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Alternate HD System based off AEG's Farscape d20 system
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<blockquote data-quote="Ahzad" data-source="post: 348544" data-attributes="member: 4232"><p>I'd like to get some feedback on this idea ever since seeing it the Farscape RPG I can't help but liking it, it just feels right and I want to adapt it to my D&D games. </p><p></p><p>The following HD system is based off of the HD system introduced by AEG’s Farscape RPG. Instead of the normal HD based off of which class you take, your HD is based off of your race, and then modified by the class you take.</p><p></p><p>Race HD</p><p>The Farscape uses d8/d10/d12 for the races, but they don’t have halfling, elves, dragons, or all the races to deal with. I went with d6/d8/d10 so I can get as close to most of the actual HD that the classes actually have. As for dealing with races in the MM or other books I’d have to say for simplicity I’m going to leave them as is, and only change them on a case by case basis.</p><p></p><p>Dwarf d10 / Elf d8 / Gnome d6 / Half-Elf d8 / Half-Orc d10 / Halfling d6 / Human d8</p><p></p><p>I was waffling with the elves for a while about being a d6, and a friend at the LFGS convienced me to go with the d8's.</p><p></p><p>Class HD Modifier</p><p>This is a bear, my instinct is to have the numbers balance out, i.e. if you have a +3 there should also be a –3, obviously I didn't run with my instinct, but depending on your con rolls you can have some really powerful HD numbers for some classes, i.e. a dwarf wizard with an 18 Con modified by race would give him a 20 Con so his hps at 1st level would be 12, but to come to think of it that’s what I’m going for, in most cases a dwarf wizard is tougher than his human counterpart, ect., ect.</p><p>But this is a section where I'd really love to hear some feedback. </p><p></p><p>Barbarian +3 / Bard +0 / Cleric +0 / Druid +1 / Fighter +2 / Monk +1 / Paladin +1 / Ranger +1 / Rogue +0 / Sorcerer –1 / Wizard –2</p><p></p><p>With the abilities that the paladin and ranger have, I didn't want to give both of them a +2 like the fighter I though maybe they should be different from the fighter. I gave the druid a +1 simply b/c you have to be a tough individual to live with nature. But anyway I want to hear what you folks think.</p><p></p><p>Ability Con modifiers</p><p>Not really sure what to do about these yet. I could leave them as is or go and swap the con modifiers out with another stat, something that makes sense, i.e. lose the dwarf +2 Con and change it to +2 Strength. I’m pretty sure I’m going to leave them alone and use as normal.</p><p></p><p>Terry</p><p>(ICQ#59496435)</p></blockquote><p></p>
[QUOTE="Ahzad, post: 348544, member: 4232"] I'd like to get some feedback on this idea ever since seeing it the Farscape RPG I can't help but liking it, it just feels right and I want to adapt it to my D&D games. The following HD system is based off of the HD system introduced by AEG’s Farscape RPG. Instead of the normal HD based off of which class you take, your HD is based off of your race, and then modified by the class you take. Race HD The Farscape uses d8/d10/d12 for the races, but they don’t have halfling, elves, dragons, or all the races to deal with. I went with d6/d8/d10 so I can get as close to most of the actual HD that the classes actually have. As for dealing with races in the MM or other books I’d have to say for simplicity I’m going to leave them as is, and only change them on a case by case basis. Dwarf d10 / Elf d8 / Gnome d6 / Half-Elf d8 / Half-Orc d10 / Halfling d6 / Human d8 I was waffling with the elves for a while about being a d6, and a friend at the LFGS convienced me to go with the d8's. Class HD Modifier This is a bear, my instinct is to have the numbers balance out, i.e. if you have a +3 there should also be a –3, obviously I didn't run with my instinct, but depending on your con rolls you can have some really powerful HD numbers for some classes, i.e. a dwarf wizard with an 18 Con modified by race would give him a 20 Con so his hps at 1st level would be 12, but to come to think of it that’s what I’m going for, in most cases a dwarf wizard is tougher than his human counterpart, ect., ect. But this is a section where I'd really love to hear some feedback. Barbarian +3 / Bard +0 / Cleric +0 / Druid +1 / Fighter +2 / Monk +1 / Paladin +1 / Ranger +1 / Rogue +0 / Sorcerer –1 / Wizard –2 With the abilities that the paladin and ranger have, I didn't want to give both of them a +2 like the fighter I though maybe they should be different from the fighter. I gave the druid a +1 simply b/c you have to be a tough individual to live with nature. But anyway I want to hear what you folks think. Ability Con modifiers Not really sure what to do about these yet. I could leave them as is or go and swap the con modifiers out with another stat, something that makes sense, i.e. lose the dwarf +2 Con and change it to +2 Strength. I’m pretty sure I’m going to leave them alone and use as normal. Terry (ICQ#59496435) [/QUOTE]
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