My stolen Extensive modification to XP, skill ranks, feats, and max character level.

You're my player. I present this to you. You say?

  • This is awful.

    Votes: 10 41.7%
  • I like it!

    Votes: 5 20.8%
  • Meh, I'll play an orc barbarian.

    Votes: 9 37.5%

Eolin

Explorer
Dungeons and Dragons House Rules. These are a work in progress, and I wanted to enlist the help of enworld before having the serious discussion with my group.

Desires:
1. Streamlined XP system which rewards role-playing as well as combat.
2. Not to have to subtract three. (Note: I have a math undergrad, and am a logic student, yet I don’t like doing sill ranks – 3 to figure out the level. Or even to add 3.)
3. Less gap between super-powerful and the least powerful.
4. No really high level spells in the world. Each of the classes stays relevant.
5. Fighter-only feats to have a greater impact. For there to be a good reason to stay fighter.

The ways in which I’ve accomplished these have been taken largely from enworld, and various other RPGs.

To accomplish these:

1. Instead of a linearly increasing amount of XP required for each level, to increase in level takes 25 XP. XP is rewarded for the following:
+1: Showing up.
+1: Finishing a story. More for a Story Arc.
+1 to +3: Defeating a powerful encounter.
+1: Players decide which among them should get a bonus XP.
+1: Good roleplaying.
+1: “Learning Curve”. If the character has learned something particularly useful, or grown.

… etc.

2. Max skill ranks = total hit dice, not hit dice + 3. A third level expert has 6*3 = 18 (plus int, human bonus, etc) skill points, no more than 3 ranks in any one skill.

3. Starting characters have 3 levels in an NPC class, or one of the racial paragon classes. The “+1 spellcasting level” bonus from the racial paragon classes CAN be used towards a spellcasting class that they do not already have. The racial paragon classes should be allowed only in specific circumstances.
The total number of levels attainable is 10. At tenth level, characters can have 10 skill ranks, +10 BAB, access to 5th level spells, etc.
At 10th level, continued character development becomes point-boy instead of level-based. At tenth, characters can purchase:
Feats, BAB, Base Save Bonuses (Also up to +10), spellcaster level, skills, etc.
Cost for each:
Feat: 3
BAB: 4
BSB: +5
Spell caster Level: +6.
Skills: 2 points for … 6 skill ranks? 4? Is there a feat?
Prestige Class Ability: To be decided as above by the DM.
New Sorcerer Spell: A lot. Probably 3*Level.
New Warlock invocation: More. 3 for the least, probably 8 for the lesser.

Each is limited to no more than a 10th level character would have access to. At 10th level, characters are forced to developed breadth over depth in a chosen area. A 3rd level warrior / 7th level fighter might be master of a particular weapon, but only at the expense of developing other areas that can now be developed.

Additionally, a standard cooper, blacksmith, or merchant will have at least 3 levels, and probably a fourth. As PCs will begin with four levels, this means they are on the same footing. Three levels indicates competency, and fourth is one who has some skill in his area of expertise.

4. This way, no one can have access to higher than fifth level spells. Fifth level spells are very powerful (teleport, raise dead, etc) but not devastatingly game breaking (teleport without error, resurrection).

5. Slight Change to the Fighter-only feats. As of now, the fighter-only feats in the SRD are: Weapon Specialization, Greater Weapon Focus, and Greater Weapon Spec. Weapon Specialization will stay as it is, but GWF and GWS are gone. They will be replaced with:

Weapon Mastery: Fighter Level 6th. Gives Improved Initiative when using the chosen weapon, and stacks with the feat. (character level 9, remember)

Weapon Supremacy: BAB +10, Fighter Level 7th. One additional attack per round at highest BAB with the chosen weapon.


Again, any comments will be appreciated. I know that the racial paragon classes trump the NPC classes, and that commoner is absolutely atrocious, but I doubt that anyone will take commonor.
 
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Why not just go with a simple XP point buy system? You award the XP, the players buy new stats in a progressive manner so that leveling isn't a big, sudden bump. Plus you wouldn't have to worry about all that complicated leveling with charts and tables, etc.
 

I like the experience advancement and the point buy past 10th.
But that's it.

a) Why have everyone start at 3rd level? Instead you could just bump power at first level.
Seems kind of dumb to have 1st and 2nd level but have noone ever be 1st or 2nd level.

On the same line of thought:
If blacksmiths are 3rd level I guess someone who sees more conflict (like the average goblin or town guard) would be 3rd-5th level.


b) The reduction of max skill ranks will cause skill rolls to depend more on luck than on the character's skill. I'm attracted by that, at all.
Also: I assume you will be reducing skill DCs, or you will soon find frustrated rogues and bards trying to convince people and pick locks (don't get me started on the increased mortality rate on trap searchers and disablers).

You could instead go for something like in Star Wars Saga: no skill ranks, class skills have a bonus of 5+level and non-class skills have a bonus of just +level.
Or a variation of it.


c) I like the fighter feats, what about adding "+1 bonus to hit per every two Weapon feats" and "+1 bonus damage per every Weapon feat" as a special Fighter ability?
 



Interesting, twice as many people hate it as like it ..

<b>Land Outcast </b>: Average town guard would also be 3rd or 4th level, just like a blacksmith. But where a blacksmith is an expert or commonor, a town guard is a warrior. Better HD, BAB, weapon proficiencies, etc.
 

Eolin: Very small sample size so I wouldn't say that is very fair. At least let it get up to about 100 or so votes...

Anyway, I like a lot of the changes although some seem to eschew simplicity and I think your goal is the opposite. The 3 levels of NPC is the most problematic. I recommend (like others) simply upping the power of 1st level characters. One solution I've seen is to give them double or triple hp at 1st level.
 

The d(liberation)20 looks really good ... though, now antiquated as it uses 3e and not 3.5e....

This is most apparent with Favored Enemy and School Specialty.
 

Changed my mind: the d(liberation)20 seems broken (I think you can have a first-level character casting fourth level spells), and hard to get into.

What i want is to not have to do math even as complicated as subtracting by three. It seems arbitrary that skill rank max would be 3 more than level, instead of the same as level, or 3 times level, or something.

Save modifiers have also always bothered me, but that is for a different time ...

for now, does anyone have a good suggestion for how to make skill rank max flow more naturally from level?
 

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