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Who wants to make a character? d20 point-buy variant here
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<blockquote data-quote="sorites" data-source="post: 5701047" data-attributes="member: 64431"><p>I'm glad you liked it. As for Meditation, I have this idea of handling spellcasting, summoning, and the use of certain feats through a Fatigue system. Once you hit your max Fatigue, you need to rest to recuperate. Meditation allows a character to recover more efficiently than someone without it. Fatigue is not generated automatically. It is more that there is a potential for Fatigue each time certain abilities are used. This is from a die roll which can be mitigated by a natural Resist, the result being that sometimes you take Fatigue and sometimes you don't.</p><p></p><p>In terms of character advancement, my plan is to reward player participation each session with a number of XP probably ranging from 3-5. Players are allowed to "level up" (i.e. spend their XP) every 4-5 sessions, so if you play once per week, you'll be spending XP about once a month. You'd have around 20 (give or take) to spend at a time. </p><p></p><p>Skills and abilities can only be increased once each per level up with skill ratings costing the next rank in XP and ability scores costing twice the next rank. So to go from Athletics 4 to 5 costs 5XP and to go from Strength 18 to 19 costs 38XP. [I haven't really crunched the math on advancement costs, so this is just my starting place. I have a suspicion that the costs for skills is too low, especially as I am thinking of making skills range from 1 to 10 with 11 or higher being possible but considered epic/godlike.] </p><p></p><p>Any XP you do not spend can be saved for later. </p><p></p><p>Feats use the same values as during character creation (5/10/15/20/25). (Again, maybe this is too low? I could see 10/20/30/40/50 possibly.)</p><p></p><p>Spells work very much like feats with regard to purchasing and prerequisites. Instead of spell levels, you purchase a feat, like Evocation, which makes a number of spell chains available for purchase. For example, [FORCE] is an Evocation spell chain that includes Magic Missile, Tiny Hut, Wall of Force, Mage's Sword, Forecage.</p><p></p><p></p><p></p><p>That's great to hear. Balance and logical progression are goals of this system as well. I think I might need to replace the "Improved" feat chain under Warrior with something else because that chain doesn't really reflect the concept of advancement that most of the other chains do. I'm not sure I'm happy with the Spellcasting chain either because it means you have to purchase Conjuration before you can get to Divination, etc. Spellcasting might have to be the exception to the rule and allow the player to purchase its feats in any order. </p><p></p><p></p><p></p><p>Archetypes are basically class concepts. They are intended to guide the player in character creation and advancement by mapping out a possible path one could take to build a certain type of character. So to answer your question, no, you would not have wanted to buy into Warrior just for the archetype (because an archetype is not something you can buy). I didn't include the text in this document, but I have a section that describes archetypes in more detail. </p><p></p><p>There is no Base Attack Bonus in this game. Combat skills are used instead, and your class skills (based on your path) determine how easy it is to improve them. </p><p></p><p></p><p></p><p>I'd be interested in hearing your reaction to anything else, especially what you think about the way the Spellcasting chain is laid out and how certain spell schools (Enchantment, Evocation, Transmutation, and Necromancy) will be unavailable to a starting character. Is that too limiting, do you think? That means, for example, that a starting character would never know Magic Missile. That spell would be reserved for more seasoned adventurers. See... I think I need to change that.</p><p></p><p>One other thing I've been wrestling with is the idea of limiting skill ratings to 10. So if you have a 10, you are among the best in the world. A skill of 6 makes you a professional. Since combat is tied to this and since the game is based on d20, this effectively means that my BaB will never go above 10 or 11 (technically, you could increase a skill above 10, but it's epic and expensive). Maybe sticking with 1-20 is best? If I did keep it as 1-10, obviously the most a character could ever naturally roll would be a 30, plus the appropriate ability bonus, so 35, 36.... The other concern would be that a player would hit skill 10 too quickly.</p></blockquote><p></p>
[QUOTE="sorites, post: 5701047, member: 64431"] I'm glad you liked it. As for Meditation, I have this idea of handling spellcasting, summoning, and the use of certain feats through a Fatigue system. Once you hit your max Fatigue, you need to rest to recuperate. Meditation allows a character to recover more efficiently than someone without it. Fatigue is not generated automatically. It is more that there is a potential for Fatigue each time certain abilities are used. This is from a die roll which can be mitigated by a natural Resist, the result being that sometimes you take Fatigue and sometimes you don't. In terms of character advancement, my plan is to reward player participation each session with a number of XP probably ranging from 3-5. Players are allowed to "level up" (i.e. spend their XP) every 4-5 sessions, so if you play once per week, you'll be spending XP about once a month. You'd have around 20 (give or take) to spend at a time. Skills and abilities can only be increased once each per level up with skill ratings costing the next rank in XP and ability scores costing twice the next rank. So to go from Athletics 4 to 5 costs 5XP and to go from Strength 18 to 19 costs 38XP. [I haven't really crunched the math on advancement costs, so this is just my starting place. I have a suspicion that the costs for skills is too low, especially as I am thinking of making skills range from 1 to 10 with 11 or higher being possible but considered epic/godlike.] Any XP you do not spend can be saved for later. Feats use the same values as during character creation (5/10/15/20/25). (Again, maybe this is too low? I could see 10/20/30/40/50 possibly.) Spells work very much like feats with regard to purchasing and prerequisites. Instead of spell levels, you purchase a feat, like Evocation, which makes a number of spell chains available for purchase. For example, [FORCE] is an Evocation spell chain that includes Magic Missile, Tiny Hut, Wall of Force, Mage's Sword, Forecage. That's great to hear. Balance and logical progression are goals of this system as well. I think I might need to replace the "Improved" feat chain under Warrior with something else because that chain doesn't really reflect the concept of advancement that most of the other chains do. I'm not sure I'm happy with the Spellcasting chain either because it means you have to purchase Conjuration before you can get to Divination, etc. Spellcasting might have to be the exception to the rule and allow the player to purchase its feats in any order. Archetypes are basically class concepts. They are intended to guide the player in character creation and advancement by mapping out a possible path one could take to build a certain type of character. So to answer your question, no, you would not have wanted to buy into Warrior just for the archetype (because an archetype is not something you can buy). I didn't include the text in this document, but I have a section that describes archetypes in more detail. There is no Base Attack Bonus in this game. Combat skills are used instead, and your class skills (based on your path) determine how easy it is to improve them. I'd be interested in hearing your reaction to anything else, especially what you think about the way the Spellcasting chain is laid out and how certain spell schools (Enchantment, Evocation, Transmutation, and Necromancy) will be unavailable to a starting character. Is that too limiting, do you think? That means, for example, that a starting character would never know Magic Missile. That spell would be reserved for more seasoned adventurers. See... I think I need to change that. One other thing I've been wrestling with is the idea of limiting skill ratings to 10. So if you have a 10, you are among the best in the world. A skill of 6 makes you a professional. Since combat is tied to this and since the game is based on d20, this effectively means that my BaB will never go above 10 or 11 (technically, you could increase a skill above 10, but it's epic and expensive). Maybe sticking with 1-20 is best? If I did keep it as 1-10, obviously the most a character could ever naturally roll would be a 30, plus the appropriate ability bonus, so 35, 36.... The other concern would be that a player would hit skill 10 too quickly. [/QUOTE]
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