Koga
2007-04-24, 03:38 AM
Ever just wanted to play D&D without all the hassle of game mechanics and tons of supplemental classes slowing things down as you got to consult the manual? No more! With The Koga's new (albeit still testing) theory, the classes are simple and balanced!
No more Use Magic Device:
Simply, all characters can use magic items without problem. Things that would be effected by caster level now will be related to the charisma stat. So in essence, charisma does have a use. To wield magic items more potently. But succeeding with them either way.
The Fighter:
Obviously a staple. The Fighter works as the 3.5 except as follows...
All skills are class skills.
Gains max HP each level.
Can choose any [General] feat as a bonus feat.
This will insure the fighter sticks to it's role as the tank while simutanously giving it leg-room for customization via skills and feats.
The Rogue:
Nothing can replace a good rogue. So here's these simple guidelines...
All skills as class skills.
Gains max HP each level.
Yes, it seems wierd to have the rogue gain max HP. It's not so much for them, as it is to balance with spellcasters.
The Cleric:
The divine caster, in alot of ways the cleric has been nerfed and in some ways made better.
All skills as class skills.
Can cast spontanously.
Automaticaly profficient with diety's favored weapon.
Suffers spell-failure for wearing armor and shields just like arcane caster.
Gains 1d4+wisdom modifier spellpoints per level. (Spellpoint varaint from unearthed arcana)
Has to roll HP each level. (Including first level)
The Wizard:
The last class and probably the most edited to accomodate for a smooth but balanced system.
All skills as class skills.
Can cast spontanously.
Does not have to consult a spellbook, ever. When would learn a new spellbook or scroll (spellbooks will now work kindof like scrolls magic item wise..) they make a spellcraft check DC 14+the spell's level, if they succeed learn the spell. If they fail, have to wait 24 hours before they can try again.
Gain 1d12+intelligence modifier spellpoints per level.
Has to roll HP each level (Including first).
New Feats:
Spell-failure is caused by the trouble doing somatics within armor and shields. So these feats help waver that problem, think of it as training.
Spell Succession:
Special: You no longer suffer arcane spell-failure with light armor.
Prequisite: Wisdom 11 or higher.
Improved Spell Succession:
Special: You no longer suffer spell-failure with light and medium armor, or shields. (Except for tower shields).
Prequisite: Spell Succession.
Greater Spell Succesion:
Special: You no longer suffer spell failure from light, medium, and heavy armor, or shields.
Prequisites: Spell Succession, Improved Spell Succession.
So what do you think? The Koga feels whatever you're looking for can probably be done with the right feats, skills, and multiclassing if need be between the core four. And this way the game is simple and can get right to it!
No more Use Magic Device:
Simply, all characters can use magic items without problem. Things that would be effected by caster level now will be related to the charisma stat. So in essence, charisma does have a use. To wield magic items more potently. But succeeding with them either way.
The Fighter:
Obviously a staple. The Fighter works as the 3.5 except as follows...
All skills are class skills.
Gains max HP each level.
Can choose any [General] feat as a bonus feat.
This will insure the fighter sticks to it's role as the tank while simutanously giving it leg-room for customization via skills and feats.
The Rogue:
Nothing can replace a good rogue. So here's these simple guidelines...
All skills as class skills.
Gains max HP each level.
Yes, it seems wierd to have the rogue gain max HP. It's not so much for them, as it is to balance with spellcasters.
The Cleric:
The divine caster, in alot of ways the cleric has been nerfed and in some ways made better.
All skills as class skills.
Can cast spontanously.
Automaticaly profficient with diety's favored weapon.
Suffers spell-failure for wearing armor and shields just like arcane caster.
Gains 1d4+wisdom modifier spellpoints per level. (Spellpoint varaint from unearthed arcana)
Has to roll HP each level. (Including first level)
The Wizard:
The last class and probably the most edited to accomodate for a smooth but balanced system.
All skills as class skills.
Can cast spontanously.
Does not have to consult a spellbook, ever. When would learn a new spellbook or scroll (spellbooks will now work kindof like scrolls magic item wise..) they make a spellcraft check DC 14+the spell's level, if they succeed learn the spell. If they fail, have to wait 24 hours before they can try again.
Gain 1d12+intelligence modifier spellpoints per level.
Has to roll HP each level (Including first).
New Feats:
Spell-failure is caused by the trouble doing somatics within armor and shields. So these feats help waver that problem, think of it as training.
Spell Succession:
Special: You no longer suffer arcane spell-failure with light armor.
Prequisite: Wisdom 11 or higher.
Improved Spell Succession:
Special: You no longer suffer spell-failure with light and medium armor, or shields. (Except for tower shields).
Prequisite: Spell Succession.
Greater Spell Succesion:
Special: You no longer suffer spell failure from light, medium, and heavy armor, or shields.
Prequisites: Spell Succession, Improved Spell Succession.
So what do you think? The Koga feels whatever you're looking for can probably be done with the right feats, skills, and multiclassing if need be between the core four. And this way the game is simple and can get right to it!