Crushed Earth© classless system

MrazTorn

First Post
Crushed Earth© classless system

Here is the classless system I was speaking of earlier on the post that was moved to Meta; (BTW, Crushed Earth is © 2002, but just about anything I post here will be OGC unless I say otherwise)

Hit Die: d8+Con Mod
Skills: 4+Int Mod (X4 at 1st character level)
Special Points: 6 at 1st character level, 4 points at every level after 1st.

At each level, you may take a d10 for your Hit Die (HD) by trading 2 skill points or 1 special point. You may take a d12 by trading 4 skill points or 2 special points or 2 skill points and 1 special point.
If you drop your HD to d6, you may take either 2 skill points or 1 special point. If you take d4, you may take 4 skill points, 2 special points, or 2 skill points and 1 special point.

2 skill points may be exchaged for 1 special point once per level. 1 special point may be exchaged for 2 skill points up to twice per level.

Special points are used as follows;
1 special point=1 point in either Fortitue, Reflex, or Will save.
1 special point=Level 1 magic type.*
2 special points=Level 2 magic type etc.*
2 special points=Bonus Feat.

*free-form magic system to be detailed later

There it is...thats the basis. As I had said, I am working on making all the class abilities into feats (thus the rediculously high amount of feats you can get). Also, there is NOT BaB. Every weapon is a skill unto itself. Any comments or questions lemme know...it's a WIP. Thanks.
 

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The concept looks interesting. I will want to digest it a little more before I get to more questions.

In the mean time, I do have one question. Have you playtested this with a group to see how it works?
 

Not yet, but I did all the math to make it "technically" as balanced as possible. I do have experience making my own RP system, so hopefully I'm not too far off on playability.
 



Whenever you gain enough experience to gain an advancement (ie: level) you get 5 picks. You use these picks to increase ability scores, skills, gain talents/feats (forget what they're called at the moment), etc. Each improvement 'costs' a certain number of picks.

I don't have the system in front of me, so I can get too specific, but the above are the basics.
 
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Ah...then the similarity of very close. Well, it was unintentional, but not necessarily bad...sounds like a decent system.

Once I have the magic system re-written to d20 rules (it's currently in a proprietary format for my home-grown system) I'll post that, too.
 


Looks interesting. Two questions:

1) The ability to convert to/from 2 different point pools (skills or specials) seems a little complicated. Why not convert everything to/from special points only? I mean, if you want to lower HD to get a feat, you have to do this anyway (i.e. drop d8 to d4, gain 2 special points, buy a feat). Keeping skill points out of the mix would make it easier to understand, IMO.

2) How do you determine a starting character's weapon and armor proficiency, which usually are a lot more feats than your system allows for?
 

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