Mini Classes

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JonSetanta
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Mini Classes

Post by JonSetanta »

Mini Classes
Mini Classes is a concept for D&D 3.5 (or similar) to combine compacted and specific character classes into a single class role through multiclassing.
Most classes don't progress beyond 5 levels, but their abilities affect a character's repertoire beyond such limits. The functions provided by Mini Classes expand the number of options while a character's total number of levels determines the intensity of power.
For basics such as Hit Points, Base Attack, Skill Points Per Level, Saves, and Proficiencies, use the best of all classes combined. Base Attack Bonuses are capped by total levels even though the bonus itself begins high, and stacks with those from other classes.
Classes and Benchmarks
A character's total number of classes is limited by their maximum total levels.
A higher level Benchmark is gained every five levels after level 1. Benchmarks affect numeric values of some abilities.
Benchmarks are sometimes abbreviated as "B#", denoting the Benchmark value at which an ability is gained regardless of a class level that grants it.

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Benchmark : Level : Classes
1           1         2
2           6         3
3           11        4
4           16        5
5           21        6

Powers and Slots
A character gains a number of universal power slots for each class equal to the number of levels in that class. Power slots may be readied and swapped each day with powers granted by any classes the character knows.
They also gain 3 bonus power slots that may be used for any class powers known.

The effective user level for class powers is equal to a character's total level.

The maximum slot level for powers granted by classes is slot level 1 at character level 1, and increases by +1 slot level with every 3 later class levels. An example of power slot levels would be that of Spell Levels, which belong to tiered categories that increase in capability as a character gains levels.
If a class ability mentions a slot level, it must be readied as if a power in order to use.

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Level : Best Power Slot Level
1         1                  
4         2                  
7         3                  
10        4                  
13        5                  
16        6                  
19        7                  
22        8                  
25        9                  
Mana
Each character has an amount of Mana each day equal to their Wisdom score, refreshed to full and redetermined at the end of each hour of rest.
Using readied powers of any class requires 2 Mana for the highest power slot, 1 Mana for the second highest power slot, and for free if any power slot lower than the second highest known.
Metamagic feats adjust the total slot level of a power; use the final slot level to determine how much Mana the augmented power uses, if at all.
Class Basics
Certain features of classes are universal, and interact uniquely when combined.
Hit Points: Add this amount for each level. Use the value that is highest out of all classes known, and gaining a class with a higher value than before increases this amount for each level.
Base Attack Bonus: The attack roll bonus. Add this amount for each class known, but the usable value is limited to the character's total level.
Good Saves: All saves have a value equal to 1/2 the character's total level. For each "Good" save, add +2 to that save, but this bonus doesn't stack with itself.
Skill Points Per Level: Gain this amount of skill points with each level, multiplied by 4 at level 1. Use the value that is highest out of all classes known, and gaining a class with a higher value than before increases this amount for each level.

Fighter

Hit Points: 12
Base Attack Bonus: +5
Good Saves: Fortitude
Skill Points Per Level: 4
Proficiencies: Simple and Martial Weapons, Light and Medium Armor, Shields

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Level : Abilities
1       Maneuver 1, Fighter Feat, Pure Muscle
2       Maneuver 2, Fighter Feat, Exotic Weapon Proficiency, Heavy Armor Proficiency
3       Maneuver 3, Fighter Feat, Pounce
4       Maneuver 4, 2 Fighter Feats 
5       Maneuver 5, 2 Fighter Feats 
Class Abilities:
Maneuvers: Maneuvers are found in the Tome of Battle. If you don't have the book, substitute combat-enhancing spells or melee-range damaging spells of the same level, and make then Extraordinary powers activated once each round as a Move action (or quicker actions if the spell mentions such) rather than as Spells.
Pure Muscle: The character gains an Enhancement bonus of +2 Strength and +2 Constitution per Benchmark.
Fighter Feat: Fighter Feats are found in the PHB.
Pounce: The Fighter may make 1 attack per Benchmark as part of a Standard action.

Monk (class template): Lose Medium Armor and Shield Proficiency, and do not gain Heavy Armor Proficiency at Fighter level 2. Instead gain the ability to make a natural Slam attack as an attack action. It deals 1d8 damage for size Medium characters, plus the character's Benchmark + Fighter levels.


Rogue

Hit Points: 8
Base Attack Bonus: +3.5
Good Saves: Reflex
Skill Points Per Level: 8
Proficiencies: Simple and Martial Weapons, Light Armor, Shields

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Level : Abilities
1       Sneak Attack 4, Trapfinding, Limber
2       Sneak Attack 8, Evasion, Dash
3       Sneak Attack 12, Uncanny Dodge
4       Sneak Attack 16, Trap Sense
5       Sneak Attack 20, Special Ability 
Class Abilities:
Trapfinding: As the Rogue ability in PHB.
Limber: The character gains an Enhancement bonus of +2 Dexterity per Benchmark.
Dash: The character adds +10 Enhancement bonus to all movement speeds per Benchmark.
Sneak Attack: Slot Level 1. As the Rogue ability in PHB. The amount of damage added to attacks is equal to twice the character's level, to a maximum specified by a Rogue's best Sneak Attack value.
Uncanny Dodge: As the Rogue ability in PHB. Becomes Improved Uncanny Dodge at Benchmark 2.
Trap Sense: Slot Level 1. The character automatically knows the direction of a trap within Close range, once each round. The character and allies add twice their Benchmark value to saves against traps they are aware of.
Special Ability: Gain 1 Rogue Special Ability for each Benchmark.


Bard

Hit Points: 8
Base Attack Bonus: +3.5
Good Saves: Reflex
Skill Points Per Level: 6
Proficiencies: Simple and Martial Weapons, Light Armor, Shields

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Level : Abilities
1       Bard Spells 1, Fellowship, Bardic Music, Fascinate
2       Bard Spells 2, Bardic Knowledge, Countersong
3       Bard Spells 3, Inspire Courage, Inspire Competence
4       Bard Spells 4, Song of Freedom (B3), Inspire Greatness
5       Bard Spells 5, Suggestion (B2/B4), Inspire Heroics (B4)
Class Abilities:
Bard Spells: The character may ready Arcane spells from the Bard spell list.
Fellowship: The character gains an Enhancement bonus of +2 Charisma per Benchmark.
Bardic Music: Slot Level 1. As the Bard ability in PHB. Activating it is not limited per day and is a Standard action each round.
Bardic Knowledge: As the Bard ability in PHB.
Fascinate: As the Bard ability in PHB.
Countersong: As the Bard ability in PHB.
Inspire Courage: As the Bard ability in PHB. Bard and allies add the Bard's Benchmark to Will saves while the character plays, and each gets a new Will save against a single Will save effect each round on the Bard's turn.
Inspire Competence: As the Bard ability in PHB. Allies add twice the Bard's Benchmark to skill checks.
Song of Freedom: As the Bard ability in PHB. Acquired at Benchmark 3.
Inspire Greatness: As the Bard ability in PHB. Instead of bonus Hit Dice, allies within range add twice the Bard's Benchmark to attack rolls and damage rolls.
Suggestion: As the Bard ability in PHB. Acquired at Benchmark 2. At Benchmark 4 it can be used as Mass Suggestion.
Inspire Heroics: As the Bard ability in PHB. Acquired at Benchmark 4.


Cleric

Hit Points: 8
Base Attack Bonus: +3.5
Good Saves: Will
Skill Points Per Level: 4
Proficiencies: Simple Weapons, Light and Medium Armor, Shields

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Level : Abilities
1       Cleric Spells 1, Turn/Rebuke Undead, Cure
2       Cleric Spells 2
3       Cleric Spells 3, Ranged Cure
4       Cleric Spells 4
5       Cleric Spells 5, Restore
Class Abilities:
Cleric Spells: The character may ready Divine spells from the Cleric spell list.
Turn/Rebuke Undead: Slot Level 1. As the Cleric ability in PHB, but uses Mana as a power instead of its own limit.
Cure: The Cleric may heal a target (or injure an undead) by 10 HP per Cleric level with each touch attack action.
Ranged Cure: The Cure ability functions at a Medium distance. Unwilling targets must be hit with a ranged touch attack.
Restore: The Cleric may remove one status effect from a target within Medium range per touch attack action.


Druid

Hit Points: 8
Base Attack Bonus: +3.5
Good Saves: Will
Skill Points Per Level: 4
Proficiencies: Simple Weapons, Light and Medium Armor, Shields

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Level : Abilities
1       Druid Spells 1, Nature Sense
2       Druid Spells 2, Woodland Stride
3       Druid Spells 3, Wild Shape (Plant) (B2)
4       Druid Spells 4, Trackless Step
5       Druid Spells 5, Wild Shape (Improved Plant) (B3)
Class Abilities:
Druid Spells: The character may ready Divine spells from the Druid spell list.
Nature Sense: As the Druid ability in PHB.
Woodland Stride: As the Druid ability in PHB.
Wild Shape (Plant): The character may assume the form of any natural plant monster previously encountered of a level and CR no higher than the character's level and of the same size as the Druid's natural form or one smaller; this includes mundane plants as well. Changing is a Standard action and lasts for as long as they are conscious. Readying a single form counts as a single power slot. Changes caused by this ability counts as a use of the Alternate Form special ability. Acquired at Benchmark 2.
Trackless Step: As the Druid ability in PHB.
Wild Shape (Improved Plant): The character's Wild Shape (Plant) form may be of one additional size larger or smaller than the character's natural form. Acquired at Benchmark 3.


Shaman

Hit Points: 8
Base Attack Bonus: +3.5
Good Saves: Fortitude
Skill Points Per Level: 4
Proficiencies: Simple Weapons

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Level : Abilities
1       Wild Shape, Nature Sense, Wild Empathy
2       Wild Shape (Improved) (B2), Animal Companion
3       Wild Shape (Greater) (B3) , Venom Immunity (B2), Pounce
4       Wild Shape (Elemental) (B4), Pure Muscle
5       Wild Shape (Huge Elemental) (B5), Shapeshifter
Class Abilities:
Wild Shape: The character may assume the form of any natural animal previously encountered of a level and CR no higher than the character's level and of the same size as the Shaman's natural form or one smaller. Changing is a Standard action and lasts for as long as they are conscious. Readying a single form counts as a single power slot. Changes caused by this ability counts as a use of the Alternate Form special ability.
Animal Companion: As the Druid ability in PHB.
Wild Empathy: As the Druid ability in PHB.
Wild Shape (Improved): The character's Wild Shape form may be of one additional size larger or smaller than the character's natural form. Acquired at Benchmark 2.
Wild Shape (Greater): The character's Wild Shape form may be of two additional sizes larger or smaller than the character's natural form. Acquired at Benchmark 3.
Venom Immunity: The character and allies are immune to poisons.
Pounce: The Shaman may make 1 attack per Benchmark as part of a Standard action.
Wild Shape (Elemental): The character's Wild Shape form may be of an Elemental previously encountered of a level or CR no higher than the character's level and of the same size as the Shaman's natural form or one smaller, in addition to natural animal forms previously known.
Pure Muscle: The character gains an Enhancement bonus of +2 Strength and +2 Constitution per Benchmark.
Wild Shape (Huge Elemental): The character's Wild Shape (Elemental) form may be up to size Huge.
Shapeshifter: The character may use one physical attack or movement type, or special ability or quality, of a monster form they have readied even while in another form. The character and allies can not be forced to change shape against their will.


Mage

Hit Points: 6
Base Attack Bonus: +2.5
Good Saves: Will
Skill Points Per Level: 2
Proficiencies: Simple Weapons, Light Armor

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Level : Abilities
1       Mage Spells 1, Familiar 
2       Mage Spells 2, Armored Casting, Detect Magic
3       Mage Spells 3, Metamagic Feat 1
4       Mage Spells 4, Metamagic Feat 2 (B2)
5       Mage Spells 5, Metamagic Feat 3 (B3)
Class Abilities:
Mage Spells: The character may ready Arcane spells from the Wizard and Sorcerer spell lists, but only from the Abjuration, Conjuration, Divination, and Enchantment schools.
Familiar: Slot Level 1. As the Wizard ability in PHB. A Mage may sense through and use powers through their familiar if within Medium range at any level.
Armored Casting: The character ignores Arcane Spell Failure of any armor with which they are proficient.
Detect Magic: As the spell. Constant.
Metamagic Feat: Metamagic Feats are found in the PHB. The latter two Metamagic Feats are gained at Benchmarks 2 and 3.


Warlock

Hit Points: 6
Base Attack Bonus: +2.5
Good Saves: Will
Skill Points Per Level: 4
Proficiencies: Simple Weapons, Light Armor

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Level : Abilities
1       Warlock Spells 1, Eldritch Blast 
2       Warlock Spells 2, Armored Casting, Detect Magic
3       Warlock Spells 3, See Invisibility
4       Warlock Spells 4, Change Shape
5       Warlock Spells 5, Flight
Class Abilities:
Warlock Spells: The character may ready Arcane spells from the Wizard and Sorcerer spell lists, but only from the Evocation, Illusion, Necromancy, and Transmutation schools. Invocations may be readied as Arcane powers from the Warlock class in Complete Arcane, gaining a new Invocation category with each increased Benchmark beyond the first.
Eldritch Blast: Slot Level 1. As the Warlock ability in Complete Arcane. A Warlock may deal 2 untyped damage per character level as a Medium range touch attack Ray as an attack action.
Armored Casting: The character ignores Arcane Spell Failure of any armor with which they are proficient.
Detect Magic: As the spell. Constant.
See Invisibility: As the spell. Constant.
Change Shape: The character may take the appearance of any humanoid or animal being they have encountered and of the same size as the Warlock's natural form or one smaller, but do not gain its abilities. Changing is a Standard action and lasts for as long as they are conscious. Readying a single form counts as a single power slot. Changes caused by this ability counts as a use of the Change Shape special ability.
Flight: The Warlock gains a Fly speed equal to their land speed, and with Perfect maneuverability.

Witch (class template): The Familiar ability of a Mage may be gained instead of Eldritch Blast. Instead of gaining Armored Casting at Warlock level 2, gain the item creation feat Brew Potion.


Psion

Hit Points: 6
Base Attack Bonus: +2.5
Good Saves: Will
Skill Points Per Level: 2
Proficiencies: Simple Weapons, Light Armor

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Level : Abilities
1       Psion Spells 1, Fellowship, Mindlink
2       Psion Spells 2, Channel
3       Psion Spells 3, Metamagic Feat 1
4       Psion Spells 4, Metamagic Feat 2 (B2)
5       Psion Spells 5, Metamagic Feat 3 (B3)
Class Abilities:
Psion Spells: The character may ready Psionic powers from the Psion and Psionic Warrior spell lists. Use the Psion power level if a power is also found in the Psionic Warrior list. Instead of Power Points, use the slot usage rules of all other powers within the Mini Classes system, assuming maximum Power Points were spent on a power for each usage.
Fellowship: The character gains an Enhancement bonus of +2 Charisma per Benchmark.
Mindlink: Slot Level 1. The Psion may form a mental connection with allies as by the power Mindlink with as many links as the character has Psion levels + Benchmarks, but once a link is formed it may continue as long as the character wishes or until an ally is unwilling.
Channel: Slot Level 1. A Psion may sense through and use powers through their willing allies if within Medium range. At Benchmark 3 this ability range is instead limited by line of sight or by Mindlink.
Metamagic Feat: Metamagic Feats are found in the PHB. The latter two Metamagic Feats are gained at Benchmarks 2 and 3. Metamagic feats may be applied to Psionic powers since the Mini Classes system power slot rules make this possible.


Artificer

Hit Points: 8
Base Attack Bonus: +3.5
Good Saves: Fortitude
Skill Points Per Level: 4
Proficiencies: Simple and Martial Weapons, Light and Medium Armor, Shields

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Level : Abilities
1       Item Creation Feat, Infusion 1, Repair
2       Item Creation Feat, Infusion 2
3       Item Creation Feat, Infusion 3, Identify
4       Item Creation Feat, Infusion 4
5       Item Creation Feat, Infusion 5, Steel Soul
Class Abilities:
Item Creation Feat: As Item Creation Feats in PHB. The minimum level required for each feat is determined by character level rather than caster level.
Infusion: The character may ready Infusions (count as Arcane for class abilities) from the Artificer list found in the Eberron PHB. If you don't have the book, instead ready PHB spells that affect and create items, or spells that enhance the defensive capabilities of characters.
Repair: The Artificer may use the Make Whole ability as by the spell effect on any item they touch after 1 minute of effort. If an entire object can't be repaired in 1 minute, they restore 10 HP per Artificer level to it per minute.
Identify: An Artificer knows properties of items they touch as by the spell effect.
Steel Soul: Items made by or construction assisted by the Artificer do not cost XP.



Archmage[Prestige Class]

Requires: Arcane slot level 5

Hit Points: 6
Base Attack Bonus: +2.5
Good Saves: Will
Skill Points Per Level: 2

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Level : Abilities
1       Arcane Spells 1, High Arcana
2       Arcane Spells 2
3       Arcane Spells 3
4       Arcane Spells 4
5       Arcane Spells 5
Class Abilities:
Arcane Spells: Increase the character's maximum number of Arcane power slots that may be readied for any classes that use Arcane powers.
High Arcana: Gain one High Arcana from the Archmage Prestige Class per Archmage class level, found in the DMG. Readying a High Arcana uses a power slot.


Heirophant[Prestige Class]

Requires: Divine slot level 5

Hit Points: 8
Base Attack Bonus: +3.5
Good Saves: Will
Skill Points Per Level: 2

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Level : Abilities
1       Divine Spells 1, Ascetic
2       Divine Spells 2
3       Divine Spells 3, Timeless Body
4       Divine Spells 4
5       Divine Spells 5, Saint
Class Abilities:
Divine Spells: Increase the character's maximum number of Divine power slots that may be readied for any classes that use Divine powers.
Ascetic: The character does not need to eat, and only requires 4 hours of sleep each day. They and allies are protected by a constant Endure Elements effect.
Timeless Body: The character ceases to age physically and all ability score adjustments for aging are removed. They and allies are immune to aging effects.
Saint: The character and allies are immune to Death magic, and the character is immune to effects that imprison the soul. Their touch brings dead characters that have fully healed bodies back to life once each round, as long as the being was not dead longer than a year and did not die of old age.


Example Class Combinations:

Paladin: Fighter/Cleric
Ranger: Fighter/Druid
Spellsword: Fighter/Mage
Ninja: Rogue/Warlock
Assassin: Rogue/Fighter
Monk: Fighter (Monk template)/Cleric
Wizard: Mage/Warlock
Mystic Theurge: Mage/Cleric
Psionic Warrior: Fighter/Psion
Nature Priest: Druid/Cleric
Dark Priest: Cleric/Warlock
Fiend: Fighter/Warlock
Fey: Bard/Druid
D&D Druid: Druid/Shaman
Beastmaster: Fighter/Shaman




template

Hit Points:
Base Attack Bonus: +
Good Saves:
Skill Points Per Level:

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Level : Abilities
1       
2       
3       
4       
5       
Class Abilities:
:
:
:
Last edited by JonSetanta on Sun Jan 23, 2011 7:21 pm, edited 6 times in total.
The Adventurer's Almanac wrote:
Fri Oct 01, 2021 10:25 pm
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Orion
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Post by Orion »

Wow, sigma, I'm impressed. This is a really good idea. It's also similar to frank;s old d20 fantasy project. Are you updating that, or did you develop this independently.
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Post by LR »

I'm having trouble parsing this. Like it's some kind of reverse-CAPTCHA that can only be read with a high-powered laser imaging device. Could you give an example of what a character built in this system would look like?
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Post by JonSetanta »

Orion wrote:Wow, sigma, I'm impressed. This is a really good idea. It's also similar to frank;s old d20 fantasy project. Are you updating that, or did you develop this independently.
As usual, I "work" alone. Spat this out in one night after weeks of mulling it over, but I did most of the drafts during the "Compressed Classes" thread and gathering related feedback.
If it wasn't for TGD, I wouldn't have got this far!

I'll keep adding more 5-level classes as they are converted. Up next might be things like Paladin and Ranger once I figure out how those will be used here, and maybe Psionics. Shouldn't take too much effort but I have a busy weekend and date with an awesome girl coming soon.

LR: As with its inspiration Sword World 2.0, a character is merely the sum of its classes. The classes added increase the quantity of powers gained from each one, but only total character level determines the intensity of each power, so a Gish build is hopefully much better off here than in Vanilla 3e.
A concept begins small between levels 1-5 with only 2 classes (and a specific role) at most, but after that you could either elaborate on 1-2 roles or diversify like crazy.
I put class amount limits in to prevent Kaelik's predicted "Sex-Robot-and-6-more-classes", which is an entirely valid point within 3e rules.
My aim was for a "Slayers" outcome wherein everyone fights and casts in varied amounts, without any single character being the "dedicated warrior" or "party wizard".

Also, I anticipate that a Cleric/Mage/Warlock is probably the most powerful combination. I've slowed the power slot level progression to that of a Bard to stretch out that low-magic sweet spot early on. Hope that helps.
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Post by JonSetanta »

Just now I've added an explanation about how class basics stack, after the mana section.

Is this all readable?
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Post by ubernoob »

How do you have two classes at level 1?
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Post by Josh_Kablack »

I'm not getting it. But that could be the sleep deprivation and painkillers.
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Post by JonSetanta »

ubernoob wrote:How do you have two classes at level 1?
You don't, since there's only one level to a character at that time. But it's still the maximum.
The limit seemed odd to apply at level 2 and up so I assigned it in 5-level chunks.
Josh_Kablack wrote:I'm not getting it. But that could be the sleep deprivation and painkillers.
That's OK. I probably made this too complex. Get some rest, I can relate, had a fever and coughing for half a week, my whole weekend and date were canceled.
Disclaimer: I originally had this concept advance the maximum slot level for class abilities along with class levels. For instance, grabbing Wizard 5 raised the highest Wizard spell level you can use to SL 5, but also no higher than the total character level allows (CL 5 for SL 3, CL 9 for SL 5..).
While this rewarded focus in a handful of classes rather than cherry-pick, it had weird effects on breakpoints since there was no reasonable expectation to grab later class levels earlier.
There are some artifacts in the writing I overlooked from that draft. I'll fix that up.

I might drop the "3 bonus slots from any class" and double the number of powers readied from each class known.

Also removed Heirophant and Archmage as they were holdovers from the draft. Unsure of what to do with them right now.
Last edited by JonSetanta on Tue Jan 11, 2011 10:44 pm, edited 2 times in total.
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Post by TheWorid »

As I understand the system, I like it. However, it is a bit hard to understand; you might want to think about rewriting some of the explanation, or adding more examples. I didn't get it until you mentioned Slayers, at which point it made sense.

Why bother with working around the failures of d20, though? Seems like a better idea to start afresh; that is significantly more work though, so I can see why you would want to start with a base.
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Post by JonSetanta »

TheWorid wrote:Why bother with working around the failures of d20, though? Seems like a better idea to start afresh; that is significantly more work though, so I can see why you would want to start with a base.
It's a fairly well known system with a free SRD, which is lightyears better than 4e, Shadowrun, GURPS, WHFRP, or other "mainstream" RPGs.
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Post by JonSetanta »

Classes added. New content added for some classes, such as Shaman.
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Post by ...You Lost Me »

I'm a little confused about how this works. Does it mean that, by benchmark 5, you can be a Druid 5/Cleric 5/Bard 5/Shaman 5/Mage 1?

Also, could you explain slots a little more thoroughly? They confuse me...
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Post by JonSetanta »

...You Lost Me wrote:I'm a little confused about how this works. Does it mean that, by benchmark 5, you can be a Druid 5/Cleric 5/Bard 5/Shaman 5/Mage 1?
Yes. Your best power/spell slot would be level 9. The most powers you could ready from any one class would be 8 (though the rest would be 5 to 1).
...You Lost Me wrote:Also, could you explain slots a little more thoroughly? They confuse me...
Think of how a Wizard uses spell slots. They wake up, ready (or not) their spells for the day, and whatever they chose is usable for that day.
Granted, they don't need to ready new spells; they could just keep the lineup from the previous day or older.

Now, imagine if a Wizard used those readied spells without losing the prepared slot. They would need some other kind of limiting mechanic, in this case something similar to Psionics.

Extend this concept to different classes such as Psionic and Maneuvers, but using the same readied-slot and per-day limiter.

The original inspiration for having power slots readied each day came from Arcana Unearthed. Its usage and spell slot mechanics were separate.
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Post by DeadlyReed »

Needs sample characters.
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