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<blockquote data-quote="tdewitt274" data-source="post: 6323533" data-attributes="member: 20117"><p><strong>School Structure (4e D&D Concept)</strong></p><p></p><p>The school is located in a forested region not too far from a large city or village. This ensures that the school is in a safe, yet sequestered location. They will come to the Adventuring College from whatever means and will be grouped into a color coded dorm. It is up to the characters to come up with a name for their group.</p><p></p><p>The school is made up of a Headmaster, Quartermaster, Groundskeeper, and Teachers. The Headmaster is in charge of the day to day running of the school. The Quartermaster is in charge of keeping the students fed and healthy. The Groundskeeper is in charge of security and general landscape. The Teachers each have a dorm that they are responsible for, offering guidance in addition to their teaching responsibilities.</p><p></p><p>The first year, there will be a small grouping of the PCs and 3 or 4 other dorms of five students. The next year will incorporate a few more, but also expanding the existing groups beyond the original threshold. It will be the responsibility of the senior students to watch over the younger students. As each year passes, additional students will fill the halls.</p><p></p><p>Classes</p><p>Years 1-2, Physical Training, World History, Social Studies, General Academia, Class Training (not at 1st)</p><p>Years 3-6, Adv Class Training, Advanced levels (based on Skills)</p><p></p><p>Adv General Academia: Heal, Insight, Perception, Streetwise</p><p>Adv World History: History, Religion</p><p>Adv Physical Training: Acrobatics, Athletics, Endurance, Stealth</p><p>Adv Social Studies: Bluff, Diplomacy, Intimidate</p><p>Adv Class Training: Thievery, Arcana, Dungeoneering, Nature</p><p>Adv Physical Training: Martial and Superior weapons, Shields, Armors (Hide or greater)</p><p></p><p>Attached is a grid of the PH classes and the Classes that have been previewed.</p><p></p><p>Here's the template that I use. I use the description for each Class to find out what the character is capable of. From there, I calculate out what each of the items.</p><p></p><p>Abilities: All scores are 10, except one that will be an 8.</p><p>HP: Start at CON and then add 1/6th for each year completed.</p><p>Healing Surges: Start with Con Mod and then add 1/6th for each year completed.</p><p>Skills: 1 per year unless they have more than 6, then add 1 to each year (starting with the lowest).</p><p>Feat: 5th Year</p><p>Def Bonus: If 1 or two Def adjustments, 2nd and 6th (if 1, the second +1 added). Otherwise, +1 at 2/4/6.</p><p>Features: 1 per year unless they have more than 6, then add 1 to each year (starting with the lowest).</p><p>Armor Proficiency: Cloth, Leather, Hide, Chainmail, Scale, Plate (in order). Offerred on the year, but can be taken at any time after the assigned year.</p><p>Shield Proficiency: Light (3rd), Heavy (6th), can be taken at any time after the assigned year.</p><p>Weapon Proficiency: 1-2 Simple, 3-4, Martial, 5-6 Superior (must take Feat if required).</p><p>Implement: Assigned at 2nd as appropriate.</p><p>Powers: 1st Racial, 2nd At-Will, 3rd At-Will, 5th Encounter, 6th Daily</p><p>Build: Must decide what Class at the end of 1st Year. Must decide path (if any) at the end of 3rd level.</p><p>Stat Boost: Given the number of points at the beginning of the year.</p><p></p><p>At the end of the first year, the players pick what class they want to play. The end of the Third year is what kind of Build they want to be. At this time, they can change out At-Will powers to fit the build, or keep what they have.</p><p></p><p>Armor and Weapons are a little different. These are "classes" that everyone takes. So, Wizards, Sorcerers and the like only have to focus on the items that they're able to use. If they want to take the feat they gain in the 5th year, they can use it to pick up a different proficiency and learn it in the 5th or 6th year. They don't gain their Proficiency Bonus until they finish the double course (ex, Dagger at the end of Year 2).</p><p></p><p>Classes that use Implements must pick what implement at the end of the second year. The 2nd year is basically a proving ground of what they want to use for an implement.</p><p></p><p>As for skills, I didn't expand much on that yet. I was thinking of giving a +1 at the end of the year (starting at the end of Year 2) and they have to complete a 5 year course study on the skill to become trained.</p></blockquote><p></p>
[QUOTE="tdewitt274, post: 6323533, member: 20117"] [b]School Structure (4e D&D Concept)[/b] The school is located in a forested region not too far from a large city or village. This ensures that the school is in a safe, yet sequestered location. They will come to the Adventuring College from whatever means and will be grouped into a color coded dorm. It is up to the characters to come up with a name for their group. The school is made up of a Headmaster, Quartermaster, Groundskeeper, and Teachers. The Headmaster is in charge of the day to day running of the school. The Quartermaster is in charge of keeping the students fed and healthy. The Groundskeeper is in charge of security and general landscape. The Teachers each have a dorm that they are responsible for, offering guidance in addition to their teaching responsibilities. The first year, there will be a small grouping of the PCs and 3 or 4 other dorms of five students. The next year will incorporate a few more, but also expanding the existing groups beyond the original threshold. It will be the responsibility of the senior students to watch over the younger students. As each year passes, additional students will fill the halls. Classes Years 1-2, Physical Training, World History, Social Studies, General Academia, Class Training (not at 1st) Years 3-6, Adv Class Training, Advanced levels (based on Skills) Adv General Academia: Heal, Insight, Perception, Streetwise Adv World History: History, Religion Adv Physical Training: Acrobatics, Athletics, Endurance, Stealth Adv Social Studies: Bluff, Diplomacy, Intimidate Adv Class Training: Thievery, Arcana, Dungeoneering, Nature Adv Physical Training: Martial and Superior weapons, Shields, Armors (Hide or greater) Attached is a grid of the PH classes and the Classes that have been previewed. Here's the template that I use. I use the description for each Class to find out what the character is capable of. From there, I calculate out what each of the items. Abilities: All scores are 10, except one that will be an 8. HP: Start at CON and then add 1/6th for each year completed. Healing Surges: Start with Con Mod and then add 1/6th for each year completed. Skills: 1 per year unless they have more than 6, then add 1 to each year (starting with the lowest). Feat: 5th Year Def Bonus: If 1 or two Def adjustments, 2nd and 6th (if 1, the second +1 added). Otherwise, +1 at 2/4/6. Features: 1 per year unless they have more than 6, then add 1 to each year (starting with the lowest). Armor Proficiency: Cloth, Leather, Hide, Chainmail, Scale, Plate (in order). Offerred on the year, but can be taken at any time after the assigned year. Shield Proficiency: Light (3rd), Heavy (6th), can be taken at any time after the assigned year. Weapon Proficiency: 1-2 Simple, 3-4, Martial, 5-6 Superior (must take Feat if required). Implement: Assigned at 2nd as appropriate. Powers: 1st Racial, 2nd At-Will, 3rd At-Will, 5th Encounter, 6th Daily Build: Must decide what Class at the end of 1st Year. Must decide path (if any) at the end of 3rd level. Stat Boost: Given the number of points at the beginning of the year. At the end of the first year, the players pick what class they want to play. The end of the Third year is what kind of Build they want to be. At this time, they can change out At-Will powers to fit the build, or keep what they have. Armor and Weapons are a little different. These are "classes" that everyone takes. So, Wizards, Sorcerers and the like only have to focus on the items that they're able to use. If they want to take the feat they gain in the 5th year, they can use it to pick up a different proficiency and learn it in the 5th or 6th year. They don't gain their Proficiency Bonus until they finish the double course (ex, Dagger at the end of Year 2). Classes that use Implements must pick what implement at the end of the second year. The 2nd year is basically a proving ground of what they want to use for an implement. As for skills, I didn't expand much on that yet. I was thinking of giving a +1 at the end of the year (starting at the end of Year 2) and they have to complete a 5 year course study on the skill to become trained. [/QUOTE]
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