Some major changes. [Archive] - Wizards Community

Post/Author/DateTimePost
Koga:The ninja trick

03-01-06, 01:43 AM
These changes are made for a rpg setting The Koga is working on which works with d20 but alot more affirmative action towards under-used die. Now, there's still a few kinks, but The Koga thinks you'll like it, note: several things were based off hack n' slash games like nethack and diablo to get some ideas..

STATS:
Rather then 6, there is now 4 stats. You can roll them up as usual, but you also roll for HP at 1st level. (To make the game more intense..)

Strength: You lose your BaB (even with melee weapons) (as it should've been) but a new ruling of "weapons breaking" is lowerd by 5% for every modifier, you gain +5 base speed for every modifier, and all the qualities of the charisma stat. (Personality strength)
Dexterity: You lose AC bonus, but now your total BaB is dependant on it.
Vitality: As constituion and you gain AC bonus equal to your modifier. (as it should be.)
Mana: A combonation of wisdom and intelligence. All spellcasters are now mana dependant for spell-level figures and DC checks.
(Races that effect merged stats like orcs, now gain +2 str and -2 mana.)

HP:
Characters roll for HP at first level.

CLASSES:
There are 13 base classes, and no prestige-classes, multiclassing is good enough if you want to make your character "indepth".

Caveman:
http://hyboria.xoth.net/prestige-classes/hyborian_ranger.htm
As the hyborian ranger but with 3.5 skills, also gains +1d3 HP every even level.

Wizard:
As the sorcerer but instead of sorcerer table, automaticaly knows all 0 level spells, learns 3 spells per level, and suffers arcane spell-failure. (NOTE: All casters used unearthed arcana spell-points system, and cast spontaously.)

Valkris:
As fighters, but gain exotic weapons proffietcy at 1st level, +1 on wealth bonuses, and now have a hit die of d12.

Monk:
As normal monk, when using unarmed attacks, instead of "breaking", a monk must make a concentration check of 10+monk level or take a drain of 1d2HP per monk level. Also monks gain autohypnosis as a class skill..
(NOTE: If someone without unarmed strike tries attacking unarmed, they too must make a dc check of 10+thier character level, but suffer a -4 penalty.)

Archaeologist:
As the thug from unearthed arcana, but gains exotic weapons proffietcy at 1st level, +1 on wealth bonuses, and now has hit die d12.

Barbarian:
As normal, but gains a totem like totem barbarian, and gains abilities when appropiate.

Ranger:
As normal ranger, but loses spells and gains +1d2 extra HP every even level.

Knight:
As paladins, but lose spells, have hit die lowerd to d8, gain double the smite evils, can use detect magick and detect poison at will like detect evil, and gain a bonus feat at any even level but only one.

Samurai:
As the marshal class, but gains an additional +1d3 extra HP every even level.

Rogue:
As normal rogues but have hit die lowerd to d5, gain urban-tracking at 1st, and animal companion at 2cd level. (But only small or medium size.) Also gains +2 on wealth bonus checks. (From d20 modern.)

Tourist:
As soulknife, but gains Daze 3/day at 4th level as an extradionary ability, and gains a +4 on wealth bonus checks. (Wild Talent now makes you gain 1 spellpoint, and psionic focus now requires spell-points reserved like it did back in 3.0..)

Healer:
As druid, but wildshape can only transform them into small or medium-size animals.

Cleric:
As normal cleric, but automaticaly knows all of chosen diety's domains, (if a philosopher choose any 2 domains) and has a 10% chance of spell-failure.

WEAPONS:
As said, weapons can have anywhere from a range of 5 to 100% chance of breaking. You can try to repair it by making a craft check of 10+it's wealth check, you have three tries in total on that weapon. (Even if you manage to fix it, you don't get more then three tries in-total.) Otherwise you can either take it to a repair shop, or whatever..

Obviously still some things need to be workedout, mostly converting weapons with d6s and d10s into differant dice, this system is not to use any of those dice as they are way too abused it other games.. also it gives players an idea of what they're up against..

So what do you think? Though rping is still quite important, this is intended for a more simple and fun dungeoneering type of game.. :)