Class less system (Modern)

Crothian

First Post
Classes
Classes consist of six basic elements: Base Attack Bonus, Vitality, Defense, Skill Points, Skills Set, Saving Throws, and Special. When designing your class you have 15 points to spend on the first five. Then you pick a special from those available or talk to the GM about what you have in mind. All characters are considered human therefore they all get a bonus feat at first level (this must be a personality feat), four extra skill points at first level, and one extra skill point every level.

BAB
Fighter: 4 points
Cleric: 2 Points
Wizard: 1 Point

HD
1d12: 4 points
1d10: 3 points
1d8: 2 points
1d6: 1 point

Skill Points (this is per level, as usual skill points are times 4 at first)
10: 4 points
8: 3 Points
6: 2 Points
4: 1 Points

Skill Set (choose one class skill for each number. All knowledges cost 3. You may also purchase weapon groups at the cost of 3)
14: 4 points
12: 3 points
10: 2 Points
8: Points

Saving throw (bad starts at +0, ends at +6 at 20th. Medium starts at +1 and ends at +9 at 20th level. Good starts ar +2 and ends at +12 at 20th level)
All Good: 4 Points
2 good, 1 Bad: 3 Points
3 Medium: 2 Points
1 Good, 2 Bad: 1 Point

Defense (see Chart)
Good: 4 Points
Medium: 2 Points
Bad: 1 Point

Defense bonuses.
Level Bad defense Medium defense Good defense
1 +0 +1 +2
2 +0 +1 +2
3 +0 +1 +2
4 +0 +1 +3
5 +1 +2 +3
6 +1 +2 +3
7 +1 +2 +3
8 +1 +2 +4
9 +1 +2 +4
10 +2 +3 +4
11 +2 +3 +4
12 +2 +3 +5
13 +2 +3 +5
14 +2 +3 +5
15 +3 +4 +5
16 +3 +4 +6
17 +3 +4 +6
18 +3 +4 +6
19 +3 +4 +6
20 +4 +5 +7


Special: Pick one of the following for each character. These cost no points and everyone gets one.
1) Combat Feats: You get an extra combat feat at levels 1,2,5,8,11,14, 17, 20.
2) Unarmed Attack: You get an improved unarmed attack progression, unarmed attack damage, Unarmed Strike, Stunning Attack, and Flurry of Blows. You also get pick a martial art Feat progression. You get a bonus feat from this progression at levels 5,10,15,20.
3) Skill Mastery at levels 4,12,20. Skill Focus Feat at Levels 2,6,10,14,18. Bonus Feat at Levels 8 and 16
4) Sneak Attack +1d6 every odd level, Evasion at level 4, Uncanny Dodge (Dex Bonus to AC) Level 6, Uncanny Dodge (Can’t be Flanked) Level 10, Improved Evasion Level 16
5) Level 1 Track and Nature’s Warrior, Level 4 Woodland Stealth +2, Level 6 Nature’s Warrior, Level 8: Woodland Stealth +4, Level 12 Nature Warrior, Level 16 Woodland Stealth +6. Bonus Feat at levels 2,10, 18
6) Superior Attributes: +2 to any one attribute at level one, and +1 to any attribute at levels 2,6,10,14,18
7) Psion (See Psion Sheet)
8) Wizard (See Wizard Sheet)
9) Nightspawn (See Nightspawn Sheet)
10) Lycanthrope (See Lycanthrope Sheet)

Skills: General
Each character picks his own set of Class Skills. Each Skill costs one, except for WP (See Below) and Knowledge All which is three skills. Wizards and Psionic people have additional skills that they can choose to buy.

Animal Empathy (Cha), Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Computer Use (Int), Craft (Int) [Carpentry, Chemistry, Clockwork, Electronics, Gunsmith, Photography, Sculpting, Songwriting, Writing], Decipher Script (Int), Demolitions (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (Int) [Accounting, Anthropology, Archaeology, Architecture, Art, Astronomy, Biology, Chemistry, Electronics, Engineering, Geography, Geology, History, Law, Local, Mathematics, Medicine, Meteorology, Occult, Philosophy, Physics, Psychology, Religion, Research, Streetwise], Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Pilot (Dex), Read Lips (Int), Repair (Int), Ride (Dex) Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), treat Injury (Wis), Use Rope (Dex)



Skills: Wizard
Alchemy (Int), Concentration (Con), Scry (Int), Spellcraft (Int), Use Magic Device (Cha)

Skills: Psionic
Psychic Focus (Wis), Psychoanalysis (Wis),
 
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I like it! More granular than my system (I use 8 points/level, as in FCTF) and that means more flexible.

However I dislike one thing, the permanent choice of Special Qualities. I mean, if at 1st level you choose the "Combat feats" way, do you have to stick to it forever?
 

Pretty cool, Crothian.
Currently I am using something similar for a futureistic campaign. However, the Base Defense Bonuses are *MUCH* higher. They are the same as the attack progressions, +4.

Attack +4?!?! But then nobody will hit anybody!!!
Yeah, that's kinda the point. I'm also using a HP system where characters have base HP equal to hteir Con scores, plus 1 or less per level from progression. You can find it at www.SleepingImperium.rpghost.com, but I think it's down right now.
Also, I find this to be more "realistic." by realistic, I mean unrealistic. By unrealistic, I mean action-movie. Basically, what I'm trying to say, is that the PCs don't get hit much, cuz if they did, they'd be toast.

So far it's worked out pretty well. Instead of choosing a single Special, they get Ability Points per level. Their AP / level is set by how good the basic features of their class are: A character with a high attack, medium defense, high HP, and 3 high saves wouldn't even HAVE AP per level.However, a character with all low stats would have like 15.

AP are used to buy special abilities, bonus feats, and skill points. Also i threw in a little ability score balancing mechanic, making your class a bit better or worse depending on the combined modifier of all your scores. If you roll really high, your class has 2 less AP per level. If you roll really low, it has 2 more. This makes it so that characters with all 15, 17, and 18 stats don't totally dominate, and those with all 8s 10s and 12s don't just plain suck.

-Jeph
 

Crothian, I really like your system and plan on looking into it more. While I really love the core D&D rules there are always those little aspects about the core classes that I don't like. But with customizing all these aspects, you get what you want and can just lable your characters profession with any name you want, such as "Slayer", "Fighter", "Magic-User", etc.

Thanks
 

awesome

this stuff rocks dude.

Seriously, when are you planning on putting up the information on the various sheets for the magic, psion, nightspawn, and lycanthrope?

Pretty cool stuff.
 

Crothian said:
Classes
Classes consist of six basic elements: Base Attack Bonus, Vitality, Defense, Skill Points, Skills Set, Saving Throws, and Special.

Bad name for such a thread ;)
However it's a nice class construction system. I second the request to show us what you did about the magic system :)
What I was looking for, however, is a system without classes (or only one class, you could argue) like CoC.
Any pointer?
 

First off thanks for the compliments. I would have replied sooner but there have been some complications so this is the first post in about a week.

As of now the system is preety simple and it does need cleaned up some. The basics are going to remain the same, it just needs some clairifications here and there.

Also, this system makes an assumption that is not 100% true: all the extras are equal. They are not, but i have weakened the magic so that it is more balanced.
 

Crothian! Good to see you back! I was afraid your boss had cought you posting at work or something. :(

Oh well, here's my take on this classless system.
 

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Jeph said:
Crothian! Good to see you back! I was afraid your boss had cought you posting at work or something. :(

Oh well, here's my take on this classless system.

Nope, just busy. Also lost my cable modem for a week so no posting from home.

That's not a bad system. It's a little more class less then mine as you have more flexibility. Mine says classless but is called a class making system because the class is your character. I think I'm going to add a few other options allowing up to 5 points to be spent on each individual thing. My others are basically balanced to themselves so everyone gets one and no need spending points on them. I feel that type of system might be too easily abused.
 

its fine

I like this system, becuase it lets you customize the things that should be up to ur player but leave the class abilities the same.
Jeph, urs is a bit too customizable, thats what the multiclassing penalties are for!

I still like regular dnd, its simple and makes you think on how to customize your character without penalizing him, and thats half the fun!

If you guys are getting annoyed bye and ! at the end of every paragraph, too bad!:D
 
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