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<blockquote data-quote="doghead" data-source="post: 1609626" data-attributes="member: 8243"><p><strong>Character Generation</strong></p><p></p><p>CHARACTER GENERATION</p><p></p><p>2.1 Basics</p><p></p><p>Ken Hoods Revised Grim and Gritty Combat System.</p><p></p><p>2.2 Races</p><p></p><p>Currently characters can be a Dwarf, Half-Orc, or Human. I'm planning on having a couple of small races, halflings and goblins maybe. </p><p></p><p>2.2.1 Dwarves: The dwarven clanholds lie predominately in the great mountain ranges. However, most of the major cities have a population of Dwarves.</p><p style="margin-left: 20px"><span style="font-size: 9px">* +2 Constitution, –2 Charisma.</span></p> <p style="margin-left: 20px"><span style="font-size: 9px">* Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.</span></p> <p style="margin-left: 20px"><span style="font-size: 9px">* Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.</span></p> <p style="margin-left: 20px"><span style="font-size: 9px">* Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.</span></p> <p style="margin-left: 20px"><span style="font-size: 9px">* Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.</span></p> <p style="margin-left: 20px"><span style="font-size: 9px">* Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.</span></p> <p style="margin-left: 20px"><span style="font-size: 9px">* Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).</span></p> <p style="margin-left: 20px"><span style="font-size: 9px">* +2 racial bonus on saving throws against poison.</span></p> <p style="margin-left: 20px"><span style="font-size: 9px">* +2 racial bonus on saving throws against spells and spell-like effects.</span></p> <p style="margin-left: 20px"><span style="font-size: 9px">* +1 racial bonus on attack rolls against orcs and goblinoids.</span></p> <p style="margin-left: 20px"><span style="font-size: 9px">* +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.</span></p> <p style="margin-left: 20px"><span style="font-size: 9px">* +2 racial bonus on Appraise checks that are related to stone or metal items.</span></p> <p style="margin-left: 20px"><span style="font-size: 9px">* +2 racial bonus on Craft checks that are related to stone or metal.</span></p> <p style="margin-left: 20px"><span style="font-size: 9px">* Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.</span></p><p></p><p>2.2.2 Elves: The elves have limited contact with humans. They mostly stay on their Craftships in orbit around the planet. They protect their dominion (space) jealously (and rightly so). It is believed that they have a presense on the moon, but no one has ever been there if they do.</p><p></p><p>2.2.3 Half Orcs: Domesticated Orcs bred to be soldiers. Their treatment varies, from virtual slavery to significant priviledge. For example - Greavers live largely isolated from the civilian population, but are are accorded great freedom within their own compounds which are quite extensive. They are immune from civil prosection. However, actions that are seen bring disrepute upon the military will result in strict military justice. Different nations have different names; Greavers, Dromin, Agthurii.</p><p style="margin-left: 20px"><span style="font-size: 9px">* +2 Strength, –2 Intelligence, –2 Charisma. A half-orc’s starting Intelligence score is always at least 3. If this adjustment would lower the character’s score to 1 or 2, his score is nevertheless 3.</span></p> <p style="margin-left: 20px"><span style="font-size: 9px">* Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.</span></p> <p style="margin-left: 20px"><span style="font-size: 9px">* Half-orc base land speed is 30 feet.</span></p> <p style="margin-left: 20px"><span style="font-size: 9px">* Darkvision: Half-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.</span></p> <p style="margin-left: 20px"><span style="font-size: 9px">* Orc Blood: For all effects related to race, a half-orc is considered an orc.</span></p> <p style="margin-left: 20px"><span style="font-size: 9px">* Automatic Languages: Common and Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal.</span></p><p></p><p>2.2.4 Humans: Humans are the most numerous and diverse species. They are also the most fractious.</p><p style="margin-left: 20px"><span style="font-size: 9px">* Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.</span></p> <p style="margin-left: 20px"><span style="font-size: 9px">* Human base land speed is 30 feet.</span></p> <p style="margin-left: 20px"><span style="font-size: 9px">* 1 extra feat at 1st level.</span></p> <p style="margin-left: 20px"><span style="font-size: 9px">* 4 extra skill points at 1st level and 1 extra skill point at each additional level.</span></p> <p style="margin-left: 20px"><span style="font-size: 9px">* Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.</span></p><p></p><p>2.2.5 Ogres: Ogre communities lie scattered throughout the land. Generally, the are found in large forests. However, significant numbers of ogres leave their hometowns and join the ranks of the military. These ogres are used by the militaries of a number of nations as shock troops - Battlessuit wearing, greatsword weilding engines of distruction! Although, with their high strength and soaks, nations often choose not to waste battle suits on them. Infantry Battle Armour and sometimes Breastplates are more than enough.</p><p></p><p>2.3 Stats</p><p></p><p>The average joe is a 16 point build (for reference, this would allow the standard array with one stat increased to 12 for a +1 bonus). A notable NPC would be a 22 point build. A elite NPC or PC a 26 point build.</p><p></p><p>2.4 Classes</p><p></p><p>There are no classes. Characters are built using a Construction Point (CP) system.</p><p></p><p>2.4.1 The construction point (CP) system </p><p></p><p>2.4.1.1 Automatic Advancement: These improvements are granted every time a character levels up.</p><p></p><p style="margin-left: 20px">+0.5 BAB (fractional)</p> <p style="margin-left: 20px">4 Skill Points</p> <p style="margin-left: 20px">+1 to any one save</p><p></p><p>2.4.1.2 Purchased Advancement: These improvements are purchased by the player using the CP granted when they level up.</p><p></p><p style="margin-left: 20px">1 CP +0.25 BAB (maximum 8 CP at first level, 2 CP per level after first)</p> <p style="margin-left: 20px">1 CP +2 Skill Points (maximum 3 CP per level)</p> <p style="margin-left: 20px">5 CP one level of spellcasting.</p> <p style="margin-left: 20px">4 CP select an 'entry core' feat</p> <p style="margin-left: 20px">3 CP select any 'progression' feat.</p> <p style="margin-left: 20px">1 CP for a +1 to any additional save (maximum of +2 to any single save at 1st level and no more than +1 increase to any single save at all later levels.)</p><p></p><p>* 'core' feats available are those listed in the SRD under Feats.</p><p>* 'entry' feats have no other feat as a prereq.</p><p>* 'progression' feats are those which have another feat as a prereq - ie Moblity (requires Dodge).</p><p></p><p>The most common CP allocations are:</p><p>* Twelve-eight for PC's (12 CP at first level and 8 per level after first)</p><p>* Straight Eight for NPC's (8 CP per level)</p><p></p><p>There are a number of example characters on the second page. They have been build with a straight 8 CP per level. (note: these were build before I decided to remove the class abilities, so would need some modification.)</p><p></p><p>2.5 Skill Progression and Maximum Ranks (under consideration)</p><p></p><p>To increase a skill by one rank it takes a number of points equal to the current rank held. </p><p>*ie - to increase from 4 to 5 takes 4 skill points*.</p><p></p><p>Skills may only be increased to a maximum rank equal to the appropriate stat. </p><p>*ie - if your dex is 13, you may only have a maximum of 13 ranks in Move Silently*</p><p></p><p>2.6 Spellcasting</p><p></p><p>2.6.1 Arcane Spellcasting: Arcane spellcasters are generally know as Mages. It takes 8 years less INT bonus to become a Mage Level 1. So on average, 4-6 years. Most nations test for suitablity at around 12 years of age. Mages must take the MageCraft feat. Some militaries will take 16 year old Mages, but the entry requirement is usually 18. It is extremely rare for anyone to be able to learn arcane spellcasting later on in their life. </p><p></p><p>2.6.2 Divine Spellcasting: Divine spellcasting is more like a blessing of the gods, and such requires much less training. Characters who display sufficient devotion to the causes of their faith can pick up the ability to cast divine spells at any point in their life with only a little guidance from the church.</p><p></p><p>2.6.3 Spellcasting Mechanics</p><p></p><p>Spells are taken from the original core spell lists for the classes.</p><p></p><p>Spell casters use spell points. Each spell uses 1 point +1 per level. The caster gets has a number of Spell Power Points sufficient to throw the same number of spells as per the Adept Spells per Day table.</p><p></p><p>example >> the Spells per Day (SpD) for an Adept 5 allows 3x0th, 2x1st, 1x2nd requiring 10 (3+4+3) Spell Power Points to cast in total. Thus an Caster 5 can have up to 10 SPP at any one time. With these SPP a Caster can cast any spells they wish, so long as they have the required SPP. They could cast 10 Oth level spells, or 3 2nd level spells and one 0th level. SPP can be regained at a rate of (attribute bonus) SPP per hour of meditation for clerics and study for wizards.</p><p></p><p>Level / Spell Points</p><p>1 / 5</p><p>2 / 5</p><p>5 / 7</p><p>4 / 7</p><p>5 / 10</p><p>6 / 10</p><p>7 / 15</p><p>8 / 15</p><p>9 / 19</p><p></p><p>An alternative would be to allow the spellcaster a number of SPP equal to their Spellcraft Check bonus. This tends to favour the lower levels over the higher ones.</p><p></p><p>example >></p><p>An Caster 1 could have up to 6 (4 ranks, +2 Int) vs SpD equivalent 3;</p><p>An Caster 5 could have up to 10 (8 ranks, +2 int) vs SpD equivalent 10;</p><p>An Caster 9 could have up to 15 (12 ranks, +3 int) vs SpD equivalent 19.</p><p></p><p>If the caster has insufficient SPP, they can draw on their own physical stamina. They gain (one + Con bonus) SPP's per point of lethal damage taken.</p><p></p><p>Some magical items also provide the caster with a reserve of SPP to draw on.</p><p></p><p>2.6.4 Ritual Spellcasting ---</p><p></p><p>Spellcasters can combine to cast spells of higher levels than would be possible for them to cast individually. Each one must have a sufficiently high base attribute for the spell being attempted. For each additional caster tied into the casting, a spell one level higher than the normal max of the lead caster may be cast. Each participant must expend the required SPP. Ritual casting takes longer - rounds become turns, turns become hours etc.</p><p></p><p>This means that the most powerful of magic items will only be possible through the concerted effort of teams of spellcasters. Welcome to the foundery!</p><p></p><p>NEXT: 3 TECHNOBABBLE</p></blockquote><p></p>
[QUOTE="doghead, post: 1609626, member: 8243"] [b]Character Generation[/b] CHARACTER GENERATION 2.1 Basics Ken Hoods Revised Grim and Gritty Combat System. 2.2 Races Currently characters can be a Dwarf, Half-Orc, or Human. I'm planning on having a couple of small races, halflings and goblins maybe. 2.2.1 Dwarves: The dwarven clanholds lie predominately in the great mountain ranges. However, most of the major cities have a population of Dwarves. [indent][size=1]* +2 Constitution, –2 Charisma. * Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size. * Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load. * Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all. * Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. * Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. * Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). * +2 racial bonus on saving throws against poison. * +2 racial bonus on saving throws against spells and spell-like effects. * +1 racial bonus on attack rolls against orcs and goblinoids. * +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too. * +2 racial bonus on Appraise checks that are related to stone or metal items. * +2 racial bonus on Craft checks that are related to stone or metal. * Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.[/size][/indent] 2.2.2 Elves: The elves have limited contact with humans. They mostly stay on their Craftships in orbit around the planet. They protect their dominion (space) jealously (and rightly so). It is believed that they have a presense on the moon, but no one has ever been there if they do. 2.2.3 Half Orcs: Domesticated Orcs bred to be soldiers. Their treatment varies, from virtual slavery to significant priviledge. For example - Greavers live largely isolated from the civilian population, but are are accorded great freedom within their own compounds which are quite extensive. They are immune from civil prosection. However, actions that are seen bring disrepute upon the military will result in strict military justice. Different nations have different names; Greavers, Dromin, Agthurii. [indent][size=1]* +2 Strength, –2 Intelligence, –2 Charisma. A half-orc’s starting Intelligence score is always at least 3. If this adjustment would lower the character’s score to 1 or 2, his score is nevertheless 3. * Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size. * Half-orc base land speed is 30 feet. * Darkvision: Half-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all. * Orc Blood: For all effects related to race, a half-orc is considered an orc. * Automatic Languages: Common and Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal.[/size][/indent] 2.2.4 Humans: Humans are the most numerous and diverse species. They are also the most fractious. [indent][size=1]* Medium: As Medium creatures, humans have no special bonuses or penalties due to their size. * Human base land speed is 30 feet. * 1 extra feat at 1st level. * 4 extra skill points at 1st level and 1 extra skill point at each additional level. * Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.[/size][/indent] 2.2.5 Ogres: Ogre communities lie scattered throughout the land. Generally, the are found in large forests. However, significant numbers of ogres leave their hometowns and join the ranks of the military. These ogres are used by the militaries of a number of nations as shock troops - Battlessuit wearing, greatsword weilding engines of distruction! Although, with their high strength and soaks, nations often choose not to waste battle suits on them. Infantry Battle Armour and sometimes Breastplates are more than enough. 2.3 Stats The average joe is a 16 point build (for reference, this would allow the standard array with one stat increased to 12 for a +1 bonus). A notable NPC would be a 22 point build. A elite NPC or PC a 26 point build. 2.4 Classes There are no classes. Characters are built using a Construction Point (CP) system. 2.4.1 The construction point (CP) system 2.4.1.1 Automatic Advancement: These improvements are granted every time a character levels up. [indent]+0.5 BAB (fractional) 4 Skill Points +1 to any one save[/indent] 2.4.1.2 Purchased Advancement: These improvements are purchased by the player using the CP granted when they level up. [indent]1 CP +0.25 BAB (maximum 8 CP at first level, 2 CP per level after first) 1 CP +2 Skill Points (maximum 3 CP per level) 5 CP one level of spellcasting. 4 CP select an 'entry core' feat 3 CP select any 'progression' feat. 1 CP for a +1 to any additional save (maximum of +2 to any single save at 1st level and no more than +1 increase to any single save at all later levels.)[/indent] * 'core' feats available are those listed in the SRD under Feats. * 'entry' feats have no other feat as a prereq. * 'progression' feats are those which have another feat as a prereq - ie Moblity (requires Dodge). The most common CP allocations are: * Twelve-eight for PC's (12 CP at first level and 8 per level after first) * Straight Eight for NPC's (8 CP per level) There are a number of example characters on the second page. They have been build with a straight 8 CP per level. (note: these were build before I decided to remove the class abilities, so would need some modification.) 2.5 Skill Progression and Maximum Ranks (under consideration) To increase a skill by one rank it takes a number of points equal to the current rank held. *ie - to increase from 4 to 5 takes 4 skill points*. Skills may only be increased to a maximum rank equal to the appropriate stat. *ie - if your dex is 13, you may only have a maximum of 13 ranks in Move Silently* 2.6 Spellcasting 2.6.1 Arcane Spellcasting: Arcane spellcasters are generally know as Mages. It takes 8 years less INT bonus to become a Mage Level 1. So on average, 4-6 years. Most nations test for suitablity at around 12 years of age. Mages must take the MageCraft feat. Some militaries will take 16 year old Mages, but the entry requirement is usually 18. It is extremely rare for anyone to be able to learn arcane spellcasting later on in their life. 2.6.2 Divine Spellcasting: Divine spellcasting is more like a blessing of the gods, and such requires much less training. Characters who display sufficient devotion to the causes of their faith can pick up the ability to cast divine spells at any point in their life with only a little guidance from the church. 2.6.3 Spellcasting Mechanics Spells are taken from the original core spell lists for the classes. Spell casters use spell points. Each spell uses 1 point +1 per level. The caster gets has a number of Spell Power Points sufficient to throw the same number of spells as per the Adept Spells per Day table. example >> the Spells per Day (SpD) for an Adept 5 allows 3x0th, 2x1st, 1x2nd requiring 10 (3+4+3) Spell Power Points to cast in total. Thus an Caster 5 can have up to 10 SPP at any one time. With these SPP a Caster can cast any spells they wish, so long as they have the required SPP. They could cast 10 Oth level spells, or 3 2nd level spells and one 0th level. SPP can be regained at a rate of (attribute bonus) SPP per hour of meditation for clerics and study for wizards. Level / Spell Points 1 / 5 2 / 5 5 / 7 4 / 7 5 / 10 6 / 10 7 / 15 8 / 15 9 / 19 An alternative would be to allow the spellcaster a number of SPP equal to their Spellcraft Check bonus. This tends to favour the lower levels over the higher ones. example >> An Caster 1 could have up to 6 (4 ranks, +2 Int) vs SpD equivalent 3; An Caster 5 could have up to 10 (8 ranks, +2 int) vs SpD equivalent 10; An Caster 9 could have up to 15 (12 ranks, +3 int) vs SpD equivalent 19. If the caster has insufficient SPP, they can draw on their own physical stamina. They gain (one + Con bonus) SPP's per point of lethal damage taken. Some magical items also provide the caster with a reserve of SPP to draw on. 2.6.4 Ritual Spellcasting --- Spellcasters can combine to cast spells of higher levels than would be possible for them to cast individually. Each one must have a sufficiently high base attribute for the spell being attempted. For each additional caster tied into the casting, a spell one level higher than the normal max of the lead caster may be cast. Each participant must expend the required SPP. Ritual casting takes longer - rounds become turns, turns become hours etc. This means that the most powerful of magic items will only be possible through the concerted effort of teams of spellcasters. Welcome to the foundery! NEXT: 3 TECHNOBABBLE [/QUOTE]
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