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    Dwarf in the Playground
    Join Date
    Nov 2016
    Gender
    Male

    Default Aging Rework (For humans, other races to follow)

    This rework gives humans (and eventually other races) 12 age categories and is based on gain and loss of traits rather than ability just ability score changes. It allows for a bit more customization and slightly more life-like aging affects... 12 categories seemed to make since and created symmetry with true dragons as an unexpected bonus... Adventuring age before becoming a legal adult for most purposes should require DM approval. Adventuring as an Infant, Toddler, or Venerable character should not be allowed.
    Edit: Forgot to mention: Infants and Toddlers are two size categories smaller; children are one or two sizes smaller depending on the individual; and pre-adolescents, adolescents, and pre-teens are one size category smaller than the older categories of their race.

    High Magic
    0-1.9 Infant chose one A
    2-3 Toddler chose one A
    4-6 Child chose one A or B
    7-9 Pre-Adolescent chose one A or B
    10-12 Adolescent choose one B or C
    13-15 Post Adolescent
    (Legally Adult for Most Purposes)
    choose one B or C
    16-39 Adult Choose one C
    40-57 Middle Age choose one C and lose 1 A or Choose one D
    58-70 Mature Adult choose one C and lose 1 A or Choose one D
    70-75 Senior lose one A or B and gain a D;
    lose an extra A to gain a C
    76-89 Elderly lose one A or B and gain a D
    90-Max* Venerable lose one A or B and gain a D
    *Modern/High Fantasy Max age is 70+3d10+1d20

    Spoiler: Alternate progression for Modern Settings
    Show
    0-1.9 Infant chose one A
    2-3 Toddler chose one A
    4-7 Child chose one A
    8-13 Preteen chose one A or B
    14-16 Teen choose one B
    17-25 Grown (Legally Adult) choose one B or C
    26-39 Adult Choose one C
    40-57 Middle Age choose one C and lose 1 A or Choose one D
    58-70 Mature Adult choose one C and lose 1 A or Choose one D
    70-75 Senior lose one A or B and gain a D;
    lose an extra A to gain a C
    76-89 Elderly lose one A or B and gain a D
    90-Max* Venerable lose one A or B and gain a D

    Spoiler: Alternate progression for Historical and Low Magic Settings
    Show
    2-3 Toddler chose one A
    4-6 Child chose one A or B
    7-9 Pre-Adolescent chose one A or B
    10-12 Adolescent choose one B or C
    13-15 Post Adolescent
    (Legally Adult for Most Purposes)
    choose one B or C
    16-21 Young Adult Choose one C
    22-35 Adult
    (Legally Adult for All Purposes)
    choose one C
    36-40 Middle Age choose one C and lose 1 A or Choose one D
    41-45 Mature Adult choose one C and lose 1 A or Choose one D
    46-51 Senior lose one A or B and gain a D;
    lose an extra A to gain a C
    52-+3d12 Elderly lose one A or B and gain a D

    Spoiler: Class A Traits
    Show
    Gain 1 Extra Bonus Language; Languages cost half as much
    -2 int, +2 Wis and Cha
    -2 cha, +2 Int and Wis
    gain a feat that provides a bonus to two skills*; skills always class skills
    -2 con, +2 Dex and Cha
    gain a feat that provides a bonus to a save**; bonus increases every 5th level
    *Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Diligent, Investigator, Magical Aptitude, Negotiator, Nimble Fingers, Persuasive, Self-Sufficient
    **Great Fortitude, Iron Will, Lightning Reflexes (limit one of these)

    Spoiler: Class B Traits
    Show
    base speed increases by 10 ft.
    make one skill a permanent class skill
    +2 to one ability score, -2 to another
    +2 to a skill

    Spoiler: Class C Traits
    Show
    +5 to saves against poison, -2 Wis
    +2 to one ability score, -4 to another
    +1 Intimidate, -2 Diplomacy and Bluff
    +1 Gather Info, -2 Intimidate and Sense Motive
    Gain lowlight vision (or increase its range by 10 ft.) -4 to spot in areas of bright light
    +1 Spot, -2 to Search
    +1 Spot, -2 to Listen
    +1 Search, -2 to Spot
    +2 Initiative, -2 AC
    +2 Concentration, -2 Listen and Spot
    +1 Sense Motive, -2 Intimidate and Diplomacy

    Spoiler: Class D Traits
    Show
    -4 Ability Score
    -6 one Ability Score, +2 another
    -2 to an ability score you have already taken a hit to from a D list trait
    Reduce HP by 5, gain one fewer HP for subsequent levels
    In combat, every time you attack an opponent that has concealment, roll your miss chance twice. If either or both results indicate that you miss, your attack fails.
    +2 bonus on saves against enchantment (compulsion) effects, -6 penalty on initiative checks
    Base speed is halved
    -4 Spot and Listen, +1 Knowledge checks
    -6 Intimidate, +2 Diplomacy
    -6 Listen and Spot, +2 Concentration
    Last edited by Ranged Ranger; 2017-11-15 at 06:24 PM.