Greywander
2019-03-31, 03:02 AM
It's no secret that I tend to prefer classless systems to class-based ones (in which case, D&D is probably the wrong system for me). I've played with the idea of created a classless system for 5e, but never went through the monumental effort that would be required to do so. A thought occurred to me, though: why not do some sort of hybrid system? This would minimize the work needed to make it functional, while also having elements of both a class-based and classless system, hopefully to please both crowds.
Not only would it be nice to be able to grab select features from another class, but I've seen people expressing the desire to skip over features in a class before. A common one is rogues that don't want Sneak Attack (they're not assassins). A bit more specific one I saw was someone who wanted to play a druid, but didn't want Wild Shape, as shapeshifting was seen as a trait of villains in that person's folklore.
Thus, the goal here is to allow both the possibility to grab features from other classes in a free-form way as well as the possibility to skip over features in a class.
The short, short version:
You have to spend XP to gain levels. Pretty normal so far.
But, you do not gain any class features just from gaining levels. Class features must be purchased separately.
But, your level restricts which class features you can purchase.
Some things, like "multiclassing", or buying ASIs/feats, have escalating costs.
The long version:
Initially, new characters start at level 0. Race + background, but no class.
HP and hit dice depend on size, i.e. medium races start with 8 + CON mod HP, 1d8 hit dice, while small are 6 + CON mod and 1d6.
Since hit dice depend on racial size, there would be a new feat that would allow you to upgrade your HP and hit dice, up to d12s.
When level 1 is purchased, the character gets nothing extra, except to unlock a class. They still have to purchase the class features separately, though.
Thereafter, each level increases proficiency bonus (at the normal intervals) and HP/hit dice.
Your level also limits which class features you can purchase, e.g. to purchase a 14th level class feature like Diamond Soul, you have to actually be 14th level or higher.
A feature that specifically calls out "your level", such as the druid's Wild Shape ("You can stay in a beast shape for a number of hours equal to half your druid level"), scales with your level with no further purchase required to upgrade it.
For other features that scale with level, like Sneak Attack, I'm a little less certain, but my inclination is that you'll have to spend XP to upgrade to better versions.
You can skip over a feature if you don't want it, but if one feature depends on another or upgrades as you level, you have to purchase the earlier feature first and can then purchase the later feature. E.g. you can't just purchase the strongest version of Sneak Attack, but have to purchase the weakest version first, then buy each upgrade separately.
A feature like Spellcasting will likely need to be broken up, e.g. spell slots are purchased independently, as are cantrips, and each "rank" of class-specific Spellcasting simply increases the highest level of spells from that class you can learn, or allows you to learn/prepare more spells for that class.
The XP cost to level up will likely be decreased, and each class feature will need to be assigned an XP cost. Say, half cost to level, with the remaining half being split among class features. The final total might cost more XP than the vanilla leveling system.
Initially, you only have one class "unlocked", meaning you can only buy features from that class.
You can "multiclass", basically paying an XP fee to "unlock" another class. Once unlocked, you can buy features from that class.
The cost to multiclass would probably escalate. For example, it might cost 300 XP for the first one, 900 for the second, 2700 for the third, etc.
You can also multi-subclass, using the same system of escalating costs.
You can buy ASIs/feats at any time, probably using the same system of escalating costs.
As your level increases, it might increase the cost of buying class features, ASIs/feats, multiclassing, and so on.
This might create an incentive to remain low level, making it cheaper to buy more features. "Weak, but skilled" is the TV Tropes entry, I believe.
There might also be a price ramping for buying features "out of class". The best way to do this might simply be to charge extra for each feature after the first of a particular level. E.g. the first 14th level feature you buy (from any class) uses the base cost, but the second such feature (even from the same class) costs extra, and the third costs even more, etc.
You could buy every feature from every class and subclass, given enough XP, but with price escalation it should make it prohibitive to be "level 1 in everything". The intent is to pick and choose, not to get it all. At the same time, no hard limits are placed on "how much" you can get, it all just comes down to how much you're willing to pay.
The conclusion
Well, there's a lot of fiddly bits that would need to be ironed out, but it would still end up being a lot less work than a true "classless" system. Would a system like this be of interest to anyone? Got any ideas how this could be improved?
Not only would it be nice to be able to grab select features from another class, but I've seen people expressing the desire to skip over features in a class before. A common one is rogues that don't want Sneak Attack (they're not assassins). A bit more specific one I saw was someone who wanted to play a druid, but didn't want Wild Shape, as shapeshifting was seen as a trait of villains in that person's folklore.
Thus, the goal here is to allow both the possibility to grab features from other classes in a free-form way as well as the possibility to skip over features in a class.
The short, short version:
You have to spend XP to gain levels. Pretty normal so far.
But, you do not gain any class features just from gaining levels. Class features must be purchased separately.
But, your level restricts which class features you can purchase.
Some things, like "multiclassing", or buying ASIs/feats, have escalating costs.
The long version:
Initially, new characters start at level 0. Race + background, but no class.
HP and hit dice depend on size, i.e. medium races start with 8 + CON mod HP, 1d8 hit dice, while small are 6 + CON mod and 1d6.
Since hit dice depend on racial size, there would be a new feat that would allow you to upgrade your HP and hit dice, up to d12s.
When level 1 is purchased, the character gets nothing extra, except to unlock a class. They still have to purchase the class features separately, though.
Thereafter, each level increases proficiency bonus (at the normal intervals) and HP/hit dice.
Your level also limits which class features you can purchase, e.g. to purchase a 14th level class feature like Diamond Soul, you have to actually be 14th level or higher.
A feature that specifically calls out "your level", such as the druid's Wild Shape ("You can stay in a beast shape for a number of hours equal to half your druid level"), scales with your level with no further purchase required to upgrade it.
For other features that scale with level, like Sneak Attack, I'm a little less certain, but my inclination is that you'll have to spend XP to upgrade to better versions.
You can skip over a feature if you don't want it, but if one feature depends on another or upgrades as you level, you have to purchase the earlier feature first and can then purchase the later feature. E.g. you can't just purchase the strongest version of Sneak Attack, but have to purchase the weakest version first, then buy each upgrade separately.
A feature like Spellcasting will likely need to be broken up, e.g. spell slots are purchased independently, as are cantrips, and each "rank" of class-specific Spellcasting simply increases the highest level of spells from that class you can learn, or allows you to learn/prepare more spells for that class.
The XP cost to level up will likely be decreased, and each class feature will need to be assigned an XP cost. Say, half cost to level, with the remaining half being split among class features. The final total might cost more XP than the vanilla leveling system.
Initially, you only have one class "unlocked", meaning you can only buy features from that class.
You can "multiclass", basically paying an XP fee to "unlock" another class. Once unlocked, you can buy features from that class.
The cost to multiclass would probably escalate. For example, it might cost 300 XP for the first one, 900 for the second, 2700 for the third, etc.
You can also multi-subclass, using the same system of escalating costs.
You can buy ASIs/feats at any time, probably using the same system of escalating costs.
As your level increases, it might increase the cost of buying class features, ASIs/feats, multiclassing, and so on.
This might create an incentive to remain low level, making it cheaper to buy more features. "Weak, but skilled" is the TV Tropes entry, I believe.
There might also be a price ramping for buying features "out of class". The best way to do this might simply be to charge extra for each feature after the first of a particular level. E.g. the first 14th level feature you buy (from any class) uses the base cost, but the second such feature (even from the same class) costs extra, and the third costs even more, etc.
You could buy every feature from every class and subclass, given enough XP, but with price escalation it should make it prohibitive to be "level 1 in everything". The intent is to pick and choose, not to get it all. At the same time, no hard limits are placed on "how much" you can get, it all just comes down to how much you're willing to pay.
The conclusion
Well, there's a lot of fiddly bits that would need to be ironed out, but it would still end up being a lot less work than a true "classless" system. Would a system like this be of interest to anyone? Got any ideas how this could be improved?