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Designing the Perfect D&D

the Jester

Legend
Hey y'all! In this thread I will discuss and post my homebrewed system, which draws a great deal from each edition of D&D. It is, or will eventually be, the perfect system (for my taste).

Let's start with a quick bit on design goals and intended playstyle.

The playstyle I prefer is a very "old skool" kind of sandbox, with plenty of room for the pcs to encounter things way above (or below) their level if they venture into the wrong areas. This leads me to several primary design goals:

1. EVERYONE STARTS AT 1ST LEVEL. The system must support this- in other words, a mixed level party must be viable. I have attempted to approach this with a combination of flatter math (in other words, lower attack bonuses and the like) and a "more breadth than depth" approach to leveling; it's harder to superspecialize on one thing (I think).

2. COMBAT IS PART OF THE GAME, BUT SO ARE OTHER THINGS. I want this system to support exploration, mysteries, politics, etc. However, I am being very careful to be mindful of another of my design goals.

3. SCREW OPTION OVERLOAD. As much as possible, I want to avoid the problem of six thousand feats that both 3e and 4e have. To this end, after some agonizing consideration, I've dropped both feats and skills in the sense that they exist in both 3e and 4e.

4. PC WEALTH IS BASED ON PC ACTIONS. This means there is no such thing as "expected wealth per level." Since every pc starts at 1st level, this presents no problems with starting gear, and given the math flattening, nobody will be 'behind' on their attack bonuses for lack of a +1 sword.

5. COMBAT IS BOTH FAST AND TACTICAL. Among other things, there is a built in "you're taking too long" rule in combat and that, hopefully, condition tracking is significantly reduced. I'm still a little worried about bookkeeping on some stuff, though. We'll see how I did once I get a chance to playtest a little.

EDITED to add attachment of the current version of the rule set.
 

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the Jester

Legend
CREATING A CHARACTER

To create a character, follow these steps in order:

1. Roll stats.
2. Pick or roll a secondary skill.
3. Choose your race and apply your racial traits.
4. Choose your class and choose your class features.
5. Buy your starting equipment.

1. Roll Stats


Your stats are, in order: Strength, Intelligence, Wisdom, Dexterity, Constitution and Charisma. Roll 4d6 and add the three dice you choose for each stat in order (thus, before racial modifiers, each stat will range from 3-18).

You may switch two stats, but may not otherwise change or modify your stats.

2. Pick or Roll a Secondary Skill

What did your character do before she became an adventurer? Was she a philosopher or a painter, a fisher or a leatherworker? Write this down. When you make a skill check, the dm will adjudicate whether your secondary skill applies directly or indirectly, or does not apply. If your secondary skill applies indirectly, you get a +2 bonus to the check. If it applies directly, you instead get a +3 bonus.

If you prefer, you may roll a secondary skill off the following chart. Note that secondary skills are not limited to those listed; they are just examples.

D10 Roll --- Cleric --- Fighter --- Wizard --- Rogue
1 --- Historian --- Blacksmith --- Historian --- Beggar
2 --- Scribe --- Mercenary --- Scribe --- Mercenary
3 --- Philosopher --- Bodyguard --- Philosopher --- Bodyguard
4 --- Monk --- Merchant --- Alchemist --- Merchant
5 --- Farmer --- Innkeeper --- Herbalist --- Glassblower
6 --- Preacher --- Tailor --- Artist --- Manservant
7 --- Exchequer --- Leatherworker --- Engineer --- Prostitute/pimp
8 --- Tax collector --- Mason --- Mathematician --- Tanner
9 --- Artist --- Brewer --- Astrologer --- Agitator
10 --- Hermit --- Rancher --- Writer --- Jeweler

3. Choose Your Race and Apply Racial Traits

See the Races section for full details. You may be a dwarf, elf, halfling or human. As you advance you can take levels in racial paragon classes to focus on your race's archetypical features.

3. Choose Your Class and Apply Class Features

See the Classes section for full details. You will start off as a cleric, fighter, rogue or wizard. As you advance you can also take levels in prestige classes in order to specialize and customize your character's abilities. Prestige classes will allow you to emulate many of the other classes and options that D&D has offered over the years, such as the paladin, berserker, assassin, specialty priest, specialist wizard, etc.
 

the Jester

Legend
Two quick notes for context regarding this section: I will eventually create stats for other traditional D&D races, possibly including some weird ones (e.g. I will probably eventually do up dragonborn and warforged, since I use both in my campaign). Also, don't be fooled- racial paragon classes are the only way to get hit points every level. Hit points are a fairly rare commodity compared to most versions of D&D.

RACES

Your racial choices are dwarf, elf, halfling and human. When you gain a level, you may choose to take a racial paragon level, in which case your racial traits will improve and increase.You cannot have more racial paragon levels than you have base class levels, nor can you take racial paragon levels from a race other than your own. Each race is detailed below.

Dwarf Starting Package
+1 Wisdom, +1 Constitution
Low-light vision
Speed 5
Speak Dwarven and Common
Stonecunning (+1 bonus to all skill checks involving stone)
+4 hit points

DWARF PARAGON ADVANCEMENT
Each time you gain a dwarf paragon level, add 4d10% to your Constitution. Once this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 Fort --- +1d8 --- Resist 1 poison
2 --- None --- +1 Will --- +1d8 --- Stonecunning increases to +2
3 --- +1 melee --- None --- +1d8 --- Low-light vision increases to darkvision

Elf Starting Package
+1 Wisdom, +1 Dexterity
Low-light vision
Speed 6
Speak Elven and Common
Mobility (ignore first square of difficult terrain each round)
Wilderness lore (+1 to all skill checks involving the wilderness)

ELF PARAGON ADVANCEMENT

Each time you gain an elf paragon level, add 4d10% to your Dexterity. Once this reaches 100%, your ability score increases by one point.

Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 Ref --- +1d6 --- Wilderness lore increases to +2
2 --- +1 ranged --- None --- +1d6 --- +2 saving throws vs. charm or sleep effects
3 --- None --- +1 AC --- +1d6 ---Mobility increases to 2 squares

Halfling Starting Package
+1 Dexterity, +1 Charisma
Speed 5
Speak Halfling and Common
Good hands (+1 bonus to ranged attacks with thrown weapons and slings)
Lucky (force a reroll of an attack that hit you 1/day)
Nimble dodger (+1 AC and Reflex)

HALFLING PARAGON ADVANCEMENT
Each time you gain halfling paragon level, add 4d10% to your Dexterity. Once this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 Ref --- +1d4 --- Good hands increases to +2
2 --- None --- +1 AC --- +1d4 --- Speed increases to 6
3 --- None --- +1 Ref --- +1d4 --- Lucky increases to 2/day

Human Starting Package
+1 to highest and lowest scores
Speed 6
Speak Common and one other language of your choice
Quick learner (+10% to earned experience points)

HUMAN PARAGON ADVANCEMENT
Each time you gain a human paragon level, add 4d10% to your lowest ability score. One this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 Will or Fort --- +1d6 --- Gain 1 fighting style or stance
2 --- None --- +1 AC or Ref --- +1d6 --- +1 initiative
3 --- +1 to any one --- None --- +1d6 --- Human vesatilty

Gain fighting style or stance: This can be any fighting style (or stance) that you qualify for via any of your other classes.

Human Versatility: You get a +1 bonus to all skill checks.
 

TerraDave

5ever, or until 2024
Interesting...stat generation is harsh...otherwise a little hard to judge without seeing more...but I look forward to it.
 

the Jester

Legend
CLASSES

Basic classes are cleric, fighter, rogue and wizard. Each basic class has ten levels. As you advance in levels, you gain improvements to your attacks and defenses. Additionally, you gain a variety of class abilities and stances, fighting styles, spells and other options based on your class.


FIGHTER

A fighter is a master of weapons and learns to fight with weapons and armor of all kinds. His power comes from his training and sheer toughness. A fighter generally wants to get into the mix, where he can lay enemies low left and right, though some prefer fighting with missile weapons from a distance.

Fighter Starting Package
A 1st-level character (not a character that gains a 1st level of fighter by multiclassing) that is a fighter gains the following:

Attacks: +1 bonus to melee attacks
Defenses: +1 AC and Fortitude
Hit Points: 10 hit points + 1/3 your Constitution score
Armor Proficiency: A fighter is proficient in all armor and shields.
Weapon Proficiencies: A fighter is proficient in four weapon categories of his choice.
Fighting Styles: A fighter begins knowing two fighting styles.
Stances: A fighter begins knowing two stances.
XP: A fighter with a Strength of 13 or higher gets a 5% bonus to earned xp. If his Strength is 16 or higher he instead gets a 10% bonus to earned xp.

A character that becomes a 1st-level fighter but is not 1st level instead advances per the 'fighter advancement' chart listing for 1st level instead.

Fighters and Ability Scores: Each ability score helps a fighter master certain combat styles, stances and weapons. These are:

Strength: A fighter with a high Strength can become an expert with thrown weapons, great weapons, heavy blades or axes. It also helps a fighter control enemy movement or prevent an enemy from moving him.

Intelligence: A fighter can use high Int to master advanced weapon and shield techniques, heavy blade techniques or the one handed weapon style. A smart fighter is also able to learn how best to maneuver an enemy.

Wisdom: A fighter with high Wis can master advanced weapon and shield or other defensive combat moves, as well as missile techniques. A high Wis also allows a fighter to master techniques for maneuvering enemies.

Dexterity: Dexterity is required for advanced missile weapon techniques, as well as fighting with two weapons. It also helps a fighter learn defensive techniques. Mastery of light blade combat requires a high Dex.

Constitution: A high Con helps a fighter handle two-handed or bludgeoning weapons or a weapon in one hand and a shield in the other. It also helps a fighter learn to stand solidly in place, preventing enemies from maneuvering him.

Charisma: A high Charisma helps a fighter master one handed or throwing weapon styles, as well as the use of light blades. It also helps a fighter control enemy movement, either by preventing it or by forcing it.

FIGHTER ADVANCEMENT
When you gain a fighter level other than first, add 3d10% to your Strength and 2d10% to one other abiltiy score of your choice. Once this reaches 100%, your ability score increases by one point.

Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- +1 melee --- None --- None --- Gain 1 fighting style, gain 1 stance, gain proficiencies
2 --- +1 ranged --- +1 AC --- None --- Gain 1 stance, power attack
3 --- None --- +1 Fort --- +1d10 --- Gain 1 fighting style
4 --- +1 melee --- None --- None --- Gain 1 stance, gain 1 fighting style
5 --- None --- +1 AC --- +1d10 --- Gain 1 stance, power attack improves
6 --- +1 melee --- +1 Fort --- None --- Gain 1 stance
7 --- +1 ranged --- +1 AC --- None --- Gain 1 fighting style
8 --- None --- +1 Ref --- +1d10 --- Gain 1 stance
9 --- +1 melee --- +1 AC --- None --- Gain 1 stance
10 --- None --- +1 Fort --- +1d10 --- Gain 1 fighting style, gain 1 stance, power attack improves

Gain a Fighting Style/Stance: The fighter chooses a fighting style or stance available to a fighter of his level. If the character qualifies to do so, he may instead advance his mastery of a style or stance by one step. In either case, a character may choose to instead gain a new weapon proficiency.

Proficiencies: A character that becomes a 1st-level fighter but is not a 1st level character gains 2 armor and 2 weapon proficiencies.

Power Attack (recharge 16+): Before rolling a melee attack, a fighter can declare it a power attack. If that attack hits, it deals double damage. She cannot use this ability again until it recharges.

At 5th level, Power Attack recharges on a 14+.

At 10th level, Power Attack recharges on a 12+.

FIGHTING STYLES

A fighting style is a method of fighting- e.g. weapon and shield or great weapon, as opposed to a stance, which can be applied to any style and is more like an “attitude”.

The fighting styles available to the fighter are: great weapon, weapon and shield, one-handed weapon, missile weapon, throwing and two-weapon style. When a fighter gains a new style, if he qualifies to do so he may instead upgrade one of his existing styles to “expert” or “master” level.

Great Weapon Style
When you wield a weapon with both hands, you gain a +2 bonus to damage with melee attacks.
Expert (must be 4th level fighter, must have Str 11 or Con 11): When you wield a weapon with both hands, you gain a +1 bonus to melee attacks.
Master (must be 8th level fighter, must have Str 14 or Con 14): When you wield a melee weapon with both hands, your base critical range doubles.

Missile Weapon Style
When you wield a missile weapon, you gain a +1 bonus to initiative and reduce the AC bonus that cover provides to your targets by 2.
Expert (must be 4th level fighter, must have Wis 11 or Dex 11): When you wield a missile weapon, you gain a +1 bonus to attack.
Master (must be 8th level fighter, must have Wis 14 or Dex 14): When you wield a missile weapon, you can fire into melee without penalty.

One-Handed Weapon Style
When you wield a weapon in one hand and have your other hand free, you gain a +1 bonus to attacks.
Expert (must be 4th level fighter, must have Int 11 or Cha 11): When you wield a weapon in one hand and have your other hand free, you gain a +1 bonus to AC and Reflex.
Master (must be 8th level fighter, must have Int 14 or Cha 14): When you wield a weapon in one hand and have your other hand free, you gain a +2 bonus to initiative.

Throwing Weapon Style
When you throw a weapon, you may shift 5' before or after you attack.
Expert (must be 4th level fighter, must have Str 11, Dex 11 or Cha 11): When you throw a weapon, you get a +1 bonus to your attack.
Master (must be 8th level fighter, must have Str 14, Dex 14 or Cha 14): When you throw a weapon, your base threat range doubles.

Two Weapon Style (must be 4th level fighter, must have Dex 13)
When you fight with one melee weapon in each hand, you can make one attack at -4 with each weapon as a full action.
Expert (must be 8th level fighter, must have Dex 17): The penalty for making an attack with each weapon is -2.

Weapon and Shield Style
When you wield a melee weapon in one hand and a shield in the other, you gain a +1 bonus to AC and Reflex.
Expert (must be 4th level fighter, must have Con 11, Int 11 or Wis 11): When you wield a melee weapon in one hand and a shield in the other, you gain a +1 bonus to Fort and reduce the severity of critical hits on you by 1d8.
Master (must be 8th level fighter, must have Con 14, Int 14 or Wis 14): When you wield a melee weapon in one hand and a shield in the other and you miss with a melee attack, you may make a shield bash attack as a free action.

STANCES

A stance is a form that its user takes up as a modifier to her attacks. A character can only use one stance at a time, and the stance ends as soon as the character changes it (which a character must do at the start of his turn) or loses consciousness. When a fighter gains a new stance, if he qualifies to do so he may instead upgrade one of his existing stances to “expert” or “master” level.

The stances available to the fighter are as follows:

Advancing Stance
When you hit with a melee or ranged attack, you can shift 5'.
Expert (must be 4th level fighter): Whenever an enemy makes an opportunity attack against you because you are moving, you may make a melee or ranged attack on it as a reaction.
Master (must be 8th level fighter): When you move adjacent to an enemy, that movement does not trigger opportunity attacks from that enemy.

Aggressive Stance
You get a +1 bonus on melee attacks.
Expert (must be 4th level fighter): You get a +2 bonus on damage with melee and ranged attacks.
Master (must be 8th level fighter): When you drop an enemy with a melee attack, you may make a melee attack as a free action.

Archery Stance
Before or after you make a ranged attack, you can shift 5'.
Expert (must be 4th level fighter, must have Wis 11 or Dex 11): You get a +1 bonus to ranged attacks.
Master (must be 8th level fighter, must have Wis 11 or Dex 11): You get a +2 bonus to damage with ranged attacks.

Axeman's Stance
You get a +2 bonus to damage with axes.
Expert (must be 4th level fighter, must have Str 11): When you hit with a melee attack with an axe, you may maneuver the target 5'.
Master (must be 8th level fighter, must have Str 14): While you wield an axe, you get a +2 bonus to Fortitude.

Call 'Em Out
Adjacent enemies suffer a -2 penalty on attacks that don't include you as a target.
Expert (must be 2nd level fighter, must have Str 11 or Cha 11): If an adjacent enemy makes an attack that doesn't include you as a target, you may make a melee attack against it as a reaction.
Master (must be 6th level fighter, must have Str 14 or Cha 14): If you hit with an opportunity attack triggered by movement, the target's move ends in the square it was trying to leave.

Crusher Stance
When you use a melee weapon that deals bludgeoning damage, you get a +2 bonus to damage.
Expert (must be 4th level fighter, must have Con 11): When you hit with a melee weapon that deals bludgeoning damage, you can choose to take a -4 penalty to damage in order to daze the target until the end of your next turn.
Master (must be 8th level fighter, must have Con 14): When you attack with a melee weapon that deals bludgeoning damage, your base threat range doubles.

Defensive Stance
You gain a +1 bonus to all defenses.
Expert (must be 4th level fighter, must have Dex 11 or Wis 11): If an enemy enters an adjacent square, you may shift 1 as an interrupt.
Master (must be 8th level fighter, must have Dex 14 or Wis 14): You gain resist 2 blundgeoning, piercing and slashing.

Knife Stance
You gain a +1 bonus to melee and ranged attacks with light blades.
Expert (must be 4th level fighter, must have Int 11, Dex 11 or Cha 11): Your base critical range doubles with light blades.
Master (must be 8th level fighter, must have Int 14, Dex 14 or Cha 14): When you wield a light blade, you may shift an extra 5' whenever you shift.

Long Stance
When you use a pole arm or spear, as a full action you may make a melee attack as if your reach was one greater than it is.
Expert (must be 4th level fighter): When you use a pole arm or spear, you gain a +1 bonus to initiative and AC.
Master (must be 8th level fighter): When you hit with a pole arm or spear, after the other effects of the hit are resolved, you may push the target 10'.

Maneuvering Stance
You get a +2 bonus on attempts to maneuver an enemy.
Expert (must be 4th level fighter, must have Int 11, Wis 11 or Cha 11): Whenever you maneuver an enemy, you may move it an extra 5'.
Master (must be 8th level fighter, must have Int 14, Wis 14 or Cha 14): Extra 10'.

Reckless Offense
You get a +2 bonus on melee attacks, but suffer a -2 penalty to AC and Reflex.
Expert (must be 4th level fighter): You gain resist 2 bludgeoning, piercing and slashing.
Master (must be 8th level fighter): If an enemy hits you with an opportunity attack caused by your movement, you may make a melee attack against it as a reaction.

Stolid Stance
Special: You may not move while you are in this stance.
If an enemy tries to maneuver you, reduce the distance it maneuvers you by 10'.
Expert (must be 4th level fighter, must be a dwarf or have Dex 11 or Con 11): If an attack would knock you prone, make a saving throw; 10 or higher: You are not knocked prone.
Master (must be 8th level fighter, must be a dwarf or have Dex 14 or Con 14): If an enemy tries to maneuver you, make a melee attack vs. its Fortitude as an interrupt. If you hit, you knock it prone instead.

Swordsman Stance
You get a +1 bonus on attacks with heavy blades.
Expert (must be 4th level fighter, must have Str 11 or Int 11): You get a +2 bonus to damage with heavy blades.
Master (must be 8th level fighter, must have Str 14 or Int 14): You get a +1 bonus to initiative and a +1 bonus to AC while wielding a heavy blade.
 

the Jester

Legend
I just realized as I was posting the fighter just how many unspoken assumptions there are in the system as it stands.

A couple things to take note of:

1. Ability scores DO NOT inherently give you a bonus to anything. In other words, there is no bonus to melee attacks and damage for having a high strength.

2. Skills DO NOT use a 1d20 + modifiers, higher is better approach. Instead, similar to 2e, a skill check is a roll against a stat of yours. For example, let's say you want to climb a cliff. The dm calls for a Strength check. Now let's say your secondary skill is "Mountaineer"- the dm says, "OK, that applies directly," giving you a +3 bonus.

If your Strength is 12, that +3 bonus applies to it, giving you an effective 15. To make your skill check, you roll the stat or lower on the appropriate dice (typically a d20, but easier or harder checks will have varied dice, and in opposed checks one of the creatures gets to choose the dice). In this case, let's say that the dm rules that the cliff is hard to climb because it's sheer and wet, he might call for that same check on 4d6 or 3d8 or even 5d6 instead of 1d20.

Also, there are some artifacts from my changeover from using squares to using actual measurements; anytime you see 'squares' you can convert to 5' increments.
 
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the Jester

Legend
ROGUE

Unlike a fighter, a rogue relies on stealth and being unnoticed. While her power comes from training and discipline like a fighter's, a rogue operates very differently.

Rogue Starting Package
A 1st-level character (not a character that gains a 1st level of fighter by multiclassing) that is a rogue gains the following:

Attacks: Choose- +1 bonus to melee OR ranged attacks. Whichever you choose is your primary rogue attack stat, and the other is your secondary. A character who becomes a rogue after first level chooses which is primary and which is secondary at 4th level.
Defenses: +1 Reflex
Hit Points: 6 hit points + 1/3 your Constitution score
Armor Proficiency: You are proficient in leather armor.
Weapon Proficiencies: You are proficient in light blades and light thrown weapons. In addition, you may choose one specific weapon (such as hand axe, longbow or halberd) that you have proficiency in.
Fighting Style: A rogue begins knowing one fighting style.
Stances: A rogue begins knowing two stances.
Sneak Attack: When a rogue hits an enemy that she has combat advantage against, she deals an extra 1d6 points of damage. (As the rogue advances, this damage increases.)
XP: A rogue with a Dexterity of 13 or higher gets a 5% bonus to earned xp. If his Dexterity is 16 or higher he instead gets a 10% bonus to earned xp.

A character that becomes a 1st-level rogue but is not a 1st level character advances per the 'rogue advancement' chart listing for 1st level instead.

Rogues and Ability Scores: Each ability score helps a rogue master certain types of skills, tricks and combat methods. These are:

Strength: A rogue with a high Strength can become an expert with thrown weapons.

Intelligence: A rogue can use high Int to master the one handed weapon style, as well as to find and disable traps.

Wisdom: A rogue with high Wis can master advanced ranged weapon techniques, as well as techniques involving defense and alertness.

Dexterity: Dexterity is required for advanced missile and throwing weapon techniques, as well as fighting with two weapons and defensive fighting techniques. It also helps a rogue become more stealthy and a more effective thief.

Constitution: A rogue gains little directly from a high Constitution, although it affects her starting hit points at first level and her Fortitude defense.

Charisma: A high Charisma helps a rogue master one handed, weapon and cloak or throwing weapon styles. It also helps a rogue appear harmless, learn advanced light blade techniques, manipulate or move enemies.

ROGUE ADVANCEMENT
When you gain a rogue level other than first, add 3d10% to your Dexterity and 2d10% to one other abiltiy score of your choice. Once this reaches 100%, your ability score increases by one point.

Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 Ref --- None --- Gain 1 stance, sneak attack +1d6
2 --- None --- +1 Ref --- None --- Gain 1 fighting style, skill mastery +1
3 --- None --- +1 Ref --- +1d6 --- Gain 1 stance
4 --- +1 primary --- None --- None --- Gain 1 stance
5 --- +1 secondary --- None --- +1d6 --- Skill mastery +2
6 --- None --- +1 AC --- None --- Gain 1 stance, sneak attack +2d6
7 --- None --- +1 Ref --- None --- Gain 1 fighting style, gain 1 stance
8 --- None --- +1 Ref --- +1d6 --- Gain 1 stance
9 --- +1 primary --- +1 AC --- None --- Gain 1 fighting style
10 --- None --- +1 Ref --- +1d6 --- Skill mastery +3, sneak attack +3d6

Gain a Fighting Style/Stance: The rogue chooses a fighting style or stance available to a rogue of his level. If the character qualifies to do so, he may instead advance his mastery of a style or stance by one step. In either case, a character may choose to instead gain a new weapon proficiency or proficiency in the lightest type of armor or shield that the character is not proficient in.

Sneak Attack: As a rogue gets higher level, she deals more damage with her sneak attack (as indicated).

Skill Mastery: At 2nd level, rogues gain a +1 bonus to all skill checks. As they advance, this improves; at 5th level, the bonus increases to +2, and at 10th level it increases to +3.

FIGHTING STYLES

A fighting style is a method of fighting- e.g. weapon and shield or great weapon, as opposed to a stance, which can be applied to any style and is more like an “attitude”.

The fighting styles available to the rogue are: one-handed weapon, throwing weapon, two-weapon and weapon and cloak style. When a rogue gains a new style, if he qualifies to do so he may instead upgrade one of his existing styles to “expert” or “master” level.

One-Handed Weapon Style
When you wield a weapon in one hand and have your other hand free, you gain a +1 bonus to melee attacks.
Expert (must be 4th level rogue, must have Int 11 or Cha 11): When you wield a weapon in one hand and have your other hand free, you gain a +1 bonus to AC and Reflex.
Master (must be 8th level rogue, must have Int 14 or Cha 14): When you wield a weapon in one hand and have your other hand free, you gain a +2 bonus to initiative.

Throwing Weapon Style
When you throw a weapon, you may shift 5' before or after you attack.
Expert (must be 4th level rogue, must have Str 11, Dex 11 or Cha 11): When you throw a weapon, you get a +1 bonus to your attack.
Master (must be 8th level rogue, must have Str 14, Dex 14 or Cha 14): When you throw a weapon, your base threat range doubles.

Two Weapon Style (must have Dex 13)
When you fight with one melee weapon in each hand, you can make one attack at -4 with each weapon as a full action.
Expert (must be 6th level rogue, must have Dex 17): The penalty for making an attack with each weapon is -2.

Weapon and Cloak Style
When you wield a weapon in one hand and have your cloak in the other, you gain a +1 bonus to initiative and a +3 bonus to defenses against opportunity attacks.
Expert (must be 4th level rogue, must have Cha 11): When you wield a weapon in one hand and have your cloak in the other, you can spend a minor action 1/round to make a melee attack vs. Will against an adjacent enemy. If you hit, you gain combat advantage against it until the end of your turn.
Master (must be 8th level rogue, must have Cha 14): When you wield a weapon in one hand and have your cloak in the other, you can shift 1 square as a minor action 1/round.

STANCES

A stance is a form that its user takes up as a modifier to her attacks. A character can only use one stance at a time, and the stance ends as soon as the character changes it (which a character must do at the start of his turn) or loses consciousness. When a rogue gains a new stance, if she qualifies to do so she may instead upgrade one of her existing stances to “expert” or “master” level.

The stances available to the rogue are as follows:

Archery Stance
Before or after you make a ranged attack, you can shift 5'.
Expert (must be 4th level rogue, must have Wis 11 or Dex 11): You get a +1 bonus to ranged attacks.
Master (must be 8th level rogue, must have Wis 11 or Dex 11): You get a +2 bonus to damage with ranged attacks.

Defensive Stance
You gain a +1 bonus to all defenses.
Expert (must be 4th level rogue, must have Dex 11 or Wis 11): If an enemy enters an adjacent square, you may shift 1 as an interrupt.
Master (must be 8th level rogue, must have Dex 14 or Wis 14): You gain resist 2 blundgeoning, piercing and slashing.

Inobtrusive Stance
When an enemy within 30' that has not seen you attack targets you with a melee or ranged attack, make a spell attack vs. Will as an interrupt 1/round. If you hit, the enemy may not target you this round.
Expert (must be 4th level rogue, must have Cha 13): You get a +1 bonus on spell attacks.
Master (must be 8th level rogue, must have Cha 18): When you successfully use your inobtrusive stance, you may shift 10'.

Knife Stance
You gain a +1 bonus to melee and ranged attacks with light blades.
Expert (must be 4th level rogue, must have Int 11, Dex 11 or Cha 11): Your base critical range doubles with light blades.
Master (must be 8th level rogue, must have Int 14, Dex 14 or Cha 14): When you wield a light blade, you may shift an extra 5' whenever you shift.

Liar Stance
You get a +2 bonus on skill checks to mislead or lie to creatures.
Expert (must be 4th level rogue, must have Cha 11): The bonus increases to +3.
Master (must be 8th level rogue, must have Cha 14): The bonus increases to +4.

Maneuvering Stance
You get a +2 bonus on attempts to maneuver an enemy.
Expert (must be 4th level rogue, must have Int 11, Wis 11 or Cha 11): Whenever you maneuver an enemy, you may move it an extra 5'.
Master (must be 8th level rogue, must have Int 14, Wis 14 or Cha 14): Extra 10'.

Stealthy Stance
You get a +2 bonus on skill checks to be sneaky.
Expert (must be 4th level rogue, must have Dex 11): The bonus increases to +3.
Master (must be 8th level rogue, must have Dex 14): The bonus increases to +4.

Thief's Stance

You get a +2 bonus on skill checks to pick pockets or open locks.
Expert (must be 4th level rogue, must have Dex 11): The bonus increases to +3.
Master (must be 8th level rogue, must have Dex 14): The bonus increases to +4.

Trapfinder Stance
You get a +2 bonus on skill checks to find and disable traps.
Expert (must be 4th level rogue, must have Int 11): The bonus increases to +3.
Master (must be 8th level rogue, must have Int 14): The bonus increases to +4.

Uncanny Dodge Stance
Enemies do not get a bonus to attacks against you when they have combat advantage.
Expert (must be 4th level rogue, must have Wis 14): If an attack vs. Reflex misses you, it has no effect on you, even if it normally has an effect on a miss.
Master (must be 10th level rogue, must have Wis 18): You can pinpoint invisible creatures within 2 squares of you.
 

the Jester

Legend
Obviously there's much more to come, but it has stopped snowing and I'm going to walk the dogs before it starts again.

I'll try to post either the cleric or wizard or both later, though (naturally) they are a bit more complex and therefore longer and a bit more of a PITA to format for the forums.
 

nnms

First Post
I like what you're doing here. If the players in my game didn't love 4E (with some house rules) I'd do something similar as well. Instead, I got them to agree to play a house ruled 4E campaign that's tied to the story of the main campaign once every few sessions and any house rules we like will eventually get ported over to the main campaign.

So far I think everything I see matches up with your design goals. With perhaps the exception of the design goal of it being about more than combat, but then a skill system (which can often be the means of accomplishing those non combat things talked about) is based primarily on rolling under a number that was generated by random d6 rolls. 4d6, drop the lowest and switch two will likely allow people to be what they want and do the kinds of things in session that they want, but I've seen enough strings of good luck and bad luck with that exact rolling system in previous editions to know that it can still create problems in terms of different players have differing levels of contribution.
 

the Jester

Legend
So far I think everything I see matches up with your design goals. With perhaps the exception of the design goal of it being about more than combat, but then a skill system (which can often be the means of accomplishing those non combat things talked about) is based primarily on rolling under a number that was generated by random d6 rolls. 4d6, drop the lowest and switch two will likely allow people to be what they want and do the kinds of things in session that they want, but I've seen enough strings of good luck and bad luck with that exact rolling system in previous editions to know that it can still create problems in terms of different players have differing levels of contribution.

That's why I am trying to reduce the disparity caused by different levels of ability scores between pcs while not making it meaningless. I'm not quite sure I've got the balance right yet, but that's why this is v. 0.23 of my system. :)
 

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