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Vote Up A 5e-alike, Part 5: Feats (and a question of levels)
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<blockquote data-quote="TwoSix" data-source="post: 9171974" data-attributes="member: 205"><p>Personally, I'd give out most of the interesting abilities by 5th level, and maybe a special capstone ability around 9th or 10th. Just make core class abilities that scale by level, and let the max level be open ended. </p><p></p><p>Rogues get 1d6 sneak attack every odd level. Fighters get an extra attack at 5th, 10th, 15th, and every 5 levels after that. Wizards get one new spell slot of 6th level at 11th, and every odd level they get a new spell slot one level higher. A 10th level slot at 19th, an 11th level slot at 21st, etc.</p><p></p><p>Class design is simple and basic, every class gets one or two core features that scale with level, and then a few ribbons at low levels to flesh them out a bit.</p><p></p><p>Each level in a class costs 1000 XP per level. (For clarity, level progression doesn't start at 0, it starts at 1000 XP. A character with less than 1000 XP is effectively a 0th level character.) You can multiclass anytime you want, as long as you spend the XP and have a story hook for it. If your 5th level fighter wants to start leveling in rogue, they spend a few weeks practicing in their downtime and spend 1000 XP.</p><p></p><p>Your proficiency bonus and max hit Die is dependent on your highest level in one class. If you're a 5th level fighter/4th level rogue, you still have a proficiency bonus of +3. Your class abilities that scale with class are dependent on the level you have in that class. Hit Die are rerolled at every level, and you take the best X dice out of the pool of dice you have. The fighter 5/rogue 4 rolls 5d10 and 4d8, and picks the best 5 dice out of that pool, since they are "5th level max".</p></blockquote><p></p>
[QUOTE="TwoSix, post: 9171974, member: 205"] Personally, I'd give out most of the interesting abilities by 5th level, and maybe a special capstone ability around 9th or 10th. Just make core class abilities that scale by level, and let the max level be open ended. Rogues get 1d6 sneak attack every odd level. Fighters get an extra attack at 5th, 10th, 15th, and every 5 levels after that. Wizards get one new spell slot of 6th level at 11th, and every odd level they get a new spell slot one level higher. A 10th level slot at 19th, an 11th level slot at 21st, etc. Class design is simple and basic, every class gets one or two core features that scale with level, and then a few ribbons at low levels to flesh them out a bit. Each level in a class costs 1000 XP per level. (For clarity, level progression doesn't start at 0, it starts at 1000 XP. A character with less than 1000 XP is effectively a 0th level character.) You can multiclass anytime you want, as long as you spend the XP and have a story hook for it. If your 5th level fighter wants to start leveling in rogue, they spend a few weeks practicing in their downtime and spend 1000 XP. Your proficiency bonus and max hit Die is dependent on your highest level in one class. If you're a 5th level fighter/4th level rogue, you still have a proficiency bonus of +3. Your class abilities that scale with class are dependent on the level you have in that class. Hit Die are rerolled at every level, and you take the best X dice out of the pool of dice you have. The fighter 5/rogue 4 rolls 5d10 and 4d8, and picks the best 5 dice out of that pool, since they are "5th level max". [/QUOTE]
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Vote Up A 5e-alike, Part 5: Feats (and a question of levels)
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