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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.

gtwucla
2016-01-15, 05:36 AM
I think this is great. You've provided a good framework, but allowed for a lot of flexibility. I especially like that you've outlined a homebrew class. Also that you are regarding everything as skill based. The levels of proficiency are clear and concise and the idea to create a third magic type is great (I'm on the same boat there having created a native magic type for druids and other nature based magic as well). Is this part of a larger game? I only ask because you have just the 3 classes (I think that's all you need, just curious).

SpawnOfMorbo
2016-01-15, 07:33 AM
I think this is great. You've provided a good framework, but allowed for a lot of flexibility. I especially like that you've outlined a homebrew class. Also that you are regarding everything as skill based. The levels of proficiency are clear and concise and the idea to create a third magic type is great (I'm on the same boat there having created a native magic type for druids and other nature based magic as well). Is this part of a larger game? I only ask because you have just the 3 classes (I think that's all you need, just curious).

Thank you :)


The idea for feats is that there will be two big lists of features that you can grab from to make one feat. Feats will look more like mobile or athlete than great weapon master, in fact, the -5/+10 thing will not be in the game.

So the first part is *niche ability* and the second part is *better at skill*. Same bonus types won't stack.

Example Feat

Blind-Fight
+You do not take disadvantage when you attack invisible creatures and invisible creatures don't have advantage when they attack you.
+You gain +2 to Investigation or Perception checks.

Feat examples will be given but we wanted to make a system that takes into account that people like making their own stuff. Instead of just making a system for people to play, we wanted it to be a system that people would *use*.

Edit

On the third magic choice

I originally wasn't going to give charisma a magic choice, but then I remembered how cool primal magic was in 4e and how it was an odd mixture of arcane and divine spells and I thought that is exactly what sorcerers, druids, and others would/could use. So far there will be three spell lists. If a player wants to use the arcane spell list all they need to do is ask the DM to switch their magic spell proficiency (expert) from one type of magic to another.




Yes it will be part of a larger game, one that might be more final fantasy based than d&d based (but that hasn't been set in stone yet).

I used D&D classes to give examples because most people are familiar with d&d. However I want, as part of the base rules, a way for players to (with help from the DM) create their own stuff. This part outlines how to make your own class.

With no traditional ability scores, becoming better at a skill is essentially your ASI. So one list will be niche abilities and the other will let you pick a skill to upgrade (making a feat will be *choice between two* but in practical terms it's more just picking a skill that fits your feat theme.

I want feats to be set up as niche ability + skill focus so that the main chunk of ability, things people actively do, will come from class/job. I hate how Polearm master + sentinel in 5e is the bread and butter of a character instead it being that they are actively being a cleric/Paladin/barbarian/whatever.

JBPuffin
2016-01-22, 11:19 PM
All I'll say is: nifty. Definitely worth paying attention to.

SpawnOfMorbo
2016-01-23, 06:03 PM
All I'll say is: nifty. Definitely worth paying attention to.

Thank you :)

===
I will post the classes here as I get to them.

Very rough draft of my first job, the illusionist... Oh, just because you know it's an illusion doesn't mean you can see through the illusion. Only if the feature says you see through it will you see through it. Much like when someone is wearing a mask. You may know its a mask but it is still stopping you from seeing the person's face.



The Illusionist



Level
Job Features


1
Craft (Silent Image)


2
-


3
Craft (Disguise Self/Other)


4
-


5
Craft (Darkness)


6
-


7
Craft (Invisibility)


8
-


9
Craft (Major Image)


10
-


11
Craft (Hypnotic Pattern)


12
-


13
Craft (Hallucinatory Terrain)




Proficiencies


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)


Starting Equipment


Any two rods or wands of your choice.
2 Job Weapons: Your job weapons are all one handed simple weapons
A dungeoneer’s or explorer’s pack
Your background equipment



Backgrounds

Create a background for your character with your GM. You are adept in two skills of your choice (as shown above). You also gain one background package shown in the background chapter which will give you additional items (including a tool prof).

When you make your background you may choose a roleplaying benefit. This is a benefit that helps flavor your character.

Race

Create a race for your character with your GM. You are basic with two skills of your choice (as shown above). You also gain a couple racial features of your choice from the racial choice chapter.

Feats

You gain feats at level 1, 2, and then every other level. You may only take feats in which you meet the prerequisites. Feats are general, non-class specific abilities that enhance your character. They will generally boost a skill and give you a niche ability. See the Feat chapter for more details.


Multiclass Feats are special as they grant you features of other classes. To obtain a Multiclass Feats you must get permission from your DM.

Job Features


You gain a feature at level 1 and then every other level. You gain spells from using magical foci (rods) and (wands). You must be wielding the foci in order to cast the spell from it.

Your Arcane Spell DC is equal to 8 + Arcane Magic proficiency.

Your Arcane Spell Attack bonus is equal to your proficiency in Arcane Magic.

Craft Illusions: You craft illusions, which are spells that don’t require a focus (wand, rod, etc) for you to cast. Whenever you craft an illusion you must use your action, say the name of the illusion, and point to where you want the illusion to be crafted.




Craft (Silent Image)

​As an action you may make an image of an object, creature, or anything else you can recall (most important stuff within 24 hours is a given, beyond that ask your GM).
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15’ foot cube. The image is purely visual and doesn’t contain sounds or smells.
Physical interaction with the silent image proves it a fake. Any creature that sees you cast the silent image gains a Will Save to know that it is a illusion, otherwise creatures may study it from afar with Investigation or Perception (versus your spell DC) to determine it is an illusion.
No effects of this illusion can cause direct damage or effects.
This illusion lasts until you craft another Silent Image or a Disguise Self/Other.




Craft (Disguise Self/Other)

As an action you may place an illusion over a creature (up to large size) or object (up to medium size) that makes the target appear as another creature or object. The target of this illusion must be the same size or smaller than the illusion created.
Creatures that see you craft this illusion gain a Will save to know that it is an illusion that is being crafted (instead of say, a transmutation).
Creature that don't see the Illusion crafted, but later see the illusion, may make an Investigation or Perception check versus your Spell DC. If they succeed then they know the spell is an illusion.
Creatures that physically interact with the illusion automatically determine it is an illusion. If they only interact with a part of the target that isn't under the illusion then they are not automatically away that there is an illusion.
This illusion lasts until you dismiss it (free action) or you craft Silent Image or another Disguise Self/Other.




Craft (Darkness)

As an action you may choose a point in space and craft a 20' sphere of illusionary darkness. Unless a creature succeeds on a Will Save they can not see through this area.
This illusion lasts until you dismiss it (free action) or you craft another Darkness or craft Invisibility.
Darkness is also broken if you take damage.




Craft (Invisibility)

As an action you may choose one creature or object (up to medium size) to become invisible.
This illusion lasts until you dismiss it (free action) or you craft another Invisibility or craft Darkness.
Invisibility is also broken if you take damage.




Craft (Major Image)

Your silent image can now include smells. sounds, and can move.
As a swift action you may have your major image move and talk.
The area that you may craft your Major Image is a 30' Cube.
All other rules still apply to the crafted illusion as if it was Silent Image.




Craft (Hypnotic Pattern)

As an action, you create a series of swirling patterns inside a 15' cube.
Each creature within the area that sees the pattern must make a Will Save.
On a failure the creature is charmed and restrained.
The effects end on a target as soon if it takes damage or if someone else shakes the creature out of its stupor.
Creatures subjected to this effect more than once per short rest have advantage on the saving throw.




Craft (Hallucinatory Terrain)

To craft this illusion you must spend 10 uninterrupted minutes performing a ritual of your creation (talk with the GM to make this). This illusion can only be dispelled, dismissed, or otherwise gotten rid of by you (when not under magical control) or by a deity level creature.
You craft an illusion so strong that you make all terrain in a 1 mile diameter (centered on a place within 500’) looks, sounds, and smells like some other terrain.
Any creature that comes into contact with the illusion gains a Will Save. If they pass the will save then they can see through the illusion.
Any creature designated by you can see through the illusion with no save required.
Creatures that see the illusion from a distance greater than 100’ can’t tell it is an illusion.
Creatures that are within 100’ gain a Will Save. If they fail, not only do they not see through the illusion but they believe they have no reason to interact with that area.






The marauder is somewhat of a Fighter or Barbarian type. You could go either way with it. They are all about controlling the battlefield... Which could be through directly applying a Scythe to your face or debilitating you. They are very up front and personal as their features will have a low range for the most part.




The Marauder







Level
Job Features


1
Swift Footwork


2
-


3
Fearsome Visage


4
-


5
Adrenalin


6
-


7
Blitz


8
-


9
Flash Step


10
-


11
Blindside


12
-


13
Crushing Mountain Strike




Proficiencies


Expert: Endurance (Con) and Melee/Thrown Weapons (Str)
Adept: Athletics (Str) and Dash (Str)
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: Reflex Saves
Basic: Will Saves
Expert: Armor Class (wide variety of choice, some have no armor while others have full plate)


Starting Equipment


4 Job Weapons: All weapons are considered Job Weapons for you. If you choose a ranged weapon that needs ammo, you gain 20 ammo with your choice.
A dungeoneer’s or explorer’s pack
Your background equipment


Backgrounds

Create a background for your character with your GM. You are adept in two skills of your choice (as shown above). You also gain one background package shown in the background chapter which will give you additional items (including a tool prof).

When you make your background you may choose a roleplaying benefit. This is a benefit that helps flavor your character.

Race

Create a race for your character with your GM. You are basic with two skills of your choice (as shown above). You also gain a couple racial features of your choice from the racial choice chapter.

Feats

You gain feats at level 1, 2, and then every other level. You may only take feats in which you meet the prerequisites. Feats are general, non-class specific abilities that enhance your character. They will generally boost a skill and give you a niche ability. See the Feat chapter for more details.

Multiclass Feats are special as they grant you features of other classes. To obtain a Multiclass Feats you must get permission from your DM.

Job Features

You gain a feature at level 1 and then every other level.

Your Marauder Attack bonus is equal to your proficiency in Melee/Thrown (Str) Weapon Skill. A marauder attack is any attack with a proficient weapon that uses your Melee/Thrown (Str) Weapon Skill.

Swift Footwork: You do not provoke penalty when entering or leaving the threatened space of an enemy no matter what features the creature may have or use.

Fearsome Visage: As an action, you may cause all enemies within 10' make a Will save (versus Weapon DC). If a creature fails then they are restrained to that spot until the start of your next turn. Creatures that are immune to Charm or Restrain conditions are immune to this effect.

If effected by this ability more than once in a short amount of time, the creatures making a save gain advantage.

Scourge:

Blitz: Whenever you take the melee weapon attack action you may target any number of creatures within reach of your weapon.

Alternatively, when you use a thrown weapon, you can target up to 8 creatures of you have enough weapons to throw.

Flash Step: As a Swift Action you may use your movement to instantly move to any spot within your normal movement range. You move so fast your action can be performed after this movement and not exactly when you start the movement.

You ignore all difficult terrain or anything that would impede your travel. However, if you are restrained you must make a save as normal to be able to move (DC and type of save depending on the effect)

Evade: Once per round when an enemy makes a weapon attack, but before it is declared a hit or miss, you may negate the attack. The attack is considered a miss.

Quake the Earth: You spend 10 minutes gathering your energy and honing your thoughts. After these 10 minutes you unleash a devastating attack that causes an Earthquake to happen in a radius of a mile (you being in the epicenter) and can be felt up to 200 miles away (but with no ill effect). This ability can take out buildings, cause mountains to break off, or cause volcanoes to erupt if used properly.

Zireael
2016-01-28, 09:30 AM
Long ago, I had a similar base idea (treat everything as skills) but I never got as far as you did. Congrats!

SpawnOfMorbo
2016-01-28, 06:58 PM
Long ago, I had a similar base idea (treat everything as skills) but I never got as far as you did. Congrats!

Thanks!

I've attempted this a couple times in the days of 3e and 4e, but those systems gave me enough of what I want out of a system that I didn't have the motivation.


Edit: I'm going to go through a simplify the attack/spells stuff.

Weapon Skill Attack
Magic Skill Attack
Basic Skill Roll
Basic Skill Contest

An attack is anytime you affect a creature in a harmful way. This includes you rolling an attack roll or the target rolling a saving throw.

I'll be adding in a help action, even in combat, and I think I'll even count that as an attack when used to give someone advantage.