Day_Dreamer
2014-01-02, 04:35 PM
I'm currently working on a new RPG system that's kind of like World of Darkness meets D&D. As such, your character starts as a pretty developed entity, possibly expert at a given field
Currently, I'm trying to streamline the char-gen process, while maintaining both balance and meaningful choices. I would like feedback on the bones, as I've been working way too much on this by myself.
There are a number of classes both magical and mundane.
Players have a set quantity of experience that they can use to purchase ranks in a class.
Each class has up to five ranks, with progressively higher costs and benefits to investing in the higher ranks. Players have enough experience to max out of single class an invest somewhat in another, or generalize between them.
Purchasing ranks in a class gives you skill points that you can spend on various abilities relevant to that class. A Fighter can spend skill points on all of the combat skills, but few of the social or knowledge ones, while a scholar is primarily knowledge-based. Higher investment into a class allows you to spend more points in a single skill, and gives you more skill points generally
Purchasing ranks in a class also allow you to buy traits. Traits are passive skills, like the Fighter's dual-wielding, or active powers, like a rogue's ability to attack without being noticed. Magic effects are either their own sub-system (spellcasting) or a specific trait.
Traits are organized into different levels, with the higher level traits requiring more expensive investment into a given class. Some traits can be upgraded with a repurchase.
Example:
Fighter
Fighters are those who find battle, or battle finds. From old soldiers to mercenaries to swordsmen, anyone with particular aptitude for combat is a fighter. In the Kingdom, many Nobles receive basic training with blade or bow, and a good number of mercenaries find employment as swords-for-hire. In the Realm, nearly everyone receives some training with fist or blade, to ensure that they are effective Spirit-Callers.
Class Skills:
Melee (all), Climb, Swim, Endurance, Strength, Block,
Ranged (all), Evasion, Acrobatics,
Lore (Nobility), Lore (History), Heal, Use Magic Device,
Awareness, Sense Motive, Sixth Sense,
Intimidate, Integrity
3 xp: 1 T1 points, 4 skill points (cap 4)
6 xp: 2 T1 points, 1 T2 points, 9 skill points (cap 5)
10 xp: 3 T1 points, 2 T2 points, 1 T3 point 15 skill points (cap 5)
15 xp: 3 T1 points, 3 T2 points, 2 T3 points 21 skill points (cap 6)
21 xp: 4 T1 points, 3 T2 points, 2 T3 points, 1 T4 point 28 skill points (cap 7)
T1:
Dual-Wielding: 1 pt: Off-hand attacks are no longer Rough Actions; they’re just Minor Actions.
Toughness: 1 pt, Tiers 3: +2 Health.
Soldier: 1 pt: +1 bonus to all combat rolls within Mass Combat, provided entire group has Solider perk.
Weapon Specialty: 1 pt: Gain a +1 on rolls with a given specific type of weapon.
Armored Warrior: 1 pt, Tiers 3: reduce penalties from armor by 1.
Combat Style: 1 pt, Tiers 3: Choose a combat maneuver. +1 on rolls.
Parade Formation: 1 pt, Tiers 2: Gain a +1 on rolls to parade or do weapon demonstrations; not applicable in real combat.
Brawler: 1 pt: Remove penalties for improvised weapons.
Lunge: 1 pt: You may take a -2 penalty to defensive rolls for a round to increase your reach by 5 feet
Aegis: 1 pt, Tiers 3: reduce penalty from using a shield by 1.
Martial Arts: 1 pt: Attacks with your bare hands are counted as weapons and deal 1 damage.
Quick Draw: 1 pt: You may draw or sheath a weapon as a Swift action.
Acrobatic Fighter: 1 pt: You may use Acrobatics instead of Evasion to defend if you have taken a Move action this round.
Weapon Finesse: 1 pt: Melee (Short Blades) is now a Dexterity Skill.
T2:
Mounted Combat: 1 pt: Add Ride to your class skills, and reduce the penalty for attacking while mounted to -1.
Loyal Beyond Death: 2 pt: You may ignore all physical Wound penalties, and take an action after you have been reduced to less than one Might Wound
Bar-room Legend: 1 pt: You may pick up and attack with an improvised weapon as a single action.
Cleave: 1 pt: Upon killing an enemy, you may make an attack with the same successes -1 to an adjacent foe
Retaliatory: 1 pt: gain +1 dice on Attacks of Opportunity
T3:
Great Cleave: 1 pt: Improves Cleave, to allow you to make any number of attacks each at a stacking -1 penalty.
General: 1 pt: Gives a +1 bonus to all rolls in Mass Combat
Master of All Weapons: 1 pt: You may use any weapon as though it was a weapon of your choice for the function of using a relevant Melee skill
T4:
Critical: 1 pt: All 1s on Melee rolls add an additional damage
Perfect Defense: 1 pt: You win ties as a defender.
So, any feedback on thoughts, ideas, or ways to further streamline would be much approved.
Currently, I'm trying to streamline the char-gen process, while maintaining both balance and meaningful choices. I would like feedback on the bones, as I've been working way too much on this by myself.
There are a number of classes both magical and mundane.
Players have a set quantity of experience that they can use to purchase ranks in a class.
Each class has up to five ranks, with progressively higher costs and benefits to investing in the higher ranks. Players have enough experience to max out of single class an invest somewhat in another, or generalize between them.
Purchasing ranks in a class gives you skill points that you can spend on various abilities relevant to that class. A Fighter can spend skill points on all of the combat skills, but few of the social or knowledge ones, while a scholar is primarily knowledge-based. Higher investment into a class allows you to spend more points in a single skill, and gives you more skill points generally
Purchasing ranks in a class also allow you to buy traits. Traits are passive skills, like the Fighter's dual-wielding, or active powers, like a rogue's ability to attack without being noticed. Magic effects are either their own sub-system (spellcasting) or a specific trait.
Traits are organized into different levels, with the higher level traits requiring more expensive investment into a given class. Some traits can be upgraded with a repurchase.
Example:
Fighter
Fighters are those who find battle, or battle finds. From old soldiers to mercenaries to swordsmen, anyone with particular aptitude for combat is a fighter. In the Kingdom, many Nobles receive basic training with blade or bow, and a good number of mercenaries find employment as swords-for-hire. In the Realm, nearly everyone receives some training with fist or blade, to ensure that they are effective Spirit-Callers.
Class Skills:
Melee (all), Climb, Swim, Endurance, Strength, Block,
Ranged (all), Evasion, Acrobatics,
Lore (Nobility), Lore (History), Heal, Use Magic Device,
Awareness, Sense Motive, Sixth Sense,
Intimidate, Integrity
3 xp: 1 T1 points, 4 skill points (cap 4)
6 xp: 2 T1 points, 1 T2 points, 9 skill points (cap 5)
10 xp: 3 T1 points, 2 T2 points, 1 T3 point 15 skill points (cap 5)
15 xp: 3 T1 points, 3 T2 points, 2 T3 points 21 skill points (cap 6)
21 xp: 4 T1 points, 3 T2 points, 2 T3 points, 1 T4 point 28 skill points (cap 7)
T1:
Dual-Wielding: 1 pt: Off-hand attacks are no longer Rough Actions; they’re just Minor Actions.
Toughness: 1 pt, Tiers 3: +2 Health.
Soldier: 1 pt: +1 bonus to all combat rolls within Mass Combat, provided entire group has Solider perk.
Weapon Specialty: 1 pt: Gain a +1 on rolls with a given specific type of weapon.
Armored Warrior: 1 pt, Tiers 3: reduce penalties from armor by 1.
Combat Style: 1 pt, Tiers 3: Choose a combat maneuver. +1 on rolls.
Parade Formation: 1 pt, Tiers 2: Gain a +1 on rolls to parade or do weapon demonstrations; not applicable in real combat.
Brawler: 1 pt: Remove penalties for improvised weapons.
Lunge: 1 pt: You may take a -2 penalty to defensive rolls for a round to increase your reach by 5 feet
Aegis: 1 pt, Tiers 3: reduce penalty from using a shield by 1.
Martial Arts: 1 pt: Attacks with your bare hands are counted as weapons and deal 1 damage.
Quick Draw: 1 pt: You may draw or sheath a weapon as a Swift action.
Acrobatic Fighter: 1 pt: You may use Acrobatics instead of Evasion to defend if you have taken a Move action this round.
Weapon Finesse: 1 pt: Melee (Short Blades) is now a Dexterity Skill.
T2:
Mounted Combat: 1 pt: Add Ride to your class skills, and reduce the penalty for attacking while mounted to -1.
Loyal Beyond Death: 2 pt: You may ignore all physical Wound penalties, and take an action after you have been reduced to less than one Might Wound
Bar-room Legend: 1 pt: You may pick up and attack with an improvised weapon as a single action.
Cleave: 1 pt: Upon killing an enemy, you may make an attack with the same successes -1 to an adjacent foe
Retaliatory: 1 pt: gain +1 dice on Attacks of Opportunity
T3:
Great Cleave: 1 pt: Improves Cleave, to allow you to make any number of attacks each at a stacking -1 penalty.
General: 1 pt: Gives a +1 bonus to all rolls in Mass Combat
Master of All Weapons: 1 pt: You may use any weapon as though it was a weapon of your choice for the function of using a relevant Melee skill
T4:
Critical: 1 pt: All 1s on Melee rolls add an additional damage
Perfect Defense: 1 pt: You win ties as a defender.
So, any feedback on thoughts, ideas, or ways to further streamline would be much approved.