5ing my own E...who's with me?!

steeldragons

Steeliest of the dragons
This is taking too long. My mind is already swimming from all of the "what if" and "how 'bout" threads...and so much of them just degrading down into an unending rendition of "anything [this] can do, [that] can do better. [That] can do naything better than [this]. No it can't. Yes it can. No it can't. Yes, it can. No, it can't! Yes, it can. Yes, it CAAANNN..." (very musical feeling today. Gonna blame it on Hussar. :p)

Anywho...Steel Dragons' 5e.

Ability scores 3-18.
-Roll 3d6 in order.
-Roll 4d6 drop the lowest. Arrange as desired.
-Array: 15,13,12,11,10,8. Arrange as desired.

-1 penalty, per point <8. +1 bonus, per point >13.

All Class apply any Con bonus/penalty to their HPs each level.


Hit Points
Each class has a set Hit Die. They receive the maximum number at 1st level. Each level thereafter, the player may 1) automatically add half of their Hit Die OR 2) Roll their Hit Die to take their chances for more (or less) than that half.

A Word About the Use of Weapon Proficiences/Chosen Weapons: Obviously, anyone of any class can pick up any weapon and try to swing/stab/hit with it. The Weapon Prof/Chosen Weapons allowed for each PC are those weapons with which it is assumed they have received some experience and training with. Any attempt "To Hit/Attack" with a non-proficient weapon suffers a -4 penalty (damage is as normal +/- any Strength bonuses or penalties).

Pick a class.

FIGHTER

Any armor and shields.
Any weapon.
Prime Ability: Strength. Apply any Strength Bonus to Damage by a melee weapon and all Skill/Ability Checks using Str. as their determiner.

Fighter....Hit......To Hit/Attack...Damage........Weapon.........Class
Level.....Points...... Bonus...........Bonus.......Proficiencies......Ability
1............10.........+1.........................................3.........Weapon Mastery
2......+5 or d10....+1................+1.....................3.........Choose Style
3......+5 or d10....+2................+1.....................4.........Power Attack
4......+5 or d10....+2................+2.....................4.........Choose Style
5......+5 or d10....+3................+2.....................5.........Whirlwind Attack

CLASS ABILITIES
Weapon Mastery: The Fighter is able to add their "To Hit/Attack" bonus to apply to any weapon they are using, even if not proficient in it's use. Their To Hit/Attack bonus is increased +1 for weapons with which they are proficient.

Fighting Styles: The Fighter begins play with ONE of the following Fighting styles and may choose to increase the bonuses of their existing Styles or adopt/train in a new one as they increase in level. The Fighting styles are: "Sword & Shield", Two-Weapon Fighting, Weapon Specialist, "Move n' Grove", Mounted Combat.

Power Attack: The Fighter is able to double their Damage Bonus on one attack against a single opponent per combat.

Whirlwind Attack: The Fighter is able to attack more than one opponent in a single round, who is within 10' of the Fighter, for every 2 levels of the Fighter. i.e. a 4th lvl Ftr. could attempt to attack up to 3 opponents in their surrounding (10') area.

CLASS THEMES
At Character Creation, the player may select one of these Class specific backgrounds for their theme (or may opt, instead, to choose from the General Theme or Racial Theme lists).

Trusted Solider/Guard: You done some time/had some training as a town guard, wall sentry, or actual soldier in a garrison. Maybe even been out on patrol a couple of times. Receive +1 to Constitution for Skill/Ability rolls for fatigue. +1 to Intelligence Skill/Ability Rolls for the purposes of Spotting, Searching and Perception. +1 to Charisma Skill/Ability rolls for interactions with other guards/soldiers/military men and other Fighters your level.

Battle Veteran: You've seen some real action. Been in the heat of a few battles, skirmishes, maybe even a full out war. Receive +1 to Intelligence Skill/Ability rolls for knowledge of tactics/strategies and warfare in general. +1 to Charisma Skill/Ability rolls for interactions with other veterans and fighters your level. +2 to Charisma rolls for interactions with Soliders, Guards and Fighters of lesser level than you. +1 to Wisdom Skills/Ability checks against the effects (magical or otherwise) of fear, confusion and suggestion.

Stalwart Soul: You might not have seen any action yet, but you have the heart and valor to prove yourself and overcome any foe. +1 to rolls against fatigue and any moving effects (knocking prone, pushing, grappling, etc.). +1 to Wisdom rolls against fear, confusion or suggestion. +1 to Charisma rolls for interactions with other fighters (of any level).

Cleric
Any armor and shields.
Blunt/Bludgeoning Weapons Only*: Mace, Staff, Club/Cudgel, Hammer, Morningstar, Flail. *See Themes, below.
Prime Ability: Wisdom. Apply any Wisdom Bonus to all Saves/Defenses against Mind-effecting Magic and Illusions and all Skill/Ability Checks using Wis. as their determiner. Add any Wisdom bonus (or subtract any penalty) from your total number of spells able to be cast per day.

Cleric.......Hit........Spell Levels per Day........Weapon..........Class
Level.....Points...........1....2....3...............Proficiencies.......Ability
1............8................1..................................1............Healing Hand
2......+4 or d8...........2..................................1..........Choose Calling
3......+4 or d8...........2....1............................1............Turn Undead
4......+4 or d8...........2....2............................2.........Choose Calling
5......+4 or d8...........3....2............................2.............Holy Might

CLASS ABILITIES
Healing Hand: The Cleric is able to channel divine energy to heal 2 hit points of damage per level., regardless of or in addition to their chosen spells. This healing may be divided among different wounded (including the cleric themselves), but may not exceed a total of 2HP/cleric level.

Clerical Callings: The Cleric begins play with ONE of the following Clerical Callings and may choose to increase the bonuses of their existing Callings or adopt/train in a new one as they increase in level. The Callings are:

"Arm of the Faith": the cleric is permitted (by their deity/order) to use a non-blunt weapon as relates to their deity. Thus, a god of battle may allow the use of a sword (or axe or spear, whatever the god uses), god of the sea- tridents, god of nature/hunting/elves/forests -bows, etc.

"Tender Mercies": the cleric receives an additional d6 to the daily total of their Healing Hand ability and to any curative spells they cast.

"Staunch Supporter": the cleric is able to apply their Wisdom bonus to Wisdom Skill/Ability or Save/Defense rolls for 1 ally, in their immediate vicinity, every 2 levels of the cleric. i.e a 4th level cleric could apply their Wis. bonus to up to 2 allies.

"Wizened": the cleric adds +1 to all Wisdom Skill/Ability rolls.

"Chosen": the cleric adds +1 to their allotment of spells every three levels (3, 6, 9, etc.)

Turn Undead: The Cleric is able to Turn away a number of undead creatures totaling Hit Dice up to the cleric's level. i.e. A 3rd level Cleric may effect up to 3 Hit Dice of undead. Additionally, Undead of Hit Dice half or less of the Cleric's level are Destroyed (turned to dust) outright. i.e. A 5th level cleric may Turn up to 5 Hit Dice worth of undead creatures. Creatures of 2 Hit Dice or less will be Destroyed rather than Turned.

Holy Might: The Cleric is able to apply their Wisdom Bonus to their Damage roll for one attack against an opponent.

CLASS THEMES
At Character Creation, the player may select one of these Class specific backgrounds for their theme (or may opt, instead, to choose from the General Theme or Racial Theme lists).

Local Shepherd: You've spent some time administering to the needs of faithful. You are a trusted tender of your "flock" and your presence offers solace to the community. Receive +1 to Charisma for Skill/Ability rolls for interactions with any/all peasantry, farmers, village and/or townsfolk (but not city dwellers). +1 to Intelligence Skill/Ability Rolls for the purposes of gleaning Insight, Perception and Sensing Motives. +1 to Constitution Skill/Ability rolls for fighting disease, fatigue, and poisons.

Cloistered Acolyte: You've spent your early years in the abbey/seminary/cloisters in thoughtful meditation, study and honing your knowledge. Receive +1 to Intelligence Skill/Ability rolls for knowledge of Religions, History and general knowledge related to the cleric's deity's Spheres/Domains of influence (seafaring for the god of seas, warfare for the god of war, forestry or herbalism for the god of nature, etc.). +1 to Charisma Skill/Ability rolls for interactions with other clerics of your level or lower, scholars/academic types (including mages), sages, and scribes. +1 to Wisdom Skills/Ability rolls against mind-effecting magics and illusions.

Stalwart Soul: You might not have seen any action yet, but you have the heart and valor to prove yourself and overcome any foe. +1 to rolls against fatigue and any moving effects (knocking prone, pushing, grappling, etc.). +1 to Wisdom rolls against fear, confusion or suggestion. +1 to Charisma rolls for interactions with other clerics (of any level).

More to come...Who wants to play?
--SD
 

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I am already working on a sort of 5e, with flat math, though based more on 4e than D&DN seems to be. I am creating the system for superheroes specifically, but I am including a system of "volume controls", like 5e wants to:

1. Three settings for campaign tone: lethal, serious, light
2. Three settings for power level: Street, Super, Cosmic
3. Three settings for hero rarity: nearly unique, rare, commonplace

My system is cutting way back on feats, giving class features and powers with base mechanics, but fluff determined by each player for each character.
 


I am already working on a sort of 5e, with flat math, though based more on 4e than D&DN seems to be. I am creating the system for superheroes specifically, but ...
Heh, me too. A few threads ago, I posted some musings about how I wish 5E would be just the BECM with d20 System mechanics stitched on...and I've been working on it ever since in my free time.

The gist of it:

-----

MECHANICS:
1. The game uses the d20 System's attack bonus and armor class.

2. The game will also use the d20 save throw mechanics, except there are five save throws instead of three (Poison/Death Ray, Magic Wands, Paralysis/Turn to Stone, Dragon's Breath, and Spells/Magic Staff.) P/DR is modified by Constitution, MW is modified by Dexterity, P/TS is modified by Strength, DB is modified by equipment (especially shields and armor), and S/MS is modified by Wisdom.

3. I will continue pretending that 5' x 5' grids, healing surges, roles, minions, and rituals were never invented.

4. Combat (Dis)advantage will be the catch-all mechanic for things like flanking, aiding another, being larger or smaller than your opponent, fighting on unstable footing, drawing attacks of opportunity, etc., and will determine whether or not sneak attack is triggered.

5. Spells will use the Save Vs. DC rules from the d20 System.

6. Skill checks will use the d20 System's rules for ability checks vs. DC. Certain class-specific skills, such as translating a magical scroll or picking a lock, require a special proficiency.


RACES:
1. Races get a bonus/penalty to ability scores. Ability scores are capped at 18+racial modifier (so while a human could eventually have 18's in all stats, a dwarf could have up to a 20 in Constitution but no more than a 16 in Charisma.)

2. Races determine which languages and proficiencies a character starts with, and give other small bonuses as well (such as the dwarf's "+2 to Save Throws vs. Poison," or the elf's "+2 to search checks.") Humans start with extra proficiencies, and learn new ones faster than other races.

3. Favored class: uses the Pathfinder's reward system, instead of the 3.X's penalty system.


CLASSES:
1. There are four main classes: Cleric, Fighter, Magic-User, and Thief. (I'm still on the fence about whether or not to include the Mystic or the Druid.) They are modified pretty heavily from the 3.5E SRD, to give them more of a BECM feel.

2. At Name level, the character can choose a prestige class if desired, or can multiclass. I'm still working on the details, but it works pretty much the same way it worked in the BECM rules: when a Fighter reaches Name level, he can become a Knight or Paladin, or he can start taking levels of Magic-User, or he can just remain a Fighter. I haven't decided what "Name" level should be; I'm thinking somewhere between 6th and 9th level.


FEATS and SKILLS:
I will use the BECM "Non-Weapon Proficiencies" system and "Weapon Mastery" system, instead of the 3.X feats and skills. Certain races give automatic proficiency or mastery, but that's about as deep as I want to follow this rabbit hole.


WEAPONS:
Weapons are sorted by category: axes, bows, clubs, flails, knives, polearms, staffs, swords, etc.


SPELLS:
The game will use the spells from the Rules Cyclopedia, but with lots of modifications. Mostly, they will be rewritten to handle the new save throw and/or attack mechanics.

-----

That's about as far as I've gotten. It's slow-going, but now that the semester is over I should have a lot more free time. I'll try to figure out what to do with monsters over spring break...I'm thinking I will start with the SRD monsters, and dumb them down to BECM stats. Or vice-versa. I dunno; either way I look at it, it looks like a lot of work.
 

THIEF/ROGUE
Light armor (padded, leather, studded leather) and small shields.
Any weapon.
Prime Ability: Dexterity. Apply any Dexterity Bonus to "To Hit/Attack" rolls by a single-handed melee or missile weapon and all Skill/Ability Checks using Dex. as their determiner.

Thief.......Hit......Skill Roll*......Damage**.....Weapon..........Class
Level.....Points....Bonus...........Bonus.......Proficiencies........Ability
1.............6.........+1................x 2..................2............Sneak Attack
2......+3 or d6.....+1............... x 2..................2 .........Choose Skill Set
3......+3 or d6.....+2................x 2..................3..............Streetwise
4......+3 or d6.....+2................x 3..................3..........Choose Skill Set
5......+3 or d6.....+3................x 3..................4...............Evasion
*Apply this bonus to all rolls for Skills possessed by the Thief.
**Bonus applies to Sneak Attack only.

CLASS ABILITIES
Sneak Attack: The Thief is able to double their Dexterity bonus "To Hit" on any Sneak Attack (be it a stab from the back or flank, jumping out the shadows or any surprised opponent). The damage of their Sneak Attack is rolled for weapon type (+/- any Strength bonus or penalty) and then multiplied by the Damage Bonus of their respective level. To make a successful Sneak Attack, the thief must spend at least one round studying the target for weak spots or openings in their defenses and catch the opponent unawares through the use of some other skill -"Stealth" being the most common. A thief may only Sneak Attack the same creature/opponent once...after that (if they live) they're looking for/aware of you.

Thieving Skill Sets: The Thief begins play with ONE of the following Skill Sets and may choose to increase the bonuses of their existing Skills or adopt/train in a new one as they increase in level. The Thieving Skill Sets are: Stealth (move silently, hide in shadows, hear noise), Thievery (pick pockets, open locks, detect traps), Espionage (disguises, forgery, bluff), Two-Weapon Fighting.

Streetwise: The Thief is able to apply their Dexterity and Skill Bonuses to Intelligence or Charisma Skill/Ability rolls for the purposes of gathering information about the local area (either eavesdropping or affable interactions), general knowledge of "normal" thief organizations (guilds) and operations, and rolls against "getting lost".

Evasion: The Thief is able to apply their Dexterity and Skill Bonuses against all Dexterity-based Skill/Ability/Save/Defense rolls that require balance, reflexes, and/or speed.

CLASS THEMES
At Character Creation, the player may select one of these Class specific backgrounds for their theme (or may opt, instead, to choose from the General Theme or Racial Theme lists).

Footpad: You have been around the block, the gutter too, probably a couple of times. Maybe grew up as a runner/messenger for the local guild or made your own way as an orphaned "street rat". You know how to look and listen, preferably without notice. Receive +1 to Intelligence Skill/Ability Rolls for the purposes of Spotting, Searching and Perception. +1 to Charisma Skill/Ability rolls for interactions with commoners (street vendors and performers, beggars, barmaids/tenders, etc.) and other Thieves your level or lower. And an additional +1 to all Stealth rolls.

Acrobat: You've had some serious training in developing your balance, muscles and reflexes. Maybe did a stint with a traveling carnival or performing for some minor noble's amusement. You are as much a performer as a nimble sneak. Receive +1 to Strength Skill/Ability rolls. You Receive the Evasion class ability at 1st level in lieu of your first Skill Set (but in addition to Sneak Attack. You can choose another Skill Set at 5th). You receive an additional +1 toward all Dexterity based Skill/Ability checks and "To Hit/Attack" rolls with thrown weapons.

Rakish Rogue: You might come from the gutter or some high noble house, but no matter where you are from or where you find yourself, you fit like a glove and learn fast. +1 to Charisma-based rolls for interactions with anyone from middling or upper classes. +1 to Wisdom/Intelligence rolls regarding diplomacy, etiquette, sensing motive, and bluffing. You receive an additional +1 "To Hit/Attack" rolls with any single-handed blade (dagger, rapier, long or short sword, etc.).


 

On various occasions, I've done some work towards my own version of the game. It's two parts 4e, one part SWSE, and one part 3e.

But I keep coming back to one issue: 3.5e basically does 95% of what I want, and any new game would need to not only beat that, but has to be "better enough" to persuade me to throw out 8 years of system mastery. That's why I didn't switch to Pathfinder, it's why I didn't switch to 4e... and it's likely why I won't switch to 5e. And it's a very tall order for my own custom game.

So I'm left wondering - would I not be better just house ruling 3e to do that extra 5% of what I want?
 

I'm willing to do the work for create my 'perfect' homebrew system (say 64 pages without Spells/Powers/Monsters) but the draw of the new player shiny keeps me from really commiting.

I hate the splat treadmill, I love the splat treadmill.

The base system is a bounded set for modifying. The follow-on products come too fast and require too much work to pull in. But either myself or someone in the group will buy them and want to use them.
 

My ideal edition would include the following elements:

From 4e: point buy stats, static HP, the unified bonus progression for attacks and defenses, the core combat system pretty much whole hog with movement powers made optional. 4e monsters pretty much as is with again movement powers made optional. Skill system.

From Pathfinder: The entire race and class structure of PF minus BAB and save progression beyond level 1 since thats already taken care of via unified progression. Also remove negative racial penalties. Add at-wills for casters.

From 3e: Tome of Battle style maneuvers for melee classes
 

My ideal edition would include the following elements:

From 4e: point buy stats, static HP, the unified bonus progression for attacks and defenses, the core combat system pretty much whole hog with movement powers made optional. 4e monsters pretty much as is with again movement powers made optional. Skill system.

From Pathfinder: The entire race and class structure of PF minus BAB and save progression beyond level 1 since thats already taken care of via unified progression. Also remove negative racial penalties. Add at-wills for casters.

From 3e: Tome of Battle style maneuvers for melee classes

So pretty much 4th edition . . .

4th edition races already have negative racial ability modifiers removed. They don't have BAB or save progression and at wills for casters. Tome of Battle style was the precursor to 4th edition exploits.

It looks like you already have your ideal edition with some personal small houserules.
 

So pretty much 4th edition . . .

4th edition races already have negative racial ability modifiers removed. They don't have BAB or save progression and at wills for casters. Tome of Battle style was the precursor to 4th edition exploits.

It looks like you already have your ideal edition with some personal small houserules.

Not really. I'm basically stripping out the entire powers system and uniform class structure altogether and importing about half of Pathfinder in its place. Not a small change.
 

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