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Who Needs Classes? Just in case you dont . . .

Jeph

Explorer
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
 

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damage reduction seems to me as if it should cost one more point, I mean if you took it say five times in ten levels then your more way more powerful than you should be. I'ld probably put it at a 5.

Magic

magic is easy, simply say that Spell per day costs level of spell squared no more than five spells of any level, and there must be an equal or higher number of spells per day at one spell level lower.

spells known are up to where the character finds them, and they cost money, time and the spell level in ability points to learn.

Spells are no longer "prepared in advance" and then finished. Instead wizards and clerics and similar like casters make a concentration check to cast the spell. DC say equal to 12 + spell level.

Other

How many ability points per level are going to be gained?

Can extra HD be gained, other than leveling up?

Can you gain latent feats? (From Wheel of Time)

Could you receive extra ability points if you specifically train in an area. For instance, if a character were to become the cohort of a great blade master of the bastard sword, could he gain extra ability points to only be spent on feats that apply specifically to the BS, and only the BS (this is assuming he trains with his master).

How is the experience system worked up?
 

You get jme all wrong: the system i have does not even use spells per day. Instead, magic-using characters spend fatigue points to cast completely customized spells. I have three pages of tables on spell perameters, the tab function used to space the tables out right messes up when I try to post it so it will be a while before I get that part up and running.

Let me go in depth anyway: A few things you'll need to know: MP stands for Manifestation Points.

Magic:

- 1 Caster Level (CL) can be bought for 8 Ability Points, but no more than 1 CL can be gained each level.
- Concentrating on a spell is a standard action the first round, and a full round action every round you build up power on the same spell after that, and always provokes an attack of opportunity.
- If a caster has power stored up from concentrating and takes an action other than concentrating or releasing the spell's power, they must make a Concentration check DC 15 (or DC 20 for hurried or stressful actions such as attacking) or lose all stored power.
- Releasing a spell's power is a free action.
- When damage is taken durring casting, the caster must make a concentration check (DC damage dealt) or lose the power. If they fail by 5 or more, they still suffer the spell’s backlash.
- When concentrating on a spell, roll a given number of dice plus your Wisdom modifier times your CL
- You gain this many MP to spend on spells in the round.
- If your concentration is ever broken, or you have extra MP not spent at the end of a round, they are lost.
- When a spell is complete, the caster suffers backlash Fatigue damage equal to the MP cost of the spell divided by 10 (minimum 1, round up).
- Casters can soak up up to double their CL plus double thier wisdom modifier in Fatigue from spellcasting before it actually affects their Fatigue points.
- When a spell is cast with an MP cost greater than the caster’s Safety Limit, the caster must make a concentration check (DC 10+MP cost - Safety Limit) or suffer concequences as outlined below.

CL: Safety Limit: MP/Round: Spells Known:
1 9 wis mod + 1d6 5
2 14 2 x wis mod + 1d6 7
3 18 3 x wis mod + 1d6 9
4 24 4 x wis mod + 1d8 11
5 28 5 x wis mod + 1d8 13
6 33 6 x wis mod + 1d8 14
7 39 7 x wis mod + 1d10 15
8 44 8 x wis mod + 1d10 16
9 48 9 x wis mod + 1d10 17
10 52 10 x wis mod + 1d12 18
11 59 11 x wis mod + 1d12 19
12 63 12 x wis mod + 1d12 20
13 69 13 x wis mod + 2d8 21
14 74 14 x wis mod + 2d8 22
15 78 15 x wis mod + 2d8 23
16 84 16 x wis mod + 3d6 24
17 89 17 x wis mod + 3d6 25
18 93 18 x wis mod + 3d6 26
19 99 19 x wis mod + 3d8 27
20 104 20 x wis mod + 3d8 28

Note that a "spell" is a general description of the affect, such as "Fireball: sphere of fire within sight, reflex half." This leaves exact range, radious, damage, and DC up to the caster to decide at the time of casting.

Safety Limit Failure Consequences:
Failed by: Consequence:
1-3 Backlash damage increased by half
4-6 Backlash damage dealt to HP
7-9 Backlash damage increased by half and dealt to HP
10-12 Backlash damage x1d4 fire in 5' radious
13-15 Backlash damage x1d6 fire in 10' radious
16+ Caster destroyed, backlash damage x1d8 fire in 15' radious


- A caster may counterspell if they ready an action or make an initiative check DC 20.
- They must then make a Spellcraft check DC 10+ their opponent’s CL.
- The counterer then has 2 options:
a: The counterer rolls MP/Round at -1 / level. This is then subtracted from the spell thier opponent is trying to cast. The opponent then may cast the spell with reduced efectiveness.
b: The counterer rolls MP/Round. They then cast a spell as similar to their opponent’s as possible. Then both casters make opposed concentration checks. If the counterer wins, their opponent’s spell fails.


(pant, pant, pant......fingers ache, neck aches, shoulders ache, eyes ache, wrists developing arthuritus.....must.....go....on......keep......typing......)

And now for just a bit of my custom spell table

Ability: MP description
change ability score 13 Alters physical score by 1 point
10 Alters mental score by 1 point
alter skill 30 Alters all skills by 1 point
1 Alters specific skill by 2 points
20 makes specific skill unaccesable
9 alters strength based skill s by 1 point
9 alters dex based skill s by 1 point
5 alters con based skill s by 1 point
7 alters int based skill s by 1 point
7 alters wis based skill s by 1 point
7 alters cha based skill s by 1 point
Speed 20 alters ground speed by 5 feet
20 alters existing fly speed by 5 feet
50 grants creature 60 fly speed, avg manueverability
20 alters manueverability by 1 category
25 alters existing swim speed by 5 feet
45 grants swim speed of 35 feet
45 alters existing burrow speed by 5 feet
60 grants burrow speed of 10 feet
Destruction 2 deals 1d6 damage
2 deals 1d8 fatigue damage
80 destroys 10 cubic feet of anything
65 destroys/kills 10 cubic feet of living matter
40 destroys 10 cubic feet of unliving matter
+5 adds elemental descriptor
+0 adds energy descriptor
+7 adds force descriptor
+0 adds weapon damage type
+4 damage has no descriptor


This is just a sample. In the main thingamabob is also teleportation, influence, illusion, healing, alignment, conjur object, light source, invisibility, and ad hoc.

Now for stuff like DC and range:

Perameter MP Description
Range -5 Touch
+10 anywhere caster can see without assistance
+20 magically/artificially assisted sight
+10 unlimited by sight
+25 only description of location available (int DC 20)
+30 not even that available (int DC 25)
-2 up to 10 feet away
+0 up to 100 feet away
+5 up to 500 feet away
+10 up to 1000 feet away
+3 +100 feet
Area +0 linear area (line extending from caster)
+0 up to 3 5-foot cubes
+5 per aditional 5-foot cube
+1 circular area
+0 column/tube
-5 flat plane
+0 sphere
+0 up to 10' radious
+(X^2) per "X" extra 5-foot units of radious
+0 Conical area
+0 first three (length x width)/5' units
+5 per each aditional (length x width)/5' unit
+10 Custom area
+3 per 5-foot cube
+10 consists of multiple unconnected sections
Target +0 Single target (or 10-foot cube)
+5 each extra target/10-foot cube
-5 all targets must be within 20' of each other
+0 targets must be within 40' of each other
+5 targets do not have to be close to each other
Duration +5X per durative unit
/5 X= round
x1 minute
x1.5 10 minutes
x2 hour
x3 day
x4 week
x5 month
x6 year
end when....
+5 (beneficial circumstance)
-10 (unbeneficial circumstance)
+10 (caster's/3rd party's discretion)
+7 (subject's discretion)
DC +0 10 + (MP/10)+wis modifier
-5 sace negates
+0 save for half/partial
+7 +1 to DC
-3 -1 to DC


Wow. done. finally. you might just possibly expect a more extensive list of spell abilities next week on friday or saturday. I'm exhausted, this took like an hour and a half and was just copying.

Hope this answers some questions,

- Jeph


PS: darn this dern posting thingy to heck! it screwed u0p the tables even when I didn't use tab! anyone know a way around this?
 
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