Character concept point buy.

DungeonMaester

First Post
I have been playing a bit of Heroes Unlimited from Palladium and fell in love with 'Buying' abilities rather then getting them from leveling up in a class.

So, I just thought up this idea for the campaign I am going to run tomorrow. Because I threw out the flavor of classes in favor for re-writing history and culture to fit my world, I am pondering the idea of throwing out Base classes all together.

Instead, players will have a certain number of points to buy a BAB, HD, Skill list, Skill point, Saves, and class abilties.

For Class abilities, I am using the PHB and all of the 'Compelte's.
Classes still exist but they are only Prc, which you have meet the normal Pre-reqs for.

I have a solid idea for buying class abilities which I'll outline a little bit later, but I would appreciate help figuring out a balance of BAB/HD/Saves/Skill in a point buy.

Thanks,

---Rusty
 

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That's a tall order, but you might do well taking a look at Mutants and Masterminds, which has a point buy for BAB, saves and stuff. Of course, they don't use HD, so you are sort of on your own for that. Probably half the size of die would be balanced.

In a nutshell, for every (Power) Level the characters have 15 points. 3 points for attack (BAB), 2 for defense (AC), 1 for save (Fortitude/Reflex/Will/Toughness), 1 for feat, 1/4 skill points. Other points are spent buying powers, which would be class abilities, in your case. Of course, you'd have to point-buy every mook, which would be a chore, but if you're going to throw away all current archetypes, that's more or less a given.

HTH.
 


el-remmen said:
Isn't there a PDF in existence called "By the Numbers" or something like that, that does exactly what you describe?

"Buy the Numbers"

It reverse engineers every aspect of class abilities into separate components that you purchase individually with Experience Points. A great little pdf, and well worth $5.
 

Thanks for the Suggestion, however that requires me to break my favorite character trait->Pennie pinching. If I acquire 5 dollars as a Dm bribe or some other under handed measure, I'll go check it out.

Because I was sick yesterday, I was unable to get to a place with the interwebs to check out responses, and since every one expected me to full fill my obligations, I came up with this idea off hand.

HD: As a race's favored class. If a Race's favored class is any, then they can select a class to use for their HD. However, The DM can choose to reject the class if he deems it unfitting for the character.

Characters had 10 points to buy the BAB/Skill point/Saves they wanted. Prices for which are as followed:

BAB/Fort/Will/Ref/Skill
Poor: 1 point
Good: 2 point
Full: 3 points

(Note: For skill Full is 6+ int mod, Good is 4+ int mod and Poor is 2+)

players may pick 3x the the bass skill point in skills known. Example: if you have 2+ int mod then you pick 6 class skill.

Class Abilities
At first level players can pick two class abilities at first level. One of which is a upgrading feat such as Rage or Sneak attack and one ability that does not. (Such as a Barbarian's Fast Movement) As players level up, they can choose a class ability if it is the same level as they would become. (Example, you can not get Smite at second level)

Choose abilities should be based off a character background/future and not just chosen to powergame.

The DM is the always the final word if you can take certain skills or class abilities. Ok it with him first!

That is the long and short of it. What do you all think?

---Rusty
 
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