InaVegt
2009-02-08, 08:38 AM
I'm working on a DnD fork I call 3.Ina (For now), and I'd like to know your comments at the core design concepts.
1. The game should create a heroic low fantasy feel.
2. It needs to be easy to extend the game for others as well as myself.
3. There should be a balance in power and utility between all classes.
--
I'd also like your ideas about some general ideas I have so far.
3d6+mods instead of 1d20+mods for success rolls. 3/18 gives -/+10, 4/17 give -/+5 and 5/16 give -/+2. Degree of success or failure will occasionally matter. (Especially with resisting spells.)
Modified ability modifier rate to decrease the limits of modifiers.
Level cap will be 6, with an e6-like progression following.
Armour will no longer provide AC, instead providing damage reduction, armours will be simplified.
Classes will have different paths, and the amount of effort required to create a new path should be quite easy.
Creating a new path in an existing class should be preferred above creating a new class.
Hybrid classes wil not be created, with this amount of levels, a multiclass character will be capable of fitting an archetype that would previously require a hybrid class.
Multiclassing will be slightly modified. A feat is required to be able to enter a second class. This feat will provide some benefit related to the second class, allowing the character to be effectively multiclassed at first level.
--
Currently, I have the following classes and paths in mind.
Warrior:
Berserker
Captain
Dervish
Gladiator
Hunter
Knight
Scout
Swashbuckler
Thug
Rogue:
Acrobat
Aristocrat
Assassin
Bard
Conman
Cutpurse
Delver
Jester
Spy
Priest:
Chaplain
Cleric
Heretic
Monk
Philanthropist
Prophet
Ritemaster
Sage
Shaman
Mage:
Alchemist
Artificer
Biomancer
Changer
Elementalist
Hedge mage
Herbalist
Warlock
Wizard
I think you can do pretty much every low fantasy archetype with these.
It's also important that I intend to make an NPC version of every class, which can follow all the same paths. These NPC versions would be significantly less powerful, though.
1. The game should create a heroic low fantasy feel.
2. It needs to be easy to extend the game for others as well as myself.
3. There should be a balance in power and utility between all classes.
--
I'd also like your ideas about some general ideas I have so far.
3d6+mods instead of 1d20+mods for success rolls. 3/18 gives -/+10, 4/17 give -/+5 and 5/16 give -/+2. Degree of success or failure will occasionally matter. (Especially with resisting spells.)
Modified ability modifier rate to decrease the limits of modifiers.
Level cap will be 6, with an e6-like progression following.
Armour will no longer provide AC, instead providing damage reduction, armours will be simplified.
Classes will have different paths, and the amount of effort required to create a new path should be quite easy.
Creating a new path in an existing class should be preferred above creating a new class.
Hybrid classes wil not be created, with this amount of levels, a multiclass character will be capable of fitting an archetype that would previously require a hybrid class.
Multiclassing will be slightly modified. A feat is required to be able to enter a second class. This feat will provide some benefit related to the second class, allowing the character to be effectively multiclassed at first level.
--
Currently, I have the following classes and paths in mind.
Warrior:
Berserker
Captain
Dervish
Gladiator
Hunter
Knight
Scout
Swashbuckler
Thug
Rogue:
Acrobat
Aristocrat
Assassin
Bard
Conman
Cutpurse
Delver
Jester
Spy
Priest:
Chaplain
Cleric
Heretic
Monk
Philanthropist
Prophet
Ritemaster
Sage
Shaman
Mage:
Alchemist
Artificer
Biomancer
Changer
Elementalist
Hedge mage
Herbalist
Warlock
Wizard
I think you can do pretty much every low fantasy archetype with these.
It's also important that I intend to make an NPC version of every class, which can follow all the same paths. These NPC versions would be significantly less powerful, though.