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

Moving on to the sub-classes. Hopefully, this will be relatively easy and most of these will incorporate/combine elements from the base classes...We'll see.

The Sub-Classes.
All other classes are based off of one of the four base classes (Fighter, Cleric, Mage, Thief) and their general mode of interaction with their world.

These are, primarily, the Physical world (fighters and thieves), the Arcane world (mages), the Divine "world" (clerics), the Natural (personified foremost by the Druid) and the Primal (personified, foremost, by the Barbarian).

Most sub-classes are fusions of two (possibly more) of these. Because of this many sub-classes have exceptional and varied abilities. But in exchange for this increased power, the sub-classes lend themselves to being balanced out with various restrictions that the base classes, generally, do not have to worry about. One such restriction is that the utilizing of elements from multiple base classes demands the sub-class has more than one Prime Ability. As a general rule, Ability scores must be 13 or higher in both Prime Abilities for a character to be that sub-class.

Oftentimes, though not always, the sub-classes are part of larger organizational groupings. Druids and Witches might gather in their hidden sacred groves and stone circles. Paladins may come from structured religious orders. Assassins often bond into highly secret guilds. Bards hone their craft in selective "colleges." Public or private, these may serve to limit their numbers or increase them. But all in all, the number of sub-classes found in a given area (even with an organization) will be far fewer than the base four classes.

DRUID
Druids are a sub-class of the Cleric, though they glean their powers and skills from the Natural World as opposed to the Divine. They are the priests, warriors, teachers and advocates of Nature, the Balance of nature and the whole of the cosmos. They are the guardians, keepers and eventual masters of the elements, the storm, the animals and all that grows. The Cycle of Birth, Life, Rebirth, Nature vs. Civilization, Order vs. Chaos, Good vs. Evil, are all concerns that the Druids keep close to their heart and mind.

-Light or non-metal armor and non-metal shields. (padded, leather, studded leather, but natural scales/hides, naturally or magically enhanced wooden or vegetative splint, banded or even plates are possible).
-Weapons: Club/Cudgel, Dagger/Knife, Scimitar, Sickle, Sling, Spear, Staff
-Prime Abilities: Wisdom and Constitution. 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. Apply any Constitution Bonus to all Saves/Defenses against fatigue, poisons and other ingested or breathed toxic effects and all Skills/Checks that utilize Constituion as their determiner.
-Alignment Restriction: Druids must be and remain True Neutral (whether using the 9- or 3-point alignment, "Unaligned" is considered True Neutral for the purposes of Druids.)

Druid.......Hit........Spell Levels per Day........Weapon..........Class
Level.....Points...........1....2....3............ ...Proficiencies.......Ability
1............8................1..................................1..........Nature's Shroud
2......+4 or d8...........2..................................1. .........Choose Calling
3......+4 or d8...........2....1............................2........Speak with Animals
4......+4 or d8...........2....2............................2.. .......Choose Calling
5......+4 or d8...........3....2....1......................3............Shapeshift

CLASS ABILITIES
Nature's Shroud: The Druid is able to move through and hide in natural environments (woods, fields, marshes, underground) as if they had the Thief's Stealth skill. The Druid's Wisdom Bonus is applied to the skill check instead of Dexterity. Once per day per level, the druid is able to "blend" with his or her natural surroundings so as to be all but invisible (they are concealed and/or surprise others on 1-5 of a d6). Any movement, attack or speaking will break the enchantment and reveal the druid to all in the area. Note that the druid must have a "backdrop" against which to blend (a tree, cavern wall, stalagmite, bushes or tall grasses to crouch among, etc.). Nature's Shroud will not take hold against any constructed material, wood, stone or otherwise (town buildings, constructed or carved stone walls, thatched rooves, etc.)

Druidic Callings: The Druid 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:

"Nature's Champion": the druid is permitted to use either their Wisdom or Constitution bonus (whichever is higher) to their Damage roll to one attack against a single opponent per combat.

"Tender Mercies": the druid receives an additional d6 to any curative spells they cast.

"Staunch Supporter": the druid is able to apply their Wisdom bonus to Wisdom Skill/Ability or Save/Defense rolls for 1 ally, in their immediate vicinity, every 3 levels of the druid. i.e a 4th level cleric could apply their Wis. bonus to up to 1 ally.

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

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

Speak with Animals: The Druid is able to converse with one type of natural or giant Animal, +1 type of animal per druid level above 3rd. For example, the druid chooses to speak with all normal or giant wolves, but can not with magical or otherwise "tainted"/charmed/controlled variety -"Dire Wolves", "Winter Wolves", "Werewolves", normal wolves under a "Charm Animal" spell, etc. They simply won't understand or, in the case of charmed normal animals, won't respond or listen. Each animal (or small grouping) should be recorded on the PC's sheet for easy reference. i.e. A 3rd level the druid has an encounter and decides to Speak with a pack of Wolves. At 4th level, the Druid wants to be able to converse with "Songbirds", thus cannot converse with a heron or other waterfowl. At 5th "Furry Woodland Creatures" -squirrels, rabbits, chipmunks, raccoons, foxes, etc. though not Deer or Bears or anything large like that. Whole types of animals ("All Reptiles" or "All Birds", for example) should not be permitted (though that is up to the individual DM). Additionally, it should be noted that this ability merely allows for communication. The animal is under no compulsion to "be nice" or "change their attitude" toward the druid...unless the druid can "talk them into it." i.e. A hungry pack of wolves who wants to eat the druid is still going to be hungry and want to eat. If the druid can offer them some other source of food, maybe they will leave him alone...but maybe not.

Shapeshift: The Druid is able to alter their shape into that of a normal animal (and back to their usual form) once per day + once per day per level above 5th. At higher levels, the druid will be able assume giant animal forms as well. This shapeshift alters all reasonable items worn and carried by the druid to change with them (though certain powerful magical items may not). The druid assumes all of the characteristics and natural abilities of the animal -flight, breathing underwater, brachiation, climbing, speed, etc., as well as all of the animals natural attacks -claws, fangs, horns, "bear hugs", etc. This shifting of form and realigning of cells has the added effect of healing the Druid up to 1HP per Druid level transitioning into the animal form, and the same transitioning back. i.e. A 5th level Druid is wounded for 10 HP in battle. They change into a bear to continue to fight. This heals 5HP of damage (the druid is now 5 HP down). They sustain 2 HP of damage in bear form before the fight is over (now 7 HP down). They change back to their normal self, receiving another 5HP of healing, and end the battle only 2HP down from their max.

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 your community (be they human, animal and/or plant). 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, rangers, druids and bards, anyone who lives in/with the land and any interactions (Handle or Calm Animal, etc.) with local flora, fauna and fey creatures. +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.

"of the Grove": You've spent your early years in the hidden/cloistered training grounds of your order in thoughtful meditation, study and honing your knowledge. Receive +1 to Intelligence Skill/Ability rolls for knowledge of Flora, Fauna, Herbalism, Healing and general knowledge related to Nature. +1 to Charisma Skill/Ability rolls for interactions with other druids, rangers and bards of your level or lower and scholars/academic types (including mages) interested in Nature-related subjects. +1 to Wisdom Skills/Ability rolls against mind-effecting magics and illusions.

"Guardian of the Circle": You've studied the stars and the trees, the animals and wind. While you love them all and have a thorough understanding of the powers of your class, you wish to defend them above all else and have honed your fighting skills to do just that. +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 druids (of any level).

Druid Spell ist
1st Level......................2nd Level..................3rd Level
Charm Animal..........Animal Messenger........Call Lightning
Detect Poison..........Barkskin.....................Cure Disease
Entanglement..........Cure Light Wounds......Dominate Animal
Faerie Fire...............
.Flameblade.................Neutralize Poison
Goodberry...............Gust of Wind..............Plant Growth/Reduction
Obscuring Mist.........Heat/Chill Metal............Sleet Storm
Produce Flame..........Soften Earth/Stone......Speak with Plants
Resist Elements........Slow Poison................Stoneshape
Shillelagh.................Summon Swarm........Water Breathing
Speak with Animals...Woodshape.................Wind Wall

---------------------
Whew! That wasn't as easy as I thought. Hopefully the rest are a bit more of "base class x + base class Y" with only a little indiviudality....Somehow, I doubt it.

More later.
--SD
 
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If the Barbarian is the exemplar of the "primal" world/powersource, I would say you don't need it. A barbarian is a product of his/her background and environment, and is more suitable as a "theme". You can have barbarian clerics, shamen, thieves, and fighters. I personally think the 4e barbarian class was Way off the mark.. Conan would never fit the mold. From the various writeups that have been done on him, he would have been a fighter/thief with a barbarian theme (at least at first) and possibly a "rage" feat/talent.

If you Have to have a "primal" character, use the Druid.
 

If the Barbarian is the exemplar of the "primal" world/powersource, I would say you don't need it. A barbarian is a product of his/her background and environment, and is more suitable as a "theme". You can have barbarian clerics, shamen, thieves, and fighters. I personally think the 4e barbarian class was Way off the mark.. Conan would never fit the mold. From the various writeups that have been done on him, he would have been a fighter/thief with a barbarian theme (at least at first) and possibly a "rage" feat/talent.

OH! I completely agree! "Barbarians" in my homebrew world are a human race/culture and class...and resemble the 1e Unearthed Arcana Barbarian/Conan-ish more than anything that came later. I just imagine all sorts of folks would have their fur speedos all in a bunch if they weren't able to play their 'controlled raging crazy damage guy/gal." (though the idea of non-human or city-dweller "barbarians" just gets my speedo in as much of a bunch.)

Barbarian as a theme certainly works, for me. But I don't think the general community would like it.

If you Have to have a "primal" character, use the Druid.

Personally, I really like the idea of having Natural and Primal separate, as I view Primal as dealing more with the "Spirit world" than the natural/elemental world of the Druid or wide variety of the Arcane of Mages. Though it is a fine and somewhat fuzzy distinction.

Honestly, I think the foremost personification of Primal should be Shaman...but Barbarians just have so much more clout and history in the game...however poorly evolved.

Warrants thought though.
--SD
 

I've been working on something along these lines for a while now--last year there was a discussion about designing an edition that would combine the simplicity of BD&D with the design techniques of 4E, and I decided to take a whack at it. I worked on it off and on for a while; when 5E was announced, I decided it was time to really get to work and finish it. As it happens, I'm just wrapping up now. Will post the result in a couple of days.

It's been a fascinating experience. Among other things, I've gained a new appreciation for 3E, which is my least favorite edition. For all the things I don't like about 3E, there were a ton of small innovations and tweaks that really improved the game, and I find myself drawing on 3E "tech" much more often than I would have expected.
 


I'm not going to read the proposals in their entirety, but I just want to say one thing...

If you design your own system, start from the resolution mechanics such as:

- how do attacks vs defenses work
- how does movement in combat works
- how do spells work (casting rules, resolution rules e.g. saving throw)
- how do other combat actions and initiative/order work
- how do out-of-combat skills work

From there, move to character core mechanics such as:

- class structure: what should differentiate different classes, how should classes advance in level
- ability scores: what do they affect, what hard limits and progression of bonuses

Only then you should start designing actual classes, races and custom features (spells, skills, feats...).

If you start from classes, you'll inevitable shoehorn your design into pre-existing mechanics, and you may end up with nothing but the 1000th house ruled variant of 3ed or 4ed. You need your design to grow more organically, bottom-up, to end up more solid and better fulfill your original requirements.
Completely agree. When I started my 5e project a long while back I began with classes and as I progressed along stuff I liked started dictating to me stuff I didn't like. I ended up scrapping it and starting over with core principles in mind. The system was almost done before I ever really designed a class power.
 

At the moment I'm trying to compile a generic dungeons & dragons mechanics kinda stuff. I didn't play for about 5 years, and I was deeply in 2ed AD&D mainly, but recently I saw 4e and I bought it. And now 5e is coming. So, I decided to use my brains to make some kind of generic approach to D&D. First of all, it's my greed. I don't want to pay once again (AD&D/3.0/3.5/4 and now it's 5) for the same content (basically, everyone pays for content and pre-made stuff, cause it's cool and you know... well, I hope you got my point, magic missile is still magic missile; Paizo did really well since they've got this trick, I think) but I want to use all the legacy products in one way. So. I decided to clean the D&D's house, and to have my own approach.
There are some questions above, so I'm going to answer like it's some sort of quiz ;)

- how do attacks vs defenses work
Basically, each Archetype has it's strong attack from Prime Combat Modifier (equals to level + main Archetype ability modifier + race modifier + all others) and the same modifier used to determine strongest defense of the Archetype which are Fortitude/Will/Reflex (10 + PCM, depends on Archetype); also, there's Secondary Combat Modifier (equals half of level rounded down with 0 on 1st level + any ability modifier other than main ability + all other modifiers) and it stands for any combat activities different from basic combat role and also it stands for secondary defenses.
Archetypes are 6 main roles, each for an attribute - fighter for STR, rogue for DEX, cleric for WIS, wizard for INT, bard for CHA and druid for CON. What da..? you may ask. But I think I need to answer a little bit more questions to make things a little bit clearer.

- how does movement in combat works
Exactly like in 4e at the moment. But I guess there'll be some minor tweaks to make it even more easy.

- how do spells work (casting rules, resolution rules e.g. saving throw)
- how do other combat actions and initiative/order work
- how do out-of-combat skills work
- class structure: what should differentiate different classes, how should classes advance in level
- ability scores: what do they affect, what hard limits and progression of bonuses

That's where's the magic :angel:
Instead of making over9000 different mechanics for each class/discovering new points-joints-whatever/cloning skills/adding new classes/deleting old rules and etc. I just made one simple thing - deleted all the difficult stuff to hell and made simple things simpler but "with attitude".

So, we have an Archetype which have one strong ability, one source of his own "might and magic". This source is called PCM as you can see. But it's not the only one modifier we need. Also each Archetype has his Prime Social Modifier and Prime Mastery Modifier. The names are just as stupid and simple at this point but it's a 0.2a build of an idea, so please, accept'em as they are. So what do these guys do - Prime Social Modifier works for all the basic social actions character could do. Fighter is good at battlefield, and he is good in aggressive manner of speaking and yelling, while mages are really nerds-with-books and good at all the social activities, when intelligence and science are required. So your Prime Social Modifier works as "attack" modifier for all the social interaction. And your PMM (Prime Mastery Modifier) is some sort of "attack" modifier for tech and non-combat tricks stuff. Fighter bends bars, rogue steals and hides, wizard brews potions and scribes scrolls and etc. So all three main parts of D&D (roleplay, fight, explore) have their own modifiers.

Second part of fun. All your actions could be counted as at-will (basic actions)/ encounter (complex actions)/ daily (master actions) and rituals (a set of basic, complex or master actions; routine you need to do but it's not necessary to role-play it at every step, so it has no checks at all but have a DC and some basic cost in gp)

At-will/encounter/daily powers act similar to 4e but with a couple differences.
You can use any untrained at-will of your level or lower level at -2 modifier if it has similar base as your trained at-will; you can use any untrained encounter of your level at -4 modifier if it has the same base as your trained power; you can use any daily at -8 modifier with same rules. So you basically have slots to spend at battle for encounter and daily stuff and there's a system/power builder for improvisation on this level also (basically, i've made it for conversion of other edition's traits and stuff, but it works as improvisation engine in combat too). That's why there's no utility powers as something different - you have utility powers of different types, they also could be at-will/encounter/daily and could be untrained/improvised if based on your trained powers. At some points you choose your favorite at-will, encounter and daily, and grab some additional bonuses for using them (+2/+4/+8 as you could guess) but you get favorite daily at 15th level of 20 (I decided that clone-like gameplay from level 1 to level 30 is toooooo much for me), so these favorites grant you improvisation/similar powers at zero cost if the power uses the same base. So this is how specialization/paragon and all these "extra sharp" builds will work there.

So as I told previously, all the actions just sorted in basic/complex/master categories. I mean, ALL actions. Conversation with some random guy? Make at-will PSM check. You have a "big secret" power? E.g. a power which grants you ability to find out man's biggest scare (cleric could have this one) so you make Wis-based PSM check vs. Will defence of your opponent and "win" and you get info. Need "untrained" conversation? You're welcome:) All the characters/monsters you'll meet have their own defenses, so fighter will act better at yelling on some weak at Fortitude guy, and wizard could handle a fighter with intellectual power. So conversation is kinda combat in mechanics and you can train some social powers to manipulate people/monsters rather then fight them, and you have "encounter socials" when you find some arguments through your power and you have dailies, when you need to stop the crowd from killing innocent guy and it's really hard and you need rest basically after such grand success at negotiation. All the social and spirit based actions in combat like healing or turning or animal empathy or barbarian's rage work through PSM.

And if you need to make some "I want to find out something in taverns" your make a ritual. There is a basic ritual (costs 10gp X level and has DC = Level + 2 and takes 2 hours of time generally) which grants you basic result, complex ritual (costs 100gp X level and takes 4 hours of time generally and can't be repeated in exactly the same form; DC = Level + 4; e.g. first level complex ritual will cost basically 100 gp and you can't repeat, so you with your taverns stuff need to find another part of the city/another kind of places) which grants you bigger result (for our situation with taverns - you find out some details/names/places info)

And also there's master ritual (costs 1000gp X level; DC = Level + 8; time 8 hours) that can't be done by one man (cause you need to beat in this situation with taverns DC=9 at first level with your bare PSM, so if you have +4 from your 18-ish stat and +1 from level and +1 from your race and +1 from your theme your PSM could be +7) so you can add some help and there are rules for collective rituals and these rules explain why do you need party/organisation/some goal in social progress, not in dungeon hack'n'slashing only.

The same stuff with PMM - you use all the powers connected with your Prime Mastery Modifier with -2/-4/-8 if they are untrained, or with no penalties or with +2/+4/+8 if they are favored. These powers could be counted as skills, non-weapon proficiencies, crafting etc. but they are about interaction with material not with spirit (all the turn undead/animal empathy etc. stuff depends on PSM) - lock picking, forgery, disarming traps and so on.

The main part of PMM and favored PMM comes from theme, another great idea I've stolen from somewhere else. Theme is your basic non-adventuring-side-of-living-and-earning-money. You could have basketweaving/ bowyerflecher/ superdupering and all that stuff with trained "powers" (I call them techniques). There's no reason to have non-combat/non-interacting encounter powers, so there are basic techniques/master techniques and rituals of basic/complex/master levels. Theme also progresses as a character gains levels.
Race is a third piece of a puzzle.
Race grants you additional talents, that could be combat/social/mastery, each race has it's own starting set and race also progress in it. Races basically do not have "free" rituals cause race can't grant some traditions/algorithms of solving any trouble just by genes, but race do grants nightvision/ shifting/ climbing and all the other useful stuff.
Race grants you +1 for combat/social/mastery modifiers, but not for ability itself. Also these modifiers don't go straight to one ability; e.g. Half-Orc gets +1 to strength combat and social modifiers, cause it's a race of cruelty and violence, and gets +1 for constitution mastery modifier, cause it's also race of shamanism, some natural traditions in medicine etc. So it's kinda basic and could be too straightforward but design of a race is some sort of a really joy for me now, so I can do as many half-orcs as I wish, cause they'll stay in one simple system.
Theme grants you additional +1 for two modifiers (e.g. blacksmith gets +1 strength combat and +1 strength mastery while hunter gets +1 dexterity combat for bows and light weapons and +1 constitution mastery for tracking) and also, as race doesn't improve your stat itself, the theme's bonus applied to modifiers only and it's also doesn't mean you'll 100% get a symmetrical bonus.
So the classes, yes. At this point we have 6 archetypes. So we need to combine them to get new classes:) Paladin? Combat from fighter with Prime Combat Modifier, social and mastery from cleric also but with some -4 in levels of powers and rituals and with this scheme paladin could share pool of powers with fighter and cleric with a little amount of it's own unique powers. So every additional class mixed get -4 in levels in terms of social/mastery powers; if you mix 3 classes it'll have -2 levels combat from Prime Archetype, -4 levels in social (or mastery) from Secondary Archetype and -8 levels in mastery (or social) from Tertiary Archetype (and it sounds scary :eek: like horror movie)
So ranger could be a dex pcm/con psm-4/com pmm-4. A monk could be a str pcm/wis psm-4/wis pmm-4. A barbarian is a str pcm/con psm-4/con pmm-4 and so on. Hit die depends on Archetype, no more differences for fighter/paladin/etc. - str pcm 1d12/con pcm 1d10/dex pcm 1d8/wis pcm 1d6/cha pcm 1d6/int pcm 1d4. so fortitude and agile guys are the most healthy, wise and charismatic guys are ok and intellectuals suck at the battlefield but will compensate it. Logic of this decision is simple - the more you are in a close combat, the more you need hits. So druid archetype is a kinda primal shapeshifter with some instincts and simple yet powerful "nature calls" at the moment, not the cleric-of-nature as in AD&D. and these bastards in form of a bear are really powerful warriors. dex guys (rogue archetype) have some basic advantages - they have stunts, they have shooting and they have sneak attacks/dirty fighting
Next, defenses. As I told - there are three. Will from cha/wis, reflex from int/dex, fortitude from str/con. so where's ac? ac is a part of misbalance in d&d in my opinion. cause at first levels you need to cover your a$s with a piece of cloth when you play a mage and at 30th level fighter in "ultraplate+30" can't do anything with some really powerful spells. So, physical defense is a part of reflex/fortitude stuff. So all light armor grants you some reflex bonus and little fortitude bonus (do you feel more "free" and "comfort" in good suit than naked on a battlefield?!:hmm:; the lighter armor gives more freedom in movement so better reflexes); all heavy armor grants you some fortitude bonus and little reflex bonus (the heavier your armor, the lesser is reflex); all magic peripherals and additional gear/spells gain any of your defenses. So, willpower is the key for real manipulation, and half of wizards Illusion/Necromancy powers including Power Words are from willpower domain. Melee weapons basically are Str PCM + D20 vs Str/Con PCM + 10 + all armory/buffs/additional upgrades; so your all the battle remains really close, excepting you could improvise:) so you say "I do feint attack vs that stupid ogre. I want to strike him rather vital, not forcefully. Can I make my at-will vs his reflexes" - and it will be a -2 roll if you already have any at-will trained attack vs specific defense. Solo foes and NPC's can do exactly the same with you:)
Also, the concept of daily powers is little bit "not fun but stupid", especially when we talk about martial masters. So, I decided that second daily could be counted as a -8 improvised daily but with consequences - second daily and you are bloodied no matter, hit or miss. And the third daily drops you unconscious. It's heroic fantasy, isn't it? Last but not least - your character is divided in 4 tiers. They are logical:
* novice (1-5 level) - you know basic powers, have little experience in your theme and race abilities and solely cannot perform big rituals. you're unknown as a hero, maybe some theme's background surrounds you.
* hero (6-10 levels) - you have beaten some local quests, found a place for your skills and abilities, so you a hero. but it's just a beginning - at this level you decide, which at-will power will be your favorite, so you start your specialization way, you also gain some additional traits from your theme and race.
* paragon (11-15 levels) - you are the champion. you have your own style (favorited encounter power) and you have a glory of a really powerful adventurer. your race's elders respect you, your colleagues-in-craft with same theme adore you. but you have interest in global and multiverse quests at your level of power. from this point you build your own organisation to solve ritual-level problems and hire henchmen/adventurers who, with your little help keep order (remember, I have an engine to run collective rituals? and remember, that ritual could solve now everything? e.g. local war could be done as a ritual vs DC... and if you will take part in it on a battlefield it'll grant some benefit for lowering a DC)
* legendary (16-20 levels) - you are the living legend. at the level of 20 you reach a peak of your mortal glory, you become a milestone in a history of your world. you gain a legendary daily power, that could defeat armies or heal dozens of people from deadly disease. your organisation has a network all over the world (or you a monarch/or you even defeated couple of other worlds?! who knows) your theme gains a legendary technique that allows you to produce miracles/make artifacts/transform matter or nature itself and your race makes you a part of a pantheon. so next step is to kill Orcus, I guess. but at the moment I have absolutely no interest in it.

So that's my "generic edition" of D&D game with improvisation, multiclassing, epic adventures, simple mechanics and no content at the moment - cause I don't make money with it I just want to play and maybe DM sometimes :]

p.s. sorry for my bad and primitive english - I am from Putinsland
 

I'm not going to read the proposals in their entirety, but I just want to say one thing...

If you design your own system, start from the resolution mechanics such as:

- how do attacks vs defenses work
- how does movement in combat works
- how do spells work (casting rules, resolution rules e.g. saving throw)
- how do other combat actions and initiative/order work
- how do out-of-combat skills work

I have also found out that writing a glossary of most important game terms is extremly useful and important.

Here's one from my game:

GLOSSARY

The game uses a number of definitions abbreviations that might not be immediately recognizable as words that carry weight.
Attribute: Strength, Constitution, Agility, Precision, Intellect, Charisma, and Magicka. These represent every creature’s most basic characteristics.
Attribute Modifier: A number attached to a particular attribute. Most commonly assumes values of +0 to +3.
Attribute Value: A positive number determining overall quality of the attribute. Values are used to calculate modifiers and whenever a value changes, modifier follows. Values are added to most d20 rolls.
Action: An action is a discrete measurement of time during a round of combat. Using abilities, casting spells, executing talents all require actions to perform. There are few types of actions: standard action, move action, minor action, and free action.
Arcane: A type of magic and form of spell casting. Arcane casters cast more powerful spells but regain mana points slower.
Armor Defense (or Armor): Represents how hard it is to hit a creature in combat with an attack. Some attacks (usually those that deal energy damage) may ignore armor defense.
Bonus: A positive modifier (+1 or more). In general, bonuses stack unless they come from the same source, like a spell cast twice. Bonuses can be temporary and last a certain amount of time, or be permanent.
Check: A check is a d20 roll which is sometimes modified by a penalty or bonus. Checks can be made against static number called Difficulty Class, or against checks of others.
Class: Classes represent walks of life taken by characters. Classes give a bundle of abilities and feats and improve character’s attributes, Health, and more. In order to gain levels in a class, a character must first gain a certain amount of experience points. Each class has 10 levels.
Close Attack: An attack with a fencing, melee, or natural weapon, or with certain spells. To make a close attack, the attacking character must be on the adjacent square to his target.
Condition: A temporary effect that alters creature’s performance in one way or another. Certain abilities only work if the target has a certain condition. Conditions are written in italics.
Creature: A creature is an active participant in the story or world. This includes PCs, NPCs, and monsters. Each creature has attributes (although some creatures may lack one or more of those).
Damage: Effects that cause damage reduce Health Points. There are four types of damage: physical (caused by weapons, objects, falling), energy (caused by fire, frost, lightning bolts, noises), mental (damage to one’s mind), and inner (straining oneself, bleeding, poison).
Damage Resistance (or DR) / Immunity: Creatures and objects are sometimes resistant to one or more types of damage. The amount indicated is subtracted from any damage of the correct type dealt to them. For example, damage resistance (energy) 2 allows a character to subtract 2 points from every attack and situation that deals energy damage. Immunity negates damage of that type altogether.
Difficulty Class (or DC): A number that must be met or beaten in order for a check to succeed. In combat, DC of attacks is usually equal to Armor Class. In group checks, beating the DC isn’t a success yet, but only allows to accumulate points toward it.
Divine: A type of magic and form of spell casting. Divine casters operate weaker magic but are more reliable over time.
Duration Roll: A 1d100 roll that is used to determine if an effect ends, or if something else will happen. Each effect that measures its duration with duration rolls explains how often a roll must be made.
Experience Points (or XP): As a character overcomes challenges, defeats monsters, and completes quests, she gains experience points. When she has enough points, a character advances in levels.
Family: A group of races that shares common ancestry. Certain abilities and effects affect every member of every race that belongs to a specific family.
Feat: A relatively minor ability that a character can learn on various occasions. Feats either grant new abilities or improve existing ones.
Game Master (or GM): A person who adjudicates the rules and controls all of the elements of the story and world that the players explore. A GM’s duty is to provide a fair and fun game.
Health: Health shows how many Health Points a creature has when it’s at its best.
Health Points (or HP): Health Points show how rested and healthy a creature is at the moment. Damage reduces health points, while healing and resting restores them. When a creature’s HP drop to 0, it is hurt and risks suffering wounds or death.
Line of Effect: A line of effect is a straight, unblocked path that indicates what an effect (usually a spell) can affect. A line of effect is canceled by any solid barrier. It’s like line of sight for ranged weapons, except that it’s not blocked by darkness and other factors that limit sight. An otherwise solid barrier with a hole of at least 1 square foot (30 by 30 cm) through it does not block line of effect.
Mana: Mana shows how many Mana Points a creature has when it’s at its best.
Mana Points (or MP): Mana Points show how much magical energy a creature has at the moment. Casting spells, augmenting spells, and activating supernatural abilities might reduce character’s mana points, while resting restores them.
Non-player Character (or NPC): A character controlled by the Game Master. NPCs are all creatures that are not players. If a player character has a servant, cohort, a mount or other creature with a close bond to the PC, the Game Master may allow the player to control that creature as well. It is still, however, an NPC.
Opposed Check: A check made not against a set DC, but against another character’s check result. In an opposed check, the side with higher result wins the check.
Penalty: A negative modifier (-1 or worse). In general, penalties stack unless they come from the same source, like a spell cast twice.
Player Character (or PC): A character controlled by the player. If that character is mind-controlled by an NPC, he or she is still a PC.
Prowess: Prowess shows maximum number of Prowess Points a creature can accumulate at one time.
Prowess Points (or PP): Prowess Points show how much tactics can a creature utilize at the given moment. Activating simple talents may grant PP, while using more powerful ones costs PP.
Ranged Attack: An attack with a projectile or thrown weapon, or with certain spells. To make a ranged attack, the attacking character must not be on an adjacent square to his target. Ranged attacks are difficult to perform if visibility is obscured or when there are obstacles between the attacked and his target.
Round: A segment of combat lasting between 6 to 10 seconds. During a round, all creatures participating in the combat have a chance to take a turn to act.
Spell: Spell is a one–time magical effect that either happens instantly and is over, or persists for a time. Spells can do virtually anything, usually by violating the laws of physics. Spells are divided into cantrips, invocations, and rituals.
Supernatural Ability (or Su): An ability that is magical in nature and must be consciously activated in order to take effect. (Su) abilities can be disrupted by spells and other effects.
Talent: An ability that allows a character to do something special and powerful during combat or sometimes outside it. Talents are divided into maneuvers, exploits, and stunts. Some talents require Prowess points to use.
 
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Ok, here's something I haven't tried to do in a very verrrry long time.

I don't really have any knowledge of how "Psions" worked in other editions, so if any of this seems repetitive or unnecessary, let me know. I homebrewed a "psionic class" ages ago, maybe even before 2e. A convaluted system of "power points" and limited powers, etc, severely originally intended as boiled from the AD&D psionics rules/powers but as usualy with such things, eventually grew beyond any easily manageable useful system.

Since I haven't had anyone want play a "psion" in forever, I never really went back and looked at it again as other materials came out on the subject over the years.

I am kinda liking the format I have going for the classes, thus far, and in my half-sleep induced haze all of this...shtuff...was running through my head (keeping me from sleep for quite some time).

So, even though we don't yet know if a "Psionic class" will even be in the core, I figure why not throw it all up on ye olde EN World wall and see what sticks. It made tons of sense and seemed relatviely simple last night...let's hope I recall it all. hahaha.

NOTE: Since I am only charting out abilties for the classes for levels 1-5, it should be assumed that there are powers and increased effects beyond them. But for here, now, just to get it on the table, I'll just worry about 1-5.

WARNING: THIS GOT LOOONNNGGUH.

Look forward to hearing what people think about all of this.

THE PSYCHIC/PSION

A Word about Psychic Powers: Psions can be really great fun flavorful characters, however it is likely a good deal of the onus in understanding and describing the psychic's powers/effect, falls on the DM. Several of the powers and class abilities deal in "senses" or "feelings" or "vague images/interpretations." Obviously, there is a loooot of room/play here for DM's discretion and detail. *If the DM is not interested in engaging in these types of descriptions/depictions and/or comfortable making judgement calls that might be necessary for the somewhat ethereal nature of mental/psychic/psionic powers, then it is recommended the DM not allow a Psychic/Psion PC or have such psychically gifted individuals (PCs or NPCs) in the campaign.*

Light armor (padded, leather, studded leather), no shields.
Weapons: staff, spear, dagger/knife, club/cudgel, sling.
Prime Abilities: Wisdom and Charisma. Apply any Wisdom or Charisma (whichever is higher) Bonus to your allotment of "Manifestations" per day and all Skill/Ability Checks and Save/Defense rolls using Wisdom or Charisma as their determiner (the psychic uses whichever is the higher bonus regardless of the ability called for).
Ability Restrictions: A Psychic must have a gifted/disciplined mind, enlightened spirit and strong force of will and sense of self. A PC must have 14 or higher in ALL THREE mental stats (Intelligence, Wisdom and Charisma) to be a Psychic.

Psychic.......Hit......Manifestations...........Weapon.............Class
Level........Points........per day*............Proficiencies..........Ability**
1................6..............1..............................1.........Psychic Impression
2...........+3 or d6........1..............................1 .........Choose Talent
3...........+3 or d6........2..............................1..............Empathy
4...........+3 or d6........2..............................2..........Choose Talent
5...........+3 or d6........3..............................2..........Mental Shielding
*+Wisdom or Charisma bonus, whichever is higher, possessed by the Psychic.
** The use of Class Abilities and Talents, both, are considered/use up a Manifestation.

MANIFESTATIONS
The manifestation of a psychic's powers follows a fairly simple progression dependent on the psychic's level (except where noted in a particular power's description).

Range/Area of Effect: The psion is able to utilize their power within 10' per level of their location.

Duration: A manifestation lasts for as many rounds as the psychic has levels. The psychic may terminate any effect/power before the duration is expired, at will.

Effects: For abilities that contact/effect an active mind, the psychic is able to effect (contact, attack, etc.) 1 mind per level of the psychic, except where otherwise noted. Be aware that the minds effected must be above animal intelligence to be effected or be a creature who is, themselves, psychically aware, if not capable. For effects that involve physical motion/movement, the psychic is able to manipulate/lift/move 10 pounds of material per level up to 10' distance per level per manifestation.

Energy Renewal: The psion regains all of their manifestations after a complete rest (minimum 8 hours or sleep or inactivity). If able to get in a minimum of 4 hours of rest (if not sleep), they may regain half their expended allotment (rounded down).

Extending effects/duration: The psychic has three options here:
1) Most simply, the psychic may expend another of their manifestations for the day, if they have one available, to continue the use of the power (adding another number of rounds to the effect as the psion has levels).

2) Concentration: The psychic is able to prolong the duration of one of their powers, once per day, through intense concentration. This prolonging may not exceed the same number of rounds as the psychic's Wisdom or Charisma bonus (whichever is higher). While prolonging powers in this manner, the psychic may not move, attack, speak or engage in any other activity. Landed Hits/Damage to the psychic immediately negates the concentration and ends the manifestation/effect. The psychic, also, may not manifest any other power (including class Abilities) for as many rounds as they were concentrating from the exhaustion of the effort.

3) If the psychic finds themselves without other options, or out of manifestations, the psychic may "burn" 1 point of Wisdom and 1 point of Charisma to force another/continued round of manifestation. This expenditure may not exceed more than half of either ability. Ability recovery, without magical aid/restoration, occurs at 1 point, each, per day (24 hour period). The psychic is unable to manifest any Talent powers (they still maintain their Class Abilities) nor add any bonus to their daily manifestations until their Wisdom and Charisma ability scores have returned to their normal/full score. This option should truly be viewed by the PC as an absolute last resort/emergency situation.

CLASS ABILITIES
Psychic Impression: The Psychic, once per day per level, is able to attune themselves to the surrounding area (10' per level) to sense the presence of psychic energies/activities. This gives the psion the ability to feel the presence of other minds and the presence other psychic activity or psychically aware creatures within the area. Note that the use of this Ability does not allow the psychic to effect or contact said minds, simply be aware they are within the area.

A creature must have above animal intelligence to show up on the
psychic's "radar"- mundane animals, slimes/oozes, "mindless" undead (like skeletons and zombies) will not "ping" the psion's Psychic Impression. Similarly any creatures manifesting psionic abilities within range will be noted and, sometimes (DM's discretion) vague/emotional impressions of an object or place. The site of a massacre, for example, will likely fill the psychic with images of blood, pain, fear, rage, maybe an image of someone who was slain or who was attacking, etc. An magic sword (+3 against undead, let's say) lost for years in the dungeon might give her sensations of "goodness, security, defend life, etc." maybe also/instead "loneliness, a desire to be useful" or some such. It is up to the PC(s) to interpret what/how these images/sensations are relevant.

Psychic Talents: The Psychic begins play with ONE of the following Talents and may choose to increase the bonuses of their existing Skills or adopt/train in a new one as they increase in level. The Talent powers are categorized in tiers referred to most commonly, among the psychically aware as "Orders." These orders increase, again steadily, on an "every other level" basis. That is, For each time the PC selects the same Talent, they "go up" to the next order of abilities with that talent. The Psychic Talents are:
Telepathy,
Telekinesis, Clairvoyance, Psychomorph, and Psychic Vampire. All to be detailed later (since this is already STUPID long!).

Empathy: The Psychic is able to apply their Bonus to Intelligence, Wisdom or Charisma Skill/Ability rolls for the purposes of gathering information, discerning motives, insight, diplomacy and any interaction. Once per day per level, the Psychic is able to hone in on a particular person to determine if they are lying (as the Detect Lie spell) as well as the general emotional state of those within 10 per level.

Mental Shielding: The Psychic is extended their own mind's defenses to apply their Wisdom or Charisma bonus to the Saves/Defense rolls of 1 person per level (beyond themselves) against any kind of Will or mind-effecting magics or effects, illusions, fear, awe, confusion, charms, possession, etc. All minds being shielded by the psychic apply the psychic's bonus in addition to any Wisdom bonus of their own.

CLASS THEMES
will be detailed in a future with the Psychic Talent Orders/Powers.
 

Barbarian as a theme certainly works, for me. But I don't think the general community would like it.

You may be surprised. I have had players ask me in the past to please make the barbarians what the word means, and not just rage-maniacs with big weapons who can't read and write :D Works fine in the respective setting.
 

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