My strange D&D clone, WIP, help/criticism appreciated
Posted: Wed Dec 04, 2013 11:49 am
Hi all, I think I could use some advice on a system I have been putting together, on and off, for some time, and this forum seems to be the best place to get advice based on what I have read here over the years. If needed I can be more detailed about any of the below.
Anyway some basics:
The influences for mechanics are most heavily D&D (3.x) and GURPS (4th). There is some influence from Hackmaster (4th and 5th), other D&D (earlier more than latter), some of the other D20 systems, and likely some other systems as well.
The system is 3d6, roll over, and class based.
Dice can "explode" (are open ended for high rolls), with the number of "6"s rolled indicating a critical success should 3 or more be rolled (with more "6"s indicating a more extreme success).
Basic Attributes: What they do
STR: Lift/Carrying Capacity, Modifier to damage with muscle powered weapons, Bonus to hit points per level
CON: Modifier to Hit Points per level, Max Fatigue, CON Save
DEX: Modifier to Attacks, Initiative Modifier, Base Move, DEX Save
INT: Bonus Skill Points, INT Save
WIS: WIS Save [also the basis of perception skills]
CHA: Bonus to Magic Item limit, CHA Save
APP (Appearance): Initial reaction roll modifier (rolled into CHA)
WIL (Willpower): Sanity points, WIL Save (rolled into WIS)
LUC (Luck): Number of rerolls, LUC Save (rolled int CHA)
Classes:
Rogue: The "mundane" class.
Mage: Vancian magic user like D&D Magic User / Mage / Wizard
Priest: Vancian magic user like D&D Cleric / Priest
Sorcerer: Magic user like 3e Sorcerer
Psionicist: energy point based sorcerer like caster with "psionic" flavor
Characters get to pick 1 class feature from a list at each level, 2 extra at 1st, and also get 1 feat per character level, 1 extra as 1st. Also between 1 and all attributes improve at each level.
"Good" class based bonus is never more than 8 6 better than the "Poor" class based bonus, and always at least 2 better than it. Non-STR attributes never get higher than 25.
Weapon/Armor Proficiency: You get a number of points based on class and level in that class to spend for proficiency. You take a penalty from -2 to -6 depending on the weapon if non-proficient. Armor works pretty much the same way, you use the same pool of points for both.
Skills: You get points based on your level in a class. You may not spend more than your level in a skill. Each point gets you a +1 to the roll, with the first point getting you an additional +3. List is mostly taken from 3.5e D&D and D20 Modern. Skills tend to get broader as you put more points into them (i.e. you know 3 ways to perform at 1st level, +1 way per point) though Knowledge and Crafting are divided into finite numbers of skills.
Wealth: There is a by level chart, growth is exponential.
Combat:
Roll initiative with bonus for knowledge of enemy location/presence
1 second turns in order from highest to lowest initiative.
"Mundane" combat is pretty much GURPS but modified to be a roll over system.
Spellcasting is pretty much D&D 3e style but spells take 1 full second per spell level to cast. Spell damage is upped to be about where it was in 2nd edition AD&D relative to expected HP levels. Pretty much any spell from a D&D 3.5 or earlier, or a Hackmaster 4e can be converted easily (most trouble is deciding on spell resistance and save).
Misc:
Number of Magic Items that you can have active at once is limited based on level and CHA.
Max bonus from a Magic item is limited based on level
Magic items are very much unfinished
HP works like in GURPS, so you die after taking 2x to 6x HP damage depending on CON and rolls.
I'm sure that I'm making some choices that deserve more scrutiny.
Edit: (bold is new)
Anyway some basics:
The influences for mechanics are most heavily D&D (3.x) and GURPS (4th). There is some influence from Hackmaster (4th and 5th), other D&D (earlier more than latter), some of the other D20 systems, and likely some other systems as well.
The system is 3d6, roll over, and class based.
Dice can "explode" (are open ended for high rolls), with the number of "6"s rolled indicating a critical success should 3 or more be rolled (with more "6"s indicating a more extreme success).
Basic Attributes: What they do
STR: Lift/Carrying Capacity, Modifier to damage with muscle powered weapons, Bonus to hit points per level
CON: Modifier to Hit Points per level, Max Fatigue, CON Save
DEX: Modifier to Attacks, Initiative Modifier, Base Move, DEX Save
INT: Bonus Skill Points, INT Save
WIS: WIS Save [also the basis of perception skills]
CHA: Bonus to Magic Item limit, CHA Save
APP (Appearance): Initial reaction roll modifier (rolled into CHA)
WIL (Willpower): Sanity points, WIL Save (rolled into WIS)
LUC (Luck): Number of rerolls, LUC Save (rolled int CHA)
Classes:
Rogue: The "mundane" class.
Mage: Vancian magic user like D&D Magic User / Mage / Wizard
Priest: Vancian magic user like D&D Cleric / Priest
Sorcerer: Magic user like 3e Sorcerer
Psionicist: energy point based sorcerer like caster with "psionic" flavor
Characters get to pick 1 class feature from a list at each level, 2 extra at 1st, and also get 1 feat per character level, 1 extra as 1st. Also between 1 and all attributes improve at each level.
"Good" class based bonus is never more than 8 6 better than the "Poor" class based bonus, and always at least 2 better than it. Non-STR attributes never get higher than 25.
Weapon/Armor Proficiency: You get a number of points based on class and level in that class to spend for proficiency. You take a penalty from -2 to -6 depending on the weapon if non-proficient. Armor works pretty much the same way, you use the same pool of points for both.
Skills: You get points based on your level in a class. You may not spend more than your level in a skill. Each point gets you a +1 to the roll, with the first point getting you an additional +3. List is mostly taken from 3.5e D&D and D20 Modern. Skills tend to get broader as you put more points into them (i.e. you know 3 ways to perform at 1st level, +1 way per point) though Knowledge and Crafting are divided into finite numbers of skills.
Wealth: There is a by level chart, growth is exponential.
Combat:
Roll initiative with bonus for knowledge of enemy location/presence
1 second turns in order from highest to lowest initiative.
"Mundane" combat is pretty much GURPS but modified to be a roll over system.
Spellcasting is pretty much D&D 3e style but spells take 1 full second per spell level to cast. Spell damage is upped to be about where it was in 2nd edition AD&D relative to expected HP levels. Pretty much any spell from a D&D 3.5 or earlier, or a Hackmaster 4e can be converted easily (most trouble is deciding on spell resistance and save).
Misc:
Number of Magic Items that you can have active at once is limited based on level and CHA.
Max bonus from a Magic item is limited based on level
Magic items are very much unfinished
HP works like in GURPS, so you die after taking 2x to 6x HP damage depending on CON and rolls.
I'm sure that I'm making some choices that deserve more scrutiny.
Edit: (bold is new)