Author Topic: Base Classes: Martial Bonus  (Read 973 times)

Offline RedWarlock

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Base Classes: Martial Bonus
« on: November 26, 2013, 06:15:56 AM »

Level 
Combat
Bonus
High
Dice
 
Med
Dice
 
Low
Dice
 
High
Save
 
Low
Save
   
Martial
Bonus
1st+01d200d200d20+2+0+1
2nd+11d200d200d20+3+1+1
3rd+11d200d200d20+4+1+2
4th+22d201d200d20+5+2+2
5th+22d201d201d20+5+2+3
6th+32d201d201d20+6+3+3
7th+33d202d201d20+7+3+4
8th+43d202d201d20+8+4+4
9th+43d202d201d20+8+4+5
10th+54d203d202d20+9+5+5


Name

HP
Combat 
Dice

Fort 

Ref 

Perc 

Will 
Skill
Pts
Acolyted6LowLowLowLowHigh4
Adeptd8MediumLowLowLowHigh4
Alchemistd6   LowLowHighLowLow4
Brawlerd10+ConHighHighLowLowLow4
Conjurerd4LowLowLowLowHigh2
Evokerd4MediumLowHighLowLow2
Expertd4LowLowHighLowLow8
Flyerd8LowLowHighLowLow2
Guardiand12+ConMediumHighLowLowLow2
Healerd6LowLowLowLowHigh4
Hunterd8+ConHighLowLowHighLow4
Lurkerd8LowLowLowHighLow2
Riderd10LowHighLowLowLow2
Rogued8HighLowHighLowLow6
Scoutd6MediumLowLowHighLow4
Shifterd10+ConHighLowLowHighLow4
Slayerd10+ConLowLowLowLowHigh2
Tinkerd6LowLowHighLowLow6
Warriord12+ConHighHighLowLowLow4
Underlined classes are NPC classes, used for monsters and companions while having less fiddly class features (thus the inherent numbers are a little stronger).

HP: Dice rolled for hit points per level, added to a flat 5+Con mod. Some of the actual entries mention Con, meaning that this class (effectively) gets double its con applied per level. (This con bonus is applied to the individual roll, meaning that when the character multiclasses, and the other class doesn't have the added Con bonus, it compares the total of this class's HD+con versus just the flat die roll of the other class.)
Combat Dice: Progression of extra d20s that a character can roll in a given round, allowing them to have greater accuracy while not inflating the upper reach of numbers.  +1 means that this class gains an extra die at first level (and also gains the OppAttk ability, allowing them to spend a die to make an AoO rather than immediately blowing their standard action for the next round.) The number of dice is compared and gestalt-style best-number-of is taken.
Fort, Ref, Perc, Will: There are four saves, Fortitude (Str), Reflex (Dex), Perception (Wis), and Will (Cha). Each class has only one good save. (standard multiclassing is limited to three base classes. Plenty of exceptions to this limit of three exist, including favored classes, select class features, and a feat that adds a favored class, allowing you to multiclass into additional classes if so desired.)

NameMartial Bonus: Add this bonus to attack rolls made by your character. Each class that grants Martial Bonus also allows you to apply this bonus elsewhere, limited to the bonus granted by those levels in that class.
BrawlerMighty Fists: Add your Martial Bonus to damage with natural weapons, including unarmed strikes. This bonus is multiplied just like a Strength bonus, suiting the type of attack.
FlyerPowerful Flyer: Add your Martial Bonus to Armor Class, and to Reflex/Dodge while airborne.
GuardianMighty Hide: Add your Martial Bonus to Armor Class, and to Reflex/Dodge as a deflection bonus.
HunterMighty Beast: Add your Martial Bonus to damage dealt by your Beast companion. This bonus is multiplied just like a Strength bonus, suiting the type of attack.
LurkerSilent Stalker: Add your Martial Bonus to Armor Class, and to damage dealt to unaware opponents.
RiderPowerful Charge: While mounted, add your Martial Bonus to attack rolls made by your mount.
RogueSkilled Flanker: Add your Martial Bonus to the Piercing value of your melee and thrown weapons.
ScoutSkillful Shot: Add your Martial Bonus to damage with ranged weapons. This bonus is doubled for two-handed weapons, and applied to both weapons when dual-wielding.
ShifterPowerful Beast: Add your Martial Bonus to damage dealt while shapeshifted. For melee attacks, this bonus is multiplied just like a Strength bonus, suiting the type of attack.
SlayerDeadly Blow: Add your Martial Bonus to Armor Class, and to damage with melee weapons. This bonus is multiplied just like a Strength bonus, suiting the type of attack.
WarriorPowerful Attack: Add your Martial Bonus to damage with melee weapons. This bonus is doubled for two-handed weapons, and applied to both weapons when dual-wielding.

Underlined classes are NPC classes, used for monsters and companions while having less fiddly class features (thus the inherent numbers are a little stronger).

References here to Armor Class, and to Reflex/Dodge, are a bit off, based on my more recent concept shifts. Armor Class refers to subtractive DR (armor reduces damage taken in two ways, first by a flat division by quarters, then a numeric subtraction) while Reflex/Dodge is the basic number rolled to be hit. (Dodge is basically touch AC, adding Reflex as an auto-progressive value with level.) (reference to AC would be in the form of AC 8 medium, with heavy/medium/light/none referring to the amount reduced by quarters.)

Piercing refers to a property of some weapons, indicating damage dealt directly, bypassing armor.

Each class granting Martial Bonus would likely also have a continuing class feature as a capstone, allowing that class's bonus to be applied continuing from further levels in Hero classes, which advance from 11-20 (and likely also into Epic, the 21-30 range).

Looking for feedback on the martial bonus abilities.
« Last Edit: November 27, 2013, 05:50:18 PM by RedWarlock »
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Offline Garryl

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Re: Base Classes: Martial Bonus
« Reply #1 on: November 26, 2013, 01:11:26 PM »
The first thing that jumps out at me is that combat dice are the exact same at both high and low progressions at levels 1, 2, 3, 5, and 6, and it's never more than a 1 die difference even at level 10. A single level in a +1 class equals or exceeds the entire progression of a low class except at level 10 and of a high class at levels 1-6.

Offline RedWarlock

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Re: Base Classes: Martial Bonus
« Reply #2 on: November 27, 2013, 05:44:14 PM »
Edited above, added the rest of the classes, and tweaked the Rogue's martial bonus feature.

Effectively, there are three dice progressions, low, high, and high+1 (in fact, I may go back and make it into low/medium/high, just for clarity..). The low-dice classes aren't expected to keep up with their attack accuracy, because they're generally casters (with damage-on-miss and other secondary effects) or have some other high-risk/high-reward attack method. Also, some characters' concepts are better represented by a multiclassed character, so in many cases I've tried to keep numbers on dice and saves a little different, since they don't need to stand alone as much as in normal d20 rules. Riders, for instance, are expected to be combined with another class like Warrior or Scout.

The progressions might seem low, but keep in mind this is only the first 10 levels of a 20-30 level game, and further levels keep adding more dice along the same lines. By tenth level, a high-CD character has 4 d20s to use on attacks, which are normally capped at 3 dice per attack. (OppAttks eat a few, but I'm also planning on occasional dice-spending maneuvers, either ones that impose disadvantage for riskier maneuvers (which is applied and calculated before the 3-dice cap) or ones that spend dice for other benefits, like trading dice for bonus-to-hit.
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