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View Full Version : D&D 3.x Other Baroque PF-esque homebrew system d20 (input welcome)



Marcarius5555
2021-09-25, 01:30 AM
I'm imagining putting together a homebrew version of PF1e that is its own self-contained system. I was inspired by this 3pp. setting https://www.drivethrurpg.com/product/83894/Elemental-Cross-Systemless-Setting.

The result of this is intentionally going to be much more complex than base PF 1e, but would also be one enormous document that includes all my homebrew fantasies.

Here are some of my major ideas:

Fluff -- this is supposed to be a high fantasy/quasi anime kind of world that is highly influenced by the elements, zodiac, and seasons.

Ability Scores
-Using the larger array from DnD 2e Players Options skills and powers, where each ability score's functions were divided into subarrays of an active and passive component.
-Ability scores are tied to seasons, elements, and the zodiac, and wax and wane in ability based on the lunar cycle, the season, and the elemental environment.
-Like in Castles and Crusades, players have the ability to pick 'prime scores'.

Classes/Races
-Adding class features to make the base classes more in line w/ https://www.finalfantasyd20.com classes. I am thinking of combining the legendary games version of classes with the genius guide to the talented -X to make highly customizable base classes. I am still thinking of the number that will be necessary to cover all the necessary bases.
-Races are like classes with just as many features to pick from at each level. Every character has an advancement track for their race and their class.
-All characters have professions that are 'jobs' like the Fantasycraft concept -- there are additional benefits to acquired from whatever pre-adventuring class one had.
-Classes all have elemental, seasonal, and zodiacal packages which customize them -- these are basically something like spheres one develops -- do a Taurus/Earth/Autumn fighter has different abilities than a Cancer/Water/Spring fighter.

Races
Races are basically classes -- there are just as many customization options at every level as there are for a base class. They are a separate advancement track that is just as complex as a class. Just like with classes a Cancer/Water/Spring Orc would be different from a Taurus/Earth/Autumn Orc. You'd probably have to pick the same zodiacal etc. choices for your race and class, but maybe not.

Feats
-Combining the Elephant in the Playground https://michaeliantorno.com/feat-taxes-in-pathfinder/ rules with scaling versions of feats.
-Feats are acquired on several 'tracks' like in PF2e -- class feats, racial feats, super-powered feats, etc. One might be every level, another group every other level, etc.

Skills
-Including skill unlocks as a base part of the skill system.
-Maybe somehow developing 'skill spheres' that can provide more complex uses for skills that also go up to higher DCs.

Magic
-All magic is essentially 'design your own spell' like Words of Power or https://www.drivethrurpg.com/product/16681/The-Elements-of-Magic-Original. The 'spheres' or 'casting traditions' would only concern what kinds of 'words' or 'effects' you had access to, as well as the material components and nature of the casting -- but all spells as such are essentially unique creations imagined ad hoc by the caster. This system would run off mana points, and there would be no division between the 'divine' and 'arcane' spell list. Instead, 'divine' casters would have other channeling and miracle powers, and 'arcane' casters would have something like sorcerous bloodlines and a familiar w/ complex customization to distinguish them.

Psionics
-Everyone basically has psionics like in Dark Sun as an additional element.

Combat
-I want to adapt the real time combat system from this https://www.drivethrurpg.com/product/146673/Unchained-Heroes-Fantasy-Core-Rulebook
-Combat has MUCH more complexity -- dozens of hit locations, critical hits and fumbles, multiple types of damage for body, spirit, and armor. Dodge functions, parry functions, etc.

Spellcasting
-Like w/ combat, there are opportunities for critical 'spell explosions' and fumbles.

Equipment
-Borrow parts of the item creation system from Kirthfinder (https://drive.google.com/drive/folders/1w1d_IlFass_5-_fHWNgLm9idflUr3K9O)
-All equipment can be completely customized -- make up different stats for armor with different epaulettes, etc.

Mythic/Epic abilities
-These are somehow folded into class/race design, or are another 'track' all characters have access to

Health
-Several forms of health that recharge at different rates.
-Healing surges

Other concepts
-Exploding dice

Marcarius5555
2021-10-08, 12:41 AM
Level
Base Attack Bonus
Fort Save
Reflex Save
Will Save
Class Features