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How Many Classes Do We Really Need?
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<blockquote data-quote="ren1999" data-source="post: 5894092" data-attributes="member: 85179"><p>We need the four classic classes for the beginner's box to show how most classes work. We need as many classes as are popular from the previous editions for advanced books.</p><p></p><p>I'm liking everything about the direction of the Pathfinder's Beginner Box other than the hit points are still too low starting. </p><p></p><p>This is my latest revision on how to roll one of the 4 classic character classes for beginners. </p><p></p><p>5th Next Edition Proposal</p><p>_________________________</p><p></p><p>Roll a player-character.</p><p></p><p>Roll the player-character's ability scores for Strength, Constitution, Dexterity, Intelligence, Wisdom, and </p><p></p><p>Charisma.</p><p>Roll 4d6 and discard the lowest roll.</p><p>Add the remaining 3d6 and apply the score to 1 ability.</p><p>Repeat the rolls for the remaining five abilities.</p><p>If all scores are below 13, reroll. </p><p></p><p>Player characters get a +1 to all abilities at 11th and 21st level.</p><p>In addition, they get a +1 to a chosen ability score at 11th and 21st.</p><p></p><p>Choose a race.</p><p></p><p>Dwarf</p><p>Racial Bonus: +1 Strength</p><p>Racial Penalty: -1 Dexterity</p><p></p><p>Halfling</p><p>Racial Bonus: +1 Dexterity</p><p>Racial Penalty: -1 Strength</p><p></p><p>Human</p><p>Racial Bonus: +1 Wisdom</p><p>Racial Penalty: -1 to an Ability</p><p></p><p>Elf</p><p>Racial Bonus: +1 Intelligence</p><p>Racial Penalty: -1 Constitution</p><p></p><p>Custom Race</p><p>Racial Bonus: +1 to an Ability</p><p>Racial Penalty: -1 to an Ability</p><p></p><p>Choose a class.</p><p></p><p>Fighter</p><p>Class Bonus: +1 Strength</p><p>Class Penalty: -1 Charisma</p><p>Hit Points: Constitution score+12</p><p>Level-Up: +12 hit points</p><p>Healing Surges: 12</p><p></p><p>Rogue</p><p>Class Bonus: +1 Dexterity</p><p>Class Penalty: -1 Constitution</p><p>Hit Points: Constitution score+10</p><p>Level-Up: +10 hit points</p><p>Healing Surges: 10</p><p></p><p>Cleric</p><p>Class Bonus: +1 Wisdom</p><p>Class Penalty: -1 Intelligence</p><p>Hit Points: Constitution score+8</p><p>Level-Up: +8 hit points</p><p>Healing Surges: 8</p><p></p><p>Wizard</p><p>Class Bonus: +1 Intelligence</p><p>Class Penalty: -1 Strength</p><p>Hit Points: Constitution score+6</p><p>Level-Up: +6 hit points</p><p>Healing Surges: 6</p><p></p><p>Custom Class</p><p>Class Bonus: +1 to an Ability</p><p>Class Penalty: -1 to an Ability</p><p>Hit Points: Constitution score+9</p><p>Level-Up: +9 hit points</p><p>Healing Surges: 9</p><p></p><p>Determine the ability modifiers for each ability.</p><p>If the ability score is 8 or 9, the ability modifier is (-1), 10-11(0), 12-13(+1)</p><p>Add this ability modifier bonus to 1/2 the character's level.</p><p></p><p>A maximum possible Strength ability for a 30th level (30/2=+15 to the modifier)character would be</p><p>Constitution score(12)</p><p>+roll 1d6(+1-6)</p><p>+level-up(+1-4)</p><p>+racial bonus(+1)</p><p>+class bonus(+1)</p><p>+maximum stacked skill and feat bonus(+1-3) </p><p>+maximum stacked magic item and spell bonus(+1-3)</p><p>=Strength: 30(modifiers total +25)</p><p></p><p>The maximum possible strength based melee attack and damage would be 1d20+25 to hit 3d12+25 damage.</p><p></p><p>Roll a non-player-character.</p><p>Roll 3d6 for the ability scores.</p><p>Give no healing surge ability.</p><p>Hit points are by the hit dice of +1d4, +1d6, +1d8, +1d10, or +1d12 per monster level.</p><p>Everything else is the same as rolling for a player character.</p><p></p><p>Leveling up to 11th level,</p><p>damage is increased to 2[w],</p><p>burst+1,</p><p>range +1 square,</p><p>target 2 adjacent foes or help 2 allies, etc.. </p><p>the character can reduce the power damage to any lower number </p><p>or delay the power damage and effects from his or her own powers by 1 round.</p><p></p><p>Leveling up to 21st level,</p><p>damage is increased to 3[w], </p><p>burst +2 squares, </p><p>range +2 squares, </p><p>target 3 adjacent foes or help 3 allies,</p><p>powers can be delayed by 2 rounds,</p><p>powers can be made permanent</p><p></p><p>1d20+skill rank modifiers+1/2 challenger's class levels +/- situation modifiers</p><p>versus S'mon's Difficulty Class Table</p><p>10: Easy Heroic task</p><p>15: Moderate Heroic task</p><p>20: Hard Heroic Task, Easy Paragon Task</p><p>25: Moderate Paragon Task</p><p>30: Hard Paragon Task, Easy Epic Task</p><p>35: Moderate Epic Task</p><p>40: Hard Epic Task</p><p></p><p>Spell Difficulty Class=base 10+relevant spell ability modifier(includes 1/2 caster's level)</p><p></p><p>Advice for Players</p><p>Player characters should always enter an encounter with maximum hit points.</p><p>Players should be cured of all poison and affliction effects if possible.</p><p></p><p>Advice for Dungeon Masters</p><p>Do away with critical hits and fumbles at least during low level adventures as players can easily die.</p><p></p><p>Building Monsters</p><p>Reduce the Monster's level to within 3 levels of the Party' average level. For example, a first level party can </p><p></p><p>face a 3rd level monster or be expected to run. </p><p>For every reduced level, reduce a monsters statistics by 1.</p><p>If the monster's stat goes down to a single digit, add 10.</p><p>If the monster's stat goes to a negative digit, change it to a positive digit, i.e. -4 becomes a +4</p><p>Change the monster's total hit points by finding the character with the highest at-will damage. Give artillery </p><p></p><p>type monsters that maximum at-will damage in hit points, </p><p>brutes get twice the maximum at-will damage in hit points,</p><p>controllers get three times the maximum at-will damage in hit points,</p><p>Monster's Armor Class and Defenses should not be more than 3 points above the character with the highest stats.</p><p>Monster attacks and maximum damage should not allow it to kill a character in less than 3 rounds. Find the </p><p></p><p>character with the lowest hit points and divide the points by 3. If this number falls bellow 1d4 damage, set the </p><p></p><p>monster damage to 1d4+ability modifier.</p><p></p><p>Advice for the 5th Edition Game System</p><p>Unite Opportunity/Reaction, etc.. all into Triggered Actions.</p><p></p><p>Unite Feats/Exploits/Skills/Utilities/Spells/Rituals/Prayers into 4 power categories </p><p></p><p>Exploits/Skills/Spells/Prayers</p><p></p><p>All characters can learn a number of powers(including feats and skills) based on 2+their intelligence modifier per </p><p></p><p>level.</p><p>Characters don't need to drop, relearn, anything. They can have ready any spell they want already memorized during </p><p></p><p>an encounter.</p><p>But all characters are limited by the 4th edition encounter and daily restrictions. That means a 3rd level </p><p></p><p>character can only use 2 daily powers from a list of daily spells per day and 2 encounter powers from their </p><p></p><p>memorized list per encounter. </p><p></p><p>Most Rogue Skills will be at-will powers.</p><p></p><p>at 1st level, 1 encounter power, 1 daily power</p><p>at 2nd level, 2, 1</p><p>at 3rd, 2, 2</p><p>4th, 3, 2</p><p>5th, 3, 3</p><p>6th, 4, 3</p><p>etc..</p><p></p><p>This in no way makes any character too powerful. If anything, it adds variety and strategy to the game. It also </p><p></p><p>allows players to test out lesser wanted spells. This rule only applies to player characters. The more industrious </p><p></p><p>players will have a list of spells to try out during any encounter, or a list of martial exploits if they are </p><p></p><p>playing a fighter or rogue type.</p><p></p><p>Monsters however, should be limited in known powers to make it easier for the DM to manage them. </p><p></p><p>I'd like to take all the useful and unique spells from 3.5 edition and put them in as subcategories of about 30 </p><p></p><p>spells and 30 prayers. 30 feats and 30 martial exploits, 30 rogue or ranger skills, etc.. </p><p>We'll order spells and prayers by what they do and then change one word traditional D&D spells to 2 words to make </p><p></p><p>them more descriptive.</p></blockquote><p></p>
[QUOTE="ren1999, post: 5894092, member: 85179"] We need the four classic classes for the beginner's box to show how most classes work. We need as many classes as are popular from the previous editions for advanced books. I'm liking everything about the direction of the Pathfinder's Beginner Box other than the hit points are still too low starting. This is my latest revision on how to roll one of the 4 classic character classes for beginners. 5th Next Edition Proposal _________________________ Roll a player-character. Roll the player-character's ability scores for Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma. Roll 4d6 and discard the lowest roll. Add the remaining 3d6 and apply the score to 1 ability. Repeat the rolls for the remaining five abilities. If all scores are below 13, reroll. Player characters get a +1 to all abilities at 11th and 21st level. In addition, they get a +1 to a chosen ability score at 11th and 21st. Choose a race. Dwarf Racial Bonus: +1 Strength Racial Penalty: -1 Dexterity Halfling Racial Bonus: +1 Dexterity Racial Penalty: -1 Strength Human Racial Bonus: +1 Wisdom Racial Penalty: -1 to an Ability Elf Racial Bonus: +1 Intelligence Racial Penalty: -1 Constitution Custom Race Racial Bonus: +1 to an Ability Racial Penalty: -1 to an Ability Choose a class. Fighter Class Bonus: +1 Strength Class Penalty: -1 Charisma Hit Points: Constitution score+12 Level-Up: +12 hit points Healing Surges: 12 Rogue Class Bonus: +1 Dexterity Class Penalty: -1 Constitution Hit Points: Constitution score+10 Level-Up: +10 hit points Healing Surges: 10 Cleric Class Bonus: +1 Wisdom Class Penalty: -1 Intelligence Hit Points: Constitution score+8 Level-Up: +8 hit points Healing Surges: 8 Wizard Class Bonus: +1 Intelligence Class Penalty: -1 Strength Hit Points: Constitution score+6 Level-Up: +6 hit points Healing Surges: 6 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 Determine the ability modifiers for each ability. If the ability score is 8 or 9, the ability modifier is (-1), 10-11(0), 12-13(+1) Add this ability modifier bonus to 1/2 the character's level. A maximum possible Strength ability for a 30th level (30/2=+15 to the modifier)character would be Constitution score(12) +roll 1d6(+1-6) +level-up(+1-4) +racial bonus(+1) +class bonus(+1) +maximum stacked skill and feat bonus(+1-3) +maximum stacked magic item and spell bonus(+1-3) =Strength: 30(modifiers total +25) The maximum possible strength based melee attack and damage would be 1d20+25 to hit 3d12+25 damage. Roll a non-player-character. Roll 3d6 for the ability scores. Give no healing surge ability. Hit points are by the hit dice of +1d4, +1d6, +1d8, +1d10, or +1d12 per monster level. Everything else is the same as rolling for a player character. Leveling up to 11th level, damage is increased to 2[w], burst+1, range +1 square, target 2 adjacent foes or help 2 allies, etc.. the character can reduce the power damage to any lower number or delay the power damage and effects from his or her own powers by 1 round. Leveling up to 21st level, damage is increased to 3[w], burst +2 squares, range +2 squares, target 3 adjacent foes or help 3 allies, powers can be delayed by 2 rounds, powers can be made permanent 1d20+skill rank modifiers+1/2 challenger's class levels +/- situation modifiers versus S'mon's Difficulty Class Table 10: Easy Heroic task 15: Moderate Heroic task 20: Hard Heroic Task, Easy Paragon Task 25: Moderate Paragon Task 30: Hard Paragon Task, Easy Epic Task 35: Moderate Epic Task 40: Hard Epic Task Spell Difficulty Class=base 10+relevant spell ability modifier(includes 1/2 caster's level) Advice for Players Player characters should always enter an encounter with maximum hit points. Players should be cured of all poison and affliction effects if possible. Advice for Dungeon Masters Do away with critical hits and fumbles at least during low level adventures as players can easily die. Building Monsters Reduce the Monster's level to within 3 levels of the Party' average level. For example, a first level party can face a 3rd level monster or be expected to run. For every reduced level, reduce a monsters statistics by 1. If the monster's stat goes down to a single digit, add 10. If the monster's stat goes to a negative digit, change it to a positive digit, i.e. -4 becomes a +4 Change the monster's total hit points by finding the character with the highest at-will damage. Give artillery type monsters that maximum at-will damage in hit points, brutes get twice the maximum at-will damage in hit points, controllers get three times the maximum at-will damage in hit points, Monster's Armor Class and Defenses should not be more than 3 points above the character with the highest stats. Monster attacks and maximum damage should not allow it to kill a character in less than 3 rounds. Find the character with the lowest hit points and divide the points by 3. If this number falls bellow 1d4 damage, set the monster damage to 1d4+ability modifier. Advice for the 5th Edition Game System Unite Opportunity/Reaction, etc.. all into Triggered Actions. Unite Feats/Exploits/Skills/Utilities/Spells/Rituals/Prayers into 4 power categories Exploits/Skills/Spells/Prayers All characters can learn a number of powers(including feats and skills) based on 2+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 4th edition encounter and daily 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. Most Rogue Skills will be at-will powers. at 1st level, 1 encounter power, 1 daily power at 2nd level, 2, 1 at 3rd, 2, 2 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. I'd like to take all the useful and unique spells from 3.5 edition and put them in as subcategories of about 30 spells and 30 prayers. 30 feats and 30 martial exploits, 30 rogue or ranger skills, etc.. We'll order spells and prayers by what they do and then change one word traditional D&D spells to 2 words to make them more descriptive. [/QUOTE]
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