Lots of changes I'm thinking of making for my next game. [Archive] - Wizards Community

Post/Author/DateTimePost
EvilVegan

08-31-06, 09:28 AM
I'm attempting to make a generic class system, but not like the one in the UA.
Minor changes :
First change all skills except language are class skills. A language listed under race is considered a class skill, others are non-class skills.

Bonus Feats : I have divided each archtype into 5 categories, each one gets bonus skill feats (like Negotiator or Skill focus) at varying levels.

5 Categories:

Warrior

No spell casting ability, full bab, lots of health/armor,
d12 hit die, 4 skill points
One good save/one average, or all average saves.
Barbarian/Knight> Class features absorbed into feat chains.

Battle-casters

Minor spell-casting ability.
Full BAB
Combines ranger/paladin/hex blade.
Increase in spells known.
D10 hit die, 4 skill points
Varying armor levels.
Master

No spell ability.
Average BAB
D8 hit die, 8 skill points
Covers rogue, monk, scout, ninja, etc.

Mid-caster

Average BAB
d6 Hit die, 6 skill points
Using a slightly improved bard spell progression and spells known like war mage (different lists of course).
Combines cleric, druid, bard, spellsword, and arcane archer.

Full caster

Poor BAB
d4 hit die
4 skill points per level
Modified sorcerer spell progression (gets higher level spells a level earlier, but only 0 times per day).
Spells known vary from sorcerer style to beguiler, war mage, dread necromancer, and I'm making 2 new focuses, a defender of the light (kind of like a white mage from FF1) and a summoner (uses summons, buffs, and callings).


Removing wizards completely. All spontaneous all the time!

I don't know how generic I'm going to get though, I'm tempted to make each one declare a focus at 1st level and progress in that focus, such as a mid-caster declaring she's a member of a druidic order, which would be a prerequisite for things like wildshape and summon nature's ally.