Yogel
2014-02-09, 03:55 PM
Hello everyone!
I posted this before in the 3.5 section and was told I needed to post it in the homebrew section instead. So here it is. I've been playing table top rpgs for about 10 years now. While I have fun with D&D, I feel it's a little to restrictive. So keeping to most the core gameplay rules, I set out to get rid of levels and classes. Yes, I know there are other systems that get rid of classes and levels. I've looked at many of them. But this is something I wanted to do as an experiment of my own. A lot of this text will be in "spoiler"s because of the length of it.
D&D 3.5 Leveless and Classless System.
Character Creation
At character creation players start with a base 200 xp to create their characters.
Races
Human Racial Traits
Humans are medium creatures no special bonuses due to size
1 free class feature (not to include cantrips)
30 feet base speed
No Ability Score adjustments
Dwarf Racial Traits
Dwarves are medium creatures no special bonuses due to size
+2 Constitution, -2 Charisma
20 feet base speed
Darkvision
Stonecunning
Weapon familiarity: may treat dwarven waraxes and dwarven warhammer as martial weapons, rather than exotic.
Stability - +4 bonus on ability checks vs bull rush or trip while standing on the ground
+2 racial bonus on saving throws against poison
+4 dodge bonus to AC vs monsters of the giant type
+2 appraise checks related to stone or metal items
+2 craft checks related to stone or metal
Elf Racial Traits
Elves are medium creatures no special bonuses due to size
+2 dexterity, -2 constitution
30 feet base speed
+4 saving throw bonus vs enchantment spells or effects of the sleep type
Farsight Elves are able to see farther than any other race, +4 spot checks as well as ignoring range increment penalties on long and short bows.
Weapon Proficiency longsword, and longbow
+2 bonus on listen, and search checks
Gnome Racial Traits
Gnomes are small creatures - +1 size bonus to AC, attack roles, and +4 bonus on hide checks, small weapons, Ύ carry/lift capacity
+2 Intelligence, -2 strength
Low-light vision
Weapon familiarity may treat hooked hammers as martial weapons
+2 bonus on saving throws vs illusion spells and effects
+1 DC on any illusion spell cast by gnomes
+1 bonus on attack roles vs kobolds and goblinoids
+4 dodge bonus vs monsters with the giant type
+2 bonus on listen checks
+2 bonus on craft alchemy checks
+1 bonus on attack roles and damage with crafted grenade like weapons, as well as a 20 foot increased range increment with these weapons.
Half-Elf Racial Traits
Half-Elves are medium creatures no special bonuses due to size
No ability score adjustments
30 feet base speed
Farsight Elves are able to see farther than any other race, +4 spot checks as well as ignoring range increment penalties on long and short bows.
+4 saving throw bonus vs enchantment spells or effects of the sleep type
+1 bonus on listen, and spot checks
+2 bonus to diplomacy and gather information
Elven blood: all effects that are related to race, a half-elf is considered an Elf
Half-Orc Racial Traits
Half-Orcs are medium creatures no special bonuses due to size
+2 Strength, - 2 wisdom
30 feet base speed
Orc blood: all effects that are related to race, a half-elf is considered an orc
Halfling Racial Traits
Halflings are smal creatures - +1 size bonus to AC, attack roles, and +4 bonus on hide checks, small weapons, Ύ carry/lift capacity and a +4 bonus to hide checks, small weapons, Ύ carry/lift capacity
+2 dexterity, -2 strength
20 feet base speed
+2 bonus on climb, jump, and move silently checks
+1 bonus on all saving throws
+1 bonus on attack roles with thrown weapons and slings
+2 bonus on listen checks
Skill point costs -
Cost to acquire the next rank in the skill = current rank + 1
all skills are class skills, except for Use Magic Device, and Spellcraft.,making those class skills requires you to have the cantrip list of any caster class purchased(10xp) or pay 5 xp to make it a class skill, then you may purchase ranks in it.
For every 10 points in the spellcraft skill, your spells DC's gain a +1
Also, at character creation you may pick 2 knowledge skills to be your class skills, all others are untrained.
Feat point costs -
10 XP + 10 XP per prerequisite.
Max of 3 feats at character creation
Magic -
Spells are the odd ball, you can't just spend XP to learn a spell, you must research the spell in game.
You must have an INT, WIS or CHA score of 11 + spell level to learn the spell (to include cantrips). In addition, starting at level 6 spells, you must have 6 more hit dice than the spell level, as well as 6 more ranks in spellcraft, knowledge arcana, or knowledge religion than the spell level, and learned at least one spell of every spell level prior(excluding cantrips).
Cantrips - 10 XP earns you the entire cantrip list (must have a score of 11 in the casting score) for whatever class it is based from. I.E...cleric, paladin, bard, ranger, or wizard/sorcerer(because of changes made to the spell system, the Wizard and Sorcerer class has been merged)
Cost for individual spells -
Level of spell x 10
There are no more "spells known" or "spells per day" lists. You learn spells by studying them.
Arcane magic spells are now at will. However, each level incurs an additional 5% spell failure chance.
Spell Failure chart -
Cantrips - 0%
Level 1 - 5%
Level 2 - 10%
Level 3 - 15%
Level 4 - 20%
Level 5 - 25%
Level 6 - 30%
Level 7 - 35%
Level 8 - 40%
Level 9 - 45%
Divine magic is cast in much the same way. However, Divine casters have the option of wearing armor with the use of feats. By purchasing the Armored Caster feat anyone with access to divine spells may wear armor without incurring a casting penalty greater than that of the arcane spell caster(see failure chart above).
Feat
Light Armored Caster
Prerequisite: Divine OR Arcane Cantrips
Benefit: Allows divine magic to be cast while wearing Light armor.
Normal: Spell incur a 100% spell failure when wearing armor.
Medium Armored Caster
Prerequisite: Divine OR Arcane Cantrips
Benefit: Allows divine magic to be cast while wearing Medium armor.
Normal: Spell incur a 100% spell failure when wearing armor.
Heavy Armored Caster
Prerequisite: Divine OR Arcane Cantrips
Benefit: Allows divine magic to be cast while wearing Heavy armor.
Normal: Spell incur a 100% spell failure when wearing armor.
Domains are granted by the deity in whom your character worships.
Reducing spell failure chance
For every Rank a caster has in the skill Spellcraft they reduce their failure chance by 1%.
The way this will work, each level of spell has a % chance to fail, when rolling percentiles, if you roll at or below the number listed, you fail the spell. With ranks in spellcraft, you may add your ranks to the number rolls.
I.E. a spellcraft rank of 5, I rolled a 41, which gives me a total of 46(one more than needed). I successfully casted the level 9 spell.
Class features -
50 for introductory class features.
25 x # of increments owned for each increment of that class feature. I.E...sneak attack of 1d6 costs 50 XP. 2d6 costs 25 XP. 3d6 costs 50 XP, 4d6 cost 75xp.
BAB
BAB cost = next rank x 10
Saving Throws
Saving throw cost = current rank x 5
Ability scores
Ability score cost = ability score modifier x 10. Minimum of 10. Ability scores with negative modifiers do not yield XP back to the players. All Ability Scores start at 8 (before racial modifiers).
Hit Dice
Buying more Hit die = ½ new total number of hit die of the type of HD you're buying x HD rank x10.
Example -
½ x 2d4 x1(rank 1 HD) x10 = 10
giving the player 2d4.
½ x 3d12 x5(rank 5 HD) x10 = 75
giving the player 3d12
Buying new types of HD(also upgrading starting HD at character creation) -
At character creation you start with a 1d4, however you can upgrade this so you start with a larger die.
Upgrade cost of hit die = Rank of hit die upgrading to x10. So if I wanted to changing my starting hit die from a d4 to a d12 it would be rank 5x10 = 50 xp.
It functions a little differently after character creation. You may purchase a new type of hit die throughout your characters life for the same cost as if you were upgrading. This is not however an upgrade. Instead it adds that die type to you HD pool. Because of this you could have 2d4, 2d8, and 2d12 for a total of 6 hit die.
The first hit die you have is rolled maxed. After that you roll according to the chart.
D4 = 2+d2
D6 = 3+d3(d6/2)
D8 = 4+d4
D10 = 5+d5(d10/2)
D12 = 6+d6
Hit die ranks -
Rank 1 - d4
Rank 2 - d6
Rank 3 - d8
Rank 4 - d10
Rank 5 d12
Based on your constitution score you take either a penalty or gain a bonus to your HD(this replaces the -+ numeric bonus to HP)
4(-3) roll 3 of your hit die and take the lowest
6(-2) roll 2 of your hit die and take the lowest
8(-1) no change
10(0) no change
12(+1) no change
14(+2) roll 2 of your hit die and take the highest
16(+3) roll 3 of your hit die and take the highest
There will be a hard limit on the number of hit die your characters can have = total xp/200
This limits characters to 1 hit die per 200 experience gained (this includes the starting 200 xp)
So there it is, tell me what you think or if you have suggestions on how to improve it.
I posted this before in the 3.5 section and was told I needed to post it in the homebrew section instead. So here it is. I've been playing table top rpgs for about 10 years now. While I have fun with D&D, I feel it's a little to restrictive. So keeping to most the core gameplay rules, I set out to get rid of levels and classes. Yes, I know there are other systems that get rid of classes and levels. I've looked at many of them. But this is something I wanted to do as an experiment of my own. A lot of this text will be in "spoiler"s because of the length of it.
D&D 3.5 Leveless and Classless System.
Character Creation
At character creation players start with a base 200 xp to create their characters.
Races
Human Racial Traits
Humans are medium creatures no special bonuses due to size
1 free class feature (not to include cantrips)
30 feet base speed
No Ability Score adjustments
Dwarf Racial Traits
Dwarves are medium creatures no special bonuses due to size
+2 Constitution, -2 Charisma
20 feet base speed
Darkvision
Stonecunning
Weapon familiarity: may treat dwarven waraxes and dwarven warhammer as martial weapons, rather than exotic.
Stability - +4 bonus on ability checks vs bull rush or trip while standing on the ground
+2 racial bonus on saving throws against poison
+4 dodge bonus to AC vs monsters of the giant type
+2 appraise checks related to stone or metal items
+2 craft checks related to stone or metal
Elf Racial Traits
Elves are medium creatures no special bonuses due to size
+2 dexterity, -2 constitution
30 feet base speed
+4 saving throw bonus vs enchantment spells or effects of the sleep type
Farsight Elves are able to see farther than any other race, +4 spot checks as well as ignoring range increment penalties on long and short bows.
Weapon Proficiency longsword, and longbow
+2 bonus on listen, and search checks
Gnome Racial Traits
Gnomes are small creatures - +1 size bonus to AC, attack roles, and +4 bonus on hide checks, small weapons, Ύ carry/lift capacity
+2 Intelligence, -2 strength
Low-light vision
Weapon familiarity may treat hooked hammers as martial weapons
+2 bonus on saving throws vs illusion spells and effects
+1 DC on any illusion spell cast by gnomes
+1 bonus on attack roles vs kobolds and goblinoids
+4 dodge bonus vs monsters with the giant type
+2 bonus on listen checks
+2 bonus on craft alchemy checks
+1 bonus on attack roles and damage with crafted grenade like weapons, as well as a 20 foot increased range increment with these weapons.
Half-Elf Racial Traits
Half-Elves are medium creatures no special bonuses due to size
No ability score adjustments
30 feet base speed
Farsight Elves are able to see farther than any other race, +4 spot checks as well as ignoring range increment penalties on long and short bows.
+4 saving throw bonus vs enchantment spells or effects of the sleep type
+1 bonus on listen, and spot checks
+2 bonus to diplomacy and gather information
Elven blood: all effects that are related to race, a half-elf is considered an Elf
Half-Orc Racial Traits
Half-Orcs are medium creatures no special bonuses due to size
+2 Strength, - 2 wisdom
30 feet base speed
Orc blood: all effects that are related to race, a half-elf is considered an orc
Halfling Racial Traits
Halflings are smal creatures - +1 size bonus to AC, attack roles, and +4 bonus on hide checks, small weapons, Ύ carry/lift capacity and a +4 bonus to hide checks, small weapons, Ύ carry/lift capacity
+2 dexterity, -2 strength
20 feet base speed
+2 bonus on climb, jump, and move silently checks
+1 bonus on all saving throws
+1 bonus on attack roles with thrown weapons and slings
+2 bonus on listen checks
Skill point costs -
Cost to acquire the next rank in the skill = current rank + 1
all skills are class skills, except for Use Magic Device, and Spellcraft.,making those class skills requires you to have the cantrip list of any caster class purchased(10xp) or pay 5 xp to make it a class skill, then you may purchase ranks in it.
For every 10 points in the spellcraft skill, your spells DC's gain a +1
Also, at character creation you may pick 2 knowledge skills to be your class skills, all others are untrained.
Feat point costs -
10 XP + 10 XP per prerequisite.
Max of 3 feats at character creation
Magic -
Spells are the odd ball, you can't just spend XP to learn a spell, you must research the spell in game.
You must have an INT, WIS or CHA score of 11 + spell level to learn the spell (to include cantrips). In addition, starting at level 6 spells, you must have 6 more hit dice than the spell level, as well as 6 more ranks in spellcraft, knowledge arcana, or knowledge religion than the spell level, and learned at least one spell of every spell level prior(excluding cantrips).
Cantrips - 10 XP earns you the entire cantrip list (must have a score of 11 in the casting score) for whatever class it is based from. I.E...cleric, paladin, bard, ranger, or wizard/sorcerer(because of changes made to the spell system, the Wizard and Sorcerer class has been merged)
Cost for individual spells -
Level of spell x 10
There are no more "spells known" or "spells per day" lists. You learn spells by studying them.
Arcane magic spells are now at will. However, each level incurs an additional 5% spell failure chance.
Spell Failure chart -
Cantrips - 0%
Level 1 - 5%
Level 2 - 10%
Level 3 - 15%
Level 4 - 20%
Level 5 - 25%
Level 6 - 30%
Level 7 - 35%
Level 8 - 40%
Level 9 - 45%
Divine magic is cast in much the same way. However, Divine casters have the option of wearing armor with the use of feats. By purchasing the Armored Caster feat anyone with access to divine spells may wear armor without incurring a casting penalty greater than that of the arcane spell caster(see failure chart above).
Feat
Light Armored Caster
Prerequisite: Divine OR Arcane Cantrips
Benefit: Allows divine magic to be cast while wearing Light armor.
Normal: Spell incur a 100% spell failure when wearing armor.
Medium Armored Caster
Prerequisite: Divine OR Arcane Cantrips
Benefit: Allows divine magic to be cast while wearing Medium armor.
Normal: Spell incur a 100% spell failure when wearing armor.
Heavy Armored Caster
Prerequisite: Divine OR Arcane Cantrips
Benefit: Allows divine magic to be cast while wearing Heavy armor.
Normal: Spell incur a 100% spell failure when wearing armor.
Domains are granted by the deity in whom your character worships.
Reducing spell failure chance
For every Rank a caster has in the skill Spellcraft they reduce their failure chance by 1%.
The way this will work, each level of spell has a % chance to fail, when rolling percentiles, if you roll at or below the number listed, you fail the spell. With ranks in spellcraft, you may add your ranks to the number rolls.
I.E. a spellcraft rank of 5, I rolled a 41, which gives me a total of 46(one more than needed). I successfully casted the level 9 spell.
Class features -
50 for introductory class features.
25 x # of increments owned for each increment of that class feature. I.E...sneak attack of 1d6 costs 50 XP. 2d6 costs 25 XP. 3d6 costs 50 XP, 4d6 cost 75xp.
BAB
BAB cost = next rank x 10
Saving Throws
Saving throw cost = current rank x 5
Ability scores
Ability score cost = ability score modifier x 10. Minimum of 10. Ability scores with negative modifiers do not yield XP back to the players. All Ability Scores start at 8 (before racial modifiers).
Hit Dice
Buying more Hit die = ½ new total number of hit die of the type of HD you're buying x HD rank x10.
Example -
½ x 2d4 x1(rank 1 HD) x10 = 10
giving the player 2d4.
½ x 3d12 x5(rank 5 HD) x10 = 75
giving the player 3d12
Buying new types of HD(also upgrading starting HD at character creation) -
At character creation you start with a 1d4, however you can upgrade this so you start with a larger die.
Upgrade cost of hit die = Rank of hit die upgrading to x10. So if I wanted to changing my starting hit die from a d4 to a d12 it would be rank 5x10 = 50 xp.
It functions a little differently after character creation. You may purchase a new type of hit die throughout your characters life for the same cost as if you were upgrading. This is not however an upgrade. Instead it adds that die type to you HD pool. Because of this you could have 2d4, 2d8, and 2d12 for a total of 6 hit die.
The first hit die you have is rolled maxed. After that you roll according to the chart.
D4 = 2+d2
D6 = 3+d3(d6/2)
D8 = 4+d4
D10 = 5+d5(d10/2)
D12 = 6+d6
Hit die ranks -
Rank 1 - d4
Rank 2 - d6
Rank 3 - d8
Rank 4 - d10
Rank 5 d12
Based on your constitution score you take either a penalty or gain a bonus to your HD(this replaces the -+ numeric bonus to HP)
4(-3) roll 3 of your hit die and take the lowest
6(-2) roll 2 of your hit die and take the lowest
8(-1) no change
10(0) no change
12(+1) no change
14(+2) roll 2 of your hit die and take the highest
16(+3) roll 3 of your hit die and take the highest
There will be a hard limit on the number of hit die your characters can have = total xp/200
This limits characters to 1 hit die per 200 experience gained (this includes the starting 200 xp)
So there it is, tell me what you think or if you have suggestions on how to improve it.