Nebuchadnezzar
First Post
The following are rough drafts of the character creation for my campaign. I've yet to add flavour and texture to the process, these are just the rules. Suggestions and constructive criticism would be appreciated.
Notes:
The Grim'N'Gritty rules are used in my campaign, but adapted for a classless system. Characters begin with their constitution scores as hp, with an additional 1 hp every level. Armor transforms damage taken to subdual damage (example, full-plate can reduce a maximum of 8 normal damage to subdual damage with every hit, sort of a damage reduction). Weapons have penetration values, which show how good they are at penetrating (ignoring the damage reduction from) armour. Magic is extremely rare and learned like in Cthulhu.
1. DISTRIBUTE STAT-POINTS (ABILITY SCORES)
All stats start at 8 - the player has 28 stat-points to distribute on a 1:1 point buy. The number of stat-points can of course easily be changed to better suit a DM's campaign.
2. TRAITS (OPTIONAL)
Traits describe your character in greater detail. They can only be selected during character creation, and players can select a maximum of 2 traits. Traits are always tradeoffs between bonuses and penalties, and they are optional in character creation. Below are examples of three traits, they are not yet balanced, but serve to give you an impression of their worth.
Gifted: You have more innate abilities than most, so you have not spent as much time honing your skills. You receive 4 instead of 3 character-points every level, but your skill points at 1st level are (2 + Int modifier) x 4, and your skill points every level thereafter are 2 + Int modifier.
Skilled: Since you spent more time improving your skills than a normal person, you gain more skill points. The tradeoff is that you do not gain as many extra abilities. Your starting skill points are (6 + Int Modifier) x4, and you receive 6 + Int Modifier every level. However, you gain feats every third level, instead of every second level. Your first feat at 3rd level, second at 6th, and so on.
Tough Guy: You gain 2 hit points each level instead of 1. You gain a -2 penalty to dexterity and an increase in reflex saves costs 2 character-points instead of 1.
3. BASE ATTACK BONUS AND SAVE PROGRESSION
All saves and the base attack bonus begins play at 1st level at +0, before ability-score modifiers. At 1st level and every level thereafter, a character buys better saves and a better base attack bonus with character-points. Every character gets 3 character-points at 1st and every level thereafter. Each of the saves cost 1 point to increase with a +1, and the base attack bonus costs 2 points to increase with a +1. Your base saves can never exceed these scores at various levels:
Level/Max base save
01) +2
02) +3
03) +3
04) +4
05) +4
06) +5
07) +5
08) +6
09) +6
10) +7
11) +7
12) +8
13) +8
14) +9
15) +9
16) +10
17) +10
18) +11
19) +11
20) +12
Your Base Attack Bonus can never exceed these scores at various levels:
01) +1
02) +2
03) +3
04) +4
05) +5
06) +6/+1*
07) +7/+2
08) +8/+3
09) +9/+4
10) +10/+5
11) +11/+6/+1*
12) +12/+7/+2
13) +13/+8/+3
14) +14/+9/+4
15) +15/+10/+5
16) +16/+11/+6/+1*
17) +17/+12/+7/+2
18) +18/+13/+8/+3
19) +19/+14/+9/+4
20) +20/+15/+10/+5
* The base attack bonus on additional attacks do not cost character points, but unlocking them requires the Extra Attack feat. Being able to attack four times as a full-attack action at level 16 requires three Extra Attack feats.
4. SELECT SKILLS AND FAVORED SKILLS
Each character can choose four Favored Skills + his Int modifier. Favored Skills work like Class-skills and Non-favored Skills work like Cross-Class Skills. Each character receives (4 + Int Modifier) x 4 at 1st level and 4 + Int modifier every level thereafter. Max ranks and such are unchanged from PHB rules. Skills are now far more important in the selection of feats, nearly all feats have either skill or ability score requirements. Why should a big, hulking fighter-type character get to pick Alertness when he has 0 ranks in the skill and a -1 penalty from low Wisdom?
5. SELECT TWO FEATS
Every character starts with two free feats, but he must meet the requirements for those feats as normal.
Remember, many of the numbers above are not final, they are not balanced yet. I would appreciate suggestions on what is and what is not balanced, as well as reminders on things I have forgotten. The campaign is a low-magic, dark setting I have been working on for quite some time.
Notes:
The Grim'N'Gritty rules are used in my campaign, but adapted for a classless system. Characters begin with their constitution scores as hp, with an additional 1 hp every level. Armor transforms damage taken to subdual damage (example, full-plate can reduce a maximum of 8 normal damage to subdual damage with every hit, sort of a damage reduction). Weapons have penetration values, which show how good they are at penetrating (ignoring the damage reduction from) armour. Magic is extremely rare and learned like in Cthulhu.
1. DISTRIBUTE STAT-POINTS (ABILITY SCORES)
All stats start at 8 - the player has 28 stat-points to distribute on a 1:1 point buy. The number of stat-points can of course easily be changed to better suit a DM's campaign.
2. TRAITS (OPTIONAL)
Traits describe your character in greater detail. They can only be selected during character creation, and players can select a maximum of 2 traits. Traits are always tradeoffs between bonuses and penalties, and they are optional in character creation. Below are examples of three traits, they are not yet balanced, but serve to give you an impression of their worth.
Gifted: You have more innate abilities than most, so you have not spent as much time honing your skills. You receive 4 instead of 3 character-points every level, but your skill points at 1st level are (2 + Int modifier) x 4, and your skill points every level thereafter are 2 + Int modifier.
Skilled: Since you spent more time improving your skills than a normal person, you gain more skill points. The tradeoff is that you do not gain as many extra abilities. Your starting skill points are (6 + Int Modifier) x4, and you receive 6 + Int Modifier every level. However, you gain feats every third level, instead of every second level. Your first feat at 3rd level, second at 6th, and so on.
Tough Guy: You gain 2 hit points each level instead of 1. You gain a -2 penalty to dexterity and an increase in reflex saves costs 2 character-points instead of 1.
3. BASE ATTACK BONUS AND SAVE PROGRESSION
All saves and the base attack bonus begins play at 1st level at +0, before ability-score modifiers. At 1st level and every level thereafter, a character buys better saves and a better base attack bonus with character-points. Every character gets 3 character-points at 1st and every level thereafter. Each of the saves cost 1 point to increase with a +1, and the base attack bonus costs 2 points to increase with a +1. Your base saves can never exceed these scores at various levels:
Level/Max base save
01) +2
02) +3
03) +3
04) +4
05) +4
06) +5
07) +5
08) +6
09) +6
10) +7
11) +7
12) +8
13) +8
14) +9
15) +9
16) +10
17) +10
18) +11
19) +11
20) +12
Your Base Attack Bonus can never exceed these scores at various levels:
01) +1
02) +2
03) +3
04) +4
05) +5
06) +6/+1*
07) +7/+2
08) +8/+3
09) +9/+4
10) +10/+5
11) +11/+6/+1*
12) +12/+7/+2
13) +13/+8/+3
14) +14/+9/+4
15) +15/+10/+5
16) +16/+11/+6/+1*
17) +17/+12/+7/+2
18) +18/+13/+8/+3
19) +19/+14/+9/+4
20) +20/+15/+10/+5
* The base attack bonus on additional attacks do not cost character points, but unlocking them requires the Extra Attack feat. Being able to attack four times as a full-attack action at level 16 requires three Extra Attack feats.
4. SELECT SKILLS AND FAVORED SKILLS
Each character can choose four Favored Skills + his Int modifier. Favored Skills work like Class-skills and Non-favored Skills work like Cross-Class Skills. Each character receives (4 + Int Modifier) x 4 at 1st level and 4 + Int modifier every level thereafter. Max ranks and such are unchanged from PHB rules. Skills are now far more important in the selection of feats, nearly all feats have either skill or ability score requirements. Why should a big, hulking fighter-type character get to pick Alertness when he has 0 ranks in the skill and a -1 penalty from low Wisdom?
5. SELECT TWO FEATS
Every character starts with two free feats, but he must meet the requirements for those feats as normal.
Remember, many of the numbers above are not final, they are not balanced yet. I would appreciate suggestions on what is and what is not balanced, as well as reminders on things I have forgotten. The campaign is a low-magic, dark setting I have been working on for quite some time.