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.
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 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.
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.
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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.
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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.
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.
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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
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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.
