OSR A Modern D&D Hybrid? OSR+ 3.X

Zardnaar

Legend
And my Rogue

[sblock]Rogue
HitDice: d8
Skillls:6
Weaponand Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier,
sap,short bow, and short sword. They are proficient with light armor, but not with shields.


Level XP BAB Fort Ref Will Special
1 0 +0 +4 +5 +4 Back stab, Sneak Attack +1d6, Trap finding,
2 1200 +1 +5 +6 +4 Evasion
3 2400 +2 +5 +6 +5 Sneak Attack +2d6
4 4800 +3 +5 +7 +5 Bonus Feat
5 9600 +3 +5 +7 +6 Sneak Attack +3d6
6 20000 +4 +6 +8 +6 Uncanny Dodge
7 40000 +5 +7 +8 +7 Sneak Attack +4d6
8 80000 +6 +7 +9 +7 Bonus Feat
9 160000 +6 +7 +9 +8 Sneak Attack +5d6
10 240000 +7 +7 +10 +8 Artful Dodger
11 320000 +8 +8 +10 +9 Sneak Attack +6d6
12 400000 +9 +9 +11 +9 Bonus Feat Feat
13 480000 +9 +9 +11 +10 Sneak Attack +7d6
14 560000 +10 +9 +12 +10 Skirmisher
15 640000 +11 +9 +12 +11 Sneak Attack +8d6
16 720000 +12 +10 +13 +11 Bonus Feat
17 800000 +12 +11 +13 +12 Sneak Attack +9d6
18 880000 +13 +11 +14 +12 Lucky Gambit
19 960000 +14 +11 +14 +13 Sneak Attack +10d6
20 1040000 +15 +11 +15 +13 Bonus Feat, Supreme Trickster
Backstab: While flanking a Rogue gains an additional +2 bonus to hit for a total of +4 to hit.


SneakAttack: If a rogue can gain combat advantage she can strike a vital spot for extra damage. This extra damage is 1d6 at 1st level,and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage.
She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment. You can only sneak attack once per round.


Trapfinding: A rogue gains advantage to Perception skill checks made to locate traps and to Thievery: Disable Device
skill checks. A rogue can use Disable Device to disarm magic traps.


Evasion:You can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally dealshalf damage on a successful save, she instead takes no damage.Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.


BonusFeat: The Rogue gains a bonus feat. This feat may be either skill training or skill focus.


UncannyDodge: The Rogue cannot be flanked


Artful Dodger : When a creature makes a melee or ranged attack against you, you can use a reaction to impose disadvantage on the attack roll.


Skirmisher:Your speed increases by 10' if you are wearing no armor or light armor. Additionally Once per encounter you can reroll an attack roll and take the better result.


Lucky Gambit: 3 times per day you may reroll an attack roll, skill check, ability check or saving throw.


Supreme Trickster: You no longer need to flank an opponent to sneak attack them. In addition immunity to sneak attack damage no longer applies.[/sblock]
 
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Zardnaar

Legend
Cleric
Cleric
HitDice: 1d8
Skills:3


Weaponand Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, heavy armor and shields (except tower shields). Clerics are also proficient with the favored weaponof their deity.


Spells: To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + thespell level. The Difficulty Class for a saving throw against acleric’s spell is 10 + the spell level to a maximum of DC20.

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing
spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain
spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

An evil cleric (or a neutral cleric who worships an evil deity) can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells(player’s choice). Once the player makes this choice, it cannot be reversed.


Level XP BAB Fort Ref Will Special
1 0 +0 +6 +4 +5 Channel Divinity, Domain, Spells Orisons, Spontaneous Casting
2 1500 +1 +7 +4 +5
3 3000 +2 +7 +5 +5
4 6000 +3 +7 +5 +6
5 12000 +3 +8 +5 +7
6 25000 +4 +8 +6 +8
7 50000 +5 +9 +6 +8
8 100000 +6 +9 +7 +8
9 200000 +6 +10 +7 +8
10 300000 +7 +10 +8 +9
11 400000 +8 +10 +8 +10
12 500000 +9 +11 +8 +10
13 600000 +9 +11 +9 +10
14 700000 +10 +11 +9 +11
15 800000 +11 +12 +9 +11
16 900000 +12 +12 +10 +11
17 1000000 +12 +12 +10 +12
18 1100000 +13 +13 +11 +12
19 1200000 +14 +13 +12 +12
20 1300000 +15 +13 +12 +13
Chaotic,Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to her own or her deity’s (if she has one).Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.




Spells Per Day
Level 0 1 2 3 4 5 6 7
1 3 1+1 - - - - - -
2 4 2+1 - - - - - -
3 4 2+1 1+1 - - - - -
4 4 3+1 2+1 - - - - -
5 4 3+1 2+1 1+1 - - - -
6 4 3+1 3+1 2+1 - - - -
7 4 4+1 3+1 2+1 1+1 - - -
8 4 4+1 3+1 2+1 2+1 - - -
9 4 5+1 4+1 3+1 2+1 1+1 - -
10 4 5+1 4+1 3+1 3+1 2+1 - -
11 4 5+1 5+1 4+1 3+1 2+1 1+1 -
12 4 6+1 5+1 4+1 3+1 3+1 2+1 -
13 4 6+1 5+1 5+1 4+1 3+1 2+1 1+1
14 4 7+1 6+1 5+1 4+1 3+1 3+1 2+1
15 4 7+1 6+1 5+1 5+1 4+1 3+1 2+1
16 4 7+1 7+1 6+1 5+1 4+1 3+1 3+1
17 4 8+1 7+1 6+1 5+1 5+1 4+1 3+1
18 4 8+1 7+1 7+1 6+1 5+1 4+1 3+1
19 4 9+1 8+1 7+1 6+1 5+1 5+1 4+1
20 4 9+1 8+1 7+1 7+1 6+1 5+1 4+1
ChannelDivinity
Acleric may channel divinity a number of times per day equal to 3 +her Charisma modifier. When you channel divinity you pick an optiongranted by your domain power. Channel divinity grants access to agranted power via your chosen domain.


Domain.A Cleric picks a single domainoffered by her deity.


Orisons:Clerics can prepare a number of orisons, or 0-level spells, each day.These spells are cast like any other spell.


Domains


Evil
Granted Power: Rebuke Undead
Rebuke undead allows a cleric to dominate any undead within a 20'radius. A will saving throw is allowed with a DC of 10+ the clerics level. A cleric may control undead with a total hit dice equal to twice his level.
DomainSpells: 1st—protection from good, 2nd—alignweapon (evil only), 3rd—magic circle againstgood, 4th—unholy blight, 5th—dispel good,6th—create undead, 7th—blasphemy


Good
GrantedPower: Turn Undead
TurnUndead deals 1d6 damage to any undead within a 20' radius of thecleric. Surviving Undead effected must make a will save with a DC of10+ the clerics level or flee the area at maxium speed. Undead withtwice as many hit dice as the cleric are immune to the flee effectbut take damage regardless.
DomainSpells: 1st—protection from evil, 2nd—align weapon(good only), 3rd—magic circle against evil, 4th—holy
smite,5th—dispelevil, 6th—bladebarrier, 7th—holyword


Healing
GrantedPower: Empowered Healing
Anyhealing spell cast by the cleric is empowered. Empowered spells granta 50% bonus to the total amount healed (rounded up).
DomainSpells: 1st—curelight wounds, 2nd—curemoderate wounds, 3rd—cureserious wounds, 4th—curecritical wounds, 5th—breathof life, 6th—heal,7th—regenerate


Luck
GrantedPower: Fortunes Favor
Asa minor action you gain advantage on any ability check, attack roll,saving throw or skill check.
1st—truestrike, 2nd—aid, 3rd— protection from energy,4th—freedom of movement, 5th—break
enchantment,6th—mislead, 7th—spell turning
Sun
GrantedPower: Sunray
Sunraycreates a beam of positive energy that heals the living and damagesthe undead. Against undead a touch attack roll is required. The beamdeals 2d6 points of damage per level of the cleric and a reflex savefor half damage is allowed. Living creatures are healed for 1d6points of damage per level of the cleric.
1st—endure elements,2nd—heat metal, 3rd—searing light, 4th—fireshield, 5th—f lame strike, 6th—fire seeds,7th—sunbeam
War
Granted Power: Divine Wrath
Divine Wrath grants a bonus to damage equal to the clerics charisma modifier. The effect lasts for 1 round plus an additional round foreach point of the clerics charisma modifier.
1st—magicweapon, 2nd—spiritualweapon, 3rd—magicvestment, 4th—divinepower, 5th—flame strike, 6th—bladebarrier, 7th—powerword blind
 
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Zardnaar

Legend
Wizard
Hit Dice: 1d6
Skills:2 per level
Weapon and Armor Proficiency: Wizards are proficient with the club,dagger, heavy crossbow, light crossbow, and
quarterstaff,but not with any type of armor or shield. Armor interferes with a wizard’s movements, which will
cause his spells with somatic components to fail if he is not proficient inits use.


Level XP BAB Fort Ref Will Special
1 0 +0 +4 +5 +6 Cantrips, Spells, Bonus Magic Feat
2 2500 +1 +4 +5 +7
3 5000 +1 +5 +5 +7
4 10000 +2 +5 +6 +8
5 20000 +2 +6 +6 +8 Bonus Magic Feat
6 40000 +3 +6 +6 +9
7 80000 +3 +6 +7 +9
8 150000 +4 +6 +7 +10
9 300000 +4 +7 +7 +11
10 450000 +5 +7 +8 +11 Bonus Magic Feat
11 600000 +5 +7 +8 +12
12 750000 +6 +8 +8 +12
13 900000 +6 +8 +9 +12
14 1050000 +7 +8 +9 +13
15 1200000 +7 +9 +9 +13 Bonus Magic Feat
16 1350000 +8 +9 +10 +14
17 1500000 +8 +9 +11 +14
18 1650000 +9 +10 +11 +14
19 1800000 +9 +10 +11 +14
20 1,950,00 +10 +10 +11 +14 Bonus Magic Feat
Bonus Fat: You gain a bonus magic feat


Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell.


Spells:To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10+ the spell level to a maximum of DC 20.


Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not
recorded in his spellbook, except for read magic, which all wizards can prepare from memory. A wizard begins play with a spellbook containing 6 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice.The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new spell level, he gains a new spell of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. A specialist gains two new spells one of which must be from his specialist school. At any time, a wizard can also add spells found in other wizards’ spellbooks to his own.










Spells Per Day
Level 0 1 2 3 4 5 6 7 8 9
1 3 1 - - - - - - - -
2 4 2 - - - - - - - -
3 4 2 1 - - - - - - -
4 4 3 2 - - - - - - -
5 4 3 2 1 - - - - - -
6 4 3 3 2 - - - - - -
7 4 4 3 2 1 - - - - -
8 4 4 3 3 2 - - - - -
9 4 4 4 3 2 1 - - - -
10 4 4 4 3 3 2 - - - -
11 4 4 4 4 3 2 1 - - -
12 4 4 4 4 3 3 2 - - -
13 4 4 4 4 4 3 2 1 - -
14 4 4 4 4 4 3 3 2 - -
15 4 4 4 4 4 4 3 2 1 -
16 4 4 4 4 4 4 3 3 2 -
17 4 4 4 4 4 4 4 3 2 1
18 4 4 4 4 4 4 4 3 3 2
19 4 4 4 4 4 4 4 4 3 3
20 4 4 4 4 4 4 4 4 4 4
 
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I've been playing with this as well. I haven't built the classes yet, but believe that flatter math is needed than 3.5.

I'd skip feats for simplicity, and simply build them into class design.

I also struggle with skills. Flatter DCs is one piece (a near-impossible task at DC 25) along with lower attribute bonuses, but how to balance simple with choice and elegance? But I think a skill system is required if only to get thief skills away from d% and into a consolidated mechanic with other sorts of skills.

The challenge is to keep is classic without simply recreating 3.X.

Edit: new draft a couple of posts down.
 
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Melhaic

First Post
I think there is a ton of "hidden" demand for this: I know it is exactly what I want. The problem (as stated earlier) is the balance: how old school vs. clean mechanics and options. I've messed around with hybridizing as well and it's tricky, but if someone gets it right...they could be onto something.
 

cimbrog

Explorer
For stupid simple yet elegant skills I really liked the original rules in Next. It reminded me of how the Cyclopedia handled things.

In the Cyclopedia everyone had a number of skill slots. There were a ton of different skills, so many that it might as well have been free-form. Your skill rating was the ability score it was keyed off of. Making a skill check was rolling less than your score on a d20. If you were doing something skill-like and didn't have a relevant skill the roll was d20+4.

Translated into d20 (and early Next) - Doing something skill-like is an ability score check against a static DC chart (from 5 for trivial to 30 for godlike). If you have a relevant skill then the roll is +5. There can be a list of recommended skills but more useful would be a list of actions with rulings. So you would have general rules for jumping (what roll gets you how far) but skills like "Acrobatics", "Jumping" or "Athletics" would all add a +5 bonus (no stacking).
 

Zardnaar

Legend
I think there is a ton of "hidden" demand for this: I know it is exactly what I want. The problem (as stated earlier) is the balance: how old school vs. clean mechanics and options. I've messed around with hybridizing as well and it's tricky, but if someone gets it right...they could be onto something.


I've managed to drag skill checks down to a maximum of +18, attack rolls via a fighter are capped at maximum of +33 or so, AC will top out in the 35-40 range. That fighter ould also be using a +5 sword, I capped ability scores at 20 and went back to BECMI xp progression for the classes and a variant on AD&D multiclassing rules. You can full attack as a standard action and I have around 6 pages of feats most of which I hope are useful. I also toned down the damage (power attack is gone) and there are ony 2-3 feats that give a grand total of +1 each to hit. I'm also removing or giving a static bonus on the 3rd ed scaling spells so things like divine favor just grant a +2 bonus. Touch AC is more or less gone, a touch attack just lets you use fighter BAB and things like rings of protection are going back to AD&D forms so they do not stack with armor. Item creation feats are gone along with metamagic which may reappear in other forms as one of my domains empowers healing spells. Most feat chains are gone, some feats got buffed (dodge is +1 AC), weapon focus applies to any weapon you use, exotic weapons are gone, weapons are a mixture of 3rd and 4th ed weapon properties. Crits are now max damage instead of X2 or X3. Spell DCs are now 10+ level of spell capped at 20, ability scores are capped at 20.
 

MJS

First Post
The best thing you could bring over from BECMI are the weapon mastery rules. The various weapon mastery charts may need to be cleaned up but they give fighters a lot more bite (and fill the role of a lot of feats).
.
love that system as well, am using it in my AD&D campaign, along with some streamlined weapon vs. armor type -
I think the OP's description also crosses paths with C&C.
My feeling at this point is, if I were to look at writing a Sword & Sorcery RPG, I would try to start with as blank a slate as possible - however as always, one must follow their muse -
 

Zardnaar

Legend
I'm kiind of aiming at a fixed 3.5 than another OSR retroclone as there are a lot of them and done well. There doesn't seem to be a fixed 3.5 out there though. Not saying my efforts are going to pan out that well but I can but try;).
 

I like the idea of using a fixed skill bonus, so I've incorporated that in my concept. I also like a variation of the weapon mastery rules from BECMI ... though I've adjusted it slightly to keep the math flatter. I'm trying to max bonuses at around +6 before magic (+3 from attributes and +3 from skill or proficiency), and then limiting stacking to a few sources and the largest from each source.

I'm using quite a bit flatter math than Zardnaar and dropping feats to get closer to a B/X or BECMI feel -- different desires.

Updated draft attached.
 

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