Xuldarinar
2013-03-18, 08:54 PM
Imagine a system for D&D in which there are no classes. Only skills. Humor me. There are kinks to work out of course, more things to address, ect. But.. this is what I got so far. Post your thoughts, advice, so on. If theres an ability you want added, say so, maybe advise a value and mechanic for it.
Base:
Hit Die: D4
Proficiency with simple weapons
No Armor Proficiencies
Poor Fort, Poor Ref, Poor Will
Poor BaB
14 + Int Mod skill points per level
Skills known: Pick any 6 to treat as known.
Hit Die: Increase by one step per 2 skill points sacrificed. Max D12
Armor proficiency: To learn a better armor type at start, sacrifice points as follows; ( light armor = 2, medium armor = 4, heavy armor = 6) (Shields 1, Tower Shields 2)
Saves: 2 skill points sacrificed to increase a poor to good
Base Attack Bonus: Sacrifice 2 to increase to average, 4 to increase to good.
Spellcasting: Sacrifice 4 to gain access to arcane spells, divine spells, manafesting, invocations or mysteries. Sacrifice an additional 2 to increase armor you may cast in by one step, up to heavy. You may sacrifice an additional 4 to add access to a second set.
Casting progression:
Caster stat: Cha, Int, Wis. Choose at creation.
Caster/manifester level = Spellcraft/Psicraft rank - 3
Spells known = Learn as wizard for prepared, or progress spells known as sorcerer for spontaneous, drawn from relevant list. Psionic users learn as psion, Mystery users learn as shadow casters, so on. You have access to abilities based on your relevant knowledge skill - 3, up to a maximum of your caster level.
Spells per day/power points/ect. = Same as above.
You may choose to delay the access to level 4, this cuts the initial cost in half but your caster level is 3 lower than it other wise would be.
Relevant Knowledge:
Arcane spells = Arcana
Divine spells = Religion or Nature (choose at 1st level)
Psionic powers = Psionics
Mysteries = The Planes
Invocations = The Planes
Sneak attacking:
to determine your sneak attack damage, treat your equivalent rogue level as follows: (Hide rank + Move Silently rank - 6)/2
Base:
Hit Die: D4
Proficiency with simple weapons
No Armor Proficiencies
Poor Fort, Poor Ref, Poor Will
Poor BaB
14 + Int Mod skill points per level
Skills known: Pick any 6 to treat as known.
Hit Die: Increase by one step per 2 skill points sacrificed. Max D12
Armor proficiency: To learn a better armor type at start, sacrifice points as follows; ( light armor = 2, medium armor = 4, heavy armor = 6) (Shields 1, Tower Shields 2)
Saves: 2 skill points sacrificed to increase a poor to good
Base Attack Bonus: Sacrifice 2 to increase to average, 4 to increase to good.
Spellcasting: Sacrifice 4 to gain access to arcane spells, divine spells, manafesting, invocations or mysteries. Sacrifice an additional 2 to increase armor you may cast in by one step, up to heavy. You may sacrifice an additional 4 to add access to a second set.
Casting progression:
Caster stat: Cha, Int, Wis. Choose at creation.
Caster/manifester level = Spellcraft/Psicraft rank - 3
Spells known = Learn as wizard for prepared, or progress spells known as sorcerer for spontaneous, drawn from relevant list. Psionic users learn as psion, Mystery users learn as shadow casters, so on. You have access to abilities based on your relevant knowledge skill - 3, up to a maximum of your caster level.
Spells per day/power points/ect. = Same as above.
You may choose to delay the access to level 4, this cuts the initial cost in half but your caster level is 3 lower than it other wise would be.
Relevant Knowledge:
Arcane spells = Arcana
Divine spells = Religion or Nature (choose at 1st level)
Psionic powers = Psionics
Mysteries = The Planes
Invocations = The Planes
Sneak attacking:
to determine your sneak attack damage, treat your equivalent rogue level as follows: (Hide rank + Move Silently rank - 6)/2