You roll the dmg and the dmg is reduced by the armor.
- A natural 20 is a "hard" crit and does max dmg that isn't affected by armor.
- All combat actions that can be taken within a round: Main, Sub, Move, and Reaction.
Classes
Cleric- Main feature at the moment is what I call the light and darkness system. You can pick one or the other. In this homebrew light is protection and darkness is the intent to kill. So you need to decide where you character draws his strength from. So each time you use an ability that falls in-line with what you picked you get a +1 to dmg or healing and it can stack up to 5. You can choose when to use it, but if you use the opposite kind of ability that you have a bonus to, you lose the bonus.
Fighter- Main features will be knowing all your moves from the beginning so that you can slowly get better with them and the combo system which lets you combo atks either with other moves like disarming or more atks. So as you lvl up you can pull off more combos.
Barb- may be a feature for this subclass - adrenaline system: When you score a 20+ or a crit, you can +1 adrenaline, stacks to +5. When you do damage or take damge, you can reduce the damage you take or increase the damage you do.
Rogue- Main feature is the Cunning system. If you do not have control you can do roll to see if you can. Next part is called Up the Ante, which if you have control and win you get supperior control or if you lose you get disadvantage. Or if you have disadvantage and win you have control and if you lose you have complete disadvantage.
Wizard- Main feature is the spellbook system. So wizards can learn any amount of spells as long as it follows any subclass rules. So because of this rule it may be encouraged for the DM to reward wizards with spells. Basically vancian system but lvl0 spells don't cost any slots but higher lvl spells will take time to cast. So 1-3 can be used on that turn, 4-6 takes two turns to cast, and 7-9 will take three turns to cast. Another feature is the focused mind system which gives you pts equal to your int mod and you can use them to reduce casting but only that many per day. You can also offer up lower or higher lvl spells to cast lower or higher lvl spells. So say you want to cast another 9th spell you can offer an 8th and 1th. A rule so this isn't abused too much is that one of the spells offered up is a lvl before it, so like in the case above, if you want to cast a 9th lvl spell, one of the offerings has to be an 8th lvl spell.
Runes
- I am a fan of Suikoden, so I wanted to add this in here. Basically if you find a rune you can choose to put your class feats into your rune to advance that. So you could have a rogue who had a shadow rune and use it to make your stealth more magical. Or a fighter who uses a fire rune to hit ghosts since his weapon can't damage them.
Feats
- I am trying to make it so that all feats will be non combat choices but we will see.
Races
- Humans will be +1 to all stats and pick 3 feats.
- Other races will have different builds/subraces that have different things with +2 to two different ability scores and be able to have 2 feats since the different builds/subraces will be unique.
ex: A dragonborn variant that can fly with only light armor vs a variant that takes less dmg from melee atks.
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