Customization Campaign [Archive] - Wizards Community

Post/Author/DateTimePost
JimProfit

01-23-08, 01:43 PM
This was a campaign i've had in my head for a long time. People are aware magic exsists and it plays an important role in thier lives, evidently most people have some kindof magical or supernatural ability. My intent also was to make every stat equaly important, that way there's no character who's ever too strong or too weak. Even a pure fighter with no magical knowhow could be useful when a wizard is doing crippeling loads of damage with his fireball...

Stats:
Pointbuy to insure no unfair rolls, 32 to 35 probably be the best.

Class:
Either generic warrior (hit die increased to d12) or generic expert (hit die increased to d8) from unearthed arcana. The reason being spells are "bought" with special points, so there's no real need for a spellcaster.

One major differance is warriors/experts cannot use thier bonus feats to purchase class abilities, they may only purchase feats.

Special Points:
Special points are used to buy nearly anything you can immagine. They can be used to buy feats, spells, class abilities, or skillpoints.

Evidently skillpoints are 1 per 1 deal. 3 ranks in a skill equals 3 special points.

Feats tend to cost 1 or 2 skillpoints as well. Depending on the feat.

Spells are cast like spell-like abilities, and you can purchase spells for a cost equal to the spell's level x2. (0lvl spells cost 1 special point.) Your caster level is equal to your character level. Each spell level you know can be cast a number of times per day equal to your wisdom score minus the spell's level.
(So if you have a 18 wisdom and it's a level 8 spell, you can only cast spells from the level 8 category 10 times per day. You cannot cast level 8 spells untill you "buy" a level 8 spell to cast.) The DC for spells is wisdom based.

Casting a spell works like a spell-like ability as noted above, but there is the possibility of failure. Inorder to cast a spell succesfuly you must make a spellcraft DC of 11+the spell's level. (1 is always a critical fumble.)

Class abilities are the one that requires the most thinking, differant class abilities cost differant amounts of special points. You can be assured that summon familiar is going to be cheaper then animal companion. You gain a number of special points per level equal to your charisma score.

HP:
HP at 0 equals dead. You gain max HP per level.

Dying/Disabled:
You become disabled if you take 10 or more damage. You then make a fort save of 10+2 per additional 10 damage dealt.

You start dying when you take damage equal to or greater then your constitution score. You then have to make a fort save DC 10 +1 per turn after the first to become stable or die.

For intents and purposes of dying, "constitution score" is reffered to as "massive damage threshold" and can be increased through special abilities, feats, and magic.

Hardness:
Hardness for weapons in this game is a bit differant, in diablo, weapons had a score of like 5/5, evidently as it dropped "5/4, 5/3, etc" it became weaker. Till eventualy it reached 0 and was broken and unusable.

All weapons have a hardness factor, (to help balance out the fact that some weapons like the club are virtualy the same to lightmace but the club is free!) they also have a percentage chance of when it's used of having it's hardness factor lowerd while used. Here's an example.

Grock the barbarian's club has a hardness of 1/1 75% chance of being "wornout" everytime he uses it in combat. He swings it at a goblin, and rolls below what he needed to not whereout the club. It begins to crack and the tip of it snaps off. The club is now useless.

Alternatively, for intent of "sundering" a weapon, you can attack it's hardness factor, which is differant from it's actual hardness which serves like damage reduction.

It takes 10 damage to constitute as 1 hardness factor damage. So if the goblin wanted to break Grock's club intentionaly. He'd have to attack his club and deal atleast ten damage.

Profficentcy Change:
You no longer startout with profficietcies in weapons. Instead, you gain profficientcy with a number of melee or throwing weapons, and armor equal to your strength score, and a number of ranged or throwing weapons and shields equal to your dexterity score. You can still take feats to learn weapons/armor&shields otherwise.

Starting Gold:
Starting gold is now equal to your intelligence score x100.
Cherubaddon

01-23-08, 03:30 PM
I've never used the generic classes, so I've got no experience there. Still, some thoughts.

1) If you purchase spells, feats etc. with skill points, that will just lead to people racking up on feats. Worse, if you really make a feat the equivalent of one or two skill ranks, that will lead to insane feat chains and very few skills. So I would suggest keeping the skill points and just awarding special points for everything else (feats, spells, and special abilities).

2) Have you ever seen a club? I don't mean a stick, I mean an actual, stout wooden club? No way in Hell that thing has a 75% chance of breaking for hitting a goblin. I, too, have played Diablo, and the Hardness rule was pretty much the only thing I hated, because it went way too fast. And while it's true that weapons slowly degrade over time, they do not have an arbitrary chance of breaking everytime they hit someone. The core D&D hardness rules might not be perfect, but they are a whole lot better than any kind of weapons-breaking-randomly system. So I would recommend just leaving that out.

3) What the Hell does starting gold have to do with Intelligence? Making money isn't about being smart (otherwise, most people on these boards would be millionaires :D ), it's about finding a job that pays well for your strengths. By the core D&D rules, Profession works with Wisdom, so you don't need to be smart in order to use it, you just need common sense. Also, if you're a merchant, Charisma should be way more important than Intelligence (although that certainly helps). Thieves make their money mostly with Dexterity. And a high Strength bodyguard shouldn't be making less money than an Int 11 commoner. So I recommend leaving this out, too, and just stick with the old rules. There's a reason why fighters get more money than wizards at 1st level, you shouldn't turn that around.

Hope it helps.
-Cherubaddon