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imp_fireball
2010-04-21, 02:40 AM
Work in progress

- Dynamic template
- Allows various extraordinary abilities/spell-likes/supernaturals/etc. to be chosen for LA
- Can be taken at any level (instead of leveling up), mid-adventure, multiple times, applying LA each time; counteracted by LA buy off
- Since you still technically level up, but do not acquire class features or HD, you still acquire feats in accordance to level (treat this LA as separate from regular LA for this reason)
- Should you still acquire skill points?
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LA +1 nets 3 points

- 2 points for bonus feat (equivalent to any feat acquired assuming you meet the prerequisites)
- 1 point for ability boost (ie. +2 Str), or other modifier boost (ie. skill boost or feat upgrade)
- NOTE: Cannot take the same thing twice (the same feat twice, the same ability boost twice, etc.)

Fako
2010-04-21, 05:05 AM
Why not word it similar to a class level? Have it default with +0 BAB/FORT/REF/WILL, d0 HP, and 0+Int skill points (all cross-class). Give the person X amount of points each time the template is applied, which allow purchase of abilities, qualities, or to improve one of the base stats as normal? (Similar to the Generic Classes that were on here a while back...)

imp_fireball
2010-04-21, 02:47 PM
Why not word it similar to a class level? Have it default with +0 BAB/FORT/REF/WILL, d0 HP, and 0+Int skill points (all cross-class). Give the person X amount of points each time the template is applied, which allow purchase of abilities, qualities, or to improve one of the base stats as normal? (Similar to the Generic Classes that were on here a while back...)

I was thinking of classifying perks into categories: Minor, Lighter, Improved, Greater, and Deific.

At the cost of LA +1, you could get 3 minors or 2 lighters or 1 improved.

For LA +2 you could get one greater and for LA +3 you could get one Deific.

Players could 'save up' for greaters or defics by taking dead levels (essentially LA +1 added on each time you level up and get nothing in return except usual feat progression).

The point system might be more flexible, though.

And it'd work great for a game in which dying is easier, except you'd be denied class features if you don't level up in a class and gain HD (thus hp, etc.)...

Still writing down my thoughts (as you can see). :smallcool:


+0 BAB/FORT/REF/WILL, d0 HP, and 0+Int skill points (all cross-class)

What do you mean by 'all cross-class'? From what I understand, you'd be getting skill points equal to your int modifier (which is fine, chances are you will take on some new skills even if you gain nothing else taking these levels), but, yah... what's that mean?

imp_fireball
2010-06-29, 06:33 PM
Here's a revised version of what I have going. This may alter the OP slightly.

Perks

Some fighters are more skilled than others. Some rogues are more wily than the next. But that next rogue can cope with failure better.

Perks offer a realistic alternative to HD progression.

Upon gaining a level, do not acquire new HD. Select a class to progress in, but do not acquire additional skill points, instead only BAB, maximum skill rank progression, granted features of the next level of that class and saves. Acquire 3 perk points. Alternatively, you may choose not to gain a level in a chosen class (but still acquire BAB, maximum skill rank progression and saves from chosen class that you have already taken a level in) and instead acquire 5 perk points.

ECL is now measured by LA + HD (racial and class levels) + Total Perk Points (spent and unspent)/3.

Perk Points can be spent on a number of things:

One additional Class Specific Bonus Feat - 2 points
-
One additional General Feat that has a Feat/ability Prerequisite that you have, assuming you meet other requirements (such as level) - 3 points
-
One additional class feature or ability (can include anything allowed by that class), assuming you meet the prerequisites - 2 points

Ie. A warblade might take on additional maneuvers that he hadn't chosen previously, or learn a new stance.
-
The ability to remove, at GM discretion, one class, feat or general limitation. Or alternatively, investment in removing a more major class, feat, or even action limitation (after having 'spent' a number of perks at GM discretion) - 4 points for minor class limitations, 10 points for major class limitations. General limitations may fall into the extraordinary abilities category (ie. 1 additional swift action) and cost an arbitrary number of points.

Ie. When removing a 'major' limitation, a warblade might take on the ability to execute two stances at once, or a wizard might suffer no casting penalties for wearing armor whatsoever, or being able to perform more than one swift action in a round.

A 'minor' limitation that is removed might result in a barbarian being permitted his fast movement in heavy armor or taking improved trip without needing combat expertise.
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One additional trait or Regional Feat (assuming the GM allows it; most likely acquired after ECL 1) - 1 point

One additional flaw (again assuming GM allows) - 2 points
-
Additional Spells/Power Points/Class-Specific Points equal to the ability's modifier that grants those bonus entitlements. - 4 points

Ie. A wizard with +4 INT taking that perk would effectively double the amount of bonus spells acquired upon gaining a level for having a higher than (human) average INT score.
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Double the Usual Action Points acquired for gaining a level (assuming action points are permitted) - 2 points
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A 'Special Circumstance' Custom Extraordinary/Supernatural/Spell-like Ability - Any number of points (minimum 2)

Ie. A fighter, after GM approval, might take an extraordinary ability that gives him a +8 to Fort saves that involve a 'save or die' circumstance. He'd call the ability 'Death Defying Fortitude'.
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Upgrade an existing feat or class ability depending on what the GM allows. - Any number of points (minimum 2)

Ie. A 2nd level fighter who took Power Attack at 1st level might double his power attack range of damage at 2nd level through use of this perk. Power Attack now deals up to +4 damage with weapons used in one hand for that fighter (effectively +2 damage per -1 penalty to attack), while weapons using two hands have up to a +6 damage modifier (in accordance with the rules for doubling a double), and weapons using three hands would involve a +8 damage modifier, etc.

Gain another unique ability that offers a small advantage. This is called a 'talent'. (ie. Use your own blood as poison upon succeeding on a save against a recent poisonous affect) - 1 point.

Gain a unique ability that offers a major advantage. This is also a talent. (ie. the plan talent from modern or martial artist attack options such as ignore cover on unarmed strikes and round house kicking, that can be taken a number of times equal to 1 + int modifier) - 3 points.


Thoughts?