A&A D&D v1.7- feedback requested

I'm sure I just missed it, but where is the Exotic Weapon Proficiency? I didn't see it under fighter of general weapon feats.

Also, can you explain the commoner a bit more?
 

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Kisanji Arael said:
I'm sure I just missed it, but where is the Exotic Weapon Proficiency? I didn't see it under fighter of general weapon feats.
Exotic weapon proficiency is in the combat skill. When you have 3 points in the skill you have all exotic weapon proficiencies.

Kisanji Arael said:
Also, can you explain the commoner a bit more?
Absolutely, the commoner class is for just what it sounds like- commoners. Now characters are heroes so they dont need to take the commoner class unless they have level adjustments. Commoner- gaurds and such will be a multi-class between fighter and commoner, spell-casting commoners will be a blend of scholar and commoner, thugs and street rogues will be a blend of rogue and commoner.

For races with a level adjustment they will actually get 1 commoner level for every LA they have. I have come up with a race building mechanic that assigns what LA a race will be and hence how many commoner levels the race will have.

I may as well duplicate it here:

Race Build Chart
Each level adjustment (LA) gives the character 1 automatic commoner level. The character’s starting level is equal to their total levels including those from the LA.
Code:
LA	Points
+0	1-3
+1	4-6
+2	7-9
+3	10-12
+4	13-15
+5	16-18
3 point features
Spell like abilities (strong)

2 point features
+2 to a stat
Spell like abilities (medium)
Darkvision
Magic resistant (+2 to all saves against magic)

1 point features
Size Small (speed 20, +1 to hit, +1 AC, +4 to sneak, -4 to maneuvers)
Size Large (speed 30, -1 to hit, -1 AC, -4 to sneak, +5' reach, +4 to maneuvers)
+10 speed
Low light vision
Sleepless (meditate 4 hours)
+1 skill point
Spell like abilities (weak)
+1 natural armor
Poison resistant (+2 to saves against poison)

0 point features
Size Medium (speed 30)

-1 point features
-2 to a stat
-10 speed
Light sensitivity (blinded for 1 round dazzled thereafter)

• Goblin: small, +2 dex, -2 str, -2 cha, +10 speed, darkvision
• Orc: medium, +4 str, -2 int, -2 cha, darkvision, light sensitivity
• Kobold: small, +2 dex, -4 str, -2 con, darkvision, +10 speed, +1 natural armor, light sensitivity
• Hobgoblin (6 points): +2 dex, +2 con, darkvision, +1 LA
• Bugbear (9 points): large, +4 str, +2 dex, +2 con, -2 int, -2 cha, darkvision, +2 LA
• Drow elf (7 points): medium, +2 dex, -2 con, spell like abilities (medium), darkvision, magic resistant, sleepless, light sensitivity, +2 LA
• Gnoll (7 points): medium, +4 str, +2 con, -2 int, -2 cha, darkvision, +1 natural armor, +2 LA
• Ogre (16 points): large, +10 str, +4 con, -2 dex, -4 int, -4 cha, darkvision, +5 natural armor, +5 LA

So, as an example a 1st level fighter ogre will be a commoner 5/fighter 1 and count as a 6th level creature. He would have HP 28 +(CON x 5), BAB +3.5 (rounded to +3), CL 1.5 (rounded to 1), and 7.25 (rounded to 7) + INT. Now figuring out the CR... that is a little tougher. However with this slimmed down system I may go with arbitrary xp awards and have no combat awards. I have a system that I have been working on a while that I will probably adopt and add to v1.8.
 

Sadrik said:
How can this be a failure? There are only three classes to worry about. So, selection of a class is simply door 1, 2 or 3. I dont think there is a whole lot of worry about how to exactly make a Ranger. Take a couple of rogue levels take a couple of fighter levels. You could even select one level of scholar and take the Natural Magic feat to get some spell casting. Boom, done. Also there are no class special features which dramatically lowers the difficulty level! IMO this is amazingly simpler and streamlined.
I think that what Li was getting at was that however simple 'Take a couple of rogue levels take a couple of fighter levels. You could even select one level of scholar and take the Natural Magic feat to get some spell casting. Boom, done.' is, it is more complicated than 'Take levels of ranger. Boom, done.'


glass.
 

I think light shields should be simple weapons and buckler should be martial weapons.
A buckler is superior to the light shield in every respect that I am aware of, and thus should require a greater investment in skills.
 

glass said:
I think that what Li was getting at was that however simple 'Take a couple of rogue levels take a couple of fighter levels. You could even select one level of scholar and take the Natural Magic feat to get some spell casting. Boom, done.' is, it is more complicated than 'Take levels of ranger. Boom, done.'
Well, the point here is that the game is not as simple as, "take levels of Ranger. boom done." We all have seen abominations like this: Fighter 2/Ranger 2/Barbarian1/PrC 1/PrC 2, and that is how this game is played! The game was designed to do that. I wont say no one plays a Ranger 8 instead of a Fighter 2/Ranger 2/Barbarian1/PrC 1/PrC 2. We are talking about a whole system. Needing to build one single class exactly as printed in PHB is not the goal of this project. The goal is to dramatically slim down the in game and out of game time.

People use the term "build" to mean the act of compiling a characters classes, feats, and skills, so as to maximize class features and feats. Building that Fighter 2/Ranger 2/Barbarian1/PrC 1/PrC 2 took a lot of preparation and planning. Out of game time that I happily remove. Having a fighter a rogue and a scholar- door 1, 2 or 3. Much simpler.
 

olshanski said:
I think light shields should be simple weapons and buckler should be martial weapons.
A buckler is superior to the light shield in every respect that I am aware of, and thus should require a greater investment in skills.
I think you are right. Bucklers and light shields should be martial weapons. Thanks!
 

Experience Points

Characters need 5 experience points to level up every level

Each session experience points are awarded.
1 experience point to all players for little conflict and little story advancement
2 experience points to all players for a lot of conflict and little story advancement
2 experience points to all players for little conflict and a lot of story advancement
3 experience points to all players for a lot of conflict and a lot of story advancement

A bonus experience point is awarded to the player that made the session the most fun. Each player and DM writes a name and hands them to the DM. The DM tallies them and announces who gets the bonus experience point.
1 experience point to an elected player for making the game fun for everyone at the table

DM strategy
A DM is encouraged to think ahead about the entire adventure and think of how many total experience points the adventure will provide and split that total over the entire adventure.

Potential Pitfalls
How does this interact with magic item creation; simply no XP losses for magic items?
Is the 1 bonus point too much; should all of the totals be doubled? (10 for level up and 2/4/6 w/ 1 bonus point)
 

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