View Full Version : Making a 3.5 Inspired System, Need Some Critiques

2011-01-16, 08:29 PM
So i'm trying to create a system using 3.5 that is a bit lower powered, but with more options for the various classes (and less options for spellcasters). Here are a few class features i am thinking of altering:

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. On a successful sneak attack, the rogue automatically earns a critical hit. If the rogue also earns a critical hit as part of his attack roll, increase the critical multiplier by 1.

As rogues gain level, they gain the option to add effects to sneak attacks, instead of earning better sneak attack damage. These effects include status effects like daze and stun as well as effects like maximizing damage or inflicting bleeding wounds or sneak attacking constructs/undead creatures. Only one effect could modify a sneak attack at a time, though characters could use multiple sneak attack effects in a round if they have multiple attacks.

Spells: Full casters would be capped at level 7 spells. Halfcasters go up to level 4 spells.

A 'Lil Magic Goes a Long Way: The save DCs for spells would be (10 + 1/2 Character Level + Attribute Bonus). Essentially, if you know how to use magic, you keep on getting better at using it.

A 'Lil Magic Goes a Long Way 2: Half caster is now a designation that only indicates the maximum spell level you have access to. Your variables for casting spells are all based on your character level rather than your class level.
To clarify: Bob the Axe is a Wizard 6/Fighter 4 with 18 intelligence. The save DCs for Bob's spells are 19 (10 + 5 for 10 levels + 4 for intelligence modifier). If bob were to cast fireball, he would roll 10d6 damage to his opponents.


2011-01-18, 05:37 PM
More ideas

There are no longer arcane or divine spells. Spells are grouped into domains (as clerics gain access to). Spellcasters begin play with access to a few domains of spells, gaining more as play progresses.

The full caster class will begin play with:

Access to 2 Domains, and access to 1 additional domain at 5th level and every 5 levels thereafter.

Full casters will also gain access to a universal spell list, full of nifty spells that are more useful than dangerous. Like so:

Level 1

Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Bless Water M: Makes holy water.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Feather Fall: Objects or creatures fall slowly.
Ventriloquism: Throws voice for 1 min./level.

Level 2

Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Alter Self: Assume form of a similar creature.
Animal Messenger: Sends a Tiny animal to a specific place.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Whispering Wind: Sends a short message 1 mile/level.

Level 3

Daylight: 60-ft. radius of bright light.
Dispel Magic: Cancels magical spells and effects.
Illusory Script M: Only intended reader can decipher.
Speak with Animals: You can communicate with animals.
Tiny Hut: Creates shelter for ten creatures.

Level 4

Locate Creature: Indicates direction to familiar creature.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Speak with Plants: You can talk to normal plants and plant creatures.
Zone of Silence: Keeps eavesdroppers from overhearing conversations.