Advanced D&D 3rd Edition Project V2 now with LICORNE system

Post/Author/DateTimePost
#1

uglyvan

Jul 27, 2010 14:51:59
the system consists of 10 basic attributes:
7 Domains from the LICORNE system + 3 Classes from the 15 classic available AD&D classes

each of those 10 basic attributes graduates from 1 to 10;

then, every character shares 21 common secondary abilities (taken from a combo of two LICORNE Domains), plus 7 class specific abilities from each class, plus 3 abilities relative of the unique 3-class combo; this rounds to 45 abilities;

as there are 7 abilities from each of 15 classes, plus 3 special abilities for each of the 15 unique 3-class combos, plus 21 common abilities, the system consists of a rough 171 abilities (7x15 + 3x15 + 21 = 171)
#2

uglyvan

Jul 27, 2010 14:58:16
the 7 LICORNE Domains are:


Nature
Esprit
Influence
Corps
Outils
Relationnel
Logique

we will translate them with

Animal nature
Psyche
Charisma
Blood
Dexterity
Harmony
Intelligence

now we call this system BADCHIP

so, remember: BADCHIP = LICORNE

#3

uglyvan

Jul 27, 2010 15:04:13
the 15 classic available AD&D classes are (well, in fact not all classes have been developed so far, and perhaps some relabelling has to be done):

AB Fighter
AC Brawler
AD Ranger
AE Priest
AF Paladin
BC Ninja
BD Illusionist
BE Monk
BF Thief
CD Psionicist
CE Druid
CF Shaman
DE Archmage
DF Bard
EF Ruler

to select your 3-class combo, just pick one from each of letters A-B-C-D-E-F
#4

Igfig

Jul 28, 2010 1:27:12
Hooray, Uglyvan is back!

I'm disappointed that you got rid of the Janitor class. 
#5

uglyvan

Aug 11, 2010 8:43:07
the 15 classic available AD&D classes are (well, in fact not all classes have been developed so far, and perhaps some relabelling has to be done):

AB Fighter
AC Brawler
AD Ranger
AE Priest
AF Paladin
BC Ninja
BD Illusionist
BE Monk
BF Thief
CD Psionicist
CE Druid
CF Shaman
DE Archmage
DF Bard
EF Ruler

to select your 3-class combo, just pick one from each of letters A-B-C-D-E-F



... or, we could use a five-class combo with one Major / one minor of each of five Class Domains like:

Faith
War
Trade
Magics
Politics


Fw  Paladin (read Faith to the help of War)
Ft    Druid (druids give plenty of food resources)
Fm  Monk (monks help to uncover hidden secrets)
Fp   Priest (priests make for good politicians)
Wf  Archer (only faith allows you to land a fatal blow onto your enemy)
Wt  Healer (wars make good healers)
Wm Fighter (lots of magic items found on the battlefield)
Wp  Assassin (War to the help of Politics)
Tf     Farmer (trade is food)
Tw   Thief (trade is goods)
Tm   Merchant
Tp    Craftsman
Mf    Magician
Mw  Necromancer
Mt   Elementalist
Mp  Demonologist
Pf    Bard
Pw  Sage
Pt    Spy
Pm  Ruler

here you can select Fighter (Wm) + Necromancer (Mw) + Farmer (Tf) + Spy (Pt) + Priest (Fp)
or Fighter (Wm) + Paladin (Fw) + Magic User (Mf) + Spy (Pt) + Craftsman (Tp)
or Fighter (Wm) + Paladin (Fw) + Bard (Pf) + Craftsman (Tp) + Elementalist (Mt)
#6

uglyvan

Aug 11, 2010 8:58:05
Those last twenty classes come from ADOM the Roguelike (at least for the 17 first ones; the Sage and the Spy come from previous editions of Ad&d, and the Ruler is from what I had read from a campaign siege for Ad&d letting you take control of countries and rule your citizens)
#7

uglyvan

Aug 11, 2010 16:22:19

We could also associate skills to the twenty classes:

here is what I had posted on a previous topic relative to the CORNE system:

Corps = Strength x Constitution
Outils = Dexterity x Intuition
Relation = Presence x Tactics
Nature = Survival Instinct x Empathy
Esprit = Swiftness x Memory

Strength = Athletism x Physical Cohesion
Constitution = Endurance x Cleansing
Dexterity = Combat Reflexes x Reach
Intuition = Insight x Thievery
Presence = Intimidate x Magnetism
Tactics = Bluff x Diplomacy
Survival Instinct = Streetwise x Dungeoneering
Empathy = Nature Lore x Religion
Swiftness = Speed Factor x Initiative
Memory = Arcana Lore x History


Fw  Paladin diplomacy
Ft    Druid    cleansiness
Fm  Monk     speed factor
Fp   Priest    religion
Wf  Archer    combat reflexes
Wt  Healer    dungeoneering
Wm Fighter   athletics
Wp  Assassin insight
Tf     Farmer    nature lore
Tw   Thief        thievery
Tm   Merchant  bluff
Tp    Craftsman endurance
Mf    Magician     arcana lore
Mw  Necromancer reach
Mt   Elementalist    physical cohesion
Mp  Demonologist   intimidate
Pf    Bard                 history
Pw  Sage                streetwise
Pt    Spy                  initiative
Pm  Ruler                magnetism

#8

uglyvan

Aug 11, 2010 16:45:21
Then, we could also associate classes two at a time with Major-minor/minor-Major Class Domains:

This leads to a ten-class system;

my previous try in this regards was:

Acrobat
Brute
Craftsman
Detective
Fighter
Herbalist
Hunter
Jeweller
Ruler
Teacher

now with the help of manual research, we find:

TM merchant-elementalist = Brute
TP craftsman-spy = Craftsman
FW paladin-archer = Detective
WM fighter-necromancer = Fighter
FT druid-farmer = Herbalist
WP assassin-sage = Hunter
FP  priest-bard = Ruler
WT healer-thief = Teacher

There sadly doesn't have any Acrobat (nor Jeweller)
left:
FM monk-magician : the monk would easily pertain to the Acrobat class, while the magician would have a Jeweller bear (serry this is my poor english back up)

MP demonologist-ruler : well the ruler could easily claim for the Ruler class, but the demonologist (with his intimidate skill) certainly drives us somewhere else...

the Ruler class (aka priest-bard FP) has skills of both History and Religion; I do believe these are important skills when you wanna rule a country...
#9

bone_naga

Aug 12, 2010 2:01:02

This is great. I've been following every one of his posts, and yet I still don't have the slightest idea what he's saying.