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Class, race, themes and backgrounds layout!

tecnowraith

First Post
I like to see what would race, class, themes and backgrounds layout will actually look like. Like how different or similar will it be from earlier editions.
Example:
Class name
Description
Alignment
Hit Die? (if any)
Theme: Choose first theme at 1st an second at 6th, will also choose Feats
Background: List of skills
Class Skills (if any): Will we get skill points at all? We know skills now under backgrounds but do classes get their own skills as well?
Class Features
Weapon and Armor Proficiency
Class Powers/Abilities


What do you all think how th layout be? Also how would feats layout will look like? We know feats will work differently in some way like fow Wizards magical feats for at-will-abilities.
 

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I'm not sure what you mean but here is something I got.

All powers start with a range of 4 squares, 6 squares with a sit mod of -2 because it is long range, burst 2

Rules for Powers
turn any at-will power into a clone duplicate encounter power by adding +1[w] damage, +1 range, burst square, +1 round, etc. attack+1 or ac+1
turn any at-will power into a clone duplicate daily power by adding +2[w] damage, +2 range, burst square, round, etc.. attack+2 or ac+2

All characters do +1[w] damage at 11th level +1 range, +1 burst
+2[w] damage at 21st level

Fighter
Class Bonus: +1 Strength
Class Penalty: -1 Charisma
Hit Points: Constitution score+12
Level-Up: +12 hit points
Healing Surges: 12
Powers Per Level-Up 5+Intelligence Modifier
Weapon Proficiency, Armor Proficiency available at 1st level
Intimidate Foe, Ride Horse.. and more..
Feint Attack, Parry Defense 2nd
Disarm Weapon, Dodge Defense 3rd
Off-Hand Weapon, Close Quarters 4th
Windmill Attack, Keep Distance 5th

Rogue
Class Bonus: +1 Dexterity
Class Penalty: -1 Constitution
Hit Points: Constitution score+10
Level-Up: +10 hit points
Healing Surges: 10
Powers Per Level-Up 5+Intelligence Modifier
Pick Pocket, Open Lock available at 1st level
Appraise Item, Climb Rope.. and more..
Stealth Skill, Craft Poison 2nd
Bluff Skill, Pass Untraceable 3rd
Fumble Foe, Spring Blade 4th
Restrain Foe, Disguise Self 5th
and more..

Cleric
Class Bonus: +1 Wisdom
Class Penalty: -1 Intelligence
Hit Points: Constitution score+8
Level-Up: +8 hit points
Healing Surges: 8
Powers Per Level-Up 5+Intelligence Modifier
Heal Ally, Curse Foe at 1st level
Turn Alignment, Religion Skill.. more..
Cure Ally, Curse Foe 2nd
Restore Ally, Afflict Foe 3rd
Raise Dead, Create Undead 4th
Hold Foe, Command 5th
and more..

Wizard
Class Bonus: +1 Intelligence
Class Penalty: -1 Strength
Hit Points: Constitution score+6
Level-Up: +6 hit points
Healing Surges: 6
Powers Per Level-Up 5+Intelligence Modifier
Dark Rain, Shocking Grasp, Chain Lightning, Plasma Ball, Disintegrate Foe
Arcana Knowledge, etc..

Custom Class
Class Bonus: +1 to an Ability
Class Penalty: -1 to an Ability
Hit Points: Constitution score+9
Level-Up: +9 hit points
Healing Surges: 9
Powers Per Level-Up 5+Intelligence Modifier

Level-Up Power Gains
All characters can learn a number of powers(including feats and skills) based on 5+their intelligence modifier per level.

Characters don't need to drop, relearn, anything. They can have ready any spell they want already memorized during an encounter.
But all characters are limited by the encounter and daily usage restrictions. That means a 3rd level character can only use 2 daily powers from a list of daily spells per day and 2 encounter powers from their memorized list per encounter.

Power Learning Per Level-Up
5 feats, skill ranks, at-will, encounter or daily powers + intelligence modifier per level.

Rogue Skills are at-will powers.
Any power can be made an encounter or daily power by adding +1[w] for encounter powers, +2[w] for daily powers,

etc..

Power Usage Chart
at 1st level, use 1 encounter power once per combat encounter, use one 1 daily power once per day
at 2nd level, 2 encounter powers per encounter, 1 daily power per day
at 3rd, 2 encounter powers per encounter, 2 daily powers per day
4th, 3, 2
5th, 3, 3
6th, 4, 3
etc..

This in no way makes any character too powerful. If anything, it adds variety and strategy to the game. It also allows players to test out lesser wanted spells. This rule only applies to player characters. The more industrious players will have a list of spells to try out during any encounter, or a list of martial exploits if they are playing a fighter or rogue type.
Monsters however, should be limited in known powers to make it easier for the DM to manage them.
 

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