General Homebrew System Mod Ideas (3.6.wyrm) PEACH

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#1

Nekomata-sensei

Jan 15, 2011 9:12:04

Stats: Multi-Possibility for saves like 4E


Races: +2 to two stats standard similar to 4E


*Races have a 'background class' to them, which levels up alongside your normal class in a manner similar to Gestalt, background classes are generally less powerful than standard classes, and usually don't offer things like hit dice, base save adjustments, or BAB, instead they only offer level-up abilities, you can multi-class more freely with background classes than standard classes, but as the abilities of background classes grow as you grow in level in that background class, it is usually smarter to remain in the same background class. Unlike standard classes, background classes don't have unlimited levels, so you are often forced to multiclass before level 20. Many racial abilities related to a character's culture or upbringing are now moved to background classes, while abilities related to inherent abilities remain part of the standard race, although some will still appear in the background class, as you level up in a background class related to a race, your racial abilities develop. This is also a way to avoid level adjustments on otherwise potentially overpowered races, delaying their abilities to appropriate levels, and having characters start out in lesser forms of them, like 'young' states, although not all races can be done in this form. Sometimes special bloodlines will appear as background classes, rather than individual races or as feats, an example is assimar and tieflings, which are now background classes which can be taken by most of the standard races, representing a celestial or infernal heritage which is developed as a character progresses.


Skills: Many skills have 'combined' forms, once you reach a certain number of them known and ranks in them, such as Knowledge skills combining to Lore skill, or Climb, Jump, and Swim to an Athletics skill. Most of these combined forms have a penalty to them without certain feats or abilities when used for skills you are less familiar with.


Feats: There are some new types of feats, 'Lesser' feats are generally offered more often and easily, but are usually less powerful and less combat oriented, the skill bonus feats are an example of feats being changed to 'lesser' feats.


 


Magic Items:


Magical crafting is adjusted to a state more similar to 4E, with magic items created by rituals. Single use magic items, or those that have limited charges or require user energy to power don't need XP to create, just Aura Energy Points while crafting them. Permanent magic items on the other-hand will still require XP to create, or certain types of power sources, such as parts from monsters or deconstructed similar magic items. Basically similar to the 'essences' in NWN2.


Some spellcasting classes now have 'implements' they can create to cast 0 level at-will equivalent spells. These can normally only be used by the appropriate classes, or characters who somehow 'know' the spell. These are similar in power to standard weapons, but often more exotic in effects, such as dealing elemental damage types.


 


New:


Exertion Points- various abilities cost varying numbers of 'exertion points' including most spells and special abilities which previously had things like uses/day. Exertion points are recovered rather easily by resting, but not completely, and attempting to use abilities that need them when you are out can cause you to become fatigued or exhausted, or even kill you with some higher level mystical abilities. Besides certain exceptions, exertion points grow as you level up, regardless of class. Some abilities have a risk of causing fatigue or exertion regardless of their exertion point costs, or outright will, and anything that causes you to become fatigued or exhausted causes you to lose some of your remaining exertion points as well, exhaustion always causes you to lose all remaining exertion points, and you can't recover them until you are no longer exhausted. Some abilities do not cost exertion points, but still require mystical energy, Aura Energy Points, however, runnning out of Aura Energy Points can cause you to lose Exertion Points as well. Exertion points is shortened to ExtP.


*Note: Some spells and monster abilities now deal damage to exertion points, although these abilities usually offer saving throws


Aura Energy Points- a unified spell point system, characters have a normal base rate regardless of class that they all gain Aura Energy Points, at least 1 per character level. Spellcasting classes and some mystical classes also have their own rates they gain aura energy points at for each level in the class. However, all Aura Energy Points come from the same pool, making multi-classing a bit easier. Aura Energy Points is shortened to AEP. Non-PC characters don't always possess AEP.


*Note: Some spells and monster abilities now deal damage to or drain AEP, although these abilities usually offer saving throws


Spell Resistance- All PC characters now possess some degree of spell resistance as long as they have AEP remaining. This spell resistance is usually equal to their character level, however, some classes or other things will grant bonuses to spell resistance, not all of these bonuses stack.


Spellcasting: Vancian Casters still have to prepare spells, however, they can avoid 'losing' a prepared spell by spending extra AEP when casting it, and many spells can be modified as they are cast using AEP. This means it is often wise for them to save a reserve of unprepared AEP, and they rarely need to prepare multiple instances of a single spell.


Metamagic Feats now often cost extra AEP and/or ExtP.


 


Spending a certain amount of exertion points in a single round can cause your character to have to make a saving throw to avoid being fatigued or exhausted, which, of course, can cause you to spend more ExtP than you intended.


 


Most spells which previously were more than 1 round to cast are now a type of ritual, and can't be learned by spontaneous casters or prepared by Vancian Casters, instead, anyone with the appropriate ritual casting feats can utilize them if they have the details of them and can follow through on the casting methods and requirements, which usually include AEP and often ExtP for more powerful ones.


 


Aura Focus: Psionic Focus has been converted over to a more general 'Aura Focus' mechanic, with new feats and class abilities to appear related to it.