Edwin
2008-12-06, 02:27 PM
Hello fellow playgrounders :smallsmile:
For the past few days I've been working on an alternate d20 system of my own, one that is fairly easy to remember, and one that emphasizes on making the PC's look heroic - mainly by making them vastly superior to the ordinary enemies, who then in turn come én mass, and by giving them a series of, atleast that is what I think, cool abilities.
Now, I've gotten alot of work done on the classes, but I am not entirely sure if they are worth a copper piece at the moment, so I thought I'd turn to you players, not to PEACH, not to judge it ('cause, how could you? You don't know the new system, yet), but to merely take a look at it, and see if you might find the class appealing should you ever wanna try out the system.
For a little bit of preknowledge, as I mentioned, the game is designed for the player characters to be superior to the normally encountered mooks, which is also why they come in large numbers - so keep that in mind when you read it, as it might seem a slight tad overpowered to d&d 3.5ed, which you should also remember: It is not D&D, 3.x or otherwise.
Also, the class I am going to show you is not entirely done, so bear with me.
Also 2#, here is how I am doing attack and damage rolls in my system, which is something you should know before you read.
Attack rolls:
Melee: 1d20+BAB+Str mod
Ranged, all: 1d20+RBAB*+Dex mod
*Ranged base attack bonus (yeah, I've made it that way.)
Damage rolls:
Melee; roll your weapon dice+(Str mod*2) for Warrior
Melee; roll your weapon damage+Str mod for Thief
Melee; roll your weapon damge+Str mod for Mage
Ranged, missile; roll your weapon damage+Dex+Str mod for Warrior
Ranged, missile; roll your weapon damage+(Dex*2)+(Str*2) mod for Thief
Ranged, missile; roll your weapon damage+Dex+Str mod for Mage
Ranged, bullet; roll your weapon damage+Dex mod for Warrior
Ranged, bullet; roll your weapon damage+(Dex*2) for Thief
Ranged, bullet; roll your weapon damage+Dex mod for Mage
The reason there are different rolls for the different classes, is to make the Warrior, for instance, much better at melee combat thant both the Thief and the Mage, while making the Thief better at ranged stuff than anyone else.
In addition, Missile weapons do roll+Dex+Str, while bullet weapons only do roll+Dex; this is, partly, because when using missile weapons, you need to both aim (use Dex), and manually shoot it (use Str), while with the bullet, you only aim. The other thing about it, is that missile weapons have a lower rate of fire than bullet weapons, or in case of repeater weapons, a larger penalty to attack rolls.
Here's the class:
The Warrior
Hit Dice: 2d10 at first, 1d8 at further on.
Base attack bonus: Equal to level
Ranged Base attack bonus: Equal to 3/4 level, rounded up.
Skills: 2+Int mod per level
The Warrior has the following class skills:
Climb (Str), Jump (Str), Knowledge: Battle(Int), Swim (Str), Tumble (Dex), Craft (Str*Dex*Int*)
Talents: At 1st, 2nd and then every other level, a Warrior gains a new talent from the Warrior Talent Tree. (To be added later).
Traits*: A Warrior recieves a Trait at 1st, 5th, 9th and 13th level,
*Will not be included in this post, as I have yet to make them. They are sorta like flaws and traits in D&D.
For the past few days I've been working on an alternate d20 system of my own, one that is fairly easy to remember, and one that emphasizes on making the PC's look heroic - mainly by making them vastly superior to the ordinary enemies, who then in turn come én mass, and by giving them a series of, atleast that is what I think, cool abilities.
Now, I've gotten alot of work done on the classes, but I am not entirely sure if they are worth a copper piece at the moment, so I thought I'd turn to you players, not to PEACH, not to judge it ('cause, how could you? You don't know the new system, yet), but to merely take a look at it, and see if you might find the class appealing should you ever wanna try out the system.
For a little bit of preknowledge, as I mentioned, the game is designed for the player characters to be superior to the normally encountered mooks, which is also why they come in large numbers - so keep that in mind when you read it, as it might seem a slight tad overpowered to d&d 3.5ed, which you should also remember: It is not D&D, 3.x or otherwise.
Also, the class I am going to show you is not entirely done, so bear with me.
Also 2#, here is how I am doing attack and damage rolls in my system, which is something you should know before you read.
Attack rolls:
Melee: 1d20+BAB+Str mod
Ranged, all: 1d20+RBAB*+Dex mod
*Ranged base attack bonus (yeah, I've made it that way.)
Damage rolls:
Melee; roll your weapon dice+(Str mod*2) for Warrior
Melee; roll your weapon damage+Str mod for Thief
Melee; roll your weapon damge+Str mod for Mage
Ranged, missile; roll your weapon damage+Dex+Str mod for Warrior
Ranged, missile; roll your weapon damage+(Dex*2)+(Str*2) mod for Thief
Ranged, missile; roll your weapon damage+Dex+Str mod for Mage
Ranged, bullet; roll your weapon damage+Dex mod for Warrior
Ranged, bullet; roll your weapon damage+(Dex*2) for Thief
Ranged, bullet; roll your weapon damage+Dex mod for Mage
The reason there are different rolls for the different classes, is to make the Warrior, for instance, much better at melee combat thant both the Thief and the Mage, while making the Thief better at ranged stuff than anyone else.
In addition, Missile weapons do roll+Dex+Str, while bullet weapons only do roll+Dex; this is, partly, because when using missile weapons, you need to both aim (use Dex), and manually shoot it (use Str), while with the bullet, you only aim. The other thing about it, is that missile weapons have a lower rate of fire than bullet weapons, or in case of repeater weapons, a larger penalty to attack rolls.
Here's the class:
The Warrior
Hit Dice: 2d10 at first, 1d8 at further on.
Base attack bonus: Equal to level
Ranged Base attack bonus: Equal to 3/4 level, rounded up.
Skills: 2+Int mod per level
The Warrior has the following class skills:
Climb (Str), Jump (Str), Knowledge: Battle(Int), Swim (Str), Tumble (Dex), Craft (Str*Dex*Int*)
Talents: At 1st, 2nd and then every other level, a Warrior gains a new talent from the Warrior Talent Tree. (To be added later).
Traits*: A Warrior recieves a Trait at 1st, 5th, 9th and 13th level,
*Will not be included in this post, as I have yet to make them. They are sorta like flaws and traits in D&D.