Flik9999
2016-08-22, 08:53 AM
Hey so i have a homebrew D20 system and would like someone to tell me how much I have managed to level the playing field between casters and martial. In this system all spellcasters are spontaneous but I have reduced the ammout of spells they can cast and the level they gain thier spells.
Combat spells have all been rammed into first level and allow the spellcasters to do thier damage without needing high level spells (Which is less than martial)
Spell range also very rarely goes beyond 60 ft so they have to get within charge range to even cast thier spells.
There are no class skills so players can pick any skills
Wizard
HP: Low
AC: Low
Spells known: Starts with 4, learns 1 new spell per level (This assumes the wizard is learning the highest level spell they can)
Level 1: 0: Any, 1: 4
Level 5: 0: Any, 1: 6, 2:2 3:1
Level 10: 0: Any: 1:6, 2:4, 3:3 4:1
Level 15: 0: Any ,1:6, 2:4, 3:4, 4:4 5:1
Level 20: 0: Any ,1:6, 2:4, 3:4, 4:4 5:5 6:1
Wizard skills: 4 skill at first level gain another skill every odd level
Wizard expertise: wizards roll 2D20 with knowledge (Arcana) and use magic device
Fighter:
HP: High
AC: high
Fighter skills: 6 at first level two skills every 3 levels (4,7 etc)
Fighter expertise: roll 2D20 with ride and climb, at levels 7, 11, 15 and 19 the fighter picks another skill and rolls 2D20 with that skill.
Thief:
HP: Low
AC: Medium
Thief skills: 8 at first level, gain a skill every level
Thief expertise: roll 2D20 with sleight of hand and stealth, at levels 7, 11, 15 and 19 the thief picks another skill and rolls 2D20 with that skill.
SPELLLIST
The spells are mostly from pathfinder, however spells that are combat based (Hold person, sleep etc) have been removed. Wizards fight by casting a multitarget magic missile which deals a small ammount of damage to each target.
The non combat spells are from AD&D with a few pathfinder spells, theres a lot of gimmicks, instead of save or die spells you get magic jar which takes skill to use for example.
Combat spells have all been rammed into first level and allow the spellcasters to do thier damage without needing high level spells (Which is less than martial)
Spell range also very rarely goes beyond 60 ft so they have to get within charge range to even cast thier spells.
There are no class skills so players can pick any skills
Wizard
HP: Low
AC: Low
Spells known: Starts with 4, learns 1 new spell per level (This assumes the wizard is learning the highest level spell they can)
Level 1: 0: Any, 1: 4
Level 5: 0: Any, 1: 6, 2:2 3:1
Level 10: 0: Any: 1:6, 2:4, 3:3 4:1
Level 15: 0: Any ,1:6, 2:4, 3:4, 4:4 5:1
Level 20: 0: Any ,1:6, 2:4, 3:4, 4:4 5:5 6:1
Wizard skills: 4 skill at first level gain another skill every odd level
Wizard expertise: wizards roll 2D20 with knowledge (Arcana) and use magic device
Fighter:
HP: High
AC: high
Fighter skills: 6 at first level two skills every 3 levels (4,7 etc)
Fighter expertise: roll 2D20 with ride and climb, at levels 7, 11, 15 and 19 the fighter picks another skill and rolls 2D20 with that skill.
Thief:
HP: Low
AC: Medium
Thief skills: 8 at first level, gain a skill every level
Thief expertise: roll 2D20 with sleight of hand and stealth, at levels 7, 11, 15 and 19 the thief picks another skill and rolls 2D20 with that skill.
SPELLLIST
The spells are mostly from pathfinder, however spells that are combat based (Hold person, sleep etc) have been removed. Wizards fight by casting a multitarget magic missile which deals a small ammount of damage to each target.
The non combat spells are from AD&D with a few pathfinder spells, theres a lot of gimmicks, instead of save or die spells you get magic jar which takes skill to use for example.