[LONG] Europ: Semi-Final Rules Draft

Your opinion?

  • Great stuff! Keep it up!

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  • Poll closed .

seasong

First Post
Please forgive me for the length of this post! I am soliciting commentary on the rules for my Europ setting, and there are a lot of rules...

These are the house rules (based on the d20 System) for my Europ campaign. Summarized, these are:
  • Class-Construction Level System: Each level gives you a number of points to spend on things like hit points, BAB, skills, feats and so on. 40 points + 15/level for a "typical" power level, or challenge yourself with 30 points + 12/level in Europ!
  • Class Feats: The feats you need to mimic the classes you want.
  • Skill Modifications: No class skills; skill points replace weapons/armor proficiency feats; skill points provide weapon-specific feats; spells cost skill points to know; everyone is illiterate by default.
  • Age & Advancement: Harsh aging rules, venerable peasants at 6th level, and advancement over the course of an adventurous life.
  • Combat Modification: HP starts equal to CONx2 (doubled for each +1 size category, halved for each -1 size category), and can be increased (slowly) from there. BAC (Basic AC) can progress per level just like BAB. Armor provides DR instead of AC.
  • Magic Rules: Each level of spell you can cast costs a feat; instead of "spells per day", mages must make a Concentration check to cast, and a Will save to not be exhausted by the casting.
  • Feats of Virtue: Because I wanted more than skill bonuses and combat abilities.
 

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Class & Level

Class Construction System

Each level you gain a number of class points which you can spend on various class features. The "typical" campaign will start with 40 points at 1st level, and gain 15 points per level thereafter. Europ starts with 30 points at 1st level, and gains 12 points per level thereafter.

BAB: 2 points per +1 BAB (BAB can not exceed level).
Hit Points: 2 points per +1 hp.
- you start with CON x2 hit points, times a size multiplier (x2 for Large, x1/2 for Small).
Basic AC: 2 points per +1 BAC (BAC can not exceed level).
Saves: 1 point per +1 to a save (saves can not exceed level +1)
Skills: 1 point per +1 skill point (skill points in one skill can not exceed level +3).
Feats: 4 points per feat.

Restrictions
Barred Alignment Axis: +1 points
Required Partial Neutral: +1 points
Two Barred Alignment Axes: +2 points
Required Alignment Axis: +2 points
Two Required Alignment Axes: +3 points
Paladin's Code: +3 points
Druidic Armor Restriction: +3 points

If you break a restriction, you lose twice its value in class abilities, usually from your feat selection. You can usually "repent & recover" your abilities, but this should be more difficult than simply following the restriction again.

Restrictions can not be "bought off" except by losing the aforementioned class abilities.

Class Feats

BARBARIAN FEATS
Fast Movement (1 feat: +10' per round movement)
Rage (1 feat: use 1/day)
Greater Rage (1 feat: increases Rage to +6)
Not Winded By Rage (1 feat: as it says)
Uncanny Dodge (1 feat: doesn't lose AC when flat-footed)
Uncanny Dodge (1 feat: can't be flanked)
Uncanny Dodge (1 feat: +2 vs traps, stackable)
Damage Reduction (1 feat: DR 1/-, stackable)

BARD FEATS
Bardic Music: Inspire Courage (1 feat)
Bardic Music: Countersong (1 feat)
Bardic Music: Fascinate (1 feat)
Bardic Music: Inspire Competence (1 feat)
Bardic Music: Suggestion (1 feat)
Bardic Music: Inspire Greatness (1 feat)
Bardic Knowledge (1 feat)

CLERIC FEATS
Turn or Rebuke Undead (1 feat)
Domain-Related Abilities Vary

DRUID FEATS
Nature Sense (1 feat)
Animal Companion (1 feat)
Woodland Stride (1 feat)
Trackless Step (1 feat)
Resist Nature's Lure (1 feat)
Wild Shape (1 feat: use 1/day)
Wild Shape: Large (1 feat, modifies Wild Shape)
Wild Shape: Huge (1 feat, modifies Wild Shape)
Wild Shape: Tiny (1 feat, modifies Wild Shape)
Wild Shape: Dire (1 feat, modifies Wild Shape)
Wild Shape: Elemental (1 feat, modifies Wild Shape, takes 2 uses!)
Venom Immunity (1 feat)
A Thousand Faces (1 feat)
Timeless Body (1 feat)

FIGHTER FEATS
11 feats spread over the levels

MONK FEATS
Improved Unarmed Strike (1 feat, 1d6 damage, no AoO)
Unarmed Damage (1 feat: stages damage up: d8, d10, d12, d20)
Flurry of Blows (1 feat)
Rapid Movement (1 feat per +10' per round movement)
AC Bonus (buy as BAC)
Stunning Attack (1 feat)
Evasion (1 feat)
Improved Evasion (1 feat)
Deflect Arrows (1 feat)
Still Mind (1 feat)
Slow Fall (1 feat: stages distance up: 20', 40', 60', any distance)
Purity of Body (1 feat)
Improved Trip (1 feat)
Wholeness of Body (1 feat)
Leap of the Clouds (1 feat)
Ki Strike (1 feat: treat unarmed as +1 weapon, stackable)
Diamond Body (1 feat)
Abundant Step (1 feat)
Diamond Soul (1 feat)
Quivering Palm (1 feat)
Timeless Body (1 feat)
Tongue of the Sun & Moon (1 feat)
Empty Body (1 feat)
Perfect Self (1 feat)

PALADIN FEATS
Detect Evil (1 feat)
Divine Grace (1 feat)
Lay On Hands (1 feat)
Divine Health (1 feat)
Aura of Courage (1 feat)
Smite Evil (1 feat)
Remove Disease (1 feat)
Turn Undead (1 feat)
Special Mount (1 feat)
Remove Disease 6/week (4 steps)

RANGER FEATS
Track (1 feat)
Favored Enemies (1 feat: 1 enemy)
Ambidexterity (1 feat)
Two-Weapon Fighting (1 feat)

ROGUE FEATS
Sneak Attack (1 feat: +1d6 flanking damage, stackable)
Evasion (1 feat)
Uncanny Dodge (1 feat: doesn't lose AC when flat-footed)
Uncanny Dodge (1 feat: can't be flanked)
Uncanny Dodge (1 feat: +2 vs traps, stackable)
Crippling Strike (1 feat)
Defensive Roll (1 feat)
Improved Evasion (1 feat)
Opportunist (1 feat)
Skill Mastery (1 feat)
Slippery Mind (1 feat)

SORCEROR FEATS
Summon Familiar (1 feat)

WIZARD FEATS
Summon Familiar (1 feat)
Scribe Scroll (1 feat)
4 Bonus Metamagic Feats
 
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Age & Advancement

All characters (PC or NPC) receive XP per scenario. A scenario is roughly defined as:
  • An adventurous event that we roleplay out (such as "The Delving of the Lost Castle of Carne").
  • A major subplot of the story arc (foiling the King's assassins).
  • A year at a difficult job (farming, coastal fishing).
  • A month at an exceptionally dangerous job (deep sea fishing, participating in a month-long battle).
  • A full day of an insanely dangerous job (fighting on the front lines of a battle, delving the Paris sewers to clear out a goblinoid infestation).
XP for scenarios is not divided by party members. That's why the XP is per scenario rather than per "encounter". If you prefer to use encounter XP, divide between the party and give it out more often. A full year of a difficult job such as farming will be about 12-24 encounters, but will divide that number between the 12-24 peasants who helped out.

Assuming a reasonably challenging life, a "year at a difficult job" is treated as CR 2. Time of trouble may shift that up to CR 3 (or even CR 4), and leading a sheltered life would only be worth CR 1 (or even CR 1/2). Most commonfolk lead CR 2 lives. The following chart shows CRs 2-4 tracked over a lifetime:
Code:
[COLOR=sky blue]       CR 1           CR 2           CR 3           CR 4        
Attain Years   Age    Years   Age    Years   Age    Years   Age  Description
Lvl 2  +3     18      +2      17     +2      17     +1      16   somewhat experienced
Lvl 3  +7     25      +3      20     +2      19     +2      18   experienced
Lvl 4  +10    35      +5      25     +3      22     +3      21   full professional
Lvl 5  +13    48      +7      32     +5      27     +4      25   master of the trade
Lvl 6  +17    65      +10     42     +7      34     +4      29   locally reknown
Lvl 7  +20    85      +13     55     +10     44     +7      36   regionally reknown
Lvl 8  +26    111     +18     73     +13     57     +10     46   nationally reknown
Lvl 9  +40    151     +27     100    +18     75     +13     59   "name" level
Lvl 10 -      -       +39     139    +26     101    +18     77   semi-legendary[/COLOR]
The bulk of the population will be level 3-5, with levels 1-2 representing youth. The higher levels are about as common as the Description column indicates - they are few enough to be reknown in their region. Troubled times typically result in more heroes, and this is reflected rather well in the above.

Adventurers: The typical adventurer in my campaign will be getting involved in 3-4 scenarios per year, of a CR equal to their level. This will tend to translate into 1 level per year!

Soldiers: Soldiers will tend to be slightly higher level for their age than the bulk of the populace. A veteran is 2nd-3rd level, but still young by modern (20th century) standards, and will form the hard-kernelled core of any military force. A green soldier can expect to fight three or four times on the front lines, over the course of a month, before being considered a veteran and moved to easier duty. It is a tragedy of warfare that the young and green are usually the orc fodder used to soften the foe for veterans.

Aging: With levels taking years to achieve, the effects of age become important. The rules below cover aging for humans, and are harsher than the normal D&D3E rules (a human can expect to live to about 45-60).

For every 5 years over 25, lose -1 DEX and -1 CON, and gain +1 INT and +1 WIS. If any attribute reaches 0 because of this, the character dies.

For each 1 year over 30, make a CON Check vs. DC 10. Every time this check is failed (a natural 1 always fails), roll (or choose in my campaign) for one of the following Aging Effects:

1d20
1-3. STR -2 (muscle atrophy, bad back, weak legs, etc.)
4-6. DEX -2 (shaky hands, stroke, broken hip, etc.)
7-10. CON -2 (bad heart, weakened immune system, fragile bones, etc.)
11-12. INT -2 (memory loss, perception disorder, etc.)
13-14. WIS -2 (childhood regression, wandering mind, etc.)
15-16. CHR -2 (irascible, heightened fears, etc.)
17-18. Attack of Age! (permanent -5 hp; heart attack, ill winter, etc.)
19. Worsening Vision (-5 on all Spot and vision-related checks; taken twice results in blindness)
20. Hard of Hearing (-5 on all Listen and hearing-related checks; taken twice results in deafness)

Optional Aging Rule: Aging is harder on farmers than on nobles. Add the following bonus/penalties based on social class and environment.

Upper Class: +1 to CON for aging rolls.
Middle Class: no effect (merchants, sages, craftsmen).
Lower Class: -1 to CON for aging rolls.
Urban Setting: no effect.
Rural/Wilderness Setting: -1 to CON for aging rolls.
Malnutrition: Each season of a year you spend malnourished counts as a full extra year of aging.

Nonhumans: Elves and similar other races live much longer than humans, and consequently may reach unusually high levels. One suggested way of handling this (thanks MaverickWeirdo) is to not allow them to start gaining experience until they reach adulthood (110 for elves). Another way is to increase the years of a difficult life required to qualify as a scenario (elves might be measured in decades rather than years, for example).

In my campaign, the sidhe are higher level than humans on average... but they also live in their own little worlds around unseen corners or underhill. Defeating one of the sidhe in personal combat is worthy of legends! (Sidhe are NPCs).

In general, long-lived races will either be slow learners, or (on average) far more skilled than the average human. Which one is up to your campaign.

How Thomas will run this setting

PCs possess a greater measure of fortune and misfortune in their lives, and (like Odysseus, Beowulf or Lancelot) tend to suffer or seek adventures on a regular basis. Sessions will alternate between daring doings ("our heroes have discovered papers indicating an infernalist who dwells in the Frankish king's court, but does not reveal his identity") and the passage of time ("after vanquishing the infernalist hidden in the King's court, the intrepid heroes spend three months near Paris, wenching and ladding their way across the countryside"). Over time, about one year will pass per level gained (per the guidelines above) with the occasional exceptional years.

Around level 8-9 (as the PCs hit age 22-23), they will come into their own as heroes, their exploits familiar to most of the people of France, and some of their tales trickling even into other countries. Their skills will be such that even a group of veteran soldiers would find them a difficult foe, and monsters would fear their arrival.

Over the next several years, then, they would become true heroes of their generation, until finally Dame Age began to take her toll from them. Then, in the twilight years, they will have a last grand adventure, on which the fate of the world rests, before retiring to the calm life or dying gloriously.
 
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Skill Rules

Class Skills

PCs choose 12 skills which they learn as Class Skills. Everything else is double cost to learn. This list remains the same throughout the PC's career, although a feat may be taken to learn a new Class Skill; each feat allows the PC to learn one additional skill as a Class Skill.

Skill lists should reflect background, training and natural inclinations.

Arms & Armor Proficiency

Weapon and armor use now uses skill points rather than feats. Each weapon (including unarmed strikes and grappling) or armor type (light, medium, heavy and shields) costs 1 skill point to learn. Characters have NO proficiencies by default, unless they put skill into it.

Additional skill points may be put into a particular weapon proficiency. Each 1 point gives one "feat" with that weapon only. You must meet all of the normal prerequisites for the feat (to Deflect Arrows, you must have DEX 13+). You can still take the feat normally (in which case it applies to all weapons that it would normally apply to). The feats that may be taken in this manner are:

Ambidexterity
Cleave
Combat Reflexes
Deflect Arrows (improved unarmed strike or weapon focus)
Expertise
Far Shot
Improved Bull Rush (shield)
Improved Critical
Improved Disarm
Improved Trip (wrestling)
Improved Two-Weapon Fighting (must take for each weapon able to use)
Improved Unarmed Strike (unarmed strike)
Point Blank Shot
Power Attack
Precise Shot
Quick Draw
Rapid Shot
Ride-By Attack
Shot on the Run
Spirited Charge
Spring Attack
Stunning Fist (unarmed strike)
Sunder
Two-Weapon Fighting (must take for each weapon able to use)
Weapon Finesse
Weapon Focus
Weapon Specialization

If you are in doubt as to whether or not a weapon feat should be available for a skill point, apply the following litmus test:

1. Is the feat "extraordinary"? (for example, Whirlwind attack). If yes, it should not be available for a skill point.

2. Does the feat represent skill with the weapon, or skill at something else while using the weapon? (for example, Mounted Combat is skill with the mount while using a weapon). If skill at something else, it should not be available for a skill point.

Literacy

Characters are illiterate by default. It costs 1 skill point to be literate in a particular script.

Spell Casting

This is just a brief overview of how magic relates to skills. The full system will be in my next post.

Spell casters must put 1 skill point in each spell they can cast (they can put an additional skill point in a spell to be particularly good at it). In addition, each type of spell caster has a special skill which is used for all spell casting, which the character will need to have. The spell casting feat actually gives the spell caster a few points for this, as well.

In general, spell casters can expect to put 1-3 of their skill points into magic every level, more if they are truly dedicated.
 

Combat Modifications

Hit Points

Characters start at 1st level with hit points equal to CON x2. Small characters halve this, and Large characters double it (each size category thereafter also halves or doubles hit points). Monster hit points are calculated in exactly the same way.

You can improve your hit points with class points, but this is costly (2 points per +1 hit point).

Armor Class & Damage Resistance

Armor provides you with DR equal to its AC. Thus, armor with AC +3 becomes armor with DR 3/-. Shields still provide an AC bonus.

Magical armors add the bonus to DR.
Magical shields add the bonus to AC.

AC will normally equal:
10 + Size Bonus + BAC + DEX Bonus

Size Bonus
Small +3
Medium +0
Large -3
 

Magical Reality

Spell Casting

Anyone can be a spell caster, by devoting a chunk of feats and skill points to the task. Being a spell caster requires a lot of dedication: to be good at it will consume most of your feats and many of your skill points. In return for this, however, you can tinker with the basic forces of reality...

Learning Magic

Spell Caster Feat: Each type of spell caster has a special feat which you take to access that type of spell. The first time you take this feat, you gain access to 0-level spells. Each additional time you take this feat, you gain access to spells one level higher. You may never cast spells more than half your level (rounded up).

For Europ, the "types" of spell caster are: diviner, glamourist, healer, illusionist, infernalist, magus, priest. Each gives access to any spells which are appropriate for the type.

For Forgotten Realms and many other "typical" settings, the "types" of spell caster are: arcanist, bard, druid, paladin, priest, ranger. Each gives access to the appropriate spell lists (priest allows a choice of spheres, just like the cleric class does; arcanist gives access to the Sor/Wiz lists).

It costs 1 skill point to know a spell, or 2 skill points to master it. If you are researching the spell on your own, this takes 7 days (8 hours per day) per skill point. If you have a spellbook with the spell in it, this only takes 1 day (8 hours per day) per skill point.

You may put points into your spell casting skill with the usual level limits on skills. The spell casting skill is different for each type of spell casting, and is named after the spell caster type (thus, a glamourist has a glamour skill).

Casting Spells

You may cast any spell you know. This takes one full action and requires the usual components for the spell. You then make a spell casting skill check, with the following DCs:
Code:
[COLOR=coral]DC 10 + (spell level x 4) base casting difficulty
add damage taken if hit while casting
    (halve if this is continuing damage, such as from an [i]acid arrow[/i]
add the save DC-10 (min 0) of a distracting spell (such as [i]flash[/i])
add +10 if grappling or pinned
add +5 for violent motion (galloping warhorse, small boat in white water)
add +10 for incredibly violent motion (large earthquake)
add +5 if casting defensively
    [b]these rules replace the Concentration skill[/b][/COLOR]
Against Magic Resistance, the spell only affects the target if you exceeded the target's resistance number with your spell casting check.

Once you have cast the spell, make a Will save against DC 10 + (spell level x 2). On failure, the caster becomes Winded (STR -2, DEX -2, can not run). If already Winded, caster becomes Exhausted (STR -4, DEX -4, can not move faster than a walk). If already Exhausted, caster falls unconscious. Caster may recover by one stage per hour of rest.

If you have mastered a spell:
+2 competency bonus to the spell casting skill check and the Will save vs fatigue.
+2 competency bonus to related rolls (such as spellcraft to identify the spell).
+2 to DCs for others to save vs your spells (or disbelieve for illusions).

Impact On Setting

A 5th level spell caster should be able to cast level-0 and level-1 spells all day long with little or no difficulty. Level-2 spells will be somewhat chancy, and level-3 spells may be close to impossible for any but a specialist. Regardless, the highest level spells a spell caster can use will tend to fatigue the caster very quickly, while the lowest level spells will tend to not be fatiguing at all.

Will this result in magic missile machine guns? In a combat heavy game, likely so. However, this is hardly different from a similarly leveled warrior (who averages considerably more damage per round), and is unlikely to disrupt combat much. And on the other hand, it means that mages will be more likely to keep an unseen servant running constantly to step and fetch for them, and similar wizardly things... but they will be very, very hesitant to throw meteor storm just because things are a little hairy.

Europ Spell Caster Types

Diviner: The diviner uses spells to open her mind to the surrounding world and expand her perceptions of it. By enhancing her intuitions and extending the reach of her natural and mystical senses, the diviner develops knowledge as a finely honed tool.

Divination magic can include knowledge spells, second sight, consulting spirits and even consulting the dead, if they are willing.

Glamourist: Glamour is the natural magic of the fey, and exists purely in the minds of those held in its sway. Glamour can alter emotions, influence decisions and manipulate perceptions. Although skill in this is rare among mortals, those who possess it are often rightly feared for their ability to play with the very essence of who a person is.

Healer: The healer uses magic to affect the life essences. Although the primary use of this is (as the name implies) healing, it can also be used to strengthen, alter and damage the life essence.

Illusionist: Illusion centers around the creation of phantasmal constructs, semi-real objects and things which fool the senses. As the illusionist grows in power, the constructions take on stronger reality, even fueling their own strength with the belief of those who perceive them, and can become quite powerful.

Although illusion magic seems related to glamour magic, it does not directly affect the mind; the illusionary construct is actually present, reflects light, and so on. It simply isn't <i>entirely real</i>. Belief can impact it, but the illusion is there even if no one can see it.

Infernalist: Infernalism uses magic to establish contact with the infernal realms. It centers are hellish gates, demonic summonings and dark contracts. The infernalist can use demons to animate corpses, rend his enemies, discover secrets, provide advice, build towers, fulfill wishes and more... but the creatures of the abyss have their own agendas, and those agendas are dangerous to the mortal's very soul.

Magus: The magus uses magic to command the elemental forces themselves. With the greater spells, the magus may bring down lightning to sunder foes, shake the very earth and fly as a bird. The magus possesses a great deal of raw power, although she lacks subtler forms of magic.

Priest: The priest is the mirror opposite of the infernalist, using magic to commune with the divine. The spells of the priest are simple pleas for small miracles, and the priest often has a long-term relationship with particular servants of his god.

Although it may seem odd, it is possible to be a priest <i>and</i> an infernalist, so long as the priest is very careful in his dealings and use of infernal forces... and always remembers that those forces are very interested in corrupting him.

Virtue & Virtuous Feats

In Europ, being possessed of a strong virtue (or character flaw) can have tangible effects. These feats help represent that.

At the moment, this is still theoretical. I have an example feats, and a list of virtues, but that's about it :(.

Ring of Truth
You have devoted yourself to truthfulness beyond the norm. You may not ever tell a lie... and if you deceive with the truth you must make a Will save or lose this feat (note: GMs are recommended to allow the player to take back what was said if an untruth was accidentally stated, as it can be difficult to follow this path, and the character is presumably better at it than the player). On the other hand, anyone you speak to will know that you speak the truth as you know it - it can be sensed, in a way that mere sincerity can not. In addition, you may make a Listen check against DC 10 (or against the target's Bluff check) to detect lies... falsehood rings a bit hollow to you.

SEVEN CATHOLIC VIRTUES
Prudence
Justice
Fortitude
Temperance
Faith
Hope
Charitable Love

TEN ROSICRUCIAN VIRTUES
Discrimination
Independance
Truthfulness
Unselfishness
Devotion to the Great Work
Courage
Obedience
Silence
Devotion
Attainment

Other virtues may be added as desired, and many sins will also have similar feats (such as Lust providing some seduction feats, or Gluttony providing some eating feats).
 

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