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<blockquote data-quote="Lanefan" data-source="post: 5506215" data-attributes="member: 29398"><p>A couple of things leap out...</p><p></p><p>1. You've got prestige classes for Evoker, Necromancer, etc., but where's Illusionist?</p><p></p><p>2. I *really* like that you're using what we call "percentile increments" for by-level stat advancement. In our 1e game we've been doing this for ages; we saw how it worked for the Cavalier in 1e's UA and decided to just give it to everybody - modified, of course. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> The difference in our system is you get some choice at roll-up in which stats advance.</p><p></p><p>3. For the commoner issue, you might be able to fix it by inserting what amounts to a 0th level, where someone has a bit of skill (proficient with one weapon, maybe) and a few h.p. but doesn't have all the stances etc. of a 1st level. Typical 0th level types might be a town guardsman trained in billyclub, a shepherd who has learned the sling to defend her flock, a caravan guard trained in shortsword, and so forth.</p><p></p><p>4. I kind of think some (or all?) of your prestige classes might be better as base classes. Prestige classes were never my favourite thing to begin with; and particularly if you're making everyone start at 1st level every time they will become a headache for you down the road. Say for example I've got a great idea for a Ranger - well, I can't start out as a Ranger; I have to slog through several levels of (Fighter?) first. That'll get tiresome if my Fighters keep dying off before they get to Ranger status...</p><p></p><p>5. Straight-up death at -10 is far easier to grasp and to adjudicate than a variable death point. I know because I tried designing a variable death point system a while back - the two main problems I ran into were a) both DM and player had to remember different numbers for different characters, and b) I couldn't make it interact properly with spells like Death's Door and various cures. We use a system where if you go below 0 you can only be cured to slightly above for a while, the "incurable" duration is set by how far below 0 you went. With a variable death point I'd have to make incurability based on how far between 0 and your death point you'd reached, in effect meaning I'd need a chart for every character. I gave up on the idea.</p><p></p><p>On the same theme, a simple mechanic we use if you're at or below 0 h.p. to see if you remain conscious is a d20 roll; you need to roll at or below your Con. modified by what you're at. So if you're Con. 13 and you're at -5 h.p. you need to roll 8 or less to remain conscious. Yes this means a low roll is good, but I'm not at all married to the idea that high is always better...</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5506215, member: 29398"] A couple of things leap out... 1. You've got prestige classes for Evoker, Necromancer, etc., but where's Illusionist? 2. I *really* like that you're using what we call "percentile increments" for by-level stat advancement. In our 1e game we've been doing this for ages; we saw how it worked for the Cavalier in 1e's UA and decided to just give it to everybody - modified, of course. :) The difference in our system is you get some choice at roll-up in which stats advance. 3. For the commoner issue, you might be able to fix it by inserting what amounts to a 0th level, where someone has a bit of skill (proficient with one weapon, maybe) and a few h.p. but doesn't have all the stances etc. of a 1st level. Typical 0th level types might be a town guardsman trained in billyclub, a shepherd who has learned the sling to defend her flock, a caravan guard trained in shortsword, and so forth. 4. I kind of think some (or all?) of your prestige classes might be better as base classes. Prestige classes were never my favourite thing to begin with; and particularly if you're making everyone start at 1st level every time they will become a headache for you down the road. Say for example I've got a great idea for a Ranger - well, I can't start out as a Ranger; I have to slog through several levels of (Fighter?) first. That'll get tiresome if my Fighters keep dying off before they get to Ranger status... 5. Straight-up death at -10 is far easier to grasp and to adjudicate than a variable death point. I know because I tried designing a variable death point system a while back - the two main problems I ran into were a) both DM and player had to remember different numbers for different characters, and b) I couldn't make it interact properly with spells like Death's Door and various cures. We use a system where if you go below 0 you can only be cured to slightly above for a while, the "incurable" duration is set by how far below 0 you went. With a variable death point I'd have to make incurability based on how far between 0 and your death point you'd reached, in effect meaning I'd need a chart for every character. I gave up on the idea. On the same theme, a simple mechanic we use if you're at or below 0 h.p. to see if you remain conscious is a d20 roll; you need to roll at or below your Con. modified by what you're at. So if you're Con. 13 and you're at -5 h.p. you need to roll 8 or less to remain conscious. Yes this means a low roll is good, but I'm not at all married to the idea that high is always better... Lanefan [/QUOTE]
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