Frog Dragon
2009-11-01, 11:12 AM
I've been hammering out my own version of D&D for a while now, but yeah, it's taking a lot of time. The system (Currently named D20Frog) is focused more on low-magic settings and a bit more gritty playing than standard D&D. It also takes less to fell a character. I'm also trying to make it more balanced though my primary priority is options.
Also. Satyr has given me a lot of inspiration for this with Serpents&Sewers and the style between the two is quite similar. Mine has a fair amout of differing mechanical principles though.
Basic Progression Table
http://img7.imageshack.us/img7/9482/tablez3.jpg
Ability Scores
D20Frog has 10 ability scores. Strenght, Constitution, Agility, Coordination, Speed, Intelligence, Wisdom, Willpower, Perception and Charisma.
This was mostly done to cut the lines between stats more clearly.
Ability scores no longer function on Rolls or pointbuy, but a point for point system with 30 points at the start with all stats starting at 8. You gain 2 more points each level until level 8 where you gain only one. You gain only one every third level after. At others you gain 2
There is also an ability score cap (calculated before racial modifiers). It starts at 14. Goes to 15 at level 3. Ups one again at level 6 and so on.
Ability Score Descriptions
Strenght
Strenght measures your physical strenght and power. It helps you carry things, and deal more damage in melee.
Strenght gives you Carrying Capacity, Melee Damage, and the ability to Bull Rush and Grapple better. Some skills. Other strenght requiring tasks
Constitution
Constitution measures your stamina and health. It gives you more vitality and resistance to harm. It also makes you more enduring in a fight
Constitution gives you Vitality points, Fortitude Defense and some skills.
Agility
Agility measures your general level of dexterity in larger movements. Agility helps acrobatics, your Reflex Defense and some other skills.
Coordination
Coordination measures your Manual and fine dexterity. It helps you aim a blow and for example, sew. Coordination is important in craft skills and in many iconic rogue skills.
Speed
Speed measures your speed of movement and in some cases you can subsitute speed for Agility when rolling reflex defense, representing running the hell out of the way! Speed doesn't help skills
Intelligience
Intelligience determines your learning ability, general smarts and other such stuff. For example a high Intelligience character is likely to be a better mathematician than a low Int character. Intelligience helps spellcasting in some classes, gives you skill points and helps some skills, mosty knowledge Skills.
Wisdom
Wisdom best measures your common sense. A character who does things that simply don't make much sense and is unintuitive likely has low wisdom.
Wisdom helps many knowledge skills and for example, Survival. Some classes also cast off wisdom
Perception
Perception represents your natural level of perception. How good are you at noticing things. This skill mostly helps skills similar to Perception. It also helps your sense motive since you can pick up cues of deception more easily
Willpower
Willpower is just that. It measures your strength of will. It helps your Will Defense, but has little use in skills. Some casters also run off it.
Charisma
Charisma determines your magnetism and the picture you radiate outside. It helps social skills. The more charismatic the person, the better with words and the better he is at influencing others.
BAB and Defenses
BAB works about the same as D&D 3.5.
With defenses there are now 3 levels(Good, Medium, Poor) and the jump of gaining +2 at first level has been eliminated. You also gain a +1 at level 2 even in a poor save
Classes
Current Class List
Barbarian
Bard
Champion
Druid
Fighter
Monk
Mystic
Priest
Ranger
Rogue
Shaman
Sorcerer
Spellblade
Warpriest
Wizard
The Class Thread (http://www.giantitp.com/forums/showthread.php?t=131012)
Tricks
All classes gain tricks. They are the extra options they have representing the maneuvers which are too specific to be standard combat abilities (mostly this). Monks and Rogues are the trickiest classes with the monk getting all sorts of martial artsy moves and rogue just being the scoundrel he is.
The trick system resembles the maneuver system from ToB though most abilities are at will though there is a set limit of how many tricks a character has. Each class has it's own trick list, though many of similar classes overlap (You will most certainly find a lot of the same stuff in Barbarian and Fighter). You can, however gain tricks from other lists, with the Trick access feat.
Feats
Feat aqcuisition is based on feat points which you gain 3 of in the first level, 5th level, 10th level 15th level and 20th level. You gain 2 in all other levels. Most feats are scaling, with additions to your old feats beign purchasable with feat points.
Skills
Maximum Skill Ranks, unlike those of D&D run of the formula of 1+Level. It is the same for both Class Skills and Cross-Class Skills. Class skills gain a bonus though. The bonus is calculated like this. Take all levels of classes of Classes you have the skill as a class skill in. Divide by three. Essentially you get a +1 bonus to a skill for every three levels in which the skill is a class skill.
Current Skill list
Acrobatics (Str/Agi)
Athletics (Str/Agi)
Bluff (Int/Cha)
Combat Maneuvers (Coo/Str)
Concentration (Con/Wis)
Craft (Varies)
Diplomacy (Cha)
Decipher Script (Int)
Disable Device (Coo/Int)
Disguise (Int/Cha)
Forgery (Int)
Handle Animal (Wis)
Intimidate (Cha/Str)
Knowledge: Arcana (Int/Wis)
Knowledge: Architechture&Engineering (Int/Wis)
Knowledge: Creatures (Int/Wis)
Knowledge: Customs&Civilisation (Int/Wis)
Knowledge: Religion (Int/Wis)
Knowledge: Nature (Int/Wis)
Knowledge: The Planes (Int/Wis)
Knowledge: Warfare (Int/Wis)
Linguistics (Int)
Perception (Per)
Profession (Int/Wis)
Spellcraft (Int)
Survival (Wis/Per)
Stealth (Agi)
Sense Motive (Per/Wis)
Use Device (Wil/Int)
Use Of Hands (Coo)
Sets
Cat-Burglar: Athletics, Acrobatics, Stealth
Diplomat: Bluff, Diplomacy, Sense Motive
Trap-Expert: Perception, Disable Device, Use of Hands
Magi: Spellcraft, Knowledge: Arcana, Concentration
Tinker: Use Device, Craft: Any, Knowledge: Architechture&Engineering (Int/Wis)
Noble: Knowledge: Customs&Civilisation (Int/Wis), Diplomacy, Linguistics
Sentry: Perception, Sense Motive, Intimidate
Spy: Forgery, Bluff, Disguise
Scholar: Decipher Script, All Knowledge
Ranger: Survival, Knowledge Nature, Handle Animal
Preach: Knowledge Religion, Spellcraft, Concentration
Monk: Concentration, Combat Maneuvers, Athletics
Warrior: Combat Maneuvers, Athletics, Acrobatics
Combat
You now have 2 Standard and 1 Minor Action per round
New options include Parrying which works by an opposed roll against the opponent. I have also decide to add the Drive move, which represents characters squaring off in a duel and allows you to lock opponents in melee.
Interrupt actions have been added. You can forfeit your actions to respond to anything that happens before your next turn. This, in most cases requires an opposed initiative roll.
Attack
Attack is the basic offensive option for a character and the mechanic is almost always based on the Attack option. Attack is a Standard Action
Attacking works by an opposed roll. The person attacking rolls Attack (1d20+BaB+Applicable Ability Modifier+other Modifiers) and the person defending rolls a Defense Roll. (Defenses are extrapolated on below). This is usually Reflex for physical attacks, but Fortitude and Will may be applicable in with some spells and special abilities.
If the Attack Roll equals or exceeds the Defense Roll the Attacked rolls Damage. This works by rolling the damage the appropriate damage dice for whatever weapon you are using and adding ability mod+other modifiers. More Below
Parry
Parry represents blocking an attack and a defender against a melee attack may choose to Parry instead of simply Rolling Defense. When you Parry you roll 1d20+(1/2 BaB+Str Coo/Combat Maneuvers Skill+Str/Coo)+other modifiers. When parrying the defender wins draws. If the attack is succesfully parried it has no effect.
Parry does not count as an action, but you can only do it in reaction to someone attacking you.
Interrupt Action
You can delay a standard action in your normal turn to use it in response to someone else's action. There is no other restrictions to this ability, but that you must declare which enemy action you are interrupting and that the delayed action must be used before your next turn. When you use an interrupt action you roll opposed initiative checks with the character whose action you are interrupting. If you win, you have managed to do your action before the other character is finished with his action. This means that you can, for example, step in front of a charge, disrupt a spell by hitting the wizard casting it or hit a character charging you before he can deal damage.
Certain circumstances give penalties to the character whose action is being interrupted.
The penalties are a as follows
If the character is using a standard and a minor action to do something (like casting most spells) and it is iterrupted he takes a -1 to the opposed initiative roll
The penalty is -2 for 2 standard actions
The penalty is -3 for a full round action.
Interrupting an Interruption
You can certainly do this. It simply works by rolling initiayive yourself. Say
Mick the wizard is casting a spell
Bob the fighter interrupts and stabs Mick
Leon the fighter interrupts and tries to Bull Rush Bob out before he can stab Mick
They all roll initiative (Mick at -1)
Mick gets a final total of 5
Bob gets a final total of 13
Leon gets a final total of 15
Thus, Leon pushes Bob out of the way before he can interrupt Mick's spell. Bob's interrupt is wasted and Mick finishes the spell.
Drive
You may initiate a drive with any attack you make on one character at a time. Initiating a drive is done with an opposed attack roll, and the one who gets the higher roll is Controlling the drive. on a draw, no-one controls. Each round, when in a drive, new opposed attack rolls are rolled to see who controls. If you win an opposed roll in drive by 5 points, you get a free attack against the other party, which may not be parried. This attack may be used to make any kind of melee attack action.
Controlling a Drive
The character who is controlling a drive decides where the driving characters move, as per normal move actions, maintaining the relative positions of the characters.. The other party may decide not to move, but if he doesn't the controlling party gets a free interrupt action against the other party. Each consecutive round made controlling, nets you a +1 to all attack rolls against that opponent in the drive.
Breaking a Drive
The controlling party may break a drive with no penalties while a defending party is subjected to an interrupt action attack. In a drawn drive, both may break with no penalties.
Defenses
AC is no more and you now have Fortitude, Reflex and Will defenses which work of the formulas 1d20+Class Bonuses+Half Character Levels+Ability Mod+Other Bonuses
Armor is Damage reduction and shields simply give a bonus to Parry
HP (Now Vitality)
Rolled hit points have been replaced with a static progression of vitality bonus, which is 20+Size Modifiers+Class Bonuses+Con mod and Injury Score which is your Vitality Score /4 (round down) with classes getting a level 1 bonus (which they only gain if they take the class at level 1). Any hit that does not deal damage greater than your Injury Score is wholly ignored and a hit that does not deal over 2x injury score damage has 1/2 injury score worth of damage deducted from it.
The Vitality Score is the amout of damage you can take and keep up. You also take penalties if you lose amouts of your Vitality Score.
if you have lost
25% you take a -1 to Attack Rolls, Defenses and Skill Checks
50% you take a -3 to Attack Rolls, Defenses and Skill Checks
75% you take a -5 to Attack Rolls, Defenses and Skill Checks
If you lose all your vitality points roll on the table.
Die Roll|Result
1.|Dead+Major Body Part Loss
2.|Dead+Major Body Part Loss
3.|Dead
4.|Dead
5.|Major Body Part loss.+ Unconscious
6.|Major Body Part loss.+ Unconscious
7.|Crippling Injuries+ Unconscious
8.|Crippling Injuries+ Unconscious
9.|Crippling Injuries
10.|Crippling Injuries
11.|Unconscious+ Minor Body Part Loss
12.|Unconscious+ Minor Body Part Loss
13.|Unconscious+ Minor Body Part Loss
14.|Unconscious
15.|Unconscious
16.|Minor Body Part Loss
17.|Minor Body Part Loss
18.|Minor Body Part Loss
19.|Miraculous Survival
20.|Miraculous Survival
This roll is called the Knockout Result Roll.
Size
Size is mostly relative, but big creatures get bonus vitality and weapon damage dice, with little people getting the inverse. There are spot check penalties for trying to spot something smaller than you or trying hit somethign smaller than you. The game can be played on Fine, Tiny, Medium, Huge and Colossal Squares. Medium is the standard. Diminutive takes 2x2 squares on the fine scale with tiny taking 3x3 just as a large or huge creature on a medium scale.
Magic
Magic runs off power points (yes, no vancian casting here!) which each character with magic has 10+caster level x3 (or a higher multiplier with some classes) If you have even one caster class you have a multiplier for all your levels. You only add the 10 once.
Magic also requires either the feat Chosen of the Divine (for divine spells) or Magical Gift (arcane) to be used. If you have either of these feats but no casting classes, you can still have casting by taking the magic trick feat to gain one primary sphere.
Spells
Spells are cast from spheres (thanks Doomriders campaing journal!)
and have 6 levels. Least, Lesser, Advanced, Greater, Superior, Master. You have primary spheres and secondary spheres and you can have at will abilities from your Primary Spheres. Secondary Spheres start of lower than the Primary spheres (You can access Least and Lesser Spells from you Primary spheres, but only Least from your Secondary Spheres) and you never gain Master level spells from your secondary spheres.
The sphere system intentionally limits the amount of things casters can pick from, while keeping the possibilities of what magic userss in general can do, about the same.
Rituals
Some effects are not available as Sphere spells and require complex rituals to accomplish. Such include Resurrection spells for example. They are accomplished by casting specifiic spells and making skill checks to get the ritual right.
List of Spheres
Sphere of Good: Good specific Spells
Sphere of Evil: Evil specific Spells
Sphere of Chaos: Chaos specific Spells
Sphere of Law: Law specific Spells
Sphere of Detection: Detection magics. Detect Magic, Detect poison..
Sphere of Water: Water Manipulation
Sphere of Healing: Healing magic
Sphere of Cold: The Cold sphere. Ice, chill type spells
Sphere of Acid: Acids and other chemical magic
Sphere of Air: Flying magics, general air spells
Sphere of Electricity: Electricity manipulation
Sphere of Fire: Essentially the opposite of the Cold Sphere
Sphere of Earth: Earth shaping magic and other earth based spells
Sphere of Travel: Haste, Teleportationm that kind of stuff
Sphere of Sneaking: Invisiblities, silence spells and the like
Sphere of Facade: Illusions, Magical Disguises and the like
Sphere of Shifting: Polymorphing living creatures
Sphere of Spying: Scrying and other spying magic
Sphere of Ability: Ability Score Buffs and Debuffs
Sphere of Blessings: Divine Blessings
Sphere of Morphing: Transforming objects
Sphere of Curses: Miscellanous Curses
Sphere of Summons: Summoning Magic
Sphere of Harm: Negative Energy spells.
Sphere of Charm: Deals with charm, suggestion and other similar magic
Sphere of Illumination: Deals with light/darkness and other forms of illumination
Sphere of Dispelling: The Antimagic sphere
Sphere of Plantlife: Spells that affect plants
Sphere of Reanimation: Contains the undead raising spells
Sphere of Construct: Contains most effects related to objects such as mending. Golem related also
Sphere of Fabrication: Creating objects
Sphere of the Wild: The rangers sphere. Gives guidance, survival help and other useful nature spells
Sphere of Force: Force Effects.
The Universal Sphere: Everyone gets this. Other misc effects
I'll probably make more spheres. I was also toying with the idea of spells you only get if you have two seperate spheres. Maybe if animal summoning needs both the Sphere of Summons and Sphere of the Wild or somethign like that.
Monsters
CR and LA are thrown into the garbage can. A monster has a level, just like a PC and a level 4 monster is equivalent to a level 4 PC. There are of course, monster levels to balance the powerful racial abilities some creatures get.
Equipment
Armors will grant DR (different amounts vs different damage types) and shields will grant a parry bonus. Weapons will work like before, but the armor modifications mean that a larger amount of weapons will be actually useful
Categories
Simple, Military, Martial and Tricky Weapons
Weapons are categorized by how hard they are to use. Simple weapons can be picked up and used with some effectiveness by pretty much anyone. They aren't really effective weapons though.
Military weapons are things you won't see with any street thug. They are still, however, fairly easy to use and control
Martial weapons are the arms of the elite. They require significant training to use effectively and are generally used only by elite troops, mercenaries and adventurers
Tricky weapons are weapons that, while effective, can be downright dangerous to the user if used incorrectly. They move in bizarre patterns and are used in distinctly nonstandard ways. Tricky weapons always require special training and even the most experienced of fighters won't be able to pick one up and fight with skill.
Weird and Common Weapons
While having no effect on how hard is to actually use, weapons are divided into Weird and Common by the GM. A naginata is not actually harder to use than a halberd, but certainly rarer. Thus, any weapon the GM designates as Weird should cost around 50% more, due to rarity in the region.
Simple
Name|Cost|Damage|Critical|Attack Modifier|Damage Modifier|Weight|Types|Range|Special
Dagger|4sp|1d4|19-20 x2|Coo|Coo/Str|0,3 kg|Slash/Pierc|20ft|Light
Lightclub|4cp|1d4|x2|Coo/Str|Str|0,8 kg|Bludgeoning||Light
Spear|6sp|1d8|x2|Coo/Str|Str|2 kg|Piercing||Reach, Two-Handed
Cestus|3sp|1d4|x2|Coo/Str|Coo/Str|0,2 kg|Bludgeoning||Unarmed
Hatchet|7sp|1d6|x3|Coo/Str|Str|1,2 kg|Slashing|
Cinqueda|12sp|1d6|19-20 x2|Coo|Coo/Str|0,9 kg|Piercing
Club|4cp|1d6|x2|Coo/Str|Str|4kg|Bludgeoning
Greatclub|4cp|1d8|x2|Str|Str|7kg|Bludgeoning||Two-Handed, Heavy
Shortspear|4sp|1d6|x2|Coo/Str|Coo/Str|1,2 kg|Piercing
Staff|2sp|1d6|x2|Coo/Str|Coo/Str|1 kg|Bludgeoning||Two-Handed/Double-Weapon Style
Stick|6cp|1d4|x2|Coo|Coo/Str|0,2 kg|Bludgeoning||Light
Military
Name|Cost|Damage|Critical|Attack Modifier|Damage Modifier|Weight|Types|Range|Special
Longstaff|5sp|1d8|x2|Coo/Str|Str|1,6 kg|Bludgeoning||Reach
War sword|9sp|1d8|19-20 x2|Coo/Str|Str|1,2 kg|Slashing|
Waraxe|7sp|1d8|x3|Str|Str|2 kg|Slashing||Heavy
Halberd|9sp|1d8|x2|Str|Str|2,2 kg|Slash/Pierc||Reach
Shortsword|9sp|1d6|19-20 x2|Coo/Str|Coo/Str|0,6 kg|Slash/Pierc||Light
Rapier|12sp|1d6|18-20 x2|Coo|Coo|0,7 kg|Piercing||
Mace|4sp|1d8|x2|Coo/Str|Str|1,3 kg|Bludgeoning||Heavy
Naginata|9sp|1d8|x2|Coo/Str|Str|1,9 kg|Slashing||Reach
Lucerne Hammer|10sp|1d8|x3|Str|Str|2,6 kg|Bludgeoning||Reach, Heavy
Warhammer|7sp|1d8|x3|Str|Str|1,5kg|Bludgeoning||He avy
Morningstar|6sp|1d8|x2|Str|Str|1,7kg|Bludg/Pierc||Heavy
Sabre|10sp|1d6|19-20 x2|Coo/Str|Coo/Str|1kg|Slashing||Light
Flail|5sp|1d10|x2|Str|Str|1,8kg|Bludgeoning||Heavy
Shortbow|6sp|1d6|x3|Coo/Per|Coo/Per|0,7kg|Piercing|70ft|Ranged
Arbalest|30sp|3d10|x4|N/A|Coo/Per|5kg|Piercing|160ft|Heavy, Ranged, Greater Load Time
Heavy
The Heavy special rule means that a blow from a Heavy weapon lands with more force and is more likely to overcome armor. A Heavy weapon treats any armor it hits as giving 2 points less DR than they actually give. This cannot result in negative DR
Reach
Doubles the reach of a weapon
Light
A Light weapon can be used in circumstances where weapon use is restricted, like in a grapple.
Two-Handed
A Two-Handed weapon requires two hands to use properly, occupying both.
Unarmed
This weapon counts as an unarmed strike and a weapon at the same time.
Double-Weapon Style
You may use this weapon as if fighting with two weapons. The weapon deals damage as one size category smaller when used like this.
Ranged
A Ranged weapon counts as an improvised weapon in melee combat as it is intended to be used in ranged combat.
Load Time
Load Time means that the weapon takes especially long to reload.
There are different levels of Load Time.
Least
Standard Action to load.
Medium
Full round to load.
Greater
2 Full rounds to load.
Enhancements
Magic items will be rare and special, but getting a good sword is not that hard. There will be a lot of special materials and craftmanship modifiers. You can have a (for example) dwarvencrafted weapon which has special bonuses. There will also be seperate levels of masterworkiness.
Parrying Weapon
Any light one handed weapon may be created with the express purpose of parrying blows. A parrying weapon deals damage as one size category smaller than it actually is, but grants a +2 bonus to all parry rolls when the weapon is wielded.
The parrying enhancement raises the price of a weapon by 5sp
Dwarvencrafted weapon
A dwarvencrafted weapon has to be a masterwork weapon as well.
Dwarvencrafted weapons ignore hardness up to 5 (stacking with admantine)
If the weapon has the Heavy special rule, it ignores 2 more points of DR
Extra Cost: 500sp
Note: Different Race-crafted weapon qualities may not be stacked.
Elvencrafted weapon
An elvencrafted weapon has to be a masterwork weapon as well
Elvencrafted weapons weigh 2/3 the normal weight of the item.
Any one-handed weapons (weapons without the two-handed special rule) made with the elvencrafted quality now count as light.
Extra Cost: 500sp
Note: Different Race-crafted weapon qualities may not be stacked.
Appendix of Abbreviations
Str/Coo (other similar): This means that you pick the ability score you have the higher modifier in.
Applicable Ability Modifier: Related to the above entry, in some cases, you can do something with so many ability scores that it is redundant to write in all of them. For example, you can make an attack with Strenght (Certain Weapons), Coordination (Certain), Some mental stats (Magical attacks with casters)
Also. Satyr has given me a lot of inspiration for this with Serpents&Sewers and the style between the two is quite similar. Mine has a fair amout of differing mechanical principles though.
Basic Progression Table
http://img7.imageshack.us/img7/9482/tablez3.jpg
Ability Scores
D20Frog has 10 ability scores. Strenght, Constitution, Agility, Coordination, Speed, Intelligence, Wisdom, Willpower, Perception and Charisma.
This was mostly done to cut the lines between stats more clearly.
Ability scores no longer function on Rolls or pointbuy, but a point for point system with 30 points at the start with all stats starting at 8. You gain 2 more points each level until level 8 where you gain only one. You gain only one every third level after. At others you gain 2
There is also an ability score cap (calculated before racial modifiers). It starts at 14. Goes to 15 at level 3. Ups one again at level 6 and so on.
Ability Score Descriptions
Strenght
Strenght measures your physical strenght and power. It helps you carry things, and deal more damage in melee.
Strenght gives you Carrying Capacity, Melee Damage, and the ability to Bull Rush and Grapple better. Some skills. Other strenght requiring tasks
Constitution
Constitution measures your stamina and health. It gives you more vitality and resistance to harm. It also makes you more enduring in a fight
Constitution gives you Vitality points, Fortitude Defense and some skills.
Agility
Agility measures your general level of dexterity in larger movements. Agility helps acrobatics, your Reflex Defense and some other skills.
Coordination
Coordination measures your Manual and fine dexterity. It helps you aim a blow and for example, sew. Coordination is important in craft skills and in many iconic rogue skills.
Speed
Speed measures your speed of movement and in some cases you can subsitute speed for Agility when rolling reflex defense, representing running the hell out of the way! Speed doesn't help skills
Intelligience
Intelligience determines your learning ability, general smarts and other such stuff. For example a high Intelligience character is likely to be a better mathematician than a low Int character. Intelligience helps spellcasting in some classes, gives you skill points and helps some skills, mosty knowledge Skills.
Wisdom
Wisdom best measures your common sense. A character who does things that simply don't make much sense and is unintuitive likely has low wisdom.
Wisdom helps many knowledge skills and for example, Survival. Some classes also cast off wisdom
Perception
Perception represents your natural level of perception. How good are you at noticing things. This skill mostly helps skills similar to Perception. It also helps your sense motive since you can pick up cues of deception more easily
Willpower
Willpower is just that. It measures your strength of will. It helps your Will Defense, but has little use in skills. Some casters also run off it.
Charisma
Charisma determines your magnetism and the picture you radiate outside. It helps social skills. The more charismatic the person, the better with words and the better he is at influencing others.
BAB and Defenses
BAB works about the same as D&D 3.5.
With defenses there are now 3 levels(Good, Medium, Poor) and the jump of gaining +2 at first level has been eliminated. You also gain a +1 at level 2 even in a poor save
Classes
Current Class List
Barbarian
Bard
Champion
Druid
Fighter
Monk
Mystic
Priest
Ranger
Rogue
Shaman
Sorcerer
Spellblade
Warpriest
Wizard
The Class Thread (http://www.giantitp.com/forums/showthread.php?t=131012)
Tricks
All classes gain tricks. They are the extra options they have representing the maneuvers which are too specific to be standard combat abilities (mostly this). Monks and Rogues are the trickiest classes with the monk getting all sorts of martial artsy moves and rogue just being the scoundrel he is.
The trick system resembles the maneuver system from ToB though most abilities are at will though there is a set limit of how many tricks a character has. Each class has it's own trick list, though many of similar classes overlap (You will most certainly find a lot of the same stuff in Barbarian and Fighter). You can, however gain tricks from other lists, with the Trick access feat.
Feats
Feat aqcuisition is based on feat points which you gain 3 of in the first level, 5th level, 10th level 15th level and 20th level. You gain 2 in all other levels. Most feats are scaling, with additions to your old feats beign purchasable with feat points.
Skills
Maximum Skill Ranks, unlike those of D&D run of the formula of 1+Level. It is the same for both Class Skills and Cross-Class Skills. Class skills gain a bonus though. The bonus is calculated like this. Take all levels of classes of Classes you have the skill as a class skill in. Divide by three. Essentially you get a +1 bonus to a skill for every three levels in which the skill is a class skill.
Current Skill list
Acrobatics (Str/Agi)
Athletics (Str/Agi)
Bluff (Int/Cha)
Combat Maneuvers (Coo/Str)
Concentration (Con/Wis)
Craft (Varies)
Diplomacy (Cha)
Decipher Script (Int)
Disable Device (Coo/Int)
Disguise (Int/Cha)
Forgery (Int)
Handle Animal (Wis)
Intimidate (Cha/Str)
Knowledge: Arcana (Int/Wis)
Knowledge: Architechture&Engineering (Int/Wis)
Knowledge: Creatures (Int/Wis)
Knowledge: Customs&Civilisation (Int/Wis)
Knowledge: Religion (Int/Wis)
Knowledge: Nature (Int/Wis)
Knowledge: The Planes (Int/Wis)
Knowledge: Warfare (Int/Wis)
Linguistics (Int)
Perception (Per)
Profession (Int/Wis)
Spellcraft (Int)
Survival (Wis/Per)
Stealth (Agi)
Sense Motive (Per/Wis)
Use Device (Wil/Int)
Use Of Hands (Coo)
Sets
Cat-Burglar: Athletics, Acrobatics, Stealth
Diplomat: Bluff, Diplomacy, Sense Motive
Trap-Expert: Perception, Disable Device, Use of Hands
Magi: Spellcraft, Knowledge: Arcana, Concentration
Tinker: Use Device, Craft: Any, Knowledge: Architechture&Engineering (Int/Wis)
Noble: Knowledge: Customs&Civilisation (Int/Wis), Diplomacy, Linguistics
Sentry: Perception, Sense Motive, Intimidate
Spy: Forgery, Bluff, Disguise
Scholar: Decipher Script, All Knowledge
Ranger: Survival, Knowledge Nature, Handle Animal
Preach: Knowledge Religion, Spellcraft, Concentration
Monk: Concentration, Combat Maneuvers, Athletics
Warrior: Combat Maneuvers, Athletics, Acrobatics
Combat
You now have 2 Standard and 1 Minor Action per round
New options include Parrying which works by an opposed roll against the opponent. I have also decide to add the Drive move, which represents characters squaring off in a duel and allows you to lock opponents in melee.
Interrupt actions have been added. You can forfeit your actions to respond to anything that happens before your next turn. This, in most cases requires an opposed initiative roll.
Attack
Attack is the basic offensive option for a character and the mechanic is almost always based on the Attack option. Attack is a Standard Action
Attacking works by an opposed roll. The person attacking rolls Attack (1d20+BaB+Applicable Ability Modifier+other Modifiers) and the person defending rolls a Defense Roll. (Defenses are extrapolated on below). This is usually Reflex for physical attacks, but Fortitude and Will may be applicable in with some spells and special abilities.
If the Attack Roll equals or exceeds the Defense Roll the Attacked rolls Damage. This works by rolling the damage the appropriate damage dice for whatever weapon you are using and adding ability mod+other modifiers. More Below
Parry
Parry represents blocking an attack and a defender against a melee attack may choose to Parry instead of simply Rolling Defense. When you Parry you roll 1d20+(1/2 BaB+Str Coo/Combat Maneuvers Skill+Str/Coo)+other modifiers. When parrying the defender wins draws. If the attack is succesfully parried it has no effect.
Parry does not count as an action, but you can only do it in reaction to someone attacking you.
Interrupt Action
You can delay a standard action in your normal turn to use it in response to someone else's action. There is no other restrictions to this ability, but that you must declare which enemy action you are interrupting and that the delayed action must be used before your next turn. When you use an interrupt action you roll opposed initiative checks with the character whose action you are interrupting. If you win, you have managed to do your action before the other character is finished with his action. This means that you can, for example, step in front of a charge, disrupt a spell by hitting the wizard casting it or hit a character charging you before he can deal damage.
Certain circumstances give penalties to the character whose action is being interrupted.
The penalties are a as follows
If the character is using a standard and a minor action to do something (like casting most spells) and it is iterrupted he takes a -1 to the opposed initiative roll
The penalty is -2 for 2 standard actions
The penalty is -3 for a full round action.
Interrupting an Interruption
You can certainly do this. It simply works by rolling initiayive yourself. Say
Mick the wizard is casting a spell
Bob the fighter interrupts and stabs Mick
Leon the fighter interrupts and tries to Bull Rush Bob out before he can stab Mick
They all roll initiative (Mick at -1)
Mick gets a final total of 5
Bob gets a final total of 13
Leon gets a final total of 15
Thus, Leon pushes Bob out of the way before he can interrupt Mick's spell. Bob's interrupt is wasted and Mick finishes the spell.
Drive
You may initiate a drive with any attack you make on one character at a time. Initiating a drive is done with an opposed attack roll, and the one who gets the higher roll is Controlling the drive. on a draw, no-one controls. Each round, when in a drive, new opposed attack rolls are rolled to see who controls. If you win an opposed roll in drive by 5 points, you get a free attack against the other party, which may not be parried. This attack may be used to make any kind of melee attack action.
Controlling a Drive
The character who is controlling a drive decides where the driving characters move, as per normal move actions, maintaining the relative positions of the characters.. The other party may decide not to move, but if he doesn't the controlling party gets a free interrupt action against the other party. Each consecutive round made controlling, nets you a +1 to all attack rolls against that opponent in the drive.
Breaking a Drive
The controlling party may break a drive with no penalties while a defending party is subjected to an interrupt action attack. In a drawn drive, both may break with no penalties.
Defenses
AC is no more and you now have Fortitude, Reflex and Will defenses which work of the formulas 1d20+Class Bonuses+Half Character Levels+Ability Mod+Other Bonuses
Armor is Damage reduction and shields simply give a bonus to Parry
HP (Now Vitality)
Rolled hit points have been replaced with a static progression of vitality bonus, which is 20+Size Modifiers+Class Bonuses+Con mod and Injury Score which is your Vitality Score /4 (round down) with classes getting a level 1 bonus (which they only gain if they take the class at level 1). Any hit that does not deal damage greater than your Injury Score is wholly ignored and a hit that does not deal over 2x injury score damage has 1/2 injury score worth of damage deducted from it.
The Vitality Score is the amout of damage you can take and keep up. You also take penalties if you lose amouts of your Vitality Score.
if you have lost
25% you take a -1 to Attack Rolls, Defenses and Skill Checks
50% you take a -3 to Attack Rolls, Defenses and Skill Checks
75% you take a -5 to Attack Rolls, Defenses and Skill Checks
If you lose all your vitality points roll on the table.
Die Roll|Result
1.|Dead+Major Body Part Loss
2.|Dead+Major Body Part Loss
3.|Dead
4.|Dead
5.|Major Body Part loss.+ Unconscious
6.|Major Body Part loss.+ Unconscious
7.|Crippling Injuries+ Unconscious
8.|Crippling Injuries+ Unconscious
9.|Crippling Injuries
10.|Crippling Injuries
11.|Unconscious+ Minor Body Part Loss
12.|Unconscious+ Minor Body Part Loss
13.|Unconscious+ Minor Body Part Loss
14.|Unconscious
15.|Unconscious
16.|Minor Body Part Loss
17.|Minor Body Part Loss
18.|Minor Body Part Loss
19.|Miraculous Survival
20.|Miraculous Survival
This roll is called the Knockout Result Roll.
Size
Size is mostly relative, but big creatures get bonus vitality and weapon damage dice, with little people getting the inverse. There are spot check penalties for trying to spot something smaller than you or trying hit somethign smaller than you. The game can be played on Fine, Tiny, Medium, Huge and Colossal Squares. Medium is the standard. Diminutive takes 2x2 squares on the fine scale with tiny taking 3x3 just as a large or huge creature on a medium scale.
Magic
Magic runs off power points (yes, no vancian casting here!) which each character with magic has 10+caster level x3 (or a higher multiplier with some classes) If you have even one caster class you have a multiplier for all your levels. You only add the 10 once.
Magic also requires either the feat Chosen of the Divine (for divine spells) or Magical Gift (arcane) to be used. If you have either of these feats but no casting classes, you can still have casting by taking the magic trick feat to gain one primary sphere.
Spells
Spells are cast from spheres (thanks Doomriders campaing journal!)
and have 6 levels. Least, Lesser, Advanced, Greater, Superior, Master. You have primary spheres and secondary spheres and you can have at will abilities from your Primary Spheres. Secondary Spheres start of lower than the Primary spheres (You can access Least and Lesser Spells from you Primary spheres, but only Least from your Secondary Spheres) and you never gain Master level spells from your secondary spheres.
The sphere system intentionally limits the amount of things casters can pick from, while keeping the possibilities of what magic userss in general can do, about the same.
Rituals
Some effects are not available as Sphere spells and require complex rituals to accomplish. Such include Resurrection spells for example. They are accomplished by casting specifiic spells and making skill checks to get the ritual right.
List of Spheres
Sphere of Good: Good specific Spells
Sphere of Evil: Evil specific Spells
Sphere of Chaos: Chaos specific Spells
Sphere of Law: Law specific Spells
Sphere of Detection: Detection magics. Detect Magic, Detect poison..
Sphere of Water: Water Manipulation
Sphere of Healing: Healing magic
Sphere of Cold: The Cold sphere. Ice, chill type spells
Sphere of Acid: Acids and other chemical magic
Sphere of Air: Flying magics, general air spells
Sphere of Electricity: Electricity manipulation
Sphere of Fire: Essentially the opposite of the Cold Sphere
Sphere of Earth: Earth shaping magic and other earth based spells
Sphere of Travel: Haste, Teleportationm that kind of stuff
Sphere of Sneaking: Invisiblities, silence spells and the like
Sphere of Facade: Illusions, Magical Disguises and the like
Sphere of Shifting: Polymorphing living creatures
Sphere of Spying: Scrying and other spying magic
Sphere of Ability: Ability Score Buffs and Debuffs
Sphere of Blessings: Divine Blessings
Sphere of Morphing: Transforming objects
Sphere of Curses: Miscellanous Curses
Sphere of Summons: Summoning Magic
Sphere of Harm: Negative Energy spells.
Sphere of Charm: Deals with charm, suggestion and other similar magic
Sphere of Illumination: Deals with light/darkness and other forms of illumination
Sphere of Dispelling: The Antimagic sphere
Sphere of Plantlife: Spells that affect plants
Sphere of Reanimation: Contains the undead raising spells
Sphere of Construct: Contains most effects related to objects such as mending. Golem related also
Sphere of Fabrication: Creating objects
Sphere of the Wild: The rangers sphere. Gives guidance, survival help and other useful nature spells
Sphere of Force: Force Effects.
The Universal Sphere: Everyone gets this. Other misc effects
I'll probably make more spheres. I was also toying with the idea of spells you only get if you have two seperate spheres. Maybe if animal summoning needs both the Sphere of Summons and Sphere of the Wild or somethign like that.
Monsters
CR and LA are thrown into the garbage can. A monster has a level, just like a PC and a level 4 monster is equivalent to a level 4 PC. There are of course, monster levels to balance the powerful racial abilities some creatures get.
Equipment
Armors will grant DR (different amounts vs different damage types) and shields will grant a parry bonus. Weapons will work like before, but the armor modifications mean that a larger amount of weapons will be actually useful
Categories
Simple, Military, Martial and Tricky Weapons
Weapons are categorized by how hard they are to use. Simple weapons can be picked up and used with some effectiveness by pretty much anyone. They aren't really effective weapons though.
Military weapons are things you won't see with any street thug. They are still, however, fairly easy to use and control
Martial weapons are the arms of the elite. They require significant training to use effectively and are generally used only by elite troops, mercenaries and adventurers
Tricky weapons are weapons that, while effective, can be downright dangerous to the user if used incorrectly. They move in bizarre patterns and are used in distinctly nonstandard ways. Tricky weapons always require special training and even the most experienced of fighters won't be able to pick one up and fight with skill.
Weird and Common Weapons
While having no effect on how hard is to actually use, weapons are divided into Weird and Common by the GM. A naginata is not actually harder to use than a halberd, but certainly rarer. Thus, any weapon the GM designates as Weird should cost around 50% more, due to rarity in the region.
Simple
Name|Cost|Damage|Critical|Attack Modifier|Damage Modifier|Weight|Types|Range|Special
Dagger|4sp|1d4|19-20 x2|Coo|Coo/Str|0,3 kg|Slash/Pierc|20ft|Light
Lightclub|4cp|1d4|x2|Coo/Str|Str|0,8 kg|Bludgeoning||Light
Spear|6sp|1d8|x2|Coo/Str|Str|2 kg|Piercing||Reach, Two-Handed
Cestus|3sp|1d4|x2|Coo/Str|Coo/Str|0,2 kg|Bludgeoning||Unarmed
Hatchet|7sp|1d6|x3|Coo/Str|Str|1,2 kg|Slashing|
Cinqueda|12sp|1d6|19-20 x2|Coo|Coo/Str|0,9 kg|Piercing
Club|4cp|1d6|x2|Coo/Str|Str|4kg|Bludgeoning
Greatclub|4cp|1d8|x2|Str|Str|7kg|Bludgeoning||Two-Handed, Heavy
Shortspear|4sp|1d6|x2|Coo/Str|Coo/Str|1,2 kg|Piercing
Staff|2sp|1d6|x2|Coo/Str|Coo/Str|1 kg|Bludgeoning||Two-Handed/Double-Weapon Style
Stick|6cp|1d4|x2|Coo|Coo/Str|0,2 kg|Bludgeoning||Light
Military
Name|Cost|Damage|Critical|Attack Modifier|Damage Modifier|Weight|Types|Range|Special
Longstaff|5sp|1d8|x2|Coo/Str|Str|1,6 kg|Bludgeoning||Reach
War sword|9sp|1d8|19-20 x2|Coo/Str|Str|1,2 kg|Slashing|
Waraxe|7sp|1d8|x3|Str|Str|2 kg|Slashing||Heavy
Halberd|9sp|1d8|x2|Str|Str|2,2 kg|Slash/Pierc||Reach
Shortsword|9sp|1d6|19-20 x2|Coo/Str|Coo/Str|0,6 kg|Slash/Pierc||Light
Rapier|12sp|1d6|18-20 x2|Coo|Coo|0,7 kg|Piercing||
Mace|4sp|1d8|x2|Coo/Str|Str|1,3 kg|Bludgeoning||Heavy
Naginata|9sp|1d8|x2|Coo/Str|Str|1,9 kg|Slashing||Reach
Lucerne Hammer|10sp|1d8|x3|Str|Str|2,6 kg|Bludgeoning||Reach, Heavy
Warhammer|7sp|1d8|x3|Str|Str|1,5kg|Bludgeoning||He avy
Morningstar|6sp|1d8|x2|Str|Str|1,7kg|Bludg/Pierc||Heavy
Sabre|10sp|1d6|19-20 x2|Coo/Str|Coo/Str|1kg|Slashing||Light
Flail|5sp|1d10|x2|Str|Str|1,8kg|Bludgeoning||Heavy
Shortbow|6sp|1d6|x3|Coo/Per|Coo/Per|0,7kg|Piercing|70ft|Ranged
Arbalest|30sp|3d10|x4|N/A|Coo/Per|5kg|Piercing|160ft|Heavy, Ranged, Greater Load Time
Heavy
The Heavy special rule means that a blow from a Heavy weapon lands with more force and is more likely to overcome armor. A Heavy weapon treats any armor it hits as giving 2 points less DR than they actually give. This cannot result in negative DR
Reach
Doubles the reach of a weapon
Light
A Light weapon can be used in circumstances where weapon use is restricted, like in a grapple.
Two-Handed
A Two-Handed weapon requires two hands to use properly, occupying both.
Unarmed
This weapon counts as an unarmed strike and a weapon at the same time.
Double-Weapon Style
You may use this weapon as if fighting with two weapons. The weapon deals damage as one size category smaller when used like this.
Ranged
A Ranged weapon counts as an improvised weapon in melee combat as it is intended to be used in ranged combat.
Load Time
Load Time means that the weapon takes especially long to reload.
There are different levels of Load Time.
Least
Standard Action to load.
Medium
Full round to load.
Greater
2 Full rounds to load.
Enhancements
Magic items will be rare and special, but getting a good sword is not that hard. There will be a lot of special materials and craftmanship modifiers. You can have a (for example) dwarvencrafted weapon which has special bonuses. There will also be seperate levels of masterworkiness.
Parrying Weapon
Any light one handed weapon may be created with the express purpose of parrying blows. A parrying weapon deals damage as one size category smaller than it actually is, but grants a +2 bonus to all parry rolls when the weapon is wielded.
The parrying enhancement raises the price of a weapon by 5sp
Dwarvencrafted weapon
A dwarvencrafted weapon has to be a masterwork weapon as well.
Dwarvencrafted weapons ignore hardness up to 5 (stacking with admantine)
If the weapon has the Heavy special rule, it ignores 2 more points of DR
Extra Cost: 500sp
Note: Different Race-crafted weapon qualities may not be stacked.
Elvencrafted weapon
An elvencrafted weapon has to be a masterwork weapon as well
Elvencrafted weapons weigh 2/3 the normal weight of the item.
Any one-handed weapons (weapons without the two-handed special rule) made with the elvencrafted quality now count as light.
Extra Cost: 500sp
Note: Different Race-crafted weapon qualities may not be stacked.
Appendix of Abbreviations
Str/Coo (other similar): This means that you pick the ability score you have the higher modifier in.
Applicable Ability Modifier: Related to the above entry, in some cases, you can do something with so many ability scores that it is redundant to write in all of them. For example, you can make an attack with Strenght (Certain Weapons), Coordination (Certain), Some mental stats (Magical attacks with casters)