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Classless/Point Buy d20?


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There was also a Modern version (different author and company) titled Point Buy Numbers.
[off topic] Welcome. I've deleted the advertising links in your sig. We'd love to have you stay and discuss games, but free advertising from new members (and advertising non-RPG subjects) isn't something we'd like to see. Email me with any questions. [/off topic]
 

Rats. Three new posts and only spam to talk about. Here I was excited about new conversation! (I had already seen Alzrius' excitement! :D )

Back on topic, Jeremy on the DSP forums is predicting Complete Gear by the end of the week. (Fingers crossed!)
 

Complete Gear is up! You can find it here. I haven't seen the final product (art and layout) but since I wrote the words I know what it contains! Considering you can buy it for a whole whopping $2.95 (less if you are a premiere customer at the DSP forums) of course I recommend that you check it out!

It delivers what it promises:

1. Characters define their items instead of the other way around.
2. GM playis easier because treasure can become a non-issue (IE no planning required).
3. Game balance is perfectly maintained according to 3.5 standards (and I mean perfectly)
4. It works with any system and any books that have a common currency standard.

Feel free to enjoy. If you buy it, please also feel free to write a recommendation or comment about the contents! {On whatever board you purchased it from, of course!}
 

We're proud to have NLF onboard as the great writer he is and I wanted to pop in to share a little news on the Complete series. In a little time, we're intending to release both Complete Control and Complete Gear as a single, print-on-demand book to fulfill your desire for having this excellent material in the DeadTree Version! :)
 

I've already got my copy of Complete Gear, and I'm quite enjoying it!

The transition from GP to influence points quite intuitive once you grasp the basic idea, and NLF did a great job making sure all the bases were covered - with the exception of epic-level progressions. The variant ideas, in particular, showcase great ways to tweak the system to make it work exactly how you want.

That said, I think GM's who use this book should remember to treat it like a toolkit in regards to their approach. While it does introduce some flavor for how this works in-game, the majority of that approach is meant to be done by the person running the world. Precisely how a person is able to make their gear magical, simply by willing it to be so, is a process that I'm sure most GM's will want to tailor for themselves.
 

Absolutely - both Complete Control and Complete Gear are perfect toolkit additions to a 3.5 or Pathfinder game. One of the things that I have considered is that with this kind of experience/influence point system, a GM can design and tweak his campaign and rules to match. For example, I want spells to be rare but extremely dangerous in my own Third Dawn campaign - so I triple their price, but allow the rare spellcaster a limitless progression of caster level. Psionics on the other hand is common, so everyone has a 25% discount when buying psionics, but they are capped at median level+1 for their manifester level and power level.

With Complete Gear, I'm going to tweak away part of the Influence Points to be "Meditative Effects" allowing people to increase their stats with inherent Enhancement Bonuses that are effects of mantras and meditations, while I am disallowing all "one use items" - but allow people to keep Influence Points in reserve for "healing potions" - take a move action and perform a short mantra, note down the IP spent, roll dice to heal.

Awesome if you ask me! :D
 

I've already got my copy of Complete Gear, and I'm quite enjoying it!

Great. I'm sorry you had to wait longer than anticipated to get it; but it is really nice to hear that the wait seems to be worth it!

That said, I think GM's who use this book should remember to treat it like a toolkit in regards to their approach. While it does introduce some flavor for how this works in-game, the majority of that approach is meant to be done by the person running the world. Precisely how a person is able to make their gear magical, simply by willing it to be so, is a process that I'm sure most GM's will want to tailor for themselves.

Absolutely. This is particularly why I wanted to leave the aspect of flavor largely out of the work. Some games are going to be divine centered. Others are going to be magic centered. Some are going to be mind/ki focused. And many are going to have blends of the above. The more I stuck to mechanics and let flavor be the DM's job, the more I felt DMs could integrate the work into their campaigns with greater ease.

With Complete Gear, I'm going to tweak away part of the Influence Points to be "Meditative Effects" allowing people to increase their stats with inherent Enhancement Bonuses that are effects of mantras and meditations, while I am disallowing all "one use items" - but allow people to keep Influence Points in reserve for "healing potions" - take a move action and perform a short mantra, note down the IP spent, roll dice to heal.

Awesome if you ask me! :D

That a neat perspective, and should you guys get a CC/CG compendium I think it would be a neat addition or variant rule added into the material if you and Jeremy should agree.
 

There will be a compendium, but now it all kinda depends on if you're gonna write us a "Complete Races" or not ;) - if that is the case, we might wait until that one is finished before we compile and put this INTO PRINT! :D
 

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