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<blockquote data-quote="Faolyn" data-source="post: 9546662" data-attributes="member: 6915329"><p>It depends on how you roll the dice. If, as in most(?) OSR-ish games, you roll 3d6 instead of 4d6 drop lowest, or you do a stat array, the numbers will be low enough you can give a +1 in a stat (modifier) and not have it be a big deal.</p><p></p><p></p><p>Darkvision is annoying, but you'll have to decide if remembering to pay attention to how dark an area is and enforce vision penalties or blindness in darker areas is more or less annoying than darkvision. </p><p></p><p></p><p>What I would do is make relatively simple main classes, and then have the subclasses as a collection of traits that you get at 1st level (or 3rd level or whenever). They could have, like two combat-oriented features and two non-combat features. E.g., a <strong>Knight </strong>could have a bonus to attack and damage rolls when mounted and gain some temp hp as long as they're in armor, and get a bonus to taking care of, controlling, and buying mounts and on social rolls with peasants (who either fear or idolize you) and with nobility (who see you as one of their own), provided you're wearing your livery or known to be a knight. A <strong>Bruiser</strong> could have a bonus to damage rolls using fists or bludgeoning weapons, and get a bonus to AC when wearing light armor (but lose these options if wearing heavier armor), and get a bonus to Intimidation rolls and on social rolls made with people who view brute strength as a positive (but possibly have a penalty with "refined" people).</p><p></p><p>These "subclasses" allow for a lot more freedom of choice but won't overwhelm you with extra features. The bonuses could go up as you level up--the knight could start out with 5 temp hp and gain another 5 every other level, or something like that--but you wouldn't gain any <em>more </em>abilities.</p><p></p><p></p><p>Weird. I don't think I've ever run into that problem.</p><p></p><p>But that could actually be a good ability to give fighters. No matter what, they should be doing more damage than anyone else.</p><p></p><p></p><p>I can see doing this: You can't see in darkness, period. No sight-based Perception checks for you. You can make other Perception checks, but at disad, because you're not used to relying on these other senses. To attack in darkness, you first have to make that Perception check, <em>then </em>your attack roll, which is also at disad.</p><p></p><p>There's a feat that will remove that disad for your other senses, but you'd still have to roll Perception before attacking.</p><p></p><p>If your species has darkvision, you can make sight-based Perception checks at disad, and other Perception checks at no penalty. You still attack at disad, unless you have the above-mentioned feat.</p><p></p><p></p><p>Level Up simplifies it to Supply, which can also be used to represent other single-use items, like insect repellent. You can carry a number of Supply based on your Strength, although some things will alter that number. You use one Supply a day. It's easy and cheap to acquire anywhere you can stop and do some shopping, to the point that if the PCs stop in a village you can just assume they stock up, but at the same time is useful in those times when when you're in the desolate wilderness.</p><p></p><p></p><p>I might go with simply having two actions on a turn, but you can only make one attack or cast one spell unless you have an ability that says otherwise (like Two-Weapon Fighting).</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9546662, member: 6915329"] It depends on how you roll the dice. If, as in most(?) OSR-ish games, you roll 3d6 instead of 4d6 drop lowest, or you do a stat array, the numbers will be low enough you can give a +1 in a stat (modifier) and not have it be a big deal. Darkvision is annoying, but you'll have to decide if remembering to pay attention to how dark an area is and enforce vision penalties or blindness in darker areas is more or less annoying than darkvision. What I would do is make relatively simple main classes, and then have the subclasses as a collection of traits that you get at 1st level (or 3rd level or whenever). They could have, like two combat-oriented features and two non-combat features. E.g., a [B]Knight [/B]could have a bonus to attack and damage rolls when mounted and gain some temp hp as long as they're in armor, and get a bonus to taking care of, controlling, and buying mounts and on social rolls with peasants (who either fear or idolize you) and with nobility (who see you as one of their own), provided you're wearing your livery or known to be a knight. A [B]Bruiser[/B] could have a bonus to damage rolls using fists or bludgeoning weapons, and get a bonus to AC when wearing light armor (but lose these options if wearing heavier armor), and get a bonus to Intimidation rolls and on social rolls made with people who view brute strength as a positive (but possibly have a penalty with "refined" people). These "subclasses" allow for a lot more freedom of choice but won't overwhelm you with extra features. The bonuses could go up as you level up--the knight could start out with 5 temp hp and gain another 5 every other level, or something like that--but you wouldn't gain any [I]more [/I]abilities. Weird. I don't think I've ever run into that problem. But that could actually be a good ability to give fighters. No matter what, they should be doing more damage than anyone else. I can see doing this: You can't see in darkness, period. No sight-based Perception checks for you. You can make other Perception checks, but at disad, because you're not used to relying on these other senses. To attack in darkness, you first have to make that Perception check, [I]then [/I]your attack roll, which is also at disad. There's a feat that will remove that disad for your other senses, but you'd still have to roll Perception before attacking. If your species has darkvision, you can make sight-based Perception checks at disad, and other Perception checks at no penalty. You still attack at disad, unless you have the above-mentioned feat. Level Up simplifies it to Supply, which can also be used to represent other single-use items, like insect repellent. You can carry a number of Supply based on your Strength, although some things will alter that number. You use one Supply a day. It's easy and cheap to acquire anywhere you can stop and do some shopping, to the point that if the PCs stop in a village you can just assume they stock up, but at the same time is useful in those times when when you're in the desolate wilderness. I might go with simply having two actions on a turn, but you can only make one attack or cast one spell unless you have an ability that says otherwise (like Two-Weapon Fighting). [/QUOTE]
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