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| JimProfit02-12-08, 03:27 PM | What that means is the elements of D&D still exsist, but rather then classes, the characters customize themselves using character points. Tell me what you think, i don't expect it to be perfect, i just thought it up and only spent like a day thinking it over LOL! Starting character points should be around fourty. Then gain like ten per level. Skills: All skills are considerd class-skills and has 1 rank=1cp. You however cannot take more ranks in one skill then your character level+3. BaB: All characters startoff with a poor BaB. But at the cost of 4cp they can have a medium, and at 6cp can have a good. Once you've selected your BaB it cannot be changed. Feats: Feats generaly cost 2cp. All feats will be restricted to only be taken once to insure balance. (So you don't for example take lightning reflexes over and over instead of just purchasing a good reflex save..) Spellcasting: Spellcasting will be interesting under my system, all characters can potentialy cast spells. Also to cast a spell, a character must make a spellcraft DC of 10+the spell's level. If they fail, the spell either goes awry or does nothing. (That's the best case scenario) The GM can get creative with spell errors. All spells are cast spontanously. Inorder to learn a spell you must pay a number of cp as indicated below: 0=1cp 1=3cp 2=5cp 3=7cp 4=9cp 5=11cp 6=13cp 7=15cp 8=17co 9=19cp Caster Level: 1cp per caster level. Caster level also determines the DC of spells. Psionics: Any character who's naturaly psionic or has the wild talent feat can manifest and learn psychic powers. Powerpoints don't exsist for this game, instead, when a character would manifest a power, they roll a d100+cha mod. They must try and roll above what the power costs in powerpoints to succeed. Failure, like with spells, means badshit happens. (So no psicraft skill) Inorder to learn a power you must spend characterpoints as indicated below: 1=2cp 2=4cp 3=6cp 4=8cp 5=10cp 6=12cp 7=14cp 8=16cp 9=18cp Manifestor Level: 1cp per manifestor level. Manifestor level also determines the DC of powers. Weapons/Armor/Shield Proficientcy: A character does not startout having any, they must spend 1cp to learn these things individualy. Special Abilities: Special abilities you'd expect from classes such as sneak attack and stuff can be bought, I havn't decided thier cp costs, but you can safely assume they'd vary. Hit Die: Good ole' hp, every character startsout with a hit die d4. The hit die has a 2cp cost per hit die type. Unlike most things, you can change your hit die type. However, you can't pay 2cp now then pay 2cp later for a d6 to d8. You have to pay the total amount. d6=2cp d8=4cp d10=6cp d12=8cp Massive Damage Threshold: 1cp per 1 damage threshold increase. All characters starting threshold is 10. When your struck for massive damage make a fort save 15, if you fail, you die. Saving Throws: Fortitude, Reflex, and Will, you startoff poor in each, and at the cost of 5cp you can change one to good. Once you've made your descision, you cannot change it later. Inniative: You can spend 1cp per to increase your inniative check by +1. You can only increase your innitiative bonus this way up to your character level. (So a lvl3 character cannot have more then a +3 inniative by this means) Psionic Feats/Abilities: Things that would need powerpoints to trigger instead are triggerd with HP. (So you could probably use it more in theory but in practice would be more conservative with your psionic feats) No more psionic focus, just 1hp per used-time. Races: Races would need some re-working, but generaly they could still work the same way. For example, elves don't get a +2 dex and -2 con anymore, they just get a +2 on attack rolls involving longbows, shortbows, shortswords, and rapiers. (All the weapons they're good with) Defense Bonus: Without the dexterity stat to cover AC, something else has to. Therefore we use the unearthed arcana's defense bonus.. http://www.d20srd.org/srd/variant/adventuring/defenseBonus.htm B rank-4cp C rank-7cp D rank-9cp ----Some New Varaint Rules---- Durability: All armor/shields/weapons have a durability score. (Like Diablo) How it works is say for example a club has a durability 1/1 (75%) This means there's a 75% chance when you use a club you'll wheredown it's durability to 1/0, whenever it reaches 0 it's destroyed. You can attempt to repair gear this way with a craft check (DC differs between gear) and some money (generaly no more then a few gold) as "components". A craft check to repair something this way can only be tried 1/day for that particular object. All Checks Revere 1 And 20: Doesn't matter if it's an attack roll, saving throw, skillcheck, whatever. 1 means failure, 20 means success, always. This exsists to prove even epic characters can mess something up, and even low level nobodies can get lucky. Even innitiative means auto success or failure, in the event two or more roll a 1 or 20, both roll a seperate d20 and whoever rolls less gos after the one who rolled higher. If that seperate d20 is even, keep rolling untill someone gets lower. |