LibraryOgre
2019-07-18, 04:30 PM
So, I have played around with the idea of using the Spells and Magic priest system to create classes for quite a while.... seriously, I was using it to construct my own 3rd edition before Wizards announced that they were doing their own. Recently, I got a bug up my butt about trying it again, and I would like some people to stress-test it for me... make cool, interesting, or just plain broken characters, so I can see where the stupid is.
The system I am tentatively using is here (https://docs.google.com/document/d/1BJOYlk7muLvDsabcTlnP3SCqBt3pEETzPd0ccSOlndM/edit?usp=sharing).
So, looking at the work done below, I think a good default is 200 points with which to build a character. It's going to see fighter-types and thief-types picking up a lot of things they might not otherwise, but it looks like it will make REASONABLE clerics and wizards.
If we want to integrate this into the DMG system, to make your own classes, let's say 200 points equals a *10 multiplier, which means each +1 to the multiplier equals 20 points... or each point is a .05 multiplier.
For ease of use, here is table 21 from the 2e DMG
Level/Base Experience
2/200
3/400
4/800
5/2,000
6/4,000
7/8,000
8/15,000
9/28,000
10+/30,000 per additional level
I can think of two things this system does not account for:
HP per level after level 9
Different Saving Throw Tables
What else am I missing from the standpoint of creating a class?
Access to Schools (85): Allows them to learn and cast all spells, with greater access
Armored Caster (15): Can cast in any armor.
Followers (15): Not quite the usual for clerics.
Improved Combat (5): Priest ThAC0
Magic Item Use (5): Priest Magic Items.
Maximum Spell Level (70): Can cast up to 7th level spells
Proficiency Group Crossover (5): General and Priest
Spell Point Pool (40): Full spellcaster level spell points
Turn Undead (15): Can't command them, but can turn them.
Alignment Restriction (10): Must be within 1 step of their deity's alignment.
Barred School (15): Animal, Plant, Elemental; cannot cast spells or use items from the Priest spheres of Animal, Plant, or Elemental
Cannot Retain Wealth (5): Must tithe 10%.
Ceremony/Observance (5): Daily prayers that must be observed or they can't regain spells.
Limited Weapon Selection (5): Only Bludgeoning
Slower Casting Time (5): Casts spells slower; a bit harsher than a regular priest, but, well, they can cast magic missile and shield now, too.
Total is 210 points.
Additional Attacks (30)
Followers (15)
Improved Combat (10)
Improved Hit Die (10)
Leadership (10)
Magic item use (5): Warrior item use.
Proficiency Group Crossover (5): General and Warrior
Warrior Ability Bonuses (20)
Weapon Specialization (25)
Total is 130
Abilities:
Access to Schools (85)
Magic Item Use (5) Wizard Items
Maximum Spell Level (90)
Proficiency Group Crossover (5): Wizard
Spell Point Pool (40)
Restrictions:
Limited Armor (18): No armor
Limited Weapon Selection (10): Five weapons, no more than 1d6 damage
Lower to hit bonus (10): Wizard ThAC0
Reduced HP (15) d4 HD
Total is 172
Now a thief:
Backstab (10)
Climb Walls (5)
Detection (5)
Followers (10)
Magic Item Use (7); Rogue immediately, Wizard and cleric, both delayed to 4th level (to let them use scrolls)
Mechanical (10)
Proficiency Group Crossover (5): Rogue
Read Languages (1): Delayed to 4th level
Secret Language (5): Thief's Cant
Sleight of Hand (10)
Stealth (5)
Restrictions
Alignment Restriction (5): Cannot be Lawful (a bit more strict than the standard Cannot be Lawful Good, which the RAW does not account for)
Limited Armor (13): Studded Leather or lighter, no shields
Limited weapon selection (5): The thief list isn't hugely restrictive, but it does take some of the nicer options off the table.
Reduced Hit Points (5): d6 HD
Total is 45.
The system I am tentatively using is here (https://docs.google.com/document/d/1BJOYlk7muLvDsabcTlnP3SCqBt3pEETzPd0ccSOlndM/edit?usp=sharing).
So, looking at the work done below, I think a good default is 200 points with which to build a character. It's going to see fighter-types and thief-types picking up a lot of things they might not otherwise, but it looks like it will make REASONABLE clerics and wizards.
If we want to integrate this into the DMG system, to make your own classes, let's say 200 points equals a *10 multiplier, which means each +1 to the multiplier equals 20 points... or each point is a .05 multiplier.
For ease of use, here is table 21 from the 2e DMG
Level/Base Experience
2/200
3/400
4/800
5/2,000
6/4,000
7/8,000
8/15,000
9/28,000
10+/30,000 per additional level
I can think of two things this system does not account for:
HP per level after level 9
Different Saving Throw Tables
What else am I missing from the standpoint of creating a class?
Access to Schools (85): Allows them to learn and cast all spells, with greater access
Armored Caster (15): Can cast in any armor.
Followers (15): Not quite the usual for clerics.
Improved Combat (5): Priest ThAC0
Magic Item Use (5): Priest Magic Items.
Maximum Spell Level (70): Can cast up to 7th level spells
Proficiency Group Crossover (5): General and Priest
Spell Point Pool (40): Full spellcaster level spell points
Turn Undead (15): Can't command them, but can turn them.
Alignment Restriction (10): Must be within 1 step of their deity's alignment.
Barred School (15): Animal, Plant, Elemental; cannot cast spells or use items from the Priest spheres of Animal, Plant, or Elemental
Cannot Retain Wealth (5): Must tithe 10%.
Ceremony/Observance (5): Daily prayers that must be observed or they can't regain spells.
Limited Weapon Selection (5): Only Bludgeoning
Slower Casting Time (5): Casts spells slower; a bit harsher than a regular priest, but, well, they can cast magic missile and shield now, too.
Total is 210 points.
Additional Attacks (30)
Followers (15)
Improved Combat (10)
Improved Hit Die (10)
Leadership (10)
Magic item use (5): Warrior item use.
Proficiency Group Crossover (5): General and Warrior
Warrior Ability Bonuses (20)
Weapon Specialization (25)
Total is 130
Abilities:
Access to Schools (85)
Magic Item Use (5) Wizard Items
Maximum Spell Level (90)
Proficiency Group Crossover (5): Wizard
Spell Point Pool (40)
Restrictions:
Limited Armor (18): No armor
Limited Weapon Selection (10): Five weapons, no more than 1d6 damage
Lower to hit bonus (10): Wizard ThAC0
Reduced HP (15) d4 HD
Total is 172
Now a thief:
Backstab (10)
Climb Walls (5)
Detection (5)
Followers (10)
Magic Item Use (7); Rogue immediately, Wizard and cleric, both delayed to 4th level (to let them use scrolls)
Mechanical (10)
Proficiency Group Crossover (5): Rogue
Read Languages (1): Delayed to 4th level
Secret Language (5): Thief's Cant
Sleight of Hand (10)
Stealth (5)
Restrictions
Alignment Restriction (5): Cannot be Lawful (a bit more strict than the standard Cannot be Lawful Good, which the RAW does not account for)
Limited Armor (13): Studded Leather or lighter, no shields
Limited weapon selection (5): The thief list isn't hugely restrictive, but it does take some of the nicer options off the table.
Reduced Hit Points (5): d6 HD
Total is 45.