Basic 20: An OGL experiment

Meatboy

First Post
Hey everyone! This is going to be a thread for me to post everything I work on for my OGL system that has the working title Basic 20 or B20. It is a design experiment meant to re-create the "DnD experience" in less than 50 pages. The ideas presented here are based off the SRD and everything I put here is OGL and up for grabs. I am not doing this to make money it is merely something I want to work on. Comments are always appreciated.

DESIGN GOALS

While putting this game together here are the goals I am trying to stick to. If you disagree with some of my ideas at least look over my design goals before commenting.

1. 50 pages or less.
I want this game to be completely playable using only the rules I can cram onto 50 pages.

2. One Shot/ Casual Game
This game is being designed for fast casual play and one shot adventures. I am not designing for continued massive campaigns.

3. Cool stuff up front
I don't often get to play RPGs face to face anymore and one of my friends biggest complaints when we do play is that he will think up a cool character concept that never reaches completion because everything is spread over a dozen levels or what have you. But I don't enjoy starting at mid levels because the prep time and character creation time are so intensive that very little actual gaming gets done. To that end I want almost any build, character wise, to be achievable at character creation.

Ok those are my goals now I am going to grab some lunch and when I come back I will start putting up stuff on the Classes.
 

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If it were my project, I'd probably cut out a lot of niche classes which take up valuable pages. I'd reduce weapons and armor to basics, cut spell casting and level progression off at 10 or so, and eliminate all the "this rule applies here UNLESS you have this spell or this feat" clauses and exceptions.

Anyway. It sounds like an interesting idea. I can't wait to see the end result.
 

If it were my project, I'd probably cut out a lot of niche classes which take up valuable pages. I'd reduce weapons and armor to basics, cut spell casting and level progression off at 10 or so, and eliminate all the "this rule applies here UNLESS you have this spell or this feat" clauses and exceptions.

Anyway. It sounds like an interesting idea. I can't wait to see the end result.

Indeed I have done all of the above plus more! Thanks for the comment. Hopefully it you will be entertained by this project as much as I am.
 

OK so to get the ball rolling I will dive into Classes and some of the big changes I am tossing around in my head atm.

Classes in DnD, or any classed based system for that matter, are the most important aspect for players. Because they determine how PCs are going to fundamentally interact with the game world.

Now in the interest of keeping things simple I am going back to basics and saying that from a DnD perspective their are 3 main ways of dealing with issues; Fighting, Skill and Magic. So given these 3 methods of problem solving it appears that 3 classes should be sufficient for covering most character play styles. This leaves us with FIGHTERs, ROGUES and WIZARDS, but DnD has gone and made a split between magic sources so in interest of keeping it a bit old school I'll keep CLERICS. (oh and rogues are now THIEVES) Add in dual classing and this should allow for a broad range of character archetypes to be made.

Limited Leveling, Class Powers/Feats and Character Differentiation

Because I want to keep things simple I want to make it so a Character build is possible right out of the gates. The way I am doing this is to rework how feats and class abilities are handled. Instead of all characters having access to a hodgepodge selection of feats and then gaining arbitrary abilities as they gain levels I am giving each class its own exclusive set of abilities. So each class will get access to things which will help them better do their thing. Feats as they are in 3.x are mostly gone or will be respected into powers for each class. Players can then choose from some of the class powers to customize the class to suit their play style.

As for feats they will still exsist but this is where the idea of limited leveling comes in. Right now when a PC levels up they gain a broad range of things (hp, skills, BAB, spells etc.) Because I want to keep things simple leveling will only give a small bump to HP. Anything else will be placed into a feat and players can choose one when the level up to increase their character. Basically this leads to flat math, something I am a big fan of.

Hopefully these changes will let players make very different characters, even if they are the same class.

Some Big Changes

Flat math and a general lack of leveling provide some challenges to game design, chiefly "how do first level characters fight powerful monsters?" For me the answer is PCs are special. PCs are not normal people they will be inherently more powerful than 99% of the people in the world. I am shooting for PCs to start in the "sweet spot" meaning they will be about as tough as normal 5 level characters. On the flip side most every NPC will be what could be considered a "minion" that is a non classed filler type character.

Magic is something else that takes up a ton of space in the books. So I am going ahead and getting rid of spell levels. Magic is still of the Vancian variety so casters will still have spell slots but each spell only takes up a single slot. Spells will be grouped into two types however. There will be cantrips and spells. Cantrips, while they still take up a spell slot are not "unmemorized" when cast. So they can be cast round after round, so they act something like reserve feats that never get used up but can be swapped out. Cantrips represent the "low level" spells. Just "normal" spells will work the way they always have taking up a slot and getting used up when cast. All "normal" spells will fiddled with until they are all roughly equal in power, if not utility. So between no spell levels and a reduced spell list this should help keep my page count low.

Up next the FIGHTER...
 

[FONT=&quot]Well here is some crunch to go along with all my ramblings. A starting fighter will only get 2 class powers at level 1. There are probably some question that might come up as you read this. I'll explain as best I can and will go into further detail as this thing grows. (copy and pasted from word. I hope it comes out readable.)
[/FONT]
[FONT=&quot]
[/FONT]
[FONT=&quot]Fighter[/FONT]
[FONT=&quot]Fighters are the backbone of an adventuring party. The first to charge into, and the last to leave a battle, they are solid all around combatants and have good saves in all areas, reflecting their toughness. They also have the highest hit points and attack bonuses. A fighter’s talents revolve around slaying their foes and protecting their allies.[/FONT]


[FONT=&quot]Starting Hit Points[FONT=&quot]: 10 + (Constitution Modifier x 5)[/FONT][/FONT]
[FONT=&quot]Base Attack Bonus[FONT=&quot]: +2[/FONT][/FONT]
[FONT=&quot]Saves: Fortitude: [FONT=&quot]+2 Reflex: +1 Will: +1[/FONT][/FONT]
[FONT=&quot]Skill Points:[FONT=&quot] 4 x Intelligence Modifier[/FONT][/FONT]
[FONT=&quot]Proficiencies[FONT=&quot]: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields[/FONT][/FONT]

[FONT=&quot]Class Powers[/FONT]

[FONT=&quot]Combat Focus[/FONT]
[FONT=&quot] Choose one weapon group from the following list; light weapons, one-handed weapons, two-handed weapons or ranged weapons. You are well trained at using weapons of that that type.[/FONT]
[FONT=&quot]Benefit:[FONT=&quot] You gain a +1 bonus with all attack rolls made with your chosen weapons.[/FONT][/FONT]
[FONT=&quot]Special[FONT=&quot]: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon group. [/FONT][/FONT]

[FONT=&quot]Combat Specialization[/FONT]
[FONT=&quot] Choose one weapon group for which you have already selected the Combat Focus Power. You deal extra damage when using weapons of that that type.[/FONT]
[FONT=&quot]Prerequisites[FONT=&quot]: Proficiency with selected weapon group, Combat Focus with selected weapon group.[/FONT][/FONT]
[FONT=&quot]Benefit:[FONT=&quot] You gain a +2 bonus to damage on all attacks made with your chosen weapons.[/FONT][/FONT]
[FONT=&quot]Special:[FONT=&quot] You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon group.[/FONT][/FONT]

[FONT=&quot]Combat Mastery[/FONT]
[FONT=&quot] Choose one weapon group for which you have already selected both the Combat Focus Power and Combat Specialization Power. You know how to make the most of your attacks.[/FONT]
[FONT=&quot]Prerequisites: [FONT=&quot]Proficiency with selected weapon, Combat Focus with selected weapon, Combat Specialization with Selected Weapon.[/FONT][/FONT]
[FONT=&quot]Benefit:[FONT=&quot] The threat range for critical hits for your chosen weapon group is increased by one. So weapons that normally score a critical hit on a roll of a 20 now score critical hits on 19-20 and so on. [/FONT][/FONT]
[FONT=&quot]Special:[FONT=&quot] You can gain this Power multiple times. Its effects do not stack. Each time you take the Power, it applies to a new weapon group.[/FONT][/FONT]

[FONT=&quot]Whirlwind Attack[/FONT]
[FONT=&quot] You lash out wildly at everyone you can.[/FONT]
[FONT=&quot]Benefit:[FONT=&quot] As a full round action you can make a single melee attack against every opponent you can reach. These attacks, and all other attacks that round, are made with a -4 penalty.[/FONT][/FONT]

[FONT=&quot]Two-weapon Fighting[/FONT]
[FONT=&quot] You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon. [/FONT]
[FONT=&quot]Benefit:[FONT=&quot] This reduces the penalty for fighting with a weapon in each had by 1. So a -3 penalty if wielding a one-handed weapon in the off hand or -1 if the off hand weapon is light.[/FONT][/FONT]
[FONT=&quot]Normal:[FONT=&quot] If you wield a one handed weapon in your off hand all attacks made that round have a -4 penalty to the attack roll or if the off hand weapon is a light weapon you suffer a -2 penalty to all attacks.[/FONT][/FONT]
[FONT=&quot]Special:[FONT=&quot] You may take this feat twice. The second time you take it you reduce the penalty to attack rolls by 2. So a -2 penalty if wielding a one-handed weapon in the off hand or no penalty if the off hand weapon is light.[/FONT][/FONT]

[FONT=&quot]Armor Mastery[/FONT]
[FONT=&quot] Choose a type of armor. You are well trained in using that type of armor.[/FONT]
[FONT=&quot]Benefit:[FONT=&quot] Your armor check penalty is halved, your maximum dexterity bonus is increased by 50% and any movement penalty is ignored for that type of armor.[/FONT][/FONT]
[FONT=&quot]Special:[FONT=&quot] You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of armor.[/FONT][/FONT]

[FONT=&quot]Power Attack[/FONT]
[FONT=&quot] You make a single powerful, yet reckless, attack against a foe.[/FONT]
[FONT=&quot]Benefit:[FONT=&quot] You deal an extra 1d6 damage on a successful hit. But the attack has a -2 penalty to the attack roll.[/FONT][/FONT]
[FONT=&quot]Special: [FONT=&quot]Two handed weapons deal 1d8 extra damage.[/FONT][/FONT]

[FONT=&quot]Mercurial Attack[/FONT]
[FONT=&quot] You can make two attacks per round.[/FONT]
[FONT=&quot]Benefit[FONT=&quot]: You can make two attacks with your main melee weapon. These attacks, and all other attacks this round are made with a -4 penalty to the attack roll.[/FONT][/FONT]
[FONT=&quot]Special:[FONT=&quot] You may take this feat twice. The second time you take it you reduce the penalty to attack rolls to -2.[/FONT][/FONT]

[FONT=&quot]Point Blank Shot[/FONT]
[FONT=&quot] You are skilled at fighting in melee with a ranged weapon.[/FONT]
[FONT=&quot]Benefit:[FONT=&quot] You can make ranged attacks in melee with out taking attacks of opportunity from enemies.[/FONT][/FONT]

[FONT=&quot]Vigilant Attack[/FONT]
[FONT=&quot] You punish foes that attack your allies.[/FONT]
[FONT=&quot]Benefit:[FONT=&quot] If an enemy attacks an ally adjacent to you, you can choose to make an attack of opportunity against that enemy as long as they are within your reach, or within 30 feet if you are using a ranged weapon. This attack uses your Attack of Opportunity for the round.[/FONT][/FONT]

[FONT=&quot]Knockdown Blow[/FONT]
[FONT=&quot]You know how to take opponents down.[/FONT]
[FONT=&quot]Benefit:[FONT=&quot] You make an attack with a -4 penalty. If the attack hits the target is knocked prone and you deal damage as normal.[/FONT][/FONT]

[FONT=&quot]Staggering Blow[/FONT]
[FONT=&quot]Your attack moves your opponents around.[/FONT]
[FONT=&quot]Benefit:[FONT=&quot] You make an attack with a -2 penalty. If the attack hits the target is moved away from you 5 feet. If the enemy would take additional damage from being moved into a hazard then they get a fortitude save (DC = 10 + your attack bonus) to avoid going to that space.[/FONT][/FONT]

[FONT=&quot]Savage Strikes[/FONT]
[FONT=&quot]You know how to get more from each and every hit.[/FONT]
[FONT=&quot]Benefit:[FONT=&quot] You deal +1 damage with your attacks.[/FONT][/FONT]
[FONT=&quot]Special:[FONT=&quot] You may take this feat more than once each time gaining an additional +1 to your damage.[/FONT][/FONT]

[FONT=&quot]Shield Wall[/FONT]
[FONT=&quot]Your knowledge of fighting with friends at your back allows you to aid them better.[/FONT]
[FONT=&quot]Benefit:[FONT=&quot] When using a shield, adjacent allies gain your shield bonus to their AC.[/FONT][/FONT]

[FONT=&quot]Iron Body[/FONT]
[FONT=&quot]Your training allows you to ignore minor injuries.[/FONT]
[FONT=&quot]Benefit: [FONT=&quot]You gain DR 2/magic[/FONT][/FONT]
[FONT=&quot]Special: [FONT=&quot]You may take this feat multiple times. It’s effects stack.[/FONT][/FONT]

[FONT=&quot]Rage[/FONT]
[FONT=&quot]You furiously attack nearby foes.[/FONT]
[FONT=&quot]Benefit: [FONT=&quot]Once per day you can rage and gain +2 to all melee attack and damage rolls. You also gain temporary hit points equal to 5 + constitution modifier. This lasts for a number of rounds equal to 5 plus your constitution modifier, though you can end the rage at anytime, after which you winded until you have sufficiently rested. (DM’s discretion)[/FONT][/FONT]

[FONT=&quot]Canny Defense[/FONT]
[FONT=&quot]You know how to make the most of fighting with little or no protection.[/FONT]
[FONT=&quot]Benefit:[FONT=&quot] When wearing light or no armor and wielding a melee weapon you add your intelligence to your AC. Treat this for all purposes as if it were your dexterity bonus to AC.[/FONT][/FONT]

[FONT=&quot]Combat Reflexes[/FONT]
[FONT=&quot] You have preternatural awareness of blindside attacks.[/FONT]
[FONT=&quot]Benefit: [FONT=&quot]You gain +4 to your AC when defending against attacks made using Attacks of Opportunity.[/FONT][/FONT]

[FONT=&quot]Shield Bash[/FONT]
[FONT=&quot] You slam your shield into oncoming opponents knocking them senseless.[/FONT]
[FONT=&quot]Benefit: [FONT=&quot]You can use your shield to make an attack. Light shields deal 1d4 bludgeoning damage and heavy shields deal 1d6. If you hit on your attack the defender must make a fortitude save (DC 10 + your attack bonus) or be dazed for 1 round. Also if made as part of a charge you knock the opponent prone instead of stunning them.[/FONT][/FONT]

[FONT=&quot]Shield Mastery[/FONT]
[FONT=&quot] You are exceptionally well trained in the use of shields.[/FONT]
[FONT=&quot]Benefit:[FONT=&quot] You add your shield bonus to your reflex saves. Anytime you would be denied this bonus to your AC you are also denied it to your reflex save.[/FONT][/FONT]

[FONT=&quot]Dual Class Fighters[/FONT]

[FONT=&quot]HP:[FONT=&quot] 5 (CON x 2)[/FONT][/FONT]
[FONT=&quot]Base Attack Bonus:[FONT=&quot] +1[/FONT][/FONT]
[FONT=&quot]Saves: Fortitude:[FONT=&quot] +1 Reflex: 0 Will: 0[/FONT][/FONT]
[FONT=&quot]Skill Points[FONT=&quot]: 1 x Intelligence[/FONT][/FONT]
[FONT=&quot]Weapon Proficiencies:[FONT=&quot] All simple and martial weapons[/FONT][/FONT]
[FONT=&quot]Armor Proficiencies:[FONT=&quot] All armor proficiencies and shields[/FONT][/FONT]
 

Once you have class powers and skills, you are guaranteed past 50 pages unless you have no spells.

Better to just outline how D20 works and leave everything else, including classes, to rule zero.
 

Once you have class powers and skills, you are guaranteed past 50 pages unless you have no spells.

Better to just outline how D20 works and leave everything else, including classes, to rule zero.

True its gonna be tight. But I am cheating a little and using 2 columns so that frees up some space. It is definitely a challenge though.
 

I began a similar project during the tail end of 3.5 (a few months before the announcement of 4th Edition). A few suggestions...

Cap the game at lower levels. I divided mine into two parts - Basic and Expert. Basic was done as a 32-page (front and back, so 64 "pages" total) document detailing the basics on how to play D&D as well as the first three levels of the game. It included four races (Dwarf, Elf, Hobbit, and Human) and four classes (Cleric, Fighter, Rogue, and Wizard).

I kept the monsters and treasure used simple and iconic. Goblins and orcs were included while bugbears, gnolls, hobgoblins, and kobolds were not.

The "Expert Set" contained an expansion on the four main classes, up to level 10, and created three new classes (Bard, Paladin, and Ranger). Monsters and treasure were also expanded on. I still haven't finished this portion as other games have taken up my free time. I was initially aiming for a 64-page document but a 96-page document is looking more likely if I complete it.

I also took a hard look at rebalancing the classes so that clerics & wizards were closer in power level to fighters & rogues and I wanted to flatten the power curve so that low-level characters had an easier time adventuring with high-level characters.

Good luck with your variant. I always like to see what ideas people come up with.
 


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