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View Full Version : Orzel's Alternate Base Features method. (PEACH)



Orzel
2007-03-03, 09:09 PM
Classes don’t give ya BAB
Classes don’t give ya saves
Classes don’t even give ya caster levels
Classes just give ya 4 training points

Choose where they go wisely.

You no longer gain BAB, saves, caster levels, spellper day and many other abilities from class levels. Each level, you are given 4 training points to be used to increase your training areas. Your maximum ranks for any training area is your Hit Dice.

Combat
Your base attack bonus is equal to your Combat rank.
At Combat Rank 6, you gain a second attack at a -5 penalty.
At Combat Rank 11, you gain a third attack at a -10 penalty.
At Combat Rank 16, you gain a fourth attack at a -15 penalty.

Toughness
You gain a bonus to your HP equal to twice you Toughness ranks.
(Modification: All HD are reduced. d12 =>d10=>d8=>d6=>d6=>d4=>d2 )

Guts
Your base Fortitude save is equal to your Guts rank

Impulse
Your base Reflex save is equal to your Impulse rank

Resolve
Your base Will save is equal to your Resolve rank

Spell Power
Spell Power is actually a number of separate training areas. You could have several Spell Power training areas, each with its own ranks, each purchased as a separate training area.

Your Caster level for bard spells is equal to your Spell Power (Bard) rank.
Your Caster level for cleric spells is equal to your Spell Power (Cleric) rank.
Your Caster level for druid spells is equal to your Spell Power (Druid) rank.
Your Caster level for ranger spells is equal to your Spell Power (Ranger) rank.
Your Caster level for Paladin spells is equal to your Spell Power (Paladin) rank. Etc..

Spell Knowledge
Spell Knowledge is actually a number of separate training areas. You could have several Spell Knowledge training areas, each with its own ranks, each purchased as a separate training area.

You know a number of spells equal to your Spell Knowledge ranks in that class plus their Intelligence modifier.
(Modification: Wizards no longer use spell books. Divine caster don’t automatically have access to all spells on their list.)


Spell Storage
(Modification: A caster’s spells per day does not automatically increase)

Spell Storage is actually a number of separate training areas. You could have several Spell Storage training areas, each with its own ranks, each purchased as a separate training area.

You have a number of spell slots equal twice the sum of her Spell Storage ranks in that class and her spellcasting attribute modifier for that class.

Channel
Your level in terms of turning or rebuking creatures is equal to your Channel ranks.

Companion Power
Your class level for determining animal companion strength is equal to your Companion Power.

Mount Power
Your class level for determining mount strength is equal to your mount Power


Unused Training points can be traded in for 2 skill points.

The effects of this system is that players can further tweak their character to fit their ideals. Saves can be horrible or excellent. Castin become costly but multiclassing becomes eaier on the build.

Orzel
2007-03-04, 09:56 PM
Class changes.
Classes are the same as the standard classes except when noted.

Barbarian
d10 HD

Bard
d4 HD

Bardic spellcasting is based of their Spell Power (bard), Spell Knowledge (bard), and Spell Storage (bard) ranks.

Cleric
d6 HD

Cleric spellcasting is based of their Spell Power (cleric), Spell Knowledge (cleric), and Spell Storage (cleric) ranks.

Clerics gain a bonus amount of spell slots equal to their cleric levels.

Cleric automatically learn spells of their domains.

A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can "lose" any number of prepared spell slots that is not used on a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name).

An evil cleric (or a neutral cleric of an evil deity), can’t convert prepared spell slots to cure spells but can convert them to inflict spells (an inflict spell is one with "inflict" in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spell slots to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead.


Druid
d6 HD

Druidic spellcasting is based of their Spell Power (druid), Spell Knowledge (druid), and Spell Storage (druid) ranks.

A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can "lose" any of prepared spell slots in order to cast any summon nature’s ally spell of the same level or lower.

Fighter
d8 HD

Monk
d6 HD

Paladin
d8 HD

Pally spellcasting is based of their Spell Power (paladin), Spell Knowledge (paladin), and Spell Storage (paladin) ranks.

Ranger
d6 HD

Ranger spellcasting is based of their Spell Power (ranger), Spell Knowledge (ranger), and Spell Storage (ranger) ranks.

Rogue
d4 HD


Sorcerer
d2 HD

Sorcery spellcasting is based of their Spell Power (sorcerer), Spell Knowledge (sorcerer), and Spell Storage (sorcerer) ranks.

Sorcerers gain a bonus amount of spell slots equal to twice their sorcerer levels.

Wizard
d2 HD

Wizard spellcasting is based of their Spell Power (wizard), Spell Knowledge (wizard), and Spell Storage (wizard) ranks.

Specialized Wizards gain a bonus amount of spell slots equal to their wizard levels

Wizards gain a amount of bonus spells equal to their wizard levels.



Spellcasting change.

Casters no longer gain spells based on the Spells per day chart. Spellcaster gain spell slots equal to twice their ranks in Spell Storage of that class plus twice their primary spellcasting attribute modifier.

Prepared casters (wizards, clerics, druids, rangers and paladins) must prepare spells ahead of time. To prepare a spell, a spellcaster must use a number of spell slots equal to the spell adjusted spell level after metamagic.

Spontaneous casters (bard and sorcerers) do not need to prepare spell ahead of time. When they cast a spell they must use a bonus amount of spell slots equal to their wizard levels

Icewalker
2007-03-04, 10:33 PM
I like the idea of giving people more choice, and making a lot of categories to upgrade. It could come out pretty well.

but I dunno, this seems a little complex, and casters have to spend 3 of their 4 points every level to make sure their spells keep up. Then they have 1 point for saves, in which case they have d2 hp and then die, or they put it in toughness, in which case all of their saves are 0 and almost anything can kill them.

I dunno. It is a pretty hard system to sum up without testing it, which I suggest you do. I can't really figure out what problems or advantages it might have without actually playtesting it.

Orzel
2007-03-04, 10:52 PM
This idea is complete full spellcasting uses more than half of your train areas.

Maybe 5 train points is better.

My brother's 4th level rogue with Max Combat and saves is kicking butt but is alway at half HP.

My cousin's 4th level wizard with max Toughness and full casting is surviving better than his old wizard but fail every attack.

I wish D&D had another combat based factor.