Quertus
2020-10-05, 07:36 PM
Some time ago, someone told me that every programmer should write their own RPG. I've written lots of my own games, and lots of utilities for RPGs, but nothing quite so complex as a full computerized RPG.
And I'm still not planning on writing something so complex as a full computerized 3e D&D. However, I have been inspired to try to write something based on 3e - and, in particular, on a poor 3e world where a Fighter got ahold of a Wish, and it went very, very wrong.
Basically, the Fighter had Wizard envy, and their wish basically inverted muggles and casters.
Now, with Fighters & Wizards, that's pretty easy.
Wizard
d10 HP / Level.
Can cast at will.
Can cast in armor
Only combat spells (direct damage, SoD, SoL)
Automatically knows all spells, but spells have -4 save DC unless Feat taken in that spell?
Bonus feat at 1st, and every even level.
Fort is only good save.
Fighter
d4 HP / Level.
Can only make a limited number of attacks; starts at 1/day.
Different "attacks" use a different number of attacks; maximum of level/2 attacks spent per "attack".
No iterative attacks / increasing # of attacks (outside "Quicken Attack" feat)
Attacks provoke an AoO (unless an otherwise useless skill check is made).
Must prepare their attacks ahead of time.
Must study "ninja scrolls" to prepare attacks.
Only learns 2 attacks per level?
Cannot wear armor.
Gets "all the utility" (CPR resurrection, sniff out planar weak spots to plane travel, party buffs, etc), all of which costs attacks (and must be prepared ahead of time).
Can spend XP to craft items.
Loses XP if their "spirit guide" or whatever (go ACFs?) is killed/destroyed.
Bonus feat every 5 levels.
Will is only good save.
But I'm struggling to figure out what to do with Rogues & Clerics (especially since I'm giving Fighters most of the Cleric utility spells, too). Here's what I've got so far:
Cleric
d6 HP
Only light armor.
Can cast spells at will. (but only when flanking?)
Can turn undead at will.
Rogue
d8 HP
No armor penalty / can sneak in armor.
Finite... something. "Foo" Starts at 1+1 per day.
Can spontaneously convert that foo to Sneak Attack Precision Damage
The level of the "Foo" matters; a 1st level Foo converts to 1d6 Sneak Attack Precision Damage
All good saves.
I know that I want Rogue to be Tier 1, and Cleric to... not be. But I'm not sure how to best reverse their roles (especially since I'm giving Fighter some of the traditionally Cleric spells like Resurrection and Healing).
I figure the big complaint about Clerics was usually that they "steal the Fighters' role", so maybe give Rogues the ability to be spell thieves / "attack thieves"?
Rogues are... skill monkey / DPS? So leave clerics with... skill boosting spells and damaging spells? Maybe reverse Wizard and Cleric damage spells while I'm at it?
Yeah, I'm struggling to invert these two in any way that I'm happy with.
Anyone have any thoughts on this crazy conundrum?
And I'm still not planning on writing something so complex as a full computerized 3e D&D. However, I have been inspired to try to write something based on 3e - and, in particular, on a poor 3e world where a Fighter got ahold of a Wish, and it went very, very wrong.
Basically, the Fighter had Wizard envy, and their wish basically inverted muggles and casters.
Now, with Fighters & Wizards, that's pretty easy.
Wizard
d10 HP / Level.
Can cast at will.
Can cast in armor
Only combat spells (direct damage, SoD, SoL)
Automatically knows all spells, but spells have -4 save DC unless Feat taken in that spell?
Bonus feat at 1st, and every even level.
Fort is only good save.
Fighter
d4 HP / Level.
Can only make a limited number of attacks; starts at 1/day.
Different "attacks" use a different number of attacks; maximum of level/2 attacks spent per "attack".
No iterative attacks / increasing # of attacks (outside "Quicken Attack" feat)
Attacks provoke an AoO (unless an otherwise useless skill check is made).
Must prepare their attacks ahead of time.
Must study "ninja scrolls" to prepare attacks.
Only learns 2 attacks per level?
Cannot wear armor.
Gets "all the utility" (CPR resurrection, sniff out planar weak spots to plane travel, party buffs, etc), all of which costs attacks (and must be prepared ahead of time).
Can spend XP to craft items.
Loses XP if their "spirit guide" or whatever (go ACFs?) is killed/destroyed.
Bonus feat every 5 levels.
Will is only good save.
But I'm struggling to figure out what to do with Rogues & Clerics (especially since I'm giving Fighters most of the Cleric utility spells, too). Here's what I've got so far:
Cleric
d6 HP
Only light armor.
Can cast spells at will. (but only when flanking?)
Can turn undead at will.
Rogue
d8 HP
No armor penalty / can sneak in armor.
Finite... something. "Foo" Starts at 1+1 per day.
Can spontaneously convert that foo to Sneak Attack Precision Damage
The level of the "Foo" matters; a 1st level Foo converts to 1d6 Sneak Attack Precision Damage
All good saves.
I know that I want Rogue to be Tier 1, and Cleric to... not be. But I'm not sure how to best reverse their roles (especially since I'm giving Fighter some of the traditionally Cleric spells like Resurrection and Healing).
I figure the big complaint about Clerics was usually that they "steal the Fighters' role", so maybe give Rogues the ability to be spell thieves / "attack thieves"?
Rogues are... skill monkey / DPS? So leave clerics with... skill boosting spells and damaging spells? Maybe reverse Wizard and Cleric damage spells while I'm at it?
Yeah, I'm struggling to invert these two in any way that I'm happy with.
Anyone have any thoughts on this crazy conundrum?