SpawnOfMorbo
2016-01-14, 08:33 PM
I'm going to work to make all this a bit simpler
So I'm working with a friend on a project and (friend has stuff to do so I've taken over, life, sigh... This happen a while ago I just wasn't informed until recently) I figured I would throw this out here for some constructive criticism. This will be a system that works off the ideas of 3e/4e/5e in such a way that will have the simplicity of 5e, the flexibility 3e, and the balanced PCs of 4e (13 levels because I like that number, like 13th age, and I feel like levels 11, 12, and 13 make good end point for a campaign instead of 20). I don't really want to draw in inexperienced players specifically so I don't mind if this is a bit more complex than 5e.
We have decided that in the end, this will not be a D&D based system. Yes it will draw from the most popular TTRPG out there but we would like to make it more based around Final Fantasy.
Ability Skill Proficiency
Main setting will be magi-tech, have humans (medium size), goblins (small size), hobgoblins (large size), an array of beasts, and Elementals (all sorts of them). Elementals may not have sexes, but they do have genders.
Outsiders will be an option, outsiders include Fey (Elves/Gnomes), Titans (Giants), and Fiend/Celestials (Devils and Gods).
Elementals will be native to the base world and the force that keeps the other BIG 3 in check. However that isn't to say they are friendly or even tolerant of the inhabitants of their world.
Many other creatures will all be in the system, just not in the main setting.
The three sentient races of the world (Humans, Goblins, and Hobgoblins) have small cities all over but can't (or won't) have bigger cities as the elementals keep them in check. Sometimes cities get in the way when two elements fight each other... Some big cities do exist but they typically are under the direct protection of a very powerful elemental and contact with them is not always possible.
Dolomite, City of Stone: This city is actually on the back of an Earth Elemental whose name has gone forgotten over the years. The elemental however has been content to keep the city safe from attacks and seems to prefer the company even if it can not communicate with the city or the people.
Catherine the Fire Elemental
Isabella the Water Elemental
Julius the Elder Air Elemental
Proficiency
Each PC gains a number of proficiencies: Expert, Adept, Basic, and Inept. Depending on the player choice they gain a bonus when using the selected ability skills based on your level.
Level
Inept
Basic
Adept
Expert
1
0
2
4
6
2
0
2
4
6
3
0
2
4
6
4
1
3
5
7
5
1
3
5
7
6
1
3
5
7
7
2
4
6
8
8
2
4
6
8
9
2
4
6
8
10
3
5
7
9
11
3
5
7
9
12
3
5
7
9
13
4
6
8
10
Basics
The three types of ability skills are Weapon Skills, Magic Skills, and Basic Skills, each will have a degree of proficiency, as shown in the table above, depending on the player's choice.
Proficiency is the number you add to the any die roll (d6, d8, d10, d12, or d20) when you use that skill, the number that sets your DC, or otherwise determining the results of using an Ability Skill. Each skill will go into detail about how to specifically use them.
There are three main ways to use ability skills.
1: Ability Skill Check versus Armor Class (AC) or a Difficulty Class (DC): Roll a d20 and add your proficiency. If your roll is equal to, or greater than, the target number (DC) then you succeed. If you roll less than the target number then you fail.
Example: Sumas is a level 13 Space-Archer attempting to shoot an enemy with her weapon. She is an expert with all ranged weapons so she would add her proficiency (+10) to the d20 roll and compare it to the target's AC. If the target's AC is 17 and she rolls a 7 or higher then she hits the target. If she rolls a 6 or lower then she misses the target.
2: Ability Skill Contest: All creatures/objects that are part of the ability skill contest rolls their relevant ability skills. The creature or object with the highest roll determines the outcome of the contest. Ability Skills that use this method will outline failure and success.
Example: Ekans is a level 13 Special Ops Marauder attempting to hide from enemies that are coming around the corner. Ekans will roll Stealth + 10 and the GM will roll a Perception or Investigation roll for the enemies. If the enemies roll less than Ekans then they don't notice him.
3: Passive Ability/DC: These Ability Skills are not rolled but have a set value. Ability Skills such as Dash has a preset number that a player can take advantage of while the ability skill Arcane Magic sets the DC that a creature or object must overcome to not be affected by spells. Passive and DCs are set at 10 + Proficiency Bonus.
Example: Igiul is a level 13 Illusionist and has an Expert DC with Arcane Magic. He has bought a fire rod so he can cast firestorm from the rod. Creatures that he targets with firestorm gain a saving throw (as determines by the spell). For Firestorm it effects all targets or objects in a 15' radius, each target gains a Reflex save versus DC 20 (10 + Igiul's Proficiency Bonus).
DMs are encouraged to be flexible with the skill system
If something needs to be done that isn't directly covered by a skill, then use the most relevant saving throw proficiency bonus (expert, adept, or basic) but take a -2 on the die roll. Fortitude for physically demanding actions, Reflex for physically dodging, and Will for mental ability.
To break down a door a Marauder may want to use athletics to shove the door, the DM may not agree that athletics is correct and wants it to be more of a strength check. The DM would ask the Marauder to roll an ability skill check with their Fortitude Save with a -2 on the roll.
Action Types
Action (1/turn): To use a Job feature, you will use your action.
Swift Action (1/turn): To modify your Job features, with skills and feats, you will use your swift action.
Movement (1/turn): Not an action, just something you can do. May act before, during, or after your movement.
Note 1: Swift Actions happen at the same time as your action or movement unless a specific ability says otherwise. If you use a swift action to identify a monster, you must perform an action at the same time. To shove someone prone a Marauder would use their attack action to make a weapon attack and, at the same time, use their swift action to make a athletics versus acrobatics contest versus the creature. If the Marauder is using the extra attack feature then any attacks after the first one is dealt against a prone target.
Note 2: No D&D style Opportunity Attacks
For those that are used to D&D, there are no Opportunity Attacks. Features will give reactions depending on choices and such but OA do not exist.
Battle is a chaotic time. Whenever you leave the threatened area of a creature you have penalty on your next d20 roll or DC. This is due to being distracted by the creature and trying to keep your guard up as you maneuver the battle.
You can use a swift action (acrobatics) during your movement to leave a threatened area and not take penalty. This is a skill contest Acrobatics versus Athletics or Acrobatics. If you fail you still take your movement, as this swift action is part of your movement.
Example:
Player: I'm going to tumble past the orc and stab the cultist behind him.
GM: Roll acrobatics versus the Orc's athletics.
Player: 8...
GM: 16
Player: I'm now next to the cultist and I stab him
GM: You take penalty (-2) due to the orc pushing you as you attempted to tumble causing you to be off balance for the attack.
To use basic skills you must use your Swift Action.
To use magic or weapon skills you must use your Action.
If Sacul, who is a level 13 Lancer, has Adept proficiency and wants to Dash this turn, he must use his swift action. His movement for this turn is Strength
Melee/Thrown Weapon: Roll versus AC. This weapon skill is used to determine the success or failure of your melee or thrown weapon attacks.
Athletics: Roll a skill contest versus a target's Athletics or Acrobatics to inflict the target with a basic combat maneuver (grapple, shove, etc...).
Climb: Roll versus DC. Use your movement to climb a number of feet equal to 2x your proficiency in this skill (minimum 1').
Dash: Gain a bonus to your movement speed equal to 2x your proficiency in this skill (round if using a grid). (minimum 1')
Jump: Roll versus DC. Use your movement to jump horizontally a number of feet equal to 2x your proficiency in this skill (vertically is 1x) (minimum 1' and 1/2' respectfully).
Swim: Roll versus DC. Use your movement to swim a number of feet equal to 2x your proficiency in this skill. (minimum 1').
Dexterity
Finesse/Ranged Weapon: Roll versus AC. This weapon skill is used to determine the success of failure of your finesse or ranged weapons.
Acrobatics: Roll contest versus Athletics or Acrobatics. Use to perform or defend against basic combat maneuvers.
Initiative: Roll contest. At the start of battle you roll a d10 and add this value to determine in what order the PCs and enemies go during the encounter.
Mimic: Roll versus DC. If you succeed you may copy the actions of another creature that you can see. This doesn't give you any new abilities, such as maneuvers, techniques, or spells but you are to mimic their basic movements. So if you are disguised as a guard and need to perform a special handshake, one that you saw recently, you may make a mimic check to recreate the special handshake. Mimicking an enemy is a base DC 15, while mimicking an ally is base DC 10.
Sleight of Hand: Roll contest versus Perception. If you succeed, you take an item from a target. Larger the gap between your roll and the target's roll the better you are at stealing from the target (you may be able to take the pants right off of the drunk guy without anyone knowing it). If you fail then the target notices your attempt to steal.
Stealth: Roll contest versus Perception or Investigation. If you succeed, you are hidden from the targets. You must have full cover or full obscurement from the target in order to hide. Being hidden means being both unable to be heard or seen.
Constitution
Concentration: Roll versus DC. Whenever you have an ongoing spell in effect and take damage or are distracted in a violent way you use this skill. Failing this causes you to lose your spell.
Endurance: Roll versus DC. When you need to keep going with a physically exhausting activity (such as holding up an iron gate for a time), resist thirst or hunger, or continue a forced march. Failing this causes your max hp to be reduced.
Intelligence
Arcane Magic: Roll versus AC or set as DC. This skill shows how strong your arcane magic is.
Arcana: Roll versus DC. This skill will give you knowledge of arcane magic spells, items, and certain monsters.
History: Roll versus DC. This skill will give you knowledge of historic fact and rumors.
Investigation: Roll contest, typically versus stealth or sleight of hand. This skill allows you to search for hidden objects and clues.
Nature: Roll versus DC. This skill gives you knowledge of nature, natural creatures, and natural phenomenon.
Religion: Roll versus DC. This skill gives you knowledge of religions, deities, clergy, fiends, and celestials.
Wisdom
Divine Magic: Roll versus AC or set as DC. This skill shows how strong your divine magic is.
Animal Handling: Roll versus DC. This skill will determine your ability to work with beasts.
Insight: Roll versus DC or contest. This skill allows you to see through deception or understand a performance.
Medicine: Roll versus DC or contest. Determine your ability to heal the sick and dying without magic.
Perception: Roll contests, typically against stealth or sleight of hand. Allows you to spot/listen for creatures more easily.
Survival: Roll versus DC. This skill gives you the knowledge to live off the land.
Charisma
Primal Magic: Roll versus AC or set as DC. This skill shows how strong your primal magic is.
Deception: Roll contests versus insight. This skill will determine your ability to lie to others.
Intimidation: Roll contest versus intimidation or insight. This skill allows you to force others to act in a way you want them to, typically counter to their own wants or needs.
Performance: Roll contest versus insight or investigation. Determine your ability to win over a person or crowd with your acting/dancing/etc...
Persuasion: Roll contests versus Insight or Investigation. This skill allows you to nicely get others to act in a way you want, typically counter to their own wants or needs.
When rolling a skill versus a DC, the GM will compare your result (1d20 + proficiency bonus) to the following table.
Difficulty
DC
Very Easy
No Roll
Easy
5
Moderate
10
Hard
15
Very Hard
20
Almost Impossible
30
The GM should adjust the DC based on the circumstance. While typically it would be Almost Impossible for someone to climb a shear icy cliff... But if people are helping each other (plus with tools) then that Almost Impossible DC is now just Hard.
Each skill that has the player roll will say versus DC or AC, this tells the player how they use that particular skill. Whenever a player rolls, the player will roll 1d20 + Proficiency Bonus and compare it to the AC or DC. Another type of roll is a contest, this is where both the attacker and defender rolls a skill check and compares results.
GMs should only call for rolls when there is a contests or a chance of failure. Slipping while climbing, bad footing right before a jump, a creature under disguise can all lead toward a GM asking for a roll.
Saving Throws*
Notes
Fortitude
These saves measure your ability to stand up to physical punishment or attacks against your vitality and health. Roll versus DC.
Reflex
These saves test your ability to dodge area attacks. Roll versus DC.
Will
These saves reflect your resistance to mental influence as well as many magical effects. Roll versus DC.
*Add your saving throw bonus to your d20 roll whenever the save is called for.
Armor Class*
Notes
Armor Class
How hard it is to land some sort of damaging blow on you. This is set at 10 + Proficiency Bonus.
*Your AC is 10 + this score. Fluff this however you want, with help from the DM.
Each PC gains Expert, Adept, and Basic proficiencies in their saving throws and armor class based on their Job. Some feats or features may change these.
Archer: Martial disciple that primarily uses ranged weapons such as bows, crossbows, and slings.
Expert: Endurance (Con) and Finesse/Ranged Weapons (Dex)
Adept: Acrobatics (Dex) and Stealth (Dex) or Divine Spells (Wis)
Adept: Choose three (3) Strength, Dexterity, or Wisdom basic skills
Adept: Choose two (2) Basic Skills of the PC choice to make a background (Work with the GM to make a background)
Basic: Choose two (2) Basic Skills of the PC choice to make racial skills (Work with the GM to make this choice fit with the race you chose)
Inept: All other weapon, magic, or basic skills that you don't already have proficiency with.
Expert: Reflex Saves
Adept: Fortitude Saves
Basic: Will Saves
Basic: Armor Class (typically light armor)
Lancer: Martial disciple that primarily uses mid ranged weapons such as lances, spears, and throwing weapons.
Expert: Endurance (Con) and Melee/Thrown Weapons (Str)
Adept: Athletics (Str) and Jump (Str) or Primal Spells (Cha)
Adept: Choose three (3) Strength, Dexterity, or Charisma basic skills
Adept: Choose two (2) Basic Skills of the PC choice to make a background (Work with the GM to make a background)
Basic: Choose two (2) Basic Skills of the PC choice to make racial skills (Work with the GM to make this choice fit with the race you chose)
Inept: All other weapon, magic, or basic skills that you don't already have proficiency with.
Expert: Fortitude Saves
Adept: Reflex Saves
Basic: Will Saves
Adept: Armor Class (light or heavy armors)
Marauder: Martial disciple that primarily uses close range weapons such as swords, knuckles, axes, and hammers.
Expert: Endurance (Con) and Melee/Thrown Weapons (Str)
Adept: Athletics (Str) and Climb (Str) or Arcane Spells (Int)
Adept: Choose three (3) Strength, Dexterity, or Intelligence basic skills
Adept: Choose two (2) Basic Skills of the PC choice to make a background (Work with the GM to make a background)
Basic: Choose two (2) Basic Skills of the PC choice to make racial skills (Work with the GM to make this choice fit with the race you chose)
Inept: All other weapon, magic, or basic skills that you don't already have proficiency with.
Expert: Fortitude Saves
Adept: Will Saves
Basic: Ref Saves
Expert: Armor Class (typically heavy armors)
Illusionist: Wielder of Arcane magic, is able to manipulate the world around to confuse and befuddle enemies.
Expert: Concentration (Con) and Arcane Magic (Int)
Adept: Arcana (Int) and Divine Spells (Wis) or Primal Spells (Cha)
Adept: Choose three (3) Intelligence, Wisdom, or Charisma basic skills
Adept: Choose two (2) Basic Skills of the PC choice to make a background (Work with the GM to make a background)
Basic: Choose two (2) Basic Skills of the PC choice to make racial skills (Work with the GM to make this choice fit with the race you chose)
Inept: All other weapon, magic, or basic skills that you don't already have proficiency with.
Expert: Will Saves
Adept: Reflex Saves
Basic: Fortitude Saves
Basic: Armor Class (typically just clothing)
Conjurer: Wielder of Divine magic, is able to call forth outsiders to destroy their enemies or help their allies.
Expert: Concentration (Con) and Divine Magic (Wis)
Adept: Religion (Int) and Arcane Spells (Int) or Primal Spells (Cha)
Adept: Choose three (3) Intelligence, Wisdom, or Charisma basic skills
Adept: Choose two (2) Basic Skills of the PC choice to make a background (Work with the GM to make a background)
Basic: Choose two (2) Basic Skills of the PC choice to make racial skills (Work with the GM to make this choice fit with the race you chose)
Inept: All other weapon, magic, or basic skills that you don't already have proficiency with.
Expert: Will Saves
Adept: Fortitude Saves
Basic: Reflex Saves
Adept: Armor Class (typically light armor)
Gaian: Wielder of Primal magic, is able to call upon the planet to work against their enemies.
Expert: Concentration (Con) and Primal Magic (Int)
Adept: Nature (Int) and Endurance (Con) or Divine Spells (Wis)
Adept: Choose three (3) Strength, Wisdom, or Charisma basic skills
Adept: Choose two (2) Basic Skills of the PC choice to make a background (Work with the GM to make a background)
Basic: Choose two (2) Basic Skills of the PC choice to make racial skills (Work with the GM to make this choice fit with the race you chose)
Inept: All other weapon, magic, or basic skills that you don't already have proficiency with.
Expert: Fortitude Saves
Adept: Will Saves
Basic: reflex Saves
Adept: Armor Class (typically just clothing)
Homebrew Jobs Guidelines
Expert: Concentration or Endurance and One (1) Magic Skill (if concentration is chosen) or One (1) Weapon Skill (if endurance is chosen)
Adept: Choose one (1) second bullet point from above.
Adept: Choose one (1) third bullet point from above.
Adept: Choose two (2) Basic Skills of the PC choice to make a background (Work with the GM to make a background)
Basic: Choose two (2) Basic Skills of the PC choice to make racial skills (Work with the GM to make this choice fit with the race you chose)
Inept: All other weapon, magic, or basic skills that you don't already have proficiency with.
Saving Throws: Expert, Adept, and Basic to one save each (GM Dependent).
Armor Class: Basic or Adept (GM dependent)
Job Features: Choose a job and the GM will choose a job. You can gain feature from either job list.
Special: Multiple skill choices of the same skill do not stack, you must choose a new skill of the same type.
Spells come from items.
In order to cast spells you must...
Wield the correct item, some take one hand and others take 2 hands
Use the correct verbal command
Aim the item
Have a high enough proficiency
Item Name
Wielded
Spell
Proficiency Needed
Ice Wand
1 Handed
Basic Attack
-
Flash Frost
+4
Icy Touch
+6
Icy Sphere
+8
Diamond Dust
+10
Flame Scepter
2 Handed
Basic Attack
-
Flame Surge
+4
Backdraft
+6
Wall of Fire
+8
Hell Fire
+10
Basic Attack: Each item that gives spells comes with a basic attack that you may use. This is always single target and deals B/P/S damage based on the type of item. This damage is either physical (hitting with a rod) or magical (weak magic blast) but always does either B/P/S damage.
Flame Scepter is a two handed rod that has spikes on the top. When used as a basic attack it will deal piercing damage. You can get your scepter modified, with the spikes taken off, you then can set it up to deal bludgeoning or slashing damage however you see fit (such as putting a curved blade onto it will make it deal lashing damage and look more like a scythe).
There will always be a verbal component (speaking name of spell, firmly in at least a normal speaking voice), material component (the rod/wand/staff/whatever), a somatic component (pointing/striking with the implement) unless specificied in the spell (silence would have a whisper "shh" instead of a speaking part).
https://docs.google.com/spreadsheets/d/1jM_eYqP4VXj5X_li3Fp0z0_avJaMHtSt3tQKou2rh_8/edit?usp=sharing
Under the proficiency bonus for each ability score you mark your proficiency bonus.
Under Job actions/swift actions/fluff you write all the things your character can do which includes from race, Job, and any fluff stuff you want to put down.
Notes include what your character is wearing, how they use certain items.
You can put your DC/Passive abilities anywhere you like, in the notes or in the Job actions/swift action sections.
Paralyzation is no longer a condition. Spells and effects that paralyze you now restrain you. Being restrained means you are grappled/magically held in place in such a way you must break free in order to do anything.
100% = Level Up
>100% = Boon
XP doesn't carry over from level to level (no multi leveling)
Roleplaying: Base 10%
Not a distraction/brought snacks (our group gives bonus XP for sharing snacks): Base 5%
Side Quests: Base 10%
Combat: Each encounter will give a percentage of XP. The following numbers are the base allotment.
Yawn: 1%
Easy: 2%
Normal: 5%
Boss: 15%
BBEG: 50%
If you go over 100% you won't gain an additional level or XP for the next game. However this will tallied and factored into the spoils of the mission. This could be reputation, money, items, better missions, a favor from a king, bonus to a death saving throw, etc...
(These numbers are still a work in progress)
Weapon Table (First Draft) (https://docs.google.com/spreadsheets/d/10fTDi3M5t01vrrajheXq5dXRyuQSuYT2sWs1ANPletA/edit?usp=sharing)
Penalty: -2 to your d20 roll or to your passive DCs.
Advantage: +2 to your d20 roll or to your passive DCs.
Penalty and Advantage cancels out. Alternative rule let's penalties and advantages stack.
Bludgeoning: Blunt force attacks such as from weapons, solid objects, or magic like the "Rocks Fall" spell.
Piercing: Puncturing or impaling attacks such as from weapons, solid objects, or magic like the "Sycamore Betrayal" spell.
Slashing: Slicing or cutting attacks such as from weapons, solid objects or magic like the "kamaitachi" spell.
Burn: Damage based on exposure to some sort of heat source. Fire, Acid, Radiant, and Plasma can all cause burn damage.
Freeze: Damage based on exposure to a source of cold. Ice, Water, Air, and Necrotic damage can all cause freeze damage.
Shock: Damage based on exposure to electrical current. Lightning, radiant, or necrotic damage can all cause shock.
Blind: Creatures lose the ability to see. Additionally blinded creatures, who are not adjusted to blindness, have penalty against creatures and creatures have advantage against them.
Charmed: Creatures view the charmer as a friend. When the condition ends they know they were charmed.
Deafened: Creature lose the ability to hear. Additionally you have penalty on spells.
Petrification: Creature or object is turned to stone/ice/crystal/or other solid material. Gain fort save each round to break out. After three fails you are turned to stone until cured.
Poisoned: Two types of poison. You either take penalty on attacks and saves or you take extra damage at the start of your turn. Effect dependent.
Restrained: You are held in place and incapable of acting normally. You may use your swift action to make a save (the type depends on the effect) in order to use your action. In order to remove yourself from the restrained condition permanently you must still fufill the requirements of the effect (so no flash step/teleporting away unless you beat the effect's requirements).
Silenced: Creatures lose the ability to speak. Creatures are unable to cast spells while silenced.
Death and Dying: For each turn you start and have 0HP you gain a fortitude save. You make these saves when someone checks on you or after a time the GM decides. After three failed saves you die.
Incapacitated: You can't take actions, swift actions, or movement.
Unconscious: You are incapacitated, can't move, can't speak, and are unaware of all around you. You drop whatever you are holding and fall prone. Fails all saving throws and all attacks auto hit.
So I'm working with a friend on a project and (friend has stuff to do so I've taken over, life, sigh... This happen a while ago I just wasn't informed until recently) I figured I would throw this out here for some constructive criticism. This will be a system that works off the ideas of 3e/4e/5e in such a way that will have the simplicity of 5e, the flexibility 3e, and the balanced PCs of 4e (13 levels because I like that number, like 13th age, and I feel like levels 11, 12, and 13 make good end point for a campaign instead of 20). I don't really want to draw in inexperienced players specifically so I don't mind if this is a bit more complex than 5e.
We have decided that in the end, this will not be a D&D based system. Yes it will draw from the most popular TTRPG out there but we would like to make it more based around Final Fantasy.
Ability Skill Proficiency
Main setting will be magi-tech, have humans (medium size), goblins (small size), hobgoblins (large size), an array of beasts, and Elementals (all sorts of them). Elementals may not have sexes, but they do have genders.
Outsiders will be an option, outsiders include Fey (Elves/Gnomes), Titans (Giants), and Fiend/Celestials (Devils and Gods).
Elementals will be native to the base world and the force that keeps the other BIG 3 in check. However that isn't to say they are friendly or even tolerant of the inhabitants of their world.
Many other creatures will all be in the system, just not in the main setting.
The three sentient races of the world (Humans, Goblins, and Hobgoblins) have small cities all over but can't (or won't) have bigger cities as the elementals keep them in check. Sometimes cities get in the way when two elements fight each other... Some big cities do exist but they typically are under the direct protection of a very powerful elemental and contact with them is not always possible.
Dolomite, City of Stone: This city is actually on the back of an Earth Elemental whose name has gone forgotten over the years. The elemental however has been content to keep the city safe from attacks and seems to prefer the company even if it can not communicate with the city or the people.
Catherine the Fire Elemental
Isabella the Water Elemental
Julius the Elder Air Elemental
Proficiency
Each PC gains a number of proficiencies: Expert, Adept, Basic, and Inept. Depending on the player choice they gain a bonus when using the selected ability skills based on your level.
Level
Inept
Basic
Adept
Expert
1
0
2
4
6
2
0
2
4
6
3
0
2
4
6
4
1
3
5
7
5
1
3
5
7
6
1
3
5
7
7
2
4
6
8
8
2
4
6
8
9
2
4
6
8
10
3
5
7
9
11
3
5
7
9
12
3
5
7
9
13
4
6
8
10
Basics
The three types of ability skills are Weapon Skills, Magic Skills, and Basic Skills, each will have a degree of proficiency, as shown in the table above, depending on the player's choice.
Proficiency is the number you add to the any die roll (d6, d8, d10, d12, or d20) when you use that skill, the number that sets your DC, or otherwise determining the results of using an Ability Skill. Each skill will go into detail about how to specifically use them.
There are three main ways to use ability skills.
1: Ability Skill Check versus Armor Class (AC) or a Difficulty Class (DC): Roll a d20 and add your proficiency. If your roll is equal to, or greater than, the target number (DC) then you succeed. If you roll less than the target number then you fail.
Example: Sumas is a level 13 Space-Archer attempting to shoot an enemy with her weapon. She is an expert with all ranged weapons so she would add her proficiency (+10) to the d20 roll and compare it to the target's AC. If the target's AC is 17 and she rolls a 7 or higher then she hits the target. If she rolls a 6 or lower then she misses the target.
2: Ability Skill Contest: All creatures/objects that are part of the ability skill contest rolls their relevant ability skills. The creature or object with the highest roll determines the outcome of the contest. Ability Skills that use this method will outline failure and success.
Example: Ekans is a level 13 Special Ops Marauder attempting to hide from enemies that are coming around the corner. Ekans will roll Stealth + 10 and the GM will roll a Perception or Investigation roll for the enemies. If the enemies roll less than Ekans then they don't notice him.
3: Passive Ability/DC: These Ability Skills are not rolled but have a set value. Ability Skills such as Dash has a preset number that a player can take advantage of while the ability skill Arcane Magic sets the DC that a creature or object must overcome to not be affected by spells. Passive and DCs are set at 10 + Proficiency Bonus.
Example: Igiul is a level 13 Illusionist and has an Expert DC with Arcane Magic. He has bought a fire rod so he can cast firestorm from the rod. Creatures that he targets with firestorm gain a saving throw (as determines by the spell). For Firestorm it effects all targets or objects in a 15' radius, each target gains a Reflex save versus DC 20 (10 + Igiul's Proficiency Bonus).
DMs are encouraged to be flexible with the skill system
If something needs to be done that isn't directly covered by a skill, then use the most relevant saving throw proficiency bonus (expert, adept, or basic) but take a -2 on the die roll. Fortitude for physically demanding actions, Reflex for physically dodging, and Will for mental ability.
To break down a door a Marauder may want to use athletics to shove the door, the DM may not agree that athletics is correct and wants it to be more of a strength check. The DM would ask the Marauder to roll an ability skill check with their Fortitude Save with a -2 on the roll.
Action Types
Action (1/turn): To use a Job feature, you will use your action.
Swift Action (1/turn): To modify your Job features, with skills and feats, you will use your swift action.
Movement (1/turn): Not an action, just something you can do. May act before, during, or after your movement.
Note 1: Swift Actions happen at the same time as your action or movement unless a specific ability says otherwise. If you use a swift action to identify a monster, you must perform an action at the same time. To shove someone prone a Marauder would use their attack action to make a weapon attack and, at the same time, use their swift action to make a athletics versus acrobatics contest versus the creature. If the Marauder is using the extra attack feature then any attacks after the first one is dealt against a prone target.
Note 2: No D&D style Opportunity Attacks
For those that are used to D&D, there are no Opportunity Attacks. Features will give reactions depending on choices and such but OA do not exist.
Battle is a chaotic time. Whenever you leave the threatened area of a creature you have penalty on your next d20 roll or DC. This is due to being distracted by the creature and trying to keep your guard up as you maneuver the battle.
You can use a swift action (acrobatics) during your movement to leave a threatened area and not take penalty. This is a skill contest Acrobatics versus Athletics or Acrobatics. If you fail you still take your movement, as this swift action is part of your movement.
Example:
Player: I'm going to tumble past the orc and stab the cultist behind him.
GM: Roll acrobatics versus the Orc's athletics.
Player: 8...
GM: 16
Player: I'm now next to the cultist and I stab him
GM: You take penalty (-2) due to the orc pushing you as you attempted to tumble causing you to be off balance for the attack.
To use basic skills you must use your Swift Action.
To use magic or weapon skills you must use your Action.
If Sacul, who is a level 13 Lancer, has Adept proficiency and wants to Dash this turn, he must use his swift action. His movement for this turn is Strength
Melee/Thrown Weapon: Roll versus AC. This weapon skill is used to determine the success or failure of your melee or thrown weapon attacks.
Athletics: Roll a skill contest versus a target's Athletics or Acrobatics to inflict the target with a basic combat maneuver (grapple, shove, etc...).
Climb: Roll versus DC. Use your movement to climb a number of feet equal to 2x your proficiency in this skill (minimum 1').
Dash: Gain a bonus to your movement speed equal to 2x your proficiency in this skill (round if using a grid). (minimum 1')
Jump: Roll versus DC. Use your movement to jump horizontally a number of feet equal to 2x your proficiency in this skill (vertically is 1x) (minimum 1' and 1/2' respectfully).
Swim: Roll versus DC. Use your movement to swim a number of feet equal to 2x your proficiency in this skill. (minimum 1').
Dexterity
Finesse/Ranged Weapon: Roll versus AC. This weapon skill is used to determine the success of failure of your finesse or ranged weapons.
Acrobatics: Roll contest versus Athletics or Acrobatics. Use to perform or defend against basic combat maneuvers.
Initiative: Roll contest. At the start of battle you roll a d10 and add this value to determine in what order the PCs and enemies go during the encounter.
Mimic: Roll versus DC. If you succeed you may copy the actions of another creature that you can see. This doesn't give you any new abilities, such as maneuvers, techniques, or spells but you are to mimic their basic movements. So if you are disguised as a guard and need to perform a special handshake, one that you saw recently, you may make a mimic check to recreate the special handshake. Mimicking an enemy is a base DC 15, while mimicking an ally is base DC 10.
Sleight of Hand: Roll contest versus Perception. If you succeed, you take an item from a target. Larger the gap between your roll and the target's roll the better you are at stealing from the target (you may be able to take the pants right off of the drunk guy without anyone knowing it). If you fail then the target notices your attempt to steal.
Stealth: Roll contest versus Perception or Investigation. If you succeed, you are hidden from the targets. You must have full cover or full obscurement from the target in order to hide. Being hidden means being both unable to be heard or seen.
Constitution
Concentration: Roll versus DC. Whenever you have an ongoing spell in effect and take damage or are distracted in a violent way you use this skill. Failing this causes you to lose your spell.
Endurance: Roll versus DC. When you need to keep going with a physically exhausting activity (such as holding up an iron gate for a time), resist thirst or hunger, or continue a forced march. Failing this causes your max hp to be reduced.
Intelligence
Arcane Magic: Roll versus AC or set as DC. This skill shows how strong your arcane magic is.
Arcana: Roll versus DC. This skill will give you knowledge of arcane magic spells, items, and certain monsters.
History: Roll versus DC. This skill will give you knowledge of historic fact and rumors.
Investigation: Roll contest, typically versus stealth or sleight of hand. This skill allows you to search for hidden objects and clues.
Nature: Roll versus DC. This skill gives you knowledge of nature, natural creatures, and natural phenomenon.
Religion: Roll versus DC. This skill gives you knowledge of religions, deities, clergy, fiends, and celestials.
Wisdom
Divine Magic: Roll versus AC or set as DC. This skill shows how strong your divine magic is.
Animal Handling: Roll versus DC. This skill will determine your ability to work with beasts.
Insight: Roll versus DC or contest. This skill allows you to see through deception or understand a performance.
Medicine: Roll versus DC or contest. Determine your ability to heal the sick and dying without magic.
Perception: Roll contests, typically against stealth or sleight of hand. Allows you to spot/listen for creatures more easily.
Survival: Roll versus DC. This skill gives you the knowledge to live off the land.
Charisma
Primal Magic: Roll versus AC or set as DC. This skill shows how strong your primal magic is.
Deception: Roll contests versus insight. This skill will determine your ability to lie to others.
Intimidation: Roll contest versus intimidation or insight. This skill allows you to force others to act in a way you want them to, typically counter to their own wants or needs.
Performance: Roll contest versus insight or investigation. Determine your ability to win over a person or crowd with your acting/dancing/etc...
Persuasion: Roll contests versus Insight or Investigation. This skill allows you to nicely get others to act in a way you want, typically counter to their own wants or needs.
When rolling a skill versus a DC, the GM will compare your result (1d20 + proficiency bonus) to the following table.
Difficulty
DC
Very Easy
No Roll
Easy
5
Moderate
10
Hard
15
Very Hard
20
Almost Impossible
30
The GM should adjust the DC based on the circumstance. While typically it would be Almost Impossible for someone to climb a shear icy cliff... But if people are helping each other (plus with tools) then that Almost Impossible DC is now just Hard.
Each skill that has the player roll will say versus DC or AC, this tells the player how they use that particular skill. Whenever a player rolls, the player will roll 1d20 + Proficiency Bonus and compare it to the AC or DC. Another type of roll is a contest, this is where both the attacker and defender rolls a skill check and compares results.
GMs should only call for rolls when there is a contests or a chance of failure. Slipping while climbing, bad footing right before a jump, a creature under disguise can all lead toward a GM asking for a roll.
Saving Throws*
Notes
Fortitude
These saves measure your ability to stand up to physical punishment or attacks against your vitality and health. Roll versus DC.
Reflex
These saves test your ability to dodge area attacks. Roll versus DC.
Will
These saves reflect your resistance to mental influence as well as many magical effects. Roll versus DC.
*Add your saving throw bonus to your d20 roll whenever the save is called for.
Armor Class*
Notes
Armor Class
How hard it is to land some sort of damaging blow on you. This is set at 10 + Proficiency Bonus.
*Your AC is 10 + this score. Fluff this however you want, with help from the DM.
Each PC gains Expert, Adept, and Basic proficiencies in their saving throws and armor class based on their Job. Some feats or features may change these.
Archer: Martial disciple that primarily uses ranged weapons such as bows, crossbows, and slings.
Expert: Endurance (Con) and Finesse/Ranged Weapons (Dex)
Adept: Acrobatics (Dex) and Stealth (Dex) or Divine Spells (Wis)
Adept: Choose three (3) Strength, Dexterity, or Wisdom basic skills
Adept: Choose two (2) Basic Skills of the PC choice to make a background (Work with the GM to make a background)
Basic: Choose two (2) Basic Skills of the PC choice to make racial skills (Work with the GM to make this choice fit with the race you chose)
Inept: All other weapon, magic, or basic skills that you don't already have proficiency with.
Expert: Reflex Saves
Adept: Fortitude Saves
Basic: Will Saves
Basic: Armor Class (typically light armor)
Lancer: Martial disciple that primarily uses mid ranged weapons such as lances, spears, and throwing weapons.
Expert: Endurance (Con) and Melee/Thrown Weapons (Str)
Adept: Athletics (Str) and Jump (Str) or Primal Spells (Cha)
Adept: Choose three (3) Strength, Dexterity, or Charisma basic skills
Adept: Choose two (2) Basic Skills of the PC choice to make a background (Work with the GM to make a background)
Basic: Choose two (2) Basic Skills of the PC choice to make racial skills (Work with the GM to make this choice fit with the race you chose)
Inept: All other weapon, magic, or basic skills that you don't already have proficiency with.
Expert: Fortitude Saves
Adept: Reflex Saves
Basic: Will Saves
Adept: Armor Class (light or heavy armors)
Marauder: Martial disciple that primarily uses close range weapons such as swords, knuckles, axes, and hammers.
Expert: Endurance (Con) and Melee/Thrown Weapons (Str)
Adept: Athletics (Str) and Climb (Str) or Arcane Spells (Int)
Adept: Choose three (3) Strength, Dexterity, or Intelligence basic skills
Adept: Choose two (2) Basic Skills of the PC choice to make a background (Work with the GM to make a background)
Basic: Choose two (2) Basic Skills of the PC choice to make racial skills (Work with the GM to make this choice fit with the race you chose)
Inept: All other weapon, magic, or basic skills that you don't already have proficiency with.
Expert: Fortitude Saves
Adept: Will Saves
Basic: Ref Saves
Expert: Armor Class (typically heavy armors)
Illusionist: Wielder of Arcane magic, is able to manipulate the world around to confuse and befuddle enemies.
Expert: Concentration (Con) and Arcane Magic (Int)
Adept: Arcana (Int) and Divine Spells (Wis) or Primal Spells (Cha)
Adept: Choose three (3) Intelligence, Wisdom, or Charisma basic skills
Adept: Choose two (2) Basic Skills of the PC choice to make a background (Work with the GM to make a background)
Basic: Choose two (2) Basic Skills of the PC choice to make racial skills (Work with the GM to make this choice fit with the race you chose)
Inept: All other weapon, magic, or basic skills that you don't already have proficiency with.
Expert: Will Saves
Adept: Reflex Saves
Basic: Fortitude Saves
Basic: Armor Class (typically just clothing)
Conjurer: Wielder of Divine magic, is able to call forth outsiders to destroy their enemies or help their allies.
Expert: Concentration (Con) and Divine Magic (Wis)
Adept: Religion (Int) and Arcane Spells (Int) or Primal Spells (Cha)
Adept: Choose three (3) Intelligence, Wisdom, or Charisma basic skills
Adept: Choose two (2) Basic Skills of the PC choice to make a background (Work with the GM to make a background)
Basic: Choose two (2) Basic Skills of the PC choice to make racial skills (Work with the GM to make this choice fit with the race you chose)
Inept: All other weapon, magic, or basic skills that you don't already have proficiency with.
Expert: Will Saves
Adept: Fortitude Saves
Basic: Reflex Saves
Adept: Armor Class (typically light armor)
Gaian: Wielder of Primal magic, is able to call upon the planet to work against their enemies.
Expert: Concentration (Con) and Primal Magic (Int)
Adept: Nature (Int) and Endurance (Con) or Divine Spells (Wis)
Adept: Choose three (3) Strength, Wisdom, or Charisma basic skills
Adept: Choose two (2) Basic Skills of the PC choice to make a background (Work with the GM to make a background)
Basic: Choose two (2) Basic Skills of the PC choice to make racial skills (Work with the GM to make this choice fit with the race you chose)
Inept: All other weapon, magic, or basic skills that you don't already have proficiency with.
Expert: Fortitude Saves
Adept: Will Saves
Basic: reflex Saves
Adept: Armor Class (typically just clothing)
Homebrew Jobs Guidelines
Expert: Concentration or Endurance and One (1) Magic Skill (if concentration is chosen) or One (1) Weapon Skill (if endurance is chosen)
Adept: Choose one (1) second bullet point from above.
Adept: Choose one (1) third bullet point from above.
Adept: Choose two (2) Basic Skills of the PC choice to make a background (Work with the GM to make a background)
Basic: Choose two (2) Basic Skills of the PC choice to make racial skills (Work with the GM to make this choice fit with the race you chose)
Inept: All other weapon, magic, or basic skills that you don't already have proficiency with.
Saving Throws: Expert, Adept, and Basic to one save each (GM Dependent).
Armor Class: Basic or Adept (GM dependent)
Job Features: Choose a job and the GM will choose a job. You can gain feature from either job list.
Special: Multiple skill choices of the same skill do not stack, you must choose a new skill of the same type.
Spells come from items.
In order to cast spells you must...
Wield the correct item, some take one hand and others take 2 hands
Use the correct verbal command
Aim the item
Have a high enough proficiency
Item Name
Wielded
Spell
Proficiency Needed
Ice Wand
1 Handed
Basic Attack
-
Flash Frost
+4
Icy Touch
+6
Icy Sphere
+8
Diamond Dust
+10
Flame Scepter
2 Handed
Basic Attack
-
Flame Surge
+4
Backdraft
+6
Wall of Fire
+8
Hell Fire
+10
Basic Attack: Each item that gives spells comes with a basic attack that you may use. This is always single target and deals B/P/S damage based on the type of item. This damage is either physical (hitting with a rod) or magical (weak magic blast) but always does either B/P/S damage.
Flame Scepter is a two handed rod that has spikes on the top. When used as a basic attack it will deal piercing damage. You can get your scepter modified, with the spikes taken off, you then can set it up to deal bludgeoning or slashing damage however you see fit (such as putting a curved blade onto it will make it deal lashing damage and look more like a scythe).
There will always be a verbal component (speaking name of spell, firmly in at least a normal speaking voice), material component (the rod/wand/staff/whatever), a somatic component (pointing/striking with the implement) unless specificied in the spell (silence would have a whisper "shh" instead of a speaking part).
https://docs.google.com/spreadsheets/d/1jM_eYqP4VXj5X_li3Fp0z0_avJaMHtSt3tQKou2rh_8/edit?usp=sharing
Under the proficiency bonus for each ability score you mark your proficiency bonus.
Under Job actions/swift actions/fluff you write all the things your character can do which includes from race, Job, and any fluff stuff you want to put down.
Notes include what your character is wearing, how they use certain items.
You can put your DC/Passive abilities anywhere you like, in the notes or in the Job actions/swift action sections.
Paralyzation is no longer a condition. Spells and effects that paralyze you now restrain you. Being restrained means you are grappled/magically held in place in such a way you must break free in order to do anything.
100% = Level Up
>100% = Boon
XP doesn't carry over from level to level (no multi leveling)
Roleplaying: Base 10%
Not a distraction/brought snacks (our group gives bonus XP for sharing snacks): Base 5%
Side Quests: Base 10%
Combat: Each encounter will give a percentage of XP. The following numbers are the base allotment.
Yawn: 1%
Easy: 2%
Normal: 5%
Boss: 15%
BBEG: 50%
If you go over 100% you won't gain an additional level or XP for the next game. However this will tallied and factored into the spoils of the mission. This could be reputation, money, items, better missions, a favor from a king, bonus to a death saving throw, etc...
(These numbers are still a work in progress)
Weapon Table (First Draft) (https://docs.google.com/spreadsheets/d/10fTDi3M5t01vrrajheXq5dXRyuQSuYT2sWs1ANPletA/edit?usp=sharing)
Penalty: -2 to your d20 roll or to your passive DCs.
Advantage: +2 to your d20 roll or to your passive DCs.
Penalty and Advantage cancels out. Alternative rule let's penalties and advantages stack.
Bludgeoning: Blunt force attacks such as from weapons, solid objects, or magic like the "Rocks Fall" spell.
Piercing: Puncturing or impaling attacks such as from weapons, solid objects, or magic like the "Sycamore Betrayal" spell.
Slashing: Slicing or cutting attacks such as from weapons, solid objects or magic like the "kamaitachi" spell.
Burn: Damage based on exposure to some sort of heat source. Fire, Acid, Radiant, and Plasma can all cause burn damage.
Freeze: Damage based on exposure to a source of cold. Ice, Water, Air, and Necrotic damage can all cause freeze damage.
Shock: Damage based on exposure to electrical current. Lightning, radiant, or necrotic damage can all cause shock.
Blind: Creatures lose the ability to see. Additionally blinded creatures, who are not adjusted to blindness, have penalty against creatures and creatures have advantage against them.
Charmed: Creatures view the charmer as a friend. When the condition ends they know they were charmed.
Deafened: Creature lose the ability to hear. Additionally you have penalty on spells.
Petrification: Creature or object is turned to stone/ice/crystal/or other solid material. Gain fort save each round to break out. After three fails you are turned to stone until cured.
Poisoned: Two types of poison. You either take penalty on attacks and saves or you take extra damage at the start of your turn. Effect dependent.
Restrained: You are held in place and incapable of acting normally. You may use your swift action to make a save (the type depends on the effect) in order to use your action. In order to remove yourself from the restrained condition permanently you must still fufill the requirements of the effect (so no flash step/teleporting away unless you beat the effect's requirements).
Silenced: Creatures lose the ability to speak. Creatures are unable to cast spells while silenced.
Death and Dying: For each turn you start and have 0HP you gain a fortitude save. You make these saves when someone checks on you or after a time the GM decides. After three failed saves you die.
Incapacitated: You can't take actions, swift actions, or movement.
Unconscious: You are incapacitated, can't move, can't speak, and are unaware of all around you. You drop whatever you are holding and fall prone. Fails all saving throws and all attacks auto hit.