I used to just love classes. Prestige classes, core classes, making new classes, tweaking classes. But since then I have moved on. I realized that, while they are heavily customizable, they're just not customizable enough. So I proceeded to right a $hitload of material on how do do d20 without classes, most of which was complet feces. Originally, I had a no-levels-at-all system, with nothing but skill points. Skills for attack, AC, HP, skills, everything you could think of. Playtest bombed. Now I have something better, yet equally huge. If you're not prepared to be reading for a while, stop now.
Note: This system uses base defense bonuses with the same progression as base attack bonuses. This does not mean that they progress at the same rate for every character, but that the possible progressions are the same. (eg, a 7th level character with Low attack and Medium defense would have base attack +3, base defense +5).
Ability Scores:
- 4 dice are rolled for each score, in order. The three highest count.
- Scores of 5 or lower are rerolled.
- The lowest score may then be rerolled.
- One score may then be switched with one other.
- If the total ability modifiers are +0 or less, modify base character points by +2
- If the total ability modifiers are +1 to +3, modify base character points by +1
- If the total ability modifiers are +4 to +6, modify base character points by +0.
- If the total ability modifiers are +7 to +9, modify base character points by -1.
- If the total ability modifiers are +10 or higher, modify base character points by -2.
Class Generation:
- All characters begin with 15 points plus or minus ability score mods.
- A Low attack or defense rating is as the wizard's Base Attack progression
- A Moderate attack or defense rating is as the Cleric's Base Attack progression.
- A High attack or defense rating is as the Fighter's Base Attack progression.
- A Low save progression is as the Wizard's Fortitude.
- A Moderate save progression is as the Scout's (from Starwars d20) Reflex.
- A High save progression is as the Sorcerer's Will.
- Low class benefits cost no points.
- Moderate Attack and Defense ratings cost 2 points.
- High Attack and Defense ratings cost 4 points.
- Moderate Save ratings cost 1 point.
- High Save ratings cost 2 points.
- Remaining points are now Ability Points.
- Ability points are gained each level.
- Ability points are spent on skills are quadrupled at first level.
- Up to five proficiencies are gained for free at first level. Each slot not used gives +1 points for use at first level only (after quadrupleing).
- Ability points may be used to buy Skills on a 1-for-1 basis.
- Ability points may be used to buy Special Abilities for varying rates.
- We'll talk about magic later, K?
Life and Death:
- All characters have 1d8+Con modifier HP per level, max at first level.
- For every 10% of their hit points lost, a character suffers -1 to attacks, saves, checks,
and defense.
- All characters have Fatigue Points equal to double their Constitution scores.
- Characters reagin 1 fatigue point per hour of rest, or 2 per hour of sleep.
- For every 10% of their FP lost, a character suffers -1 to affective strength, dexterity, intelligence, charisma, and wisdom.
- Armor provides damage reduction, not AC bonus.
- When taking a critical hit, armor has it’s check penalty increased by 1 and it’s bonus deacreased by 1.
Using Ability Points:
- Each of the following abilities, aside from skills, may not be bought more than once per level, unless your GM sais otherwise.
- A skill point costs 1 point, or 2 if it is not something your character would do often.
- A bonus feat costs 3 points.
- Sneak Attack damage:
- 2 points per d4
- 3 points per d6
- 4 points per d8
- Rage:
- 4 points for rage ability. (Instead of per day, suffer Fatigue damage equal to the length of the rage.)
- 4 points to enhance to Greater rage. (Suffer 1.5x fatigue damage.)
- 4 points per Uncanny Dodge level.
- 4 points per point of damage reduction.
- 2 points per +5 feet of Fast Movement.
- 2 point per +2 selective save bonus on all saves
- 2 points per +2 bonus on 1 save for all occasions
- 5 points to apply other ability modifier to all saves, or 2 points for 1 save
- 5 points for immunity to 1 item (such as fear, poison, disease)
- 2 points per die advancement of unarmed damqage
- 3 points for Flurry of Blows
- 2 points per 10 feet of Slow Fall distance
- 4 points for evasion, and 4 more points and a minimum of level 10 to upgrade to Improved Evasion.
- 3 points per favored enemy.
- 4 points for a rogue special ability.
- 3 points per favored tech.
- 4 points per Upgrade (minor, medium, ....) ability.
- 4 points for +1 defense.
- 4 points per +1 attack with select group of weapons, weapon, etc...
- 1 point per +1 HP.
- ad hoc:
- ~2 points for minor (less desirable than a feat).
- ~3 points for medium (about as desirable or a little better than a feat).
- ~5 points for major (obviously to drasticallybetter than a feat).
Wow. Talk about customizeable, talk about flexable, talk about anything you like as long as you don't talk about magic. Potentially you could just transpose the DnD system, like 8 ability points for 1 wizard caster level, but that would not fit in with the flexable nature of this system.
Why not? because I tried copy-pasteing it into th post box, and it screwed up majoryly. The darn posts can't handle the tab key. Doom to all who don't use tables. It will take me app. 4-6 days before I get around to posting the magic rules for this system, but be sure I will. The system that goes with this is actually based off of the superpower system in the lego wargame Brikwars (copyright Mike Rayhawk), but fits right into d20. (check out www.brikwars.com for more info)
Questions? Comments? Clarification? Post a reply! Or, if totally irrelivant to anything even vaguely related to the subject, don't hesitate to email me at Jeph88@Mindspring.com.
- Jeph
Note: This system uses base defense bonuses with the same progression as base attack bonuses. This does not mean that they progress at the same rate for every character, but that the possible progressions are the same. (eg, a 7th level character with Low attack and Medium defense would have base attack +3, base defense +5).
Ability Scores:
- 4 dice are rolled for each score, in order. The three highest count.
- Scores of 5 or lower are rerolled.
- The lowest score may then be rerolled.
- One score may then be switched with one other.
- If the total ability modifiers are +0 or less, modify base character points by +2
- If the total ability modifiers are +1 to +3, modify base character points by +1
- If the total ability modifiers are +4 to +6, modify base character points by +0.
- If the total ability modifiers are +7 to +9, modify base character points by -1.
- If the total ability modifiers are +10 or higher, modify base character points by -2.
Class Generation:
- All characters begin with 15 points plus or minus ability score mods.
- A Low attack or defense rating is as the wizard's Base Attack progression
- A Moderate attack or defense rating is as the Cleric's Base Attack progression.
- A High attack or defense rating is as the Fighter's Base Attack progression.
- A Low save progression is as the Wizard's Fortitude.
- A Moderate save progression is as the Scout's (from Starwars d20) Reflex.
- A High save progression is as the Sorcerer's Will.
- Low class benefits cost no points.
- Moderate Attack and Defense ratings cost 2 points.
- High Attack and Defense ratings cost 4 points.
- Moderate Save ratings cost 1 point.
- High Save ratings cost 2 points.
- Remaining points are now Ability Points.
- Ability points are gained each level.
- Ability points are spent on skills are quadrupled at first level.
- Up to five proficiencies are gained for free at first level. Each slot not used gives +1 points for use at first level only (after quadrupleing).
- Ability points may be used to buy Skills on a 1-for-1 basis.
- Ability points may be used to buy Special Abilities for varying rates.
- We'll talk about magic later, K?
Life and Death:
- All characters have 1d8+Con modifier HP per level, max at first level.
- For every 10% of their hit points lost, a character suffers -1 to attacks, saves, checks,
and defense.
- All characters have Fatigue Points equal to double their Constitution scores.
- Characters reagin 1 fatigue point per hour of rest, or 2 per hour of sleep.
- For every 10% of their FP lost, a character suffers -1 to affective strength, dexterity, intelligence, charisma, and wisdom.
- Armor provides damage reduction, not AC bonus.
- When taking a critical hit, armor has it’s check penalty increased by 1 and it’s bonus deacreased by 1.
Using Ability Points:
- Each of the following abilities, aside from skills, may not be bought more than once per level, unless your GM sais otherwise.
- A skill point costs 1 point, or 2 if it is not something your character would do often.
- A bonus feat costs 3 points.
- Sneak Attack damage:
- 2 points per d4
- 3 points per d6
- 4 points per d8
- Rage:
- 4 points for rage ability. (Instead of per day, suffer Fatigue damage equal to the length of the rage.)
- 4 points to enhance to Greater rage. (Suffer 1.5x fatigue damage.)
- 4 points per Uncanny Dodge level.
- 4 points per point of damage reduction.
- 2 points per +5 feet of Fast Movement.
- 2 point per +2 selective save bonus on all saves
- 2 points per +2 bonus on 1 save for all occasions
- 5 points to apply other ability modifier to all saves, or 2 points for 1 save
- 5 points for immunity to 1 item (such as fear, poison, disease)
- 2 points per die advancement of unarmed damqage
- 3 points for Flurry of Blows
- 2 points per 10 feet of Slow Fall distance
- 4 points for evasion, and 4 more points and a minimum of level 10 to upgrade to Improved Evasion.
- 3 points per favored enemy.
- 4 points for a rogue special ability.
- 3 points per favored tech.
- 4 points per Upgrade (minor, medium, ....) ability.
- 4 points for +1 defense.
- 4 points per +1 attack with select group of weapons, weapon, etc...
- 1 point per +1 HP.
- ad hoc:
- ~2 points for minor (less desirable than a feat).
- ~3 points for medium (about as desirable or a little better than a feat).
- ~5 points for major (obviously to drasticallybetter than a feat).
Wow. Talk about customizeable, talk about flexable, talk about anything you like as long as you don't talk about magic. Potentially you could just transpose the DnD system, like 8 ability points for 1 wizard caster level, but that would not fit in with the flexable nature of this system.
Why not? because I tried copy-pasteing it into th post box, and it screwed up majoryly. The darn posts can't handle the tab key. Doom to all who don't use tables. It will take me app. 4-6 days before I get around to posting the magic rules for this system, but be sure I will. The system that goes with this is actually based off of the superpower system in the lego wargame Brikwars (copyright Mike Rayhawk), but fits right into d20. (check out www.brikwars.com for more info)
Questions? Comments? Clarification? Post a reply! Or, if totally irrelivant to anything even vaguely related to the subject, don't hesitate to email me at Jeph88@Mindspring.com.
- Jeph