Character Customization

Technik4

First Post
I thought this was a really interesting section of the DMG, Modifying Character Classes. I'm trying to create a doc that would safely balance any class-changes a character may wish to make.

This system is being created with 3.5 in mind.


-Class Points-
A Class Point is gained when trading in specific abilities from a core class. A class point must be used to improve the class the ability was taken from. A player may trade his 1st level feat for 1 class point. Additionally, if you are using the Point-Buy system, 3 Point Buy points equal 1 Class Point (max 3).

A list of options for each class follows (each entry is worth 1 class point):

Barbarian:
+10 ft movement
Rage

Bard:
No Arcane Spellcasting Failure in Light Armor
Reduce Skill Points per Level by 2

Cleric
No domain powers

Druid
No Animal Companion

Fighter
No bonus fighter feats at 1st and 2nd levels.

Monk
No Flurry of Blows

Paladin
No Aura of Courage
No Divine Grace and immunity to disease
No Spells

Ranger
No Track and Favored Enemy
No Spells
No Animal Companion and Wild Empathy

Rogue
No Sneak Attack Dice until level 5
Reduce Skill Points per Level by 2

Sorceror
No familiar

Wizard
No familiar
No 0-level spells and scribe scroll

-Base Changes-
A Base Change affects all levels a player will take in a given class. It does not affect multiclassing, or if the player adds a prestige class, and does not necessarily have to be made at level 1.

BAB: (1 or 2)

A player may choose to improve his BAB type by 1. For instance, a sorceror who wishes to move his BAB from +1/2 levels to a rogue/cleric BAB may do so. BAB may not be improved past +1/level. If a player is shifting from a Poor BAB (+1/2 levels) to a Medium BAB (as Rogue/Cleric) it costs 1 class point. To shift from a Medium BAB (as Rogue/Cleric) to a Good BAB (Fighter) costs 2 class points.

HD: (1 per improvement)

A player may choose to improve her HD by 1. For instance a sorceror who wishes to move her HD from d4 to d6 may do so. HD may not be improved past D12. Additionally, no class's HD may be improved beyond 2 places higher than it began, so the sorceror could not improve her HD to d10.

Skill Points Per Level: (1 per improvement)

A player may choose to improve her skill points per level by 2 or 4. For instance, a sorceror may wish to receive 4 or 6 skill points per level, instead of 2. The maximum base skill points per level a class may have is 8, so a rogue may not improve his skill points per level.


-Saving Throw Changes-
A Saving Throw Change can only be made at first level. It does not affect any future levels in any class, only the first level.

Fortitude: (1)

A player may wish to improve her first level fortitude save in a class. If the save is +0, it may be improved to +2. If the save is +2, it cannot be improved.

Primary Attribute Shift: (1)

A player may change which attribute is linked to a particular saving throw. For instance a sorceror may wish to make her Will saving throw Charisma based instead of Wisdom based. This change will last the entire character's life, and may not be altered. A saving throw may not have the same primary attribute as another saving throw.

Reflex: (1)

A player may wish to improve her first level reflex save in a class. If the save is +0, it may be improved to +2. If the save is +2, it cannot be improved.

Will: (1)

A player may wish to improve her first level will save in a class. If the save is +0, it may be improved to +2. If the save is +2, it cannot be improved.


-Skill Changes-
A Skill Change affects all levels a player will take in a given class. It does not affect multiclassing, or if the player adds a prestige class, and does not necessarily have to be made at level 1.

Class Skills: (0 or 1)

A player may add or trade skills from his class list. 2 non-class skills will become class skills for 1 class point. A player must trade skills with the same ability modifer on a 1 for 1 basis. For instance, a sorceror may trade Knowledge (Arcana) for Knowledge (The Planes). A player may only swap 2 skills.

Automatic Skill: (1)

A player may choose to make 1 class skill "automatic". This means that regardless of circumstance when a level is gained, one skill is improved without skill point cost. For instance a sorceror may choose to make Spellcraft an automatic skill. Whenever she gains a level (in any class) she improves her Spellcraft rank by 1.

This is the rough draft, what do you think?

Technik
 
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Examples:

Hardened Sorceror

-Trades familiar for 1 class point. Uses 1st level feat as a class point.

-Increases HD to d6. Raises BAB to Medium. Swaps Bluff (Cha) for Intimidate (Cha).


Skilled Fighter

-Traded 1st and 2nd level Fighter feats for 1 class point.

-Increases Skill Points per Level to 4. Swaps Intimidate (Cha) for Diplomacy.

Technik
 

Interesting. Many choices are sub-optimal (such as the skilled fighter) and others too powerful (yes, I mean the hardened sorcerer!), but the idea is good with some tweaking.
Not that a sorcerer with a d6 HD and medium BAB is too powerful in game economy, but he's too powerful confronted to a poor standard sorcerer.

I don't like the idea that giving up starting feat or stats points you can acquire class points. Classes are balanced within themselves, considering average stats, so I think you could get class point only by removing a class feature.

In fact, with your ruling you permit that a cleric can spend his first level feat to gain fighter's BAB!
That's really ol' Skills & Powers (that's enough to say).

I liked the part of saving throws, a little less the "automatic skill" section, I understand why you've done it but I don't like it very much.

Just my two cents.
 

Simillar to something I've been working on. I played a couple of games of Cthullu, (which means I went thru as many charachters...:( ), and I was interested in the way they did their classes. So I set out to divide ALL class abilities into point cost. Strong, med, weak BAB cost x1/x2/x3, a good save costs this much, ect. It worked ok untill I hit individual powers. Druids are a nightmare, and Sorccerers are hard to classify next to any other spellcaster progression. I think it's best left to a case by case basis in each individual game.

Your ideas are interesting, though. I don't see them as unballancing, with maybe a few tweaks, and it could see fewer PrC's, which would appeal to some.
 
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