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Durzan
2016-02-26, 10:48 PM
Hey guys, My name is Durzan, and I have the first build of my new D20 Tabletop RPG ready for you guys to critique and to alpha test.

Keep in mind, this isn't the final product, and I got a long way to go before it is finished. Right now its in its first testing stages. All I really got right now is what I call the Skeleton System: its got just enough rules to allow people to play, but GM Fiat is practically required in order for this game to run as it is currently. Creating home-brew content based on the Skeleton System is also required.

Players are encouraged to come up with their own ideas for talents, feats, and spells, and to use them while playing. Of course, all this is subject to GM approval.

A note on spells: Players should describe the effect they want, and the GM should rule what level the spell should be, as well as what Domain it fits under. Keep in mind, spells should also be able to scale levels. I don't want 100 different spells that do different levels of the same effect. If this happens, MERGE THE SPELLS. Trust me, it saves paper work.

Those who do choose to play-test: Please keep notes over what you do to flesh the system out. I will be collecting the notes, considering them, and then updating the system based on those notes. I plan to make these updates fairly regularly, so have some type of folder or something to store them in.

Summary:

Initial Alpha Release:
⁃ Skeletal System defined via Basic Combat System and Skill System
⁃ Core Races established, 5 of them should be playable (Tal’Dori potentially broken, needs work)
⁃ Sub-Races also established.
⁃ Playable Races are: Human, Orc (Green Klingon type), Halfling, Dwarf, and Elf. Tal’Dori added, but could probably use some tweaking and more detail before playing.
⁃ Orcs have the most detail in the files.
⁃ Most races lack a whole lot of description, the exception being the Orcs. For 5 of these races, that shouldn’t be too much of a problem. They are standard Fantasy Races.
⁃ 4 Core Classes established: The Warrior (Tank/Melee DPR, Fighter Equivalent), Ranger (Ranged DPR/Wilderness Specialist, Ranger Equivalent), Thief (Skill Monkey/Sneak Attack, Rouge Equivalent), Magic User (Support/Healing/Magic DPR, Wizard or Cleric Equivalent)
⁃ Note: No Class Abilities established yet. See Talent section for more instructions.
⁃ Talent Trees Established: Choose 1 at every odd level. 2 Sample Talent Trees created for reference.
⁃ Combat Talents: Weapon Mastery Talent Tree
⁃ Magic Talents: Improved Spellcasting Talent Tree
⁃ Backgrounds established: Choose 1 at character creation
⁃ 3 backgrounds created as samples, some with options for customization.
⁃ Skill System Implemented: 31 skills established with general function. How the skill system works in general is also established. Specifics need to be developed.
⁃ Combat System Implemented: in its early stages. Combat should be fairly simple to pull off. Grappling falls under the Brawl skill. Other special combat maneuvers should be ruled on a case by case basis, but should be treated in as simple a manner as possible. Remember, this game is built under the KISS formula (Keep It Simple, Stupid!).
⁃ Magic Implemented: Most notes on how it works mechanically is listed under the Magic User Class.
⁃ Lore is in its own sheet in the Magic Folder
⁃ Encounters/Monsters: Not Implemented
⁃ GMs, make stuff up and take notes on what you do and how you do it.
⁃ Equipment: Not Implemented
⁃ GMs, make stuff up and take notes on what you do and how you do it.
⁃ Note that damage scales for weapons will probably scale up from D&D 3.5
⁃ Character Sheet: Sort of Implemented. Actual Character Sheet is really just a Text file with list of stats and some useful notes on them. Use caution when implementing.

Testing Rules:
1. Players start at 1st level.
2. Character Creation:
⁃ Choose a Race and a sub-race.
⁃ Players place their stats first. All players create characters using my custom point buy system:
⁃ All stats start at 10.
⁃ Each player has 15 points to split between all 6 stats.
⁃ Increasing a stat is on a 1 to 1 basis.
⁃ Limitations: When spending Ability Points, you can’t increase a stat above 16, nor lower a stat less than 8. Racial modifiers can push an ability above 16, or below 8.
⁃ Pick 1 Background
⁃ Feats haven’t been implemented yet (So don’t worry about it.)
⁃ Pick 1 Class
⁃ Distribute Class Skills and Place Skill Points
⁃ 1st level: Characters Receive a number of skill points equal to their Intelligence score.
⁃ Choose a Talent.
⁃ Get Gear
⁃ Characters start out with money based on their background, which they can spend on items
⁃ Equipment hasn’t been implemented yet, so items don’t give specific benefits or penalties, nor are their prices set. (WIP)
⁃ Begin Game
3. Level up:
⁃ The amount of XP needed to reach Target Level A is [10 x (A — 1)] worth of XP.
⁃ Example: you need 10 XP to reach level 2.
⁃ Every time you level up, you receive:
⁃ A number of skill points equal to half your Intelligence Score.
⁃ Players receive 1st Talent at every odd numbered level.
⁃ Players receive 2 points to add to any ability score of their choice every 4 levels.
⁃ Level Cap for alpha testing is Level 5.
4. Gameplay:
⁃ Because this game is in its Alpha Stages, extensive GM Fiat is required in order for this game to function.
⁃ Players may suggest new Talents, Spells, Races, etc. Subject to GM approval of course

Character Sheet:

Character Sheet

Name:
Owner:
Classes:
Experience:

Race:
Gender:
Size:
Physical Description: <Eye Color, Hair Color, Skin Color, Height, Weight, Clothing, etc.>
Speed:

Strength:
Agility:
Constitution:
Intelligence:
Wisdom:
Charisma:

Combat:


Wounds: <10 + Constitution Score + Misc. Modifiers>
Vitality: <(Vitality Dice) + (Level x Constitution Mod.)>
Mana: <See Mana Description under the Magic User Class>
⁃ Body:
⁃ Mana Battery:

Defense: <Same as Passive Reflex Skill>
Toughness: <Same as Passive Fortitude>
Willpower: <Same as Passive Willpower>

Damage Reduction: <Not Implemented Yet.>

Brawl Attacks: <Brawl Attack Bonus + Modifiers / Weapon Info>
Melee Attacks: : <Melee Attack Bonus + Modifiers / Weapon Info>
Ranged Attacks: : <Ranged Attack Bonus + Modifiers / Weapon Info>
Magic Attacks: : <Magic Attack Bonus + Modifiers / Spell Info>

Skills:

• <Skill = Ranks + Ability Modifier + Equipment Bonus + Misc. Modifers>
• Passive Skill = 10 + Skill

• Offensive Combat:
⁃ Initative (Dex):
⁃ Brawl (Str):
⁃ Melee (Str):
⁃ Magic (Int, Wis, or Cha.):
• Defensive Combat:
⁃ Reflex (Dex):
⁃ Toughness (Con):
⁃ Willpower (Wis):

• Social Skills:
⁃ Bluff (Cha. or Wis.):
⁃ Negotiation (Cha. or Int.):
⁃ Composure (Cha.):
⁃ Intimidate (Cha.):
⁃ Investigation (Int.):
⁃ Insight (Wis.):
⁃ Perform (Cha):

• Physical Skills:
⁃ Acrobatics (Dex):
⁃ Athletics (Str):
⁃ Perception (Wis):
⁃ Stealth (Dex):
⁃ Thievery (Dex. or Int.):

• Knowledge Skills:
⁃ Craft (Int. Or Dex.):
⁃ Nature (Int.):
⁃ Religion (Int.):
⁃ History (Int.):
⁃ Local (Int.):
⁃ Political (Int.):
⁃ Engineering (Int.):
⁃ Arcana (Int.):
⁃ Healing (Wis.):

• Custom Skills:
⁃ Example (Varies): <Depends on GM Approval and player Desire>\

• Backgrounds:
⁃ <Example>
• Talents/Feats:
⁃ <Example:>

• Magic:
⁃ Spelcasting Ability: <Intellegence, Wisdom, or Charisma>
⁃ Domains/Spells Known:
⁃ Organization (If Any):
• Money:
• Gear:

• Backstory/Useful Notes:


The Skeleton System (Skills and Combat):

Skill System

Ranks: Ranks represent how much raw training or practice you have put into a skill. The maximum ranks you can put into a skill equals {Level + Relevant Ability Modifier}; if it is a trained skill, then the maximum number of ranks you can place in the skill equals {1+ Level + Relevant Ability Modifier}. At first level, this maximum is {1 + Relevant Ability Modifier} or {2 + Relevant Ability Modifier} if it is a trained skill. If the relevant ability modifier is a penalty, then it cannot reduce the maximum number of ranks you can put in a skill below 2. Of course, as you level up, your maximum number of ranks in any particular skill also increases, up to a fixed maximum of 10 ranks, or 12 ranks for trained skills.


Trained Skills: Trained skills are a limited list of skills that you have specifically devoted extra time to learning. A list of trained skills is given under your class, while additional trained skills are granted by backgrounds. You may choose a number of skills from the list and add an extra rank to them at first level. Should backgrounds or classes give you the same skill, then you can get an additional rank up.


Difficulty Class (DC): A number that tells you how easy or how hard a skill check is.


Why are you even rolling?: DC <5
So Simple, a Caveman could do it: DC 5
Easy: DC 10
Average: DC 15
Challenging: DC 20
Hard: DC 25
You probably shouldn’t be doing this: DC 30
Your Screwed: DC 35
Inconceivable: DC 40 (absolute maximum)


Skill Check: When attempting to use a skill you roll 1d20 + (Total Relevant Skill). If it equals or exceeds the DC set by the GM, then you succeed in using the skill successfully. If not, then you fail.


Passive Checks: Basically, when your not threatened, you can use your passive skill to determine success. A passive skill check is equal to 10 + (Total Relevant Skill).


Opposed checks: Sometimes you aren’t facing against a specific difficulty, but rather pitting your skills against another person. In that case, the GM determines the skills used, and whoever has the highest roll succeeds. (Example Bluff vs. Insight). Sometimes the GM may elect to have the NPC or opponent use a passive skill instead, or you use a passive skill while the opponent rolls. This happens all the time in combat.


Advantage/Disadvantage: As determined by by character conditions, or the GM, players/NPCs could have advantage or disadvantage on a skill check or attack roll. When this happens, the player rolls an additional D20, taking the higher of the two rolls when at an advantage, or the lower of the two when at a disadvantage. In the case of more than one Advantage or Disadvantage for a single player, Advantages and Disadvantages cancel out. Whichever one is left over is what you apply. Only 2d20’s can be rolled.


Equipment: Various pieces of equipment can add bonuses or penalties to various skills. Enchanted weapons, for example may add bonuses to attacks and damage, when using them.




Skill List:


Attacks:


Initiative (Dexterity or Wisdom): Ability to React.


Brawl (Strength): Fighting with your fists, kicks, knees, elbows, exc.


Melee (Strength): Using a Melee weapon.


Ranged (Dexterity): Use Ranged Weapons.


Magic (Intelligence, Wisdom, OR Charisma): Cast A spell/ Attack with Magic. (Restricted: Only those with Proficiency in Magic can put ranks into or use this skill.)


Defensive:


Reflex (Dexterity): Ability to dodge and avoid physical attacks.

Toughness (Constitution): Ability to resist poison, disease, overcome critical injury that would incapacitate or kill a normal person, or otherwise physically endure. This increases damage reduction.


Willpower (Wisdom): Your Character’s strength of mind. Represents character’s ability to resist mind-affecting attacks.


Social Skills:


Bluff (Cha. Or Wis.): Lying to or deceiving people in some manner, Nuff said.


Negotiation (Cha. or Int.): Influence someone through charm, wit, and diplomacy.


Composure (Cha.): How likely you are to keep a straight face.


Intimidate (Cha): Influence someone by scaring them.


Investigation (Int): The ability to find gather information, and put two and two together.


Insight (Wis): Think someone is trying to lie to you? See if you can determine his motives.


Perform (Cha): Play an instrument, sing a song, dance, etc. Usually for the entertainment of others!


Handle Animal (Cha.): The ability to deal with animals, including riding them or influencing them.


Physical Skills:


Acrobatics (Dex): Agility based physical skills such as Jumping, Balancing, Tumbling, etc.


Athletics (Str): Physical skills based on bodily strength, such as swimming and climbing


Perception (Wis): How likely you are to notice something via sight, smell, hearing, etc.


Stealth (Dex): To move quietly, or move without causing suspicion or drawing attention to yourself.


Thievery (Dex. or Int.): Picking locks, pickpocketing, slight of hand, conning someone, etc.


Knowledge Skills:


Profession (Varies):


Craft (Int. or Dex): Craft items.


Nature (Int): Knowledge of the wilderness. Use this to survive in the wilderness, identify monsters, track etc.


Religion (Int): Knowledge about religions.


History (Int): Knowledge of History.


Local (int.): Knowing about or being able to find out local information.


Politics (Int): Knowledge about political information, such as nobility, kingdoms, trade etc.


Engineering (Int.): Mechanical knowledge, how machines work, etc.


Arcana (Int.) Knowledge about magic.


Healing (Wis): Allows you to tend to the sick and injured.




Combat System:




Initiative:

All Players and the GM roll initiative.
The Player with the highest initiative goes first. Play continues around the table clockwise, or if using a virtual tabletop, then play continues according to the initiative roll from highest roll to lowest roll.
When all players have completed their turn, then the round ends and a new round begins.
1 Round = 6 seconds in-game.


During their turn:

Each Player Gets:

1 Swift Action: Basically, a split-second action. (Examples: Swift Combat Maneuver, swift spell-casting, Swift Special Ability, Drawing a weapon, Opening/Closing a door, etc.)
2 Standard Actions: Your standard action. (Examples: Switching Weapons, Standard Action Special Ability, A Single Attack, Cast a single spell, Move a number of feet equal to your move speed, any swift action ability, etc.)


OR

1 Swift Action (can’t be used to move)
1 Full-Round Action: (Full Attack Action, Full Move Action, Full Round Spell-casting, or a special ability that requires a full round action.)



Attacking:

Roll 1d20 + (Relevant Skill Total):

Use Melee if your attacking with a Melee Weapon (Such as a sword or axe).
Use Brawl if attacking with your natural weapons (Ex: fists, elbows, kicks, etc.), or when performing a combat maneuver.
Use Ranged when using a Ranged Weapon (such as a bow or throwing dagger)
Use Magic when casting a spell.


Compare to targets appropriate passive defensive skill (10 + Relevant Skill Score):

Use Reflex Skill for physical attacks
Use Willpower for mental attacks


If successful, roll damage [Weapon’s Damage Dice + Strength Modifier (If Melee/Brawl) OR Dexterity Modifier (If Ranged)].

Damage for spells depends upon the spell, and typically bypasses Damage Reduction.



Damage Reduction:

Players receive a flat amount of damage reduction equal to their Fortitude Skill Bonus. If there is damage reduction, subtract this number from the damage dealt.
Armor, certain spells, and Natural armor add bonuses to Fortitude, increasing this damage reduction.


Health and Vitality:

All Characters and players have two pools of Hit Points:

Vitality represents your ability to narrowly dodge or roll with a blow enough to prevent serious damage.
Health represents how much physical damage you can take before you die.


When Vitality Reaches zero, you start taking damage to your wounds instead.
When Wounds equal 10 or less, player is unconscious and dying, and loses 1 wound per round.
When Wounds reach 0 you die.


Critical Hits:

Occur on a natural 20 attack roll.
Damage automatically dealt to wound points instead of vitality first. Damage Reduction Still applies
Some classes will get bonus damage on critical hits.
Some weapons and enchantments will increase the critical hit range.


Conditions:

Most Conditions will be applied into the Advantage/Disadvantage mechanic, or into a Condition Track mechanic.


Massive Damage:

Not yet implemented.


Clarifications:
Spell Casting: Roll 1d20 + (Magic Skill Total) vs Target DC (or against Opponent’s passive Reflex or Will, when applicable and depending on the situation)


Swift Movement: You can move a number of feet equal to 1/6 your move speed in a swift action.


Standard Movement: In a standard action you can move a number of feet equal to your move speed. Some actions (such as opening a door or climbing up) might use up some of your move speed in 5 ft increments.


Full Movement: In a full-round action, you can move a number of feet equal to 4x your move speed (3x in heavy armor).


Standard Attack: A single attack uses up a standard action


Full Attack: A full round action can be spent on making multiple attacks.

Classes:

Warrior

Many have heard the call of battle over the years and have taken up arms in defense of themselves or others, for glory, for revenge, to prove themselves, or for any number of other reasons. Either way, these brave souls have spent their lives under intense physical training and practice with many different weapons, armor, and equipment, pushing themselves to their physical limits. Those who endured through the trials came out of the furnace with their entire body trained as a honed weapon, revealing the true deadliness of their weaponry in the hands of someone who is properly trained to use them.
Woe unto any who oppose the lord of the battlefields, for they will find that Warriors are a force to be reckoned with.


Class Features:


Important Stats: Strength, Agility, and Constitution


Vitality Die: d6


Starting Feats: A warrior receives the following feats at 1st level if he does not have them already:


Simple Weapon Proficiency (All)
Martial Weapons Proficiency (All)
Armor Proficiency (All)
Shield Proficiency (All)





Talents: The Warrior chooses any Bonus Talents from Combat Talent Trees. Any prerequisites for the talents must be met before the Talent is chosen.


Class Trained Skills:


Combat:
Defensive: Reflex and Toughness
Offensive: Initiative, Melee, and 1 other Attack Skills of your choice.
Social: Intimidate, and 2 others of your choice.
Physical: Athletics, Perception, and 1 other of your choice
Knowledge: Any 2 Knowledge Skills.



Ranger


For some, the life of a wandering hermit is the path to adventure. Living in the wilderness, the Ranger has gained skills needed to survive, and has spent many an hour training and hunting.




Class Features:


Important Stats: Agility, Constitution, and Wisdom


Vitality Die: d6


Starting Feats: A Ranger receives the following feats at 1st level if he does not have them already:


Simple Weapon Proficiency (All)
Martial Weapons Proficiency (All)
Armor Proficiency (Light and Medium)
One of the Following:

Shield Proficiency (One shield of the Player’s choice)
Exotic Weapon Proficiency (One Exotic weapon of the Player’s choice)




Talents: The Ranger receives chooses bonus Talents from either Combat Talent Trees or Wilderness Talent Trees. Any prerequisites for the talents must be met before the Talent is chosen.


Class Trained Skills:


Combat:

Defensive:Reflex and Willpower
Offensive Initiative, Ranged and 1 other Attack Skill of your choice.


Social: Handle Animal, Composure, and 1 Other Skill of their choice.
Physical: Perception, Stealth, and 1 other of their choice.
Knowledge: Nature, local, History, Engineering, and 1 Profession or Craft of their choice.





Thief


For some, life is an endless adventure, with the only way to survive is by relying on ones own wits and cunning. Thieves are such folk, relying on their own abilities to stay one step ahead of their enemies. Pickpockets, swindlers, smugglers, you name it, they are all thieves, always staying one step ahead of their enemies and always looking for the chance to swindle the unsuspecting citizen.


Class Features:


Important Stats: Agility, Intelligence, and Charisma


Vitality Die: d6


Starting Feats: A Thief receives the following feats at 1st level if he does not have them already:


Simple Weapon Proficiency (All)
Martial Weapons Proficiency (Rapier, Short Sword, Sap, Shortbow, and All Crossbows)
Armor Proficiency (Light)



Talents: The Thief chooses bonus Talents from Combat Talent Trees or Thievery Talent Trees. Any prerequisites for the talents must be met before the Talent is chosen.


Class Trained Skills:


Combat:

Defensive: Reflex, and either Toughness or Willpower.
Attack: Initiative, and either Melee or Ranged.


Social: Bluff, Negotiation, Investigation, and Insight, and 1 other of their choice.
Physical: Thievery, Stealth, Perception, and 1 other of their choice.
Knowledge: Any 3 Knowledge Skills.





Magic User


Noble Shaman of a Orcish Tribe, village healers, Clerics, self-taught Renegades, Members of the Order of the Magi, all were born with the ability to use magic.


Class Features:


Important Stats: Intelligence, Wisdom, and Charisma


Vitality Die: d6


Prerequisite: Magic users are rare in the world, and have to be born with the ability to use magic. As such this class has a required prerequisite in order to multiclass into it from any other class


Talent: Magical Blood - You have the potential to use magic.

Normal: A character without this feat cannot cast spells, use the Magic skill, sense nearby magic users and the casting of spells, or even see the flows of magical energy in the world
Special: This prerequisite is only required if a character is multi-classing into the Magic User class. The character receives this feat for free if he/she is a 1st level character who’s primary class is mage, otherwise it must be selected as a normal feat before the character can take this class.




Starting Feats: Mage receives the following feats at 1st level if he does not have them already:


Simple Weapon Proficiency (All)
Armor Proficiency (Light)
Magical Blood (Only received upon conditions stated above.))



Talents: Magic users choose bonus talents from Magical Talent Trees. Any prerequisites for the talents must be met before the Talent is chosen.


Class Trained Skills:




Combat:






Defensive: Willpower and Toughness.
Attack: Initiative and Magic, and 1 other Attack skill of their choice.


Social: Bluff, Negotiation, Insight, and 2 others of your choice.
Physical: Perception and 1 other of their choice.
Knowledge: Arcana, History, Religion, and any 3 others.



All Spell Casters Start Knowing: 1 Domain, 5 1st level spells within their Domain, and a number of bonus spells equal to their Intelligence Modifier. The bonus spells can come from any Domain.


Spell-Casting Ability: Choose either Intelligence, Wisdom, or Charisma to base your spell casting skill off of. Which one you choose determines where you are drawing your power from, and how you cast your spells. This is what determines what ability you use for your Magic Skill.


See the Magic section for further details.

The rest has been added to the next post...

Durzan
2016-02-27, 12:39 PM
Continued from Last Post...


Races:

Humans:


Ability Scores: +2 bonus to any two ability scores, -2 to any one other ability score. Humans are versatile beings with a variety of traits depending on where they came from or where they grew up.
Medium: Humans are medium sized creatures with no benefits or penalties associated with them. Base Speed is 30 feet.
Skill Training: Humans are quick to pick up different skills, and as such, they gain 2 additional trained skills of their choice. If they have a high Intelligence score (15 or higher) they get to pick one more skill.


Note: Sub-races apply additional modifications to the traits that all members share.


Orcs:


Orcs are a tough warrior race who are organized into large clans, each sub-divided into smaller tribes. They are primal and strongly tied to nature, believing that it is better to live in harmony with Nature rather than trying to control it. As such, Orcs have developed a very primal way of life, and thrive as hunter-gatherers. Culturally, they are a shamanistic culture and tend to worship the spirits of nature, and their Shamans often draw upon nature in order to fuel their magics.
Although seemingly primitive and brutish, Orcs have a strict and complex culture based around gaining honor and prestige through hunting, hard work, and battle. Naturally, this “Honor Code” as it is called by outsiders, naturally shifts the overall Orcish culture toward a fairly ritualistic mindset; it influences all aspects of their life, and if an Orc breaks the code in any way, he brings shame upon himself and the tribe. Extraordinary feats of bravery, cunning, or craftsmanship often grant an Orc huge amounts of Honor among their tribe and clan. Standing in a tribe is determined by honor, which is gained through hard-work, bravery, experience, and age. Honor is lost through acts of laziness, cowardice, or actions that endanger the tribe or other Orcs. An Orc will do anything within his own power to earn or regain Honor and Prestige, no matter how slight.


All Orcs Receive:




Ability Scores: +4 Strength, -2 Agility, +2 Constitution. All orcs are incredibly strong and hardy, but are less nimble than other races. (Additional penalties or bonuses given based on chosen sub-race)
Size: Orcs are medium sized creatures with no benefits or penalties associated with them. Base Speed is 30 feet.
Enhanced Senses: Orcs gain a +4 racial bonus to perception checks due to their keen senses of smell and hearing. If their hearing or smell becomes impaired, the bonus is reduced by 2 for each one impaired.
Low-Light Vision. Orcs have keen sight when in dim light.
Racial Bonus: +2 Racial Bonus on Nature Checks



Sub-Races:


Green Orcs:

Are the most common type of Orc. They have green skin and brooding tusks. Hardy and warlike, they are well suited to many environments.
Ability Scores: -2 to any one mental ability score (Most commonly Charisma). All Green orcs have some type of mental defect, that varies from one orc to the next.


Mountain Orcs:

Tend to live in mountainous areas. Their skin is typically a grayish or brown color.
Ability Scores: -2 Strength, +2 Agility. Mountain orcs have given up a portion of their brute strength in exchange for being more flexible than their kinsmen. (IE, they have average agility, while their kinsmen have poorer agility)
Darkvision (60 ft): Mountain Orcs live in caves and as such have developed the ability to see in darkness.
Light Sensitivity: Mountain Orcs become dazzled when exposed to bright light. The effects of this can be mitigated if they wear a strip of dark cloth over their eyes.




Note: Sub-races apply additional modifications to the traits that all members share.




Elves


General Elf Traits:


Ability Scores: +2 Agility, -2 Constitution
Size: Elves are medium sized creatures with no benefits or penalties associated with them.
Night Vision: Elves have keen sight when in dim light.
Fast Movement: Base speed is 40 feet instead of 30
Sub-Races:



High Elves:

+2 Intelligence


Wood Elves:

+2 Wisdom
Wood elves are known for their knowledge of herbalism.


Dark Elves:

+2 Charisma




Note: Sub-races apply additional modifications to the traits that all members share.




Dwarf


General Dwarf Traits:


Ability Scores: +2 Constitution, -2 Charisma
Size: Elves are medium sized creatures with no benefits or penalties associated with them.
Darkvision (60 ft): Dwarves live in caves and as such have developed the ability to see in darkness.
Stability: Dwarves gain a +4 bonus on Athletic Checks.
Slow Movement: Base speed is 20 feet instead of 30. Dwarves don’t take a speed penalty when wearing Medium or Heavy Armor.



Sub-races




Mountain Dwarf:





+2 Strength


Hill Dwarves:

+4 Charisma, -2 Agility


Deep Dwarves

+2 Constitution




Note: Sub-races apply additional modifications to the traits that all members share.


Halflings


General Halfling Traits:


Ability Scores: +4 Agility, -4 Strength, +2 Charisma
Size: Halflings are small Creatures.
Slow Movement: Base speed is 20 feet instead of 30, due to small size.
Move Silently: +4 Racial bonus to Stealth Checks
Halfling Luck: Once per day, a halfling can gain an advantage on any one roll.
Shrewd Negotiator: +2 Racial bonus to Negotiation and Profession checks.



Sub-races:




Harryfoot (Stationary):

Ability Scores: No Changes
+2 Racial Bonus on Craft and Handle Animal checks.


Tallfellow (Wandering):





Additional +2 Strength, -2 Agility


Stout:

Additional +2 Constitution, -2 Charisma




Note: Sub-races apply additional modifications to the traits that all members share.




Tal’dori


General Traits:


Ability Score: +4 Strength, -2 Dexterity, +2 Constitution
Fast Movement: base speed of 50 ft. due to large size.
Size: Large
Night Vision: Tal’Dori have keen sight when in dim light



Sub-Races:


Cityfolk:

+4 Bonus to any Mental Ability Score, -2 Strength
Magical Training: They receive the Magical Blood Trait for free.


Forest:

+4 Dexterity, -2 to any one Mental Ability Scores
+2 Racial Bonus on Acrobatic Checks
Note: Sub-races apply additional modifications to the traits that all members share.




Backgrounds:

Backgrounds are attributes given to your character based off of what social/economical status your character is from, and provides a general idea for what kind of life your character led before becoming an adventurer. Backgrounds grant additional Trained Skills, or other benefits, so choose wisely.

By Default, You are allowed to choose 1 Background.


Custom Background: If you have an idea for a background that is not listed, then talk with your GM.


Backgrounds are attributes given to your character based off of what social/economical status your character is from, and provides a general idea for what kind of life your character led before becoming an adventurer. Backgrounds grant additional Trained Skills, or other benefits, so choose wisely.


By Default, You are allowed to choose 1 Background.


Custom Background: If you have an idea for a background that is not listed, then talk with your GM.


Example Backgrounds:


Rich: You come from a Wealthy Family, or were part of a rich life before adventuring. You start with an additional 1000 gold. You gain “Call in A Favor” as a bonus feat. In addition, choose one of the following:


Noble/Royal: You gain two of the following as Trained Skills: Politics, Bluff, Negotiation, Insight, Intimidate, or Composure.

Call in A Favor: Once per week per level, you can call in a favor from someone who owes you.




Middle Class (Default): You come from a family or organization of average wealth. Since normal families are diverse, you gain one additional trained skill of your choice. In addition, choose one of the following:


Soldier: You come from a family or organization trained in fighting. You gain Initiative and one other Combat Skill (excluding Magic) of your choice as a Trained Skill.
Merchant/Craftsman: You come from a family or organization that is known for its skills in trade or crafting. You gain a Profession Skill of your choice and one of the following skills as a trained skill: Negotiation, Insight, Craft
Scholar: You gain 3 knowledge skills of your choice as Trained Skills.



Poor: You grew up extremely poor. You are used to working very hard, so you gain two physical skills as Trained Skills. In addition choose one of the following:


Urchin: You grew up living on the streets. You gain three of the following as Trained Skills: Bluff, Investigation, Perform, Stealth, Acrobatics, or Thievery.
Wilderness: You were raised in the wilderness, either as an orphan or as part of a solitary family. You gain Nature, Athletics, and one of the following as Trained Skills: Perception, Stealth, or Handle Animal.



Talents:

Combat: Weapon Mastery

Those who prefer using specific weapons will find that focusing and working to mastering a specific set of weapons can be both practical and deadly.


Weapon Training: Choose a weapon group that you are proficient with.You gain an advantage whenever you are using a weapon of said weapon group. Type: Passive. Special: You can gain this talent multiple times, applying it to a different weapon each time.


Accuracy Focus: Choose a weapon group that you chose for the Weapon Training talent. When using that weapon, you gain a +2 focus bonus to your attack roll. Prerequisite: Talents: Weapon Training. Type: Passive. Special: You can gain this talent multiple times, applying it to a different weapon group each time.


Damage Focus: Choose a weapon group that you chose for the Weapon Training talent; You roll an additional damage die when using a weapon in this group (Ex. Weapon deals damage in d4s, you gain an addition d4 worth of damage). Special: You can gain this talent multiple times, applying it to a different weapon group each time. Type: Passive. Prerequisite: Talents: Weapon Training Skills: Melee, Brawl, or Ranged Attack Skill of +2 Special: You can gain this talent multiple times, applying it to a different weapon group each time.


Critical Focus: Choose a weapon group that you chose for the Weapon Training talent; The Critical Hit Range doubles for that weapon. Prerequisite: Weapon Training. Type: Passive. Special: You can gain this talent multiple times, applying it to a different weapon group each time.


Greater Accuracy: Choose a weapon group that you chose for the Accuracy Focus talent. You may spend a swift action to increase your focus bonus from a +2 to a +4 for a single attack. Prerequisite: Weapon Training and Accuracy Focus. Skills: Melee, Brawl, or Ranged Attack Skill of +2. Type: Active, Spend a Swift Action to use. Special: You can gain this talent multiple times, applying it to a different weapon group each time.


Critical Damage: Choose a weapon group that you chose for both the Critical Focus and Damage Focus Talents; On a critical hit, one damage die automatically deals maximum damage. Prerequisite: Talents:Weapon Training, Damage Focus, and Critical Focus. Skills: Melee, Brawl, or Ranged Attack Skill of +5 Type: Passive. Special: You can gain this talent multiple times, applying it to a different weapon group each time.


Weapon Mastery: Choose a weapon group that you chose for both the Greater Accuracy and the Critical Damage Talents; Whenever you activate your Greater Accuracy ability, the weapon deals an additional die of damage (This stacks with the Damage Focus talent). If the attack is a critical hit, then the damage of an additional die is maximized (This stacks with the Critical Damage Talent) Prerequisite: Talents:Weapon Training, Accuracy Focus, Greater Accuracy, Damage Focus, and Critical Focus. Skills: Melee, Brawl, or Ranged Attack Skill of +7 Type: Passive. (Improves an active ability granted by a previous talent in the tree) Special: You can gain this talent multiple times, applying it to a different weapon group each time.






Magic: Improved Spellcasting:


As Magic Users become more skilled, they find ways to improve their magical abilities.


Improved Focus: When using your Focus to cast a spell, you gainan advantage on Magic checks. Type: Passive


Eliminate Focus: You do not need a focus in order to cast spells. Casting a spell this way is less efficient than normal, and as such it requires more mana. Therefore, casting a spell without a focus costs an additional 10 mana per spell level. (So, casting a spell within domains you know will cost 20 x spell level, while it becomes 30 x spell level for spells outside your domain, or 40 x spell level if in an opposing domain.) Type: Passive. Prerequisite: Feats: Magical Blood, Improved Focus. Skills: Magic Attack Skill of +2 or Greater Normal: Without this talent, you wouldn’t be able to cast spells at all without your focus.


Efficient Spell-casting: You have learned how to cast spells with as little mana required as possible. All spells cast now cost 1/2 their original mana cost. (A spell in your domain is cost 50% mana, while a spell outside your domain costs 100% mana instead of 200%.)Prerequisite: Feats: Magical Blood, Talents: Eliminate Focus, Skills: Magic Attack Skill of +5 or Greater. Normal: Without this Talent, all spells cost their standard total mana cost.


Silent Spell: You can cast any spell without having to use verbal components. Type: Passive Prerequisite: Feats: Magical Blood, Skills: Magic Attack Skill of +2 or Greater, Ability Scores: Casting Ability of 15+. Normal: Without this talent, you must be able to speak in order to cast spells.


Still Spell: You can cast any spell without having to use somatic components. Type: Passive Prerequisite: Feats: Magical Blood, Skills: Magic Attack Skill of +2 or Greater, Ability Scores: Casting Ability of 15+. Normal: Without this talent, you must be able to gesture with one free hand in order to cast spells.


Living Battery: You have learned how to store excess mana within your own body. You may store an amount of mana equal to (10 x Constitution Score) in your body. However doing so is dangerous, for it puts you at risk of exploding. Whenever someone deals damage to your wound points, you must make a Toughness Check (DC 10 +1 per point of damage taken, Fail: Take 1d6 Damage. Success negates.) or else a portion of mana escapes from your body in an explosive manner. Prerequisite: Feats: Magical Blood, Skills: Magic Attack Skill of +2 or Greater. Normal: Without this Talent, you cannot store Mana within your own body.


Quickened Spell: When casting a spell, you may spend an extra 20 mana to decrease the casting time of a spell by one step. This ability is not effected by Efficient Spell-Casting. Type: Active—Declared, no action taken. Prerequisite: Feats: Magical Blood, Talents: Eliminate Focus, Efficient Spell-casting. Skills: Magic Attack Skill of +5 or Greater, Ability Scores: Casting Ability of 15+.

Magic (Mechanics):
Magic is the manipulations of the mysterious forces that comprises everything that exists within the universe. Those that can tap into this force can wield unparalleled power, but at a great cost.

Primal Energy is the most fundamental substance/force in the universe. From it the basic building blocks of reality, the fundamental forces of reality, and laws of nature are formed and governed. All things are a derivative of Primal Energy in one form or another. Primal Energy is extremely hard to manipulate, to the point that it can't be used as a direct energy source for spells, although it can be purified into mana.


Pure Energy is refined primal energy. Also known as Mana or Life Force, pure energy is what sparks the gift of life in beings. Easy to manipulate and direct, it is the primary source of all magic. Can be harvested from living creatures or created synthetically from Primal Energy through a process called Charging.


Excess energy can be stored within a person's body (At risk of the subject exploding), or can be stored within a Mana Battery.


Casting Spells: Casting spells is typically accomplished by harnessing stored Mana and directing it through the use of Gestures (Somatic Components) and Incantations (Verbal Components). More experienced Magic Users can craft a Focus, which can allow the user to cast a spell faster, with less mana, or even bypass the needed Gestures or Incantations.


Some Magic Users can just bend pure energy to their whims with their thoughts alone, with no need for focuses or complicated spells (although doing so can make casting a spell much easier). However, even the Greatest of Magic Users can only achieve this feat after years of training and practice before one can even think about accomplishing this.


Charging: All Magic Users are born with the ability to generate Mana through a process called Charging. In this process, a Magic User reaches out with their mind and "turns a faucet" to allow a torrent of Wild Energy to surge through their mind, which purifies the energy into mana. A magic user can adjust the flow of Wild Energy into their mind; this process can be akin to pipes... the stronger the magic user, the larger the flow of energy the magic user is able to withstand. Increasing the flow of Primal Energy increases the pressure of the energy. Higher pressure means more mana gets generated at any given moment.


While this is an efficient process, it is of course dangerous. The process of Charging exhausts the caster physically and mentally, and if the person is exposed to too much energy or exposed for too long, then they risk serious damage to their mind and body, which often results in the caster going insane... or even death. While some can endure for longer periods than most, even the strongest of magic users can and will eventually succumb to the effects of overexposure if they aren't careful.


Overcharging: When a magic user of sufficient strength is able to cast spells while simultaneously Charging up their mana. Often thought to be impossible, this is a very rare and dangerous ability that only the strongest of casters seem to be able to pull off. This ability cannot be maintained for very long, as it exposes a person's mind to the full force of Primal Energy, and can do massive damage to someone's mind if kept up for longer than that person can handle. Most Magic users can't Overcharge for more than a minute or so before their bodies start to wear out and their mind starts taking damage.


Focuses: Special magical items, attuned to the magic user that crafted it, which makes it easier to cast spells. Often takes the form of a wand, ring, or staff. Many experienced wizards forgo the use of Gestures and Incantations in favor of using Focuses, to the point where most become almost completely dependent upon their Focus. A few clever spellcasters often carry around multiple focuses in case one of them gets lost or stolen, or practice using Gestures and Incantations so that they are never entirely helpless.


Mana Batteries: Gemstones and Precious Metals can be used to safely store Mana. When charged with such Energy, it is called a Mana Battery. Mana Batteries are often seen as orbs of metal, or a carved gem set on a ring or the tip of a wand. Many spell casters use their Focus as a Mana Battery, or have a gem set into their focus which acts as a mana battery.


Weaknesses: Because of how magic works, Magic Users while versatile and powerful, still have their weaknesses. If you bind and gag them, or take away their focuses and mana batteries, then it becomes really hard for most of them to cast spells.

Magic (Lore):
Charging: A magic user can gather and purify an amount of mana equal to 10 x (Spell Casting Ability + Level). This process can be done once per day after at least 8 hours of rest.A magic user can generate mana additional mana, but doing so is extremely dangerous and exhausting. If the caster attempts to do so, they must succeed a magic check (DC 20 + 2 for every previous attempt). If they succeed, then they charge an amount of mana equal to [10 x (Spell Casting Ability + Level)(.5^x)], where x = the total number of attempts made to Charge mana.
If the caster fails, then they take 1d4 points of temporary Ability Score Damage to a random mental ability score. These recover at a rate of 1 point per day.


Domains: Spells are classified into groups known as Domains, which are also known as Schools. A spell within a Domain that the caster knows is easier to cast.
The Domains and their themes are:


Red: Fire, Lava, Aggressive
Orange: Summoning, Conjuring, Animating.
Yellow: Air, Lightning, Weather, Scrying.
Green: Earth, Acid, Nature, Defensive
Blue: Water, Ice, Enchanting, Counterspells.
Purple: Illusion, Psychic, and Compulsion
White: Healing, Pure Energy, Light, Ressurection, and Life
Black: Necromancy, Negative Energy, Darkness, and Death

You choose one domain to specialize in, starting out, but Magic talents can allow you to learn a new domain, but never one that opposes the domain of one you already know. Spells within your domain are easier for you to learn and cast. Spells outside your domain are harder to learn and cast, but are still manageable. Domains of opposing color are much harder for you to cast (EG, Red/Green, Blue/Orange/,Yelow/Purple, White/Black).


Casting A Spell: Casting a spell has a base mana cost equal to 10 x Spell’s Level, and requires making a concentration check (DC 10 + Spell Level). If it succeeds, the spell is cast; If the check fails, then the mana is spent and the spell doesn’t do anything.


Spells outside of a known domain have a base cost of 20 x spell Level
Spells in a Domain opposing one you know have a base cost of 30 x spell Level.
Spell-Casting is usually a Standard action, but some spells may be a swift, or a full-round action in order to cast.
If casting a spell at a target, you roll against their target defense. (GM’s this might seem awkward, so feel free to adjust it.)



Components: Casting a spell requires 4 components in order to work. If any of these are interrupted, then the spell fails. If you are unable to do any of these, then you can’t cast spells at all.


You must have enough mana to cast the spell. If you are out of mana or have lost your Mana Battery, tough luck. (Energy Component)
You must have your Focus in order to cast spells. (Focal Component)
You must be able to speak (Vocal Component)
You must be able to Gesture with at least one hand (Somatic Component)
Some Talents can eliminate the need of some of these components, but all spells will require the Energy Component.



You are welcome to submit any suggestions in this thread.
Comments, Questions, and Critiques are of course welcome as well,

Thanks!

JBPuffin
2016-02-27, 02:00 PM
I'd suggest posting the rules text directly rather than the document URL - it's a new trend, sure, but it's also not going to get as much attention. Also, it usually takes more than a day for new systems - patience is required, without a doubt.

And having just clicked the link, the fact that it's folders is going to screw with people. Double recommending using spoilers to upload core information directly.

Durzan
2016-02-27, 05:33 PM
Okay, the posts are updated.

Reserving this post for additional information if needed.

Edit: Ignore the combat rules for Damage Reduction. That has yet to be implemented properly.

Durzan
2016-03-03, 01:09 PM
Clarification: one of the biggest changes I made when designing the skeleton system was making combat stats are skill-based instead of scaling based on class and level. Defenses are the same way. Thoughts?

Do you guys need more to work with?

JNAProductions
2016-03-03, 02:44 PM
One question-what makes this stand out? What makes this special compared to other d20 systems?

Durzan
2016-03-04, 11:00 AM
One question-what makes this stand out? What makes this special compared to other d20 systems?

Well, first off, most of what I am about to say was already mentioned in the OP, even if it was a bit unclear.

What makes it unique? Well, first off lets start with what it has in common: It combines a few signature traits from various D20 Systems that I am familiar with: Bounded Accuracy (modified) and Advantage/Disadvantage from 5th Edition, Wounds and Vitality from d20 Star Wars, Defenses and Talents from Star Wars Saga/d20 Modern, and a Skill system with influences from Pathfinder.

Now what should stand out: The system is designed to be as rules-lite as possible for a d20 system, and with a Keep It Simple Stupid philosophy. It puts more emphasis on Skills rather than classes (Which is a huge staple of d20 Systems), as stuff that would normally scale with level (IE BAB and Saves are now Skills) is now tied directly to your skills, thus allowing more customization. Customization in a simple and straightforward manner possible is one of the goals of the system.

Also, the Magic System is designed to be straightforward and uniform with the intent to encourage specialization, thus serving as a limitation to Casters. All Casters have a specialization which makes it easier to cast spells in their School, and much harder for them to cast spells of the opposing school. Mana is used instead of spells per day, and can be recharged repeatedly during resting time, but at the risk of damaging yourself, and with diminishing returns each time. All spellcasters draw their energy from the same source, IE there is no Arcane or Divine casters, all magic functions the same. A madness system is planned to be implemented as either optional rules or specifically as a further limitation to casters.

Really, this was a system designed around my personal tastes and ideas, and was also designed to provide a d20 system for home-brew worlds that I have created. Most d20 systems have stuff that I've found unsatisfactory, confusing, or just flat out didn't like, and this system reflects that. Conversely, many said systems have a few particular traits that I adore, but that the weaknesses of the system take away from, IMO.

So, that is what makes it stand out, or at least what was supposed to stand out.

Durzan
2016-03-05, 02:06 AM
Does that help a bit?

Durzan
2016-03-09, 01:59 AM
So, I take it that either no one is really all that interested in this?

tsj
2016-03-11, 01:29 AM
I really like the races. Except for the broken one.
If I substitute agility for dexterity then I can use the races directly.

I like that the other races are so well balanced to each other IMO

Durzan
2016-03-11, 06:54 PM
I really like the races. Except for the broken one.
If I substitute agility for dexterity then I can use the races directly.

I like that the other races are so well balanced to each other IMO

Thanks, they still are a work in progress, particularly the Tal'Dori (I assume that this was the broken race you were referring to?). I need to get around to giving descriptions to the other races. Dwarves, Elves, and Halflings I left the descriptions blank for the moment, because most know what they are like. The Tal'Dori are a race based loosely off the Na'vi from Avatar.

Agility is basically Dexterity just with a different label, it functions exactly the same. It sounds a bit nicer than Dexterity IMO.

What of the Backgrounds, the Skill System, the Combat System, the Magic System, and the sample Talents? Do you think they are sound, even if a bit bare-bones; are they workable? Is the system developed enough to where an experienced group could test out the basic functionality of it, and give feedback and ideas?

tsj
2016-03-13, 02:57 AM
I like that you have successfully combined d20 stuff from various sources

Backgrounds are a nice addition that would function well in 3.5 as well as most of this stuff would

Combat, skill and magic system.. hm.. good question... I prefer the 3.x way of dealing with that

Talents seems ok

If also using stuff from the donor systems then it should be possible to play test the system

Broken one is Tal'Doris yes

I wonder if monsters from regular 3.x monster manuals can be used in this system?

Durzan
2016-03-13, 11:49 AM
I would say for the purpose of playtesting, yes. However, I'm not sure how well it would work. It would effectively be jury rigging.

As far as taking stuff from the source materials, that can work as well, again with appropriate jurry rigging. Weapon damage would need to be scaled up, and bonuses/penalties would need to be scaled down, or merged into advantage/disadvantage.

Zireael
2016-03-13, 02:06 PM
How many skill points do I get? Do classes get a different number? Do I get x4 at first level?

I like some of the changes you're making, and the way you're making parts from different d20 games into a single whole.

Durzan
2016-03-13, 05:03 PM
The original instructions (as listed in the summary section above), said to give you guys a number of skill points equal to your intellegence score at 1st level, and for every level afterwards to give you 1/2 your intellegence score in skill points. However,For now, we can toss that rule aside if you guys like: instead, lets assume that all classes recieve 4+Int. Modifier in skill points per level.

At first level, you get bonus ranks in skills of your choice based on your class and background instead of the 4x skillpoints at 4th level or the +3 class skill modifier from pathfinder. How this works is fairly simple: for each subclass of skill it gives you a number of "Trained Skills" from which you can choose to add an extra rank to on top of your skill points (Which can push you over the current rank limit). For instance if you are a fighter, you can choose any 2 offensive skills to place an extra skill point in, there are 5 offensive skills to choose from which are Initiative, Melee, Brawl, Ranged, and Magic (which is restricted only to spellcasters). I could choose any combination of those two, depending on my build. If I wanna focus on tanking, I'd choose Initiative and Melee, for instance.

The maximum ranks you can put in a skill at any given level is equal to [Level + Relevelant Ability Modifier], with a maximum cap of 10 ranks for normal skills, and 12 ranks for trained skills (IE class skills). This hard cap is to account for Bounded Accurracy.

This will probably change in the future, but it will work for testing purposes it can work, and it allows you guys to work with a skill point setup that is closer to the original d20 setup.

Durzan
2016-03-15, 09:43 AM
I'm currently working on getting the world that is the primary setting for this game written up.

Durzan
2016-03-25, 04:33 PM
Okay, I haven't really done much concerning this recently, as I've been focusing on my classes. However, I haven't forgotten about this project. Here's some changes that I have already made/am planning to make within the next week or so. I still need to update what I have here:

1. Add a few sample spells.
2. Swap the Description for Wisdom and Charisma based casters. (Already completed, thread needs update.)
3. Add more talent trees:
- Thievery Talents: Sneak Attack (Rouge) and Stealth talent trees (Rouge/Ranger)
- Combat Talents: Two Weapon Fighting Talent Tree (Rouge/Ranger/Fighter), Marksman Talent Tree (Ranger), Rage Talent Tree (Fighter), Martialist Talent Tree (Fighter)
- Wilderness Talents: Tracking Talent Tree (Ranger), and one other (Could use some suggestions).
4. Establish Creature types.
5. Establish one possible setting (Mentioned in my previous post. Currently working on a timeline.)
6. Skills: Firmly establish how skill points work. Currently, each character receives a base of (4 + Int. Modifier) of skill points per level, plus additional ranks in certain skills based off of their class
7. Consider multi-classing.

Any thoughts, comments, suggestions?

Durzan
2016-05-19, 02:49 PM
Okay, I got my roll20 game for this setup.

Giegue
2018-05-01, 04:04 PM
I am confused on the trained skills thing. Does having a trained skill from class mean you get a free rank each class level, or only once at first level? I ask because if classes only get a free rank once and skill points between them is a standardized 4+ Int then it seems they will only ever level up their Combat skills like initiative and attack, and let “RP” skills like diplomacy and knowledges atrophy, under such a system characters would all have maxed combat skills and a bunch of other skills at like 1-2 Ranks, I.E. useless, which does NOT seem right in my head. So do they, in fact, get the free Training Ranks at each class level? If so I think that would work out better, leading to characters who actually know things other that fighting and who can be social. Otherwise there is just not enough Ranks to bother putting any more than one rank in non-combat skills.

Other than that concern, this looks solid and fun!

Oh, one more quick question...how do casters learn spells after 1st level? No info on how they learn them is provided, so clarity on that would be great. Likewise, no info was given on how to calculate spell DCs, so clarity on that would also be appreciated.

Durzan
2018-05-08, 10:50 AM
I am confused on the trained skills thing. Does having a trained skill from class mean you get a free rank each class level, or only once at first level? I ask because if classes only get a free rank once and skill points between them is a standardized 4+ Int then it seems they will only ever level up their Combat skills like initiative and attack, and let “RP” skills like diplomacy and knowledges atrophy, under such a system characters would all have maxed combat skills and a bunch of other skills at like 1-2 Ranks, I.E. useless, which does NOT seem right in my head. So do they, in fact, get the free Training Ranks at each class level? If so I think that would work out better, leading to characters who actually know things other that fighting and who can be social. Otherwise there is just not enough Ranks to bother putting any more than one rank in non-combat skills.

Other than that concern, this looks solid and fun!

Oh, one more quick question...how do casters learn spells after 1st level? No info on how they learn them is provided, so clarity on that would be great. Likewise, no info was given on how to calculate spell DCs, so clarity on that would also be appreciated.

Yeah, I haven't really worked on this system in a while. Basically I decided to focus less on trying to create a system from scratch and work on building Forgotten Prophecies using 3.5e as a base. Essentially all my house rules for simplifying 3.5 would be added on and combined with some of my homebrew to create Forgotten Prophecies as a "patch" for D&D 3.5. Combined with back-porting a few things from Pathfinder, and you got yourselves a somewhat better system.

Some of the ideas I got from other games would have to be adapted or chucked, but it should work.

Giegue
2018-05-11, 04:35 PM
Ahhh. Makes sense. While I don't mean to be too forward, I do have a question regarding this. If you have stopped working on this, do you mind if I make my own version of it? I will credit you as a major influence, obviously, but I have been working on my own hyper-simplified version of 3.5e and some of your ideas seem like they would fit seamlessly into some of the ideas I have kicking around, so would you mind if I took a fair bit from this with credits going to you for the elements I take/borrow?

Durzan
2018-05-11, 05:45 PM
Ahhh. Makes sense. While I don't mean to be too forward, I do have a question regarding this. If you have stopped working on this, do you mind if I make my own version of it? I will credit you as a major influence, obviously, but I have been working on my own hyper-simplified version of 3.5e and some of your ideas seem like they would fit seamlessly into some of the ideas I have kicking around, so would you mind if I took a fair bit from this with credits going to you for the elements I take/borrow?

Ehh sure, why not. I may come back to working on this system at some point, I just find it easier to work with an already established foundation.

This system was supposed to be fairly rules light anyway.

Giegue
2018-05-11, 06:51 PM
Yeah, the big difference between what your doing and what I'm doing is that martial-caster disparity still seems very pronounced in this, while I (try) and do more to mitigate it. Mainly by taking a page from 4e and giving martials "strikes" which are added effects they can tack onto their basic melee attacks that roughly mirror 4e at-will powers, and "maneuvers" which are bigger special abilities that are roughly akin to 4e encounter powers, but without the "per-encounter" language. (the game uses an AP/action point system as oppose to a standard action, swift action etc.. system as a further simplification, and the AP you spend to use a martial maneuver does not refresh until the next fight, instead of the start of the next round, letting them function like 4e's "encounter powers" without the baggage of the "per-encounter" language of 4e.) Of course, as martials level they eventually get extra AP they can use only to fuel maneuvers and make extra basic attacks (with gish classes like Paladin also getting extra AP to spend on basic attacks, but not maneuvers since they don't get them, and they get -less- extra AP than martials). Of course, what manuvers and strikes you have access to is class-based, and some things that where formally class features have now become strikes or maneuvers (such as sneak attack, which is now a rogue-exclusive strike).

Casting meanwhile is also non-vancian, and runs off a mana system thats very different to the one you have here, and which eventually allows casters to use 1st-3rd level spells at-will/for 0 mana. However, casters have other drawbacks, which I won't elaborate on here.

Main thing to know is that each "character type" I.E. Mundanes and Spellcasters have their own "sub-system" of special powers,which work differently (as oppose to 4e's "all classes work exactly the same" design) but are not nearly as complex as some of 3.5e's subsystems (the most complex being spellcasting and the least complex being martial strikes and maneuvers. Skill Monkies don't have a subsystem of their own but instead use either the strikes + maneuvers system (for "mundane" classes like rogue) or spellcasting (albiet with a slower/reduced casting progression akin to a PF bard's, with the bard of course being the best example of a caster skillmonkey), while "gish" classes (Like Paladin) use the same reduced spellcasting progression as casting skillmonkies, (and like casting skill monkeys don't get strikes + maneuvers on top of their casting).

Classes are also super-simplified in that all you get from them are free training in skills (similar to what you have here, with things like initiative, weapons etc... all being "skills", but different in that instead of skill ranks, training just means you gain a Proficiency bonus equal to your level which replaces skill ranks under this system.), progression in either casting or strikes + maneuvers, extra AP that can only be used for certain things for all classes but fullcasters, and class-based talents that are effectively your class features. Martials, Gishes and skill-monkies get a talent every level while full casters get a talent every odd numbered level. (because full casting is mechanically stronger than reduced casting or maneuvers + strikes). Note that all "gish" classes and casting skillmonkies have limited spells known while all fullcasters are either "spellbook casters" that can learn their entire lists (for arcane) or just get access to their entire class list without having to learn spells cleric-style (for divine).

Sorcerer as a class and concept don't exist, and the way stats are broken down "intelligence" "wisdom" and "charisma" are replaced by Mind (roughly intelligence, but in addition to being int it also eats the "perception" aspect of wisdom) and Spirit (roughly charisma, but in addition to being cha it eats the "willpower" and thus will-save aspect of wisdom). Spellcasting requires a high spirit regardless of class, as spell DCs and mana is based off Spirit; however, Arcane casters that learn their spells wizard-style also require a high Mind to learn their spells and power many of their class talents while divine casters, gishes and bards can rely entirely on Spirit and their physical scores. I generally aim to have each class have two key stats instead of one and mage (the wizard equivalent of the game) is the only class that has both mental scores as its key stats.

In general, my system simplifies a lot, but in different ways. (I also have a 4 ability scores instead of 6, and get rid of the score + modifier system of D&D and just have the score and modifier be one in the same I.E. instead of Intelligence 18 giving you a +4 mod that you add to Int-based checks, you would just have a Mind score of 4 and add your Mind score to Mind-based checks. HP is now divorced from your abilities and entirely determined by your class, with each class getting a set number of HP they gain each level instead of getting a hit die that is rolled at each level to determine how much HP is gained.)

Sorry for rambling. When I actually get a functional-ish version of this written down I'll be sure to share it here on the playground. Anyway, thanks again for letting me borrow a bit from this! I really like what work has been done here. =3