"Less Basic RPG", a game based on BFRPG

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"Less Basic RPG", a game based on BFRPG

Post by Lokathor »

Introduction

This thread is introducing a game based upon BFRPG that I'm working on. The goals are to have an "old school" game that:
  • Uses an ability mod from each stat instead of odd charts for each stat (3e style, +1 mod per +2 stat points above 10). Other places then just use a character's ability modifier.
  • Isn't quite as lethal to the players during first level.
  • Changes over the 5 save system to 3e's simpler 3 save system.
  • Unifies the EXP charts so that the DM can just hand out a level instead of some EXP quantity (if that's what they want to do).
  • Goes from 1st to 10th level ("name level"), after which people stop getting more Hit Dice and the game probably only reasonably continues onwards up to about 14 or 15th level (not 20th). After that you automatically become a demi-god or something.
  • Targets people who are not necessarily familiar with any other form of DnD or Table-Top game. Similar to with 3e, low level characters should be very simple to make and run, and higher level play can pile on more options as people become comfortable with the game.
So with that all explained a bit, let's begin. I'll be writing a lot of this thread in a less verbose format than I will in the "actual rules" since we're all familiar with 3e/3.5 and so I can usually just refrence that stuff without long paragraphs and then explain where the changes are.

The areas I'm looking for help and input on are race balance, class balance, and spell balance. Spell balance is my top priority, because it determines the power level of the Wizard and Cleric, which determines how good the Fighter and Rogue need to be. Once all that is complete, monster stats can be pushed up or down as needed (probably up) and adjusted to make them match the new "PHB" section of the game (including the save change over).
Ability Scores
Your ability scores form the basis of your abilities in many areas, and are also probably used whenever you need to make up things that the game doesn't have rules for. There are three different ability scores, and their abbreviations, are as follows: Strength (Str), Agility (Agi), and Mind (Mnd). Ability scores range from -4 to +4, and even when an effect raises or lowers an ability score (either temporarily or permanently), the score can't actually goes outside of the -4 to +4 range.

To get your character's ability scores, you can roll any of the many dice methods to get a 3 to 18 number and convert that into a score using the 3e table. Alternately, your group can simply let you assign a number to each ability score out of an array. Some example arrays are {2,1,0}, {3,1,0}, and {3,2,-1}. The game assumes that you have at least one score of 2 or more.

Races
In this game, people don't really have different bloodlines when they're from another nation or their parents were from another nation. Instead, they're just completely a different species. This lets you use all kinds of stereotypes if you want without being nearly as racist. At least, not as obviously racist.

In LBRPG, all the main races that you can play as are humanoid creatures that start out fairly weak compared to most of the world's monsters, but they have the ability to become powerful through training and adventuring.

Effects of Size:
[*]Medium Size: Medium creatures don't have any adjustments for their size.
[*]Small Size: Small creatures get +1 to Attacks and AC, and +2 to Hide checks. They also have to use smaller weaponry and they can only carry 3/4ths as much as a medium creature.

Languages:
Each race can speak two langauges: it's own language as well as "Common", which is a simple language used mostly for trade. Humans don't actually have a language of their own, and other races often regard them as being slightly silly because of their use Common as a primary language instead of some other "real language". Humans also learn a second language though, and they get to pick what their extra language is. They can pick any language, even a non-humanoid one. Don't forget that the adventuring classes also gives you two langaues, so as long as you're not a peasent you can speak four langauges instead of just two.

Human
Humans are the same humans that we all know and (hopefuly) love. You can generally assume that humans in LBRPG look like humans do in the modern age, even though in real life Iron Age humans were acually a lot shorter and stuff because of genetics and because they never really had enough food. Humans don't live quite as long as the other main races (usualy less than 100 years), and so they're more easily tempted to strike out into the wilds and adventure around in search of quick power and glory.
[*]Medium Size
[*]30ft move speed
[*]Humans gain 1 extra proficiency (Skill, Armor, Shield, or Weapon).


Elf
Elves are a long lived (300+ years) and fairly nomadic race. These two traits combined mean that elves aren't what most people would call brave. They are more often willing to move on and rebuild in a new location than risk their lives trying to reclaim a territory that seems lost. The world is covered over with old elvish camps and ruins. Though not every elf knows about every place, it's a pretty good bet that at least some elves probably know about most every place.

Elves are about 5'6" tall to 6' tall, and they're usually thin and lightweight for their height. Even a very strong elf that's 6' tall isn't likely to weigh in excess of 150 pounds or so. An elf is considered to be an adult once they're 20 years old, and it is elf custom among many tribes that the elf then spends the next 20 years or so of their life among the other races learning about other cultures, and how other cultures have changed over time, before returning home to share what they have learned. It is thought that this gives the elf the flexability of mind to allow them to grow properly and lead the next generaion of elves.
[*]Medium Size
[*]35ft move speed
[*]Elves always ignore difficult terrain (both tactical and overland).


Dwarf
Dwarves are a short and stocky race of people who like to live just underground in cities built up around a fortress. When a fortress is strong enough, it will send out a caravan of settlers to go found a new fortress that will grow until it is strong enough to in turn send out settelers of its own. Dwarven fortresses are usually carved into the local terrain with only minimal sections being built above ground, and ancient abandoned fortress complexes are a popular place for adventurers.

Physically, Dwarves are usually only 4'6" to 5' tall, and they're generally quite stocky and sturdy for a creature of their height, often weighting between 110lbs and 190lbs. Dwarves can usually live to the age of 180 or s, but they are considered adults within dwarven society at the age of 12. Despite often living underground, a dwarf's skin does not naturally become pale from a lack of sunlight until they become very old (in excess of 150 years). Dwarves usually take very good care of their hair, and dwarven males often have a great deal of pride for their beards. Dwarves actually work and function better on alcaholic drinks than on pure water, and so they often have a bit of a bad reputation in that area among the other races.
[*]Medium Size
[*]25ft move speed, but now slowed by armor or encumberance.
[*]Low-Light vision.


Halfling
Halflings are half the size of a human, just as clever, and just as interested in getting ahead in the world. They eat less, take up less space, and they're easy to push around if you're one of the big races. So what do the halflings specialize in? Piracy of course! Long ago, the halfling people actually were enslaved in the terrible workshops of the "biglings". Halfling pirates used the superior marine capacity of their ships and over many years they freed their brothers. These days the majority of the halfling people live on their sattered island nations, and they're kept on equal footing with the biglings because of their superior naval power. It's all still run by pirates though. Kinda like having the mob in charge of your country.

Halflings are about 3' to 3'6" tall, and they weigh about 35 to 40 pounds. They usually have blond or brown hair and the well-tanned skin of an expericed navyling. They can live to be about 120 years old, but most halflings dont live the peaceful and danger-free life required to reach such an old age.
[*]Small Size
[*]30ft move speed.
[*]+2 on Boatmanship and Swimming checks.


Gnome
Gnomes are an almost excessively small race of humanoids that has the fairly unique ability of being able to talk to forest dewlling animals. It's not even an actual language that they use that others could learn, it's just a magical part of their existance that lets them talk to bears and raccoons and deer and so on. Gnomes usually keep to themselves and their own villages, and they like to live lives of luxury and mild trickey. Gnomes spend most of their time wondering how they can improve their life and the life of their village. They are seemingly quite adept at farming, but they actually usually just pay the local vermin to leave them alone and bother others instead (gnomes usually have a good sense of humor). They regularly trade their excess crop yields for all the sorts of things that a small village can't create on its own, usually all sorts of exotic imported foods and goods from far away places.

Gnomes are on the very small end of the "Small Size" range. They're generally about 2'1" to 2'6" tall and 25 to 35 pounds. Most people don't quite notice though, because gnomes are so often found wearing their traditional pointed hat when they're in public. Gnomes have a fair amount of bushy and fluffy hair, but usually only in shades of gray and white even for a very young gnome of only 25 years. Gnomes usually eat plants and grains and things that you can cook from plants and grains. They especially enjoy either sweet or bitter foods, and a gnomish village will frequently bother with the hastle of bee-keeping just to secure a steady supply of honey.
[*]Small Size
[*]25ft move speed.
[*]Gnomes can naturally speak with forest creatures, though the conversation is usually limited by the animal's intelligence.


Orc
Orcs are tough looking guys that can see perfectly well in the dark out to a good distance. This makes them pretty scary, because even the races with Low-Light vision need limited light sources to see, so you can tell where they are from far away at night. Orcs can just sneak up on you in the darkness with no warning. They're naturally a little aggressive, and even in good care they only live to be slightly older than humans (~110 years). This makes them prime cannidates to go out and hunt for treasure in the places that other people usually aren't willing to go.

Orcs are about the height of a human, and only slightly heavier. They have skin in various shades of green, a pair of tusks on their jaw, and dark brown or black hair. Orcs are omnivores, but they usually prefer meats over plants, and they can also even eat raw meat without getting sick. Orcs are fairly resistant to both harsh weather and food problems, so they can usually live in more extreme locations than the other races would try to settle.
[*]Medium Size
[*]30ft move speed.
[*]Darkvision (60ft).
[*]+2 on Saves against weather and food.
Classes
So, unlike older games of DnD, we're trying out 3e's concept of "make the classes balanced so that they can all use the same EXP chart", and so far I've got maybe some success. As stated before, Character Levels are expected to go from 1 to 14 (or 15), with some sort of "win the game" event being available at that point that gives you another level but takes you out of the material plane.

Characters don't gain Hit Dice past their 10th level, they just get +2hp per level (and no Con mod). Additionally, for HP, I'd like to have players roll all hit dice each level and then if your new roll (without Con) is higher than your old roll (without Con), you use that. Otherwise, you just keep your old roll, and either way you add your new Con after that calculation. First level characters get the automatic maximum roll when starting out. Other options for the "more hardcore" include automatic "maximum-1", roll twice and take the higher result, or even just roll once.

Each class has a HitDie rate, Fort/Ref/Will save rates, several skills they're trained with, and some special abilities. Saving throw rates include 1/3, 1/2, 2/3, and 3/4. I actaully don't Multiclassing would be interesting, but obviously it can't really be done in the normal old school style because we're trying to keep absolutely everyone on a single EXP track. 3e Multiclassing might work, but that's always had some faults, so maybe it'd need to be tinkered with a hair when mixing a caster with anything else.

If possible, I'd also like to add in other classes like Druid, Barbarian, Paladin, and Illusionist once the main game is done.

Cleric
Hit Dice: 1d8
Attack Bonus: 2/3rds
Saves: All saves 1/2 progression, +4 on saves against undead
Skills: Diplomacy (Cha), Religious Knowledge (Int), Undead Knowledge (Int). Clerics automatically learn Celestial and Feindish as bonus languages.
---
Weapons and Armor: Clerics can use Blunt weapons and any armor, along with shields.
Divine Wrath: Whenever a cleric damages an undead creature, add the cleric's level to the damage.
Spellcasting: A cleric uses the 3e wizard chart 1 level behind, and tops out at having only 6th level spells, even at level 14.

There's a change here from the standard "evil cleric" concept that DnD normally uses. Evil clerics cure the living and turn undead just like good ones do. Things that exist as Undead don't move on to their afterlife like they should. So, good or evil, clerics don't like them because they exist in opposition to the divine order.

I'm tempted to say that a cleric gets their wisdom modifier in additional spell slots each day, but an assload of extra 1st level spell slots at low levels makes a huge impact on the power of the class during the early levels. Player will probably have a 15 or 16 wisdom to start with, so that'd be 2 or 3 extra spell levels. Maybe do that and then bump them back down to a 1d6 Hit Die?

Fighter
Hit Dice: 1d10
Attack Bonus: Full
Saves: 2/3rds Fort, 3/4ths Ref, 1/2 Will
Skills: Athletics (Str) [-2 in Chain, -3 in Plate], Diplomacy (Cha), Intimidate (Cha). Fighters also learn any two bonus languages.
Weapons and Armor: Any weapon, any armor, and shields.
---
Fighting Talent: At 1st, 4th, 8th, and 12th level a fighter gets a fighting talent selected from the following list
  • Combat Reflexes: Creatures that are in melee with the fighter but choose to attack some other creature instead take a -3 penalty to their attack roll.
  • Two-Weapon Style: The fighter can fight with two weapons at once, making an additional attack each round with his offhand weapon. The offhand weapon must be something light-weight like a dagger or handaxe.
  • Mighty Cleave: Every time the fighter kills an opponent in melee, he can immediately make an additional attack.
  • Power Attack: The fighter can take a penalty to his attack roll, up to his Level, and apply twice that number to his damage roll (with melee or ranged attacks).
  • Fighting Expertise: The fighter can accept a penalty to his attack rolls up to his level and gain an equivalent bonus to his Armor Class. The change lasts for 1 round at a time. This can be used in or out of melee.
  • Unarmed Training: Even without a weapon the fighter is a deadly force. The fighter can make unarmed attacks (punch, kick, headbutt, etc) that deal 1d6 damage each. For every 4 full levels, the fighter gets +1 to attack and damage with his unarmed attacks. If he also has Two-Weapon Style, he can make two such unarmed attacks, or he can make offhand unarmed attacks.
I want to try to get 10 or 12 Fighter Talents total so that there are "sufficiently many" ways to level up as a fighter. Some ranged talents would be okay too. Rapid Shot maybe?

Rogue
Hit Dice: 1d6
Attack Bonus: 3/4ths
Saves: 1/3rd Fort, 3/4ths Ref, 1/2 Will
Skills: Athletics (Str)*, Disable Device (Int)*, Perception (Wis), Pick Locks (Dex)*, Pick Pockets (Dex)*, Search (Int), Slealth (Dex)*; Skilled marked with * are at -2 in Chain armor. Rogues can speak in "Thieves Cant", and they also learn one other bonus language.
Weapons and Armor: Any weapon, Leather and Chain armor.
---
Sneak Attack: Whenever a Rogue can attack a target's back, he adds his level to damage on all attacks against that creature. This applies if the creature is unaware of the rogue or if the rogue is flanking the creature while it is fighting someone else.
Thief's Edge: A rogue gets a number of edge points each day equal to his level. A rogue can spend an edge point to either reroll a d20 roll he has made, or to force an attacker to reroll their attack roll.

Wizard
Hit Dice: 1d4
Attack Bonus: 1/2
Saves: 1/3rd Fort, 1/2 Ref, 1/2 Will, +4 on saves against magic.
Skills: Arcane Lore (Int), Spellcraft (Int). Wizards can learn any two languages from the following list: Draconic, Ignan, Auran, Aquan, Terran, Celestial, Feindish, Giant.
Weapons and Armor: Club, dagger, sling, staff, no armor
---
Spellcasting: Wizards can cast spells per day as a 3e wizard, except that at 14th level they gain 5x 1st level slots per day.

I can't quite think of another ability to add the wizard that would preferably not be spells based so they could do something even out of combat. I guess they can still lob flaming oil bombs every other turn even without spells. Also debating giving them bonus spell slots like I talked about with the Cleric.
Last edited by Lokathor on Sat Mar 27, 2010 6:54 pm, edited 4 times in total.
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Post by Lokathor »

Skills
This section covers two issues, skills and languages.

Skill Checks
A skill check works a lot like in 3e, but using the UA modification where skills are always either "trained" or "untrained". Each class gets a few skills. When you want to do something that one of your skills covers, then you roll 1d20, add your level + 3, add your ability modifier, adjust for armor (if necessary), and that's your total. If you're not trained in a skill, roll 1d20 as normal, but only add half your level (rounded down) plus your ability modifier and armor modifier.

If you're not under pressure, you can "Take 10" on a skill. Skip the part where you roll and just assume that you rolled a 10.

Just about everyone uses Athletics and Perception to get about the dungeon and notice things. Search can be used to find secret doors and hidden compartments and traps and so on. Most of the other skills are only useful if you're trained with them.

Languages
Languages are kinda cool to have, because then you can barter or whatever with the things you meet, or pay their toll to use the road without fighting, and so on. Each of the humanoid races except for humans has their own language, and everyone speaks common. Additionally, the game has all the 3e languages still floating around, except that Abyssal and Infernal have been folded into a single language. Oh, and there's no Druidic, but there is Thieves Cant, which is the same sort of thing (a class-oriented language to keep discussions on the down low and away from prying ears). Thives Cant is based upon Common, and to other listeners who don't know the language it just sounds like a strange strange conversation where none of the sentenceces make sense (like Ebonics or Jive).

A player's race gives them two languages, and a player's class gives them 2 languages. That's a managable list to keep track of, and lots and lots of things speak common anyways.

Equipment
There's really not much to change from BFRPG in this area. I'll just give a quick rundown of how things work.

Weapons:
The standard set of weapons is available. Damage for medium creatures ranges from 1d4 (dagger, sling, etc) up to 1d10 (two handed sword, maul). Small creatures use smaller weapons that are 1 die size less. All weapons critical just on a natural 20 (no confirmation roll), and that makes them do double damage. Bows don't need to have high pull ratings to get bonus damage, they just always apply the character's strength. Crossbows ignore a character's strength score, and they reload as a move action.

Armor:
The base AC is 11. Leather gives +2, Chain gives +4, Plate gives +6 (but probably isn't available to characters with just starting gold). Shields give +1 AC. Dex bonus applies even in plate. Chain and Plate slow your speed by 5ft.

Other:
The standard set of supplies is mostly available. Flaming Oil attacks take two turns to light and then throw compared to Alchemest Fire's 1 turn, but it has 1d8 direct damage and 1d8 burn with 1d6 splash damage; compared to 1d6 direct and 1 splash. Oil is also much much cheaper than Alchemist Fire. It's something you'd actually buy and use instead of just a thing that everyone ignores.

Also players can pay Hirelings to help them invade castles and caves and watch the animals and so on. Technically you can do this in 3e, but it's not really encouraged. You can also get henchmen who take a share of the treasure, kinda like a cohort in 3e. Your charisma limits your hirelings and henchmen, making it a more important stat. I don't know if I want to emphasize this part of the game more and make it easier to get hirelings by including sample statblocks and so on, or if it will become too bothersome and if I should de-emphasize that.

Combat
Combat would essentially run like 3e combat with the following changes:
  • Players don't get iterative attacks for having a high BAB. Two-Weapon fighters would only need a sandard action make both attacks, not a full round action.
  • Creatures will probably roll 1d10 for initiative. BFRPG uses 1d6, but that usually ends up seeming too small if people get a high dex, and then the high dex character is almost always going first. Dex is already a pretty good stat in other areas.
  • Saving Throws: Saves need to have a DC associated with them, which means that monster stat blocks need to all be adjusted a bit. Either way, I'm not sure if stats should modify saves or not, or if it should be a case by case basis. If stats are always added to a save, then It'd probably be Con to Fort, Dex to Reflex, but then maybe Charisma to Willpower (?). Or just let Charisma be more of a dump stat for everyone?
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Post by Lokathor »

Spells

The magic power level needs to be adjusted for a whole lot of these spells, and that's where I'm at right now, and that's why I'm posting this.

I'll put down all the spells that BFRPG has, and then the spells I've actually looked at and made some tentative decisions on will be bolded and have a description. Other spells will just be a line to fill later. Not every spell needs to be kept, but it's a good place to start, and adding too many more spells than this would probably just make things too complex.

Cleric Spells
I'm taking away some of the cleric's negative energy effects because I want to have those sorts of spells on a separate "Necromancer" kind of class.
Cleric 1
  • Cure Light Wounds: Not reversable. Range: 5ft/level. The target heals 10 hit points. Only living creatures can be affected by this spell.
  • Detect Evil*
  • Detect Magic
  • Light*
  • Protection From Evil*
  • Purify Food and Drink
  • Remove Fear*
  • Resist Cold
Cleric 2
  • Bless*
  • Charm Animal
  • Find Traps
  • Hold Person
  • Resist Fire
  • Silence
  • Speak With Animals
  • Spiritual Hammer
Cleric 3
  • Continual Flame: Replaces Continual Light*. Touch range, Perminant; The object touched begins to shed light like a torch. This spell requires magical components worth 100gp to cast properly. The target object cannot weigh more than 1lb per level or the spell fails without consuming the components.
  • Cure Blindness: Maybe 2nd level? Touch. By touching the target's skull, the cleric can cure any sort of blindness that the target suffers from.
  • Cure Disease: Cure disease cures all diseases that the subject is suffering from. The spell also kills parasites afflicting the target creature. Certain special diseases may not be countered by this spell or may be countered only by a caster of a certain level or higher. Note: This spell does not prevent reinfection after a new exposure to the same disease.
  • Growth of Animals
  • Locate Object
  • Remove Curse*
  • Speak with Dead
  • Striking
Cleric 4
  • Animate Dead
  • Create Water: Makes water. I'd move this to 1st level, but I'd prefer to keep the lists evenly sized, so I'd have to move another spell.
  • Cure Serious Wounds: Not reversable. Range: 5ft/level. The target heals 45 hit points. Only living creatures can be affected by this spell.
  • Dispel Magic
  • Neutralize Poison*
  • Protection From Evil 10' radius*
  • Speak With Plants
  • Sticks to Snakes
Cleric 5
  • Commune
  • Create Food: Makes food. Seems like this should just be a 3rd level spell, but I guess I won't move it unless a space in the 3rd level list opens up.
  • Dispel Evil
  • Insect Plague
  • Quest*
  • Raise Dead*
  • True Seeing
  • Wall of Fire
Cleric 6
  • Animate Objects
  • Blade Barrier
  • Find The Path
  • Heal*
  • Regenerate
  • Restoration
  • Speak With Monsters
  • Word of Recall

Wizard Spells
I also want to add a "Repair" spell or set of spells. Probably at levels 1, 4, and 6 like with the Cure set of spells. Not sure which spells I'd replace (if any).
Wizard 1
  • Charm Person
  • Detect Magic
  • Floating Disc
  • Hold Portal
  • Light*
  • Magic Missile
  • Magic Mouth
  • Protection from Evil*
  • Read Languages
  • Shield
  • Sleep
  • Ventriloquism
Wizard 2
  • Continual Flame: Replaces Continual Light*. Touch range, Perminant; The object touched begins to shed light like a torch. This spell requires magical components worth 100gp to cast properly. The target object cannot weigh more than 1lb per level or the spell fails without consuming the components.
  • Detect Evil*
  • Detect Invisibility: Touch, 10 minutes / level. The creature touched can see invisible creatures for the duration of the spell. Such creatures appear as a translucent outline.
  • ESP
  • Invisibility
  • Knock
  • Levitate
  • Locate Object
  • Mirror Image
  • Phantasmal Force
  • Web
  • Wizard Lock
Wizard 3
  • Clairvoyance
  • Darkvision: Touch, 1 hour / level. The target touched gains Darkvision out to 60ft for the duration of the spell.
  • Dispel Magic
  • Fireball
  • Fly
  • Haste*
  • Hold Person
  • Invisibility 10' radius
  • Lightning Bolt
  • Protection from Evil 10' radius*
  • Protection from Normal Missiles
  • Water Breathing
Wizard 4
  • Charm Monster
  • Confusion
  • Dimension Door: 200ft + 20ft/level. The caster is instantly teleported to any location within range and within line of sight. Anything worn or carried by the caster can also be transported as long as the caster can lift it. Unwilling creatures can make a Willpower save to avoid travel.
  • Growth of Plants*
  • Hallucinatory Terrain
  • Ice Storm
  • Massmorph
  • Polymorph Other
  • Polymorph Self
  • Remove Curse*
  • Wall of Fire
  • Wizard Eye
Wizard 5
  • Animate Dead
  • Cloudkill
  • Conjure Elemental
  • Feeblemind
  • Hold Monster
  • Magic Jar
  • Passwall
  • Telekinesis
  • Teleport
  • Wall of Stone
Wizard 6
  • Anti-Magic Shell
  • Death Spell
  • Disintegrate: 60ft Ray. The caster fires a fine green ray at a single creature, object, or area. Targeting a creature or attended object requires a ranged attack roll. Creatures, magical objects, and attended objects struck take 2d6 damage per level (Fortitude save for half damage). Creatures killed and objects destroyed in this manner are instantly reduced to a small pile or fine powder. Non-magical unattended objects are instantly reduced to a small fine powder without need for a damage roll. Creatures and objects in excess of a 10ft cube are only partially affected (such as a 10ft cube section within a larger wall).
  • Flesh to Stone*
  • Geas*
  • Invisible Stalker
  • Lower Water
  • Projected Image
  • Reincarnate
  • Wall of Iron
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Post by koz »

Is there any reason to keep all 6 stats? Charisma is pretty contrived, and Constitution even more so. Frankly, four is enough, don't you think?
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Post by Username17 »

Really, only Strength, Dexterity, and Intelligence do something active that you necessarily do. Constitution is completely passive and is only applied between games, so you never really feel like it's doing anything during play. Charisma and Wisdom are just added to skills that you may or may not have and spellcasting your class may no provide.

So yeah, I could easily see a profound reduction in stats. Heck, you could go for SAM (Strength, Agility, and Mind), and no one would really notice.

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Post by Koumei »

SAM works, but then you want to carefully name the derived numbers (Initiative etc.) so as to make it a funny sentence or word. I vaguely recall making one system before where the stats spelled out BASTARD. Fuck Dungeon Crusade, that was the crowning moment of my design work.
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Post by mean_liar »

I still remember FASERIP, oh so many years later.
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Post by Utterfail »

On stats, why bother having the score and modifier be different? That's one thing that's always annoyed me. Just have standard scores range from -2 to +4 and roll 2d4-4 to get your score. it never made sense to me that in 3.5 the score was really just a way to get a modifier which was the only thing that mattered.
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Post by Lokathor »

I knew I was gonna get complaints about keeping 6 stats just for the sake of it, but I didn't know I was gonna get so many.

Alright, I relent, 3 stats from -4 to +4.
There are 3 ability scores: Strength, Agility, and Mind. Ability scores must range from -4 to +4. If the players want to roll, they can use 3d6, 4d6 drop the lowest, or any of the many other stat generation methods thought up throughout the years. Then convert that 3 to 18 value to a -4 to +4 value using the standard 3e chart. If players don't want to roll, they can simply assign 2, 1, and 0 in whatever order they like (depending on the class they want to play). All sorts of other arrays can also be used, such as {3,2,-1}, {2,1,1}, or even the higher powered {3,2,2}. Effects during the game can increase an ability score, but a player's ability score always has a maximum of 4.
I'm afraid I have to leave soon, perhaps for the majority of the day, so the rest of the text will have to be updated later. Anything to say on the subject of races, classes, and spells?
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Post by CatharzGodfoot »

What the deal with fractional bonuses? Didn't we learn from 3e that breaking the RNG with steadily diverging numbers was a bad thing?
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Post by violence in the media »

What if, instead of doing class based save progressions, you created a single level-based save progression and gave the classes bonuses to specific things at certain levels?

Say, all 4th level characters have a +2 to all saves, following a 1/2 save progression for all 3 categories. At various class levels you can hand out bonuses like Clerics get an additional +4 versus Necromancy, Wizards get an additional +2 versus magic, Fighters get a +2 versus Poison and Fear, and Rogues get a +2 to Reflex. Hopefully, you'd be able to keep everything relatively on the RNG this way, even with free multiclassing. Maybe you wind up with a situation where eventually the Rogue is 6 points ahead of the Wizard on general Reflex saves, but maybe the Wizard catches up by 2 points on any Reflex save provoked by a spell. That's okay.
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Post by Lokathor »

1/3 goes to +5, 1/2 goes to +7, 2/3 goes to +10, 3/4 goes to +11. It ends up diverging by the same troublesome 6 point spread. I could push everyone up to 1/3rd as the "minimum" save rate, and then it would only be a 4 point spread between the best saves and the worst.

Violence, I think I like your idea as a great new baseline. Everyone gets +1/2 level to saves (plus bod/mind/agil), and then at select levels each class gets save bonuses against different threats. The trouble is that you don't want to end up with too many different bonus categories. +2 at low levels and then +4 again later on would let it be more spread out but not build up too many bonus types.
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Post by Avoraciopoctules »

This is looking interesting so far. A few comments/questions:

--------

You mentioned wanting to make a necromancer class and reserving spells for it.
http://basicfantasy.org/download.cgi/BF ... ent-r1.pdf

This might have lootable ideas.

--------

Do wizards cap out at 6th level spells? Based on "Wizards can cast spells per day as a 3e wizard, except that at 14th level they gain 5x 1st level slots per day.", I'd assume that they could get access to 7th, maybe 8th level slots.

EDIT: particularly when I compare it to "A cleric uses the 3e wizard chart 1 level behind, and tops out at having only 6th level spells, even at level 14."[/EDIT]

--------

I'd like to see some kind of combat advantage for having a higher BAB than an opponent beyond slightly higher numbers.
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Post by Lokathor »

Right, I forgot to specify that about the wizard. Yes, everyone at all times is capped at 6th level magic as the strongest that magic can be.

And yeah. Gravemaster looks pretty cool, that's also why I took some of the negative energy stuff out of the cleric cures, so that the Gravemaster has more of his own thing. I wasn't sure if I should look at other classes outside of the "main 4" before or after I was done with the main ones.

As to a combat advantage for BAB.... If we were to suppose that Trip, Grapple, and Disarm were "default" special maneuvers (take out Sunder), then would the Tome style "no AOO on you when you do it" seem like enough?
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Post by CatharzGodfoot »

Lokathor wrote:1/3 goes to +5, 1/2 goes to +7, 2/3 goes to +10, 3/4 goes to +11. It ends up diverging by the same troublesome 6 point spread. I could push everyone up to 1/3rd as the "minimum" save rate, and then it would only be a 4 point spread between the best saves and the worst.

Violence, I think I like your idea as a great new baseline. Everyone gets +1/2 level to saves (plus bod/mind/agil), and then at select levels each class gets save bonuses against different threats. The trouble is that you don't want to end up with too many different bonus categories. +2 at low levels and then +4 again later on would let it be more spread out but not build up too many bonus types.
You don't need to make class-based bonuses scale.

This also brings up the question of an 'elemental' system, and whether you're going to use one.
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Post by Lokathor »

Do you mean energy types, or some other thing?
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Post by CatharzGodfoot »

Lokathor wrote:Do you mean energy types, or some other thing?
Generalized energy types.
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Post by Avoraciopoctules »

Lokathor wrote:As to a combat advantage for BAB.... If we were to suppose that Trip, Grapple, and Disarm were "default" special maneuvers (take out Sunder), then would the Tome style "no AOO on you when you do it" seem like enough?
That would probably be fine. But I think I'd prefer a conversion of at least a substantial portion of the Races of War "Special Attack Actions" section. I have never seen better Grapple rules, and the Covering Fire option is interesting. I'm not sure whether you'd want Feinting in this system, though.
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Post by Lokathor »

CatharzGodfoot wrote:Generalized energy types.
Fire, obviously. Electric and Cold complete the standard triangle. Hmm. Slashing, Piercing, Bludgeoning make up the "physical" types. Earth, Air, and Water are all either a kind of Bludgeoning, Piercing, or Cold (depending on the attack). Earth damage might be Acid damage, and acids should probably do Acid damage too at the least. I'd probably like to have some kind of "untyped" damage, but that's a type too. We'll call it Void.

So I guess it'd be something like: Fire, Electric, Cold, Acid, Slash, Pierce, Crush, Void.

Is it okay to have an even number? Or do the physical damage types not have to be part of the energy type system? (makes it a nice round 5 types if they're not)
Avoraciopoctules wrote:That would probably be fine. But I think I'd prefer a conversion of at least a substantial portion of the Races of War "Special Attack Actions" section. I have never seen better Grapple rules, and the Covering Fire option is interesting. I'm not sure whether you'd want Feinting in this system, though.
Yeah, most things there are really good. Feinting would work out really well, since things are getting Agility as part of their AC. In a 3 stat system it's not even a big deal to list out a monster's stats too, so that sort of "no touch or surprise AC because you don't know what ther Dex or NA is in 1e" sort of problem wouldn't have to apply.

Actually "touch AC" is probably/maybe a bad idea to have floating around in the system as a concept. Most things don't get particularly high AC in the first place.
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Post by CatharzGodfoot »

Lokathor wrote:
CatharzGodfoot wrote:Generalized energy types.
Fire, obviously. Electric and Cold complete the standard triangle. Hmm. Slashing, Piercing, Bludgeoning make up the "physical" types. Earth, Air, and Water are all either a kind of Bludgeoning, Piercing, or Cold (depending on the attack). Earth damage might be Acid damage, and acids should probably do Acid damage too at the least. I'd probably like to have some kind of "untyped" damage, but that's a type too. We'll call it Void.

So I guess it'd be something like: Fire, Electric, Cold, Acid, Slash, Pierce, Crush, Void.

Is it okay to have an even number? Or do the physical damage types not have to be part of the energy type system? (makes it a nice round 5 types if they're not)
It doesn't matter how many there are so long as you can keep track of them all.

The important question is which classes will get bonuses to saves against which type. Are wizards used to dealing with the destructive elements, and therefore get +2 vs. fire and electric? Are rogues trained to resist poisons and roll with blows, and therefore get +2 vs. acid and crushing? Does a clerk's strong soul protect her from cold and void?
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Post by Lokathor »

Hmmm.... uhm, hmm. Elements like that, elements that aren't just damage types. I think there are going to be more elements/tags that classes will give saves against than just the damage types.

I'll think about this more, but Wednesday night is a DnD game for me in half an hour, so not much more work will be done on this by me tonight.
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Post by violence in the media »

Lokathor wrote:1/3 goes to +5, 1/2 goes to +7, 2/3 goes to +10, 3/4 goes to +11. It ends up diverging by the same troublesome 6 point spread. I could push everyone up to 1/3rd as the "minimum" save rate, and then it would only be a 4 point spread between the best saves and the worst.

Violence, I think I like your idea as a great new baseline. Everyone gets +1/2 level to saves (plus bod/mind/agil), and then at select levels each class gets save bonuses against different threats. The trouble is that you don't want to end up with too many different bonus categories. +2 at low levels and then +4 again later on would let it be more spread out but not build up too many bonus types.
The idea was that the level-saves would scale, but once you got a bonus to some save type from your class that was it. So the +2 save vs. poison that a Rogue or Fighter gets through class levels is the only poison save bonus they'll ever get. And it won't get any bigger later on. The exception would be if someone cast a poison spell at them, and they had a separate bonus versus spells too. Then they'd get to double-dip on save bonuses and be super protected versus magical poisons.
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Post by Lokathor »

So Fighters get +4 on Fort saves and +3 against Fear effects (for example), and they just get that at level 1 and then those numbers don't grow later on? Okay that works. I thought at first that you'd give out +2 at first, then +2 later, and spread it across levels.

Then again, "Leveling Up" is actually pretty okay if it mostly just makes your primary numbers bigger in this kind of game, because then you can fight the next level of monsters which are all new, and explore into deeper depths of a dungeon. People looking for more interesting and complex things probably shouldn't be looking here, because 3e mostly does that just fine.

In other news, how would people prefer that I keep the public version? I'm also working on it in LaTeX, so I could just upload the PDF to google and keep a link to the current version in the first post? I could also possibly just keep working on the BB code version of things, but I don't know how large posts are allowed to be and how large the document will get.

Also, doc's orders, I can't spend as much time wasting away on Table-Top stuff, so I'll probably only be updating this every few days even though it's still in just the beginning stages. I guess no one expected it to be done right away anyways though, so no harm done there.
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Post by CatharzGodfoot »

Is there a reason that demihumans don't get dark/low light vision?
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Post by Lokathor »

Well they should have it, but they don't for two reasons, and they are as follows:
``I actually forgot to write it down until you mentioned it. Theses are the kinds of things that I need other guys looking at my work for.
``Humans already seem a bit on the weak side. Got any ideas on how to give humans an edge to make up for their lack of low-light/darkvision?
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