Author Topic: Generic classes and no multiclassing. (frak tables edition.)  (Read 2366 times)

Offline hazard

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Here is my take on generic classes and feel free to nit pic.  Also formatting problems but going to work know.

Fighter   Thief   Priest   Mage

Fighter
HP:  8+con   Action points: 2/day
Skills 4+int
Base attack: best
saves: fort & ref good, will bad
perks: one every odd level
feats: one at first and every even level

Weapon and armor proficiency: Fighters are proficient in martial and simple weapons, light and medium armor, and all shields.  In addition fighters can make a dc 10 intelligence check to learn how to use any weapon or armor they are not proficient in.

Toughness:  Fighters are tough and can use it to the following affects a number of times per encounter equal 1+1 per secondary attack
Gain temporary hit points equal to their level.  Negate a hit that would kill or render the fighter unconscious.  Reroll a failed fortitude save.  At 10th level and on fighters can use a toughness point to stay alive for one round after a failed death effect.

Thief
Hp: 6+con   Action points: 4/day
Skills 8+int
Base attack: average
saves: ref & will good, fort bad
perk: gain as base attack bonus
Feats: gained when your base attack doesn't go up.


Weapon and Armor proficiency:  Thieves are proficient in simple weapons and 5 weapons of their choice.  Thieves are only proficient in light armor and bucklers.

Luck: Thieves are lucky and can use it in a number of ways, a number of times per day equal 1 + 1 per secondary attack.
Reroll any d20 roll.  At 6th+ thieves can use a luck point to make anyone within 30ft to reroll any d20 roll. 




Priest
Hp: 5+con     Action points: 2/day
Skills 2+int
Base attack: average
Saves: as cleric
Perks: total seven staggered semi evenly
Feats: One at first and one every five levels      
Weapon and Armor proficiency:  Priests are proficient in simple weapons, deity’s weapon of choice, light and medium armor and light and heavy shields.
Spells – as sorcerer plus a one per level more and spell per day is spell known.




Mage
Hp: 4+con      Action points: 1/day
Skills 2+int
Base attack: bad
Saves: Will good, Fort & ref bad
Perks: One at second, fifth, tenth, fifteen, and twenty
Feats: as wizard.

Weapon and armor proficiency:  Magicians are proficient with simple weapons and the buckler.
Spells – as sorcerer

Rule changes-

All players get an extra 4 hit points at first level
No arcane spell failure just limited proficiencies.
Meta magic are replaced with sudden Meta magic that can be used twice per day no persistent spell.
No multiclassing
No specific skill boosting spells, divine insight no/ heroism yes
Trapfinding is combined with trapsense and trains you in the skill Craft trap maker.
Characters gain a feat every odd level instead of every three.
Action points – add d6 to any d20 roll, gain a feat for an hour, +4 to any stat for 6 seconds, activate a perk, toughness or luck feature, get a +4 dodge bonus to AC and reflex saves for a round, and gain an extra melee or ranged attack.
Skills - Maximum ranks little choices.  Max skill ranks are unchanged and untrained skills get plus 1/3 level the rolls.
Perks - these are class features of normal classes and usually one perk is the entire class feature including upgrades.

Caster training - Fighter or Thief- fighters gain the first table and thief’s gain the second table.  Either way the character chooses the divine or arcane spell list, this choice cannot be change.
Fighters gets cantrips and double hexblade spells;  Thief gets cantrips and a bard spell list plus one per level known/cast per day


Mystic theurge – you can choose your spells off both arcane and divine spell lists.
Trapfinding- as rogue and is combined with trapsense and trains you in craft trap maker.

Feats-
Extra luck - thief only.  Get two more luck points per day.
Skilled – you gain an additional three trained skills. You can take this multiple times
Extra spells known – you gain an additional spell known for every spell level you can cast.  You cannot cast more spells per day because of this.  This feat can be taken twice.
Clear headed – you can cast spells in a rage.
Street thug – thief only – You are a remarkably tough thief and get one toughness point per encounter.
Lucky – fighter only – You are one lucky fighter and gain one luck point per day.
« Last Edit: July 24, 2013, 09:53:11 AM by hazard »
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Offline Raineh Daze

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Re: Generic classes and getting rid of of multiclassing.
« Reply #1 on: July 19, 2013, 01:12:08 PM »
Tables. Please, tables; I'm having trouble reading this.

Offline RedWarlock

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Re: Generic classes and getting rid of of multiclassing.
« Reply #2 on: July 19, 2013, 02:43:53 PM »
This is a little easier to read, though you have to scroll the code box. Please, man, tables, ASAP!

Code: [Select]
Here is my take on generic classes and feel free to nit pic.  Also formatting problems but going to work know.

Fighter   Thief   Priest   Mage
Fighter
HP:  8+con   Action points: 2/day
Skills 4+int
Level Bab Fort Ref Will Special toughness
1 +1 +2 +2 +0 Perk feat 1
2 +2 +3 +3 +0 Feat 1
3 +3 +3 +3 +1 Perk 1
4 +4 +4 +4 +1 Feat 1
5 +5 +4 +4 +1 Perk 1
6 +6 +5 +5 +2 Feat 2
7 +7 +5 +5 +2 Perk 2
8 +8 +6 +6 +2 Feat 2
9 +9 +6 +6 +3 Perk 2
10 +10 +7 +7 +3 Feat 2
11 +11 +7 +7 +3 Perk 3
12 +12 +8 +8 +4 Feat 3
13 +13 +8 +8 +4 Perk 3
14 +14 +9 +9 +4 Feat 3
15 +15 +9 +9 +5 Perk 3
16 +16 +10 +10 +5 Feat 4
17 +17 +10 +10 +5 Perk 4
18 +18 +11 +11 +5 Feat 4
19 +19 +11 +11 +6 Perk 4
20 +20 +12 +12 +6 feat 5

Weapon and armor proficiency: Fighters are proficient in martial and simple weapons, light and medium armor, and all shields.  In addition fighters can make a dc 10 intelligence check to learn how to use any weapon or armor they are not proficient in.
Toughness:  Fighters are tough and can use it to the following affects a number of times per encounter equal to the table.
Gain temporary hit points equal to their level.  Negate a hit that would kill or render the fighter unconscious.  Reroll a failed fortitude save.  At 10th level and on fighters can use a toughness point to stay alive for one round after a failed death effect.

Thief
Hp: 6+con Action points: 4/day
Skills 8+int
Level Bab Fort Ref Will Special Luck
1 +0 +0 +2 +2 Perk 2
2 +1 +0 +3 +3 Perk 2
3 +2 +1 +3 +3 Perk 2
4 +3 +1 +4 +4 Feat 2
5 +3 +1 +4 +4 Perk 2
6 +4 +2 +5 +5 Perk 2
7 +5 +2 +5 +5 Perk 2
8 +6 +2 +6 +6 Perk 3
9 +6 +3 +6 +6 Feat 3
10 +7 +3 +7 +7 Perk 3
11 +8 +3 +7 +7 Perk 3
12 +9 +4 +8 +8 Perk 3
13 +9 +4 +8 +8 Feat 3
14 +10 +4 +9 +9 Perk 3
15 +11 +5 +9 +9 Perk 4
16 +12 +5 +10 +10 Perk 4
17 +12 +5 +10 +10 Feat 4
18 +13 +5 +11 +11 Perk 4
19 +14 +6 +11 +11 Perk 4
20 +15 +6 +12 +12 perk 5

Weapon and Armor proficiency:  Thieves are proficient in simple weapons and 5 weapons of their choice.  Thieves are only proficient in light armor and bucklers.
Thieves are lucky and can use it in a number of ways, a number of times per day equal to the table.
Reroll any d20 roll.  At 6th+ thieves can use a luck point to make anyone within 30ft to reroll any d20 roll. 




Priest
Hp: 5+con   Action points: 2/day
Skills 2+int
Spells known/day
Level Bab Fort Ref Will Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +0 +2 +0 +2 Feat 6 3 -- --
2 +1 +3 +0 +3 Perk 7 4 -- --
3 +2 +3 +1 +3 8 4 3 --
4 +3 +4 +1 +4 8 5 3 --
5 +3 +4 +1 +4 Feat 8 5 4 3
6 +4 +5 +2 +5 Perk 8 6 4 3
7 +5 +5 +2 +5 8 6 5 4 3
8 +6 +6 +2 +6 8 7 5 4 3
9 +6 +6 +3 +6 Feat 8 7 6 5 4 3
10 +7 +7 +3 +7 Perk 8 8 6 5 4 3
11 +8 +7 +3 +7 8 8 7 6 5 4 3
12 +9 +8 +4 +8 8 8 7 6 5 4 3
13 +9 +8 +4 +8 Feat 8 8 8 7 6 5 4 3
14 +10 +9 +4 +9 Perk 8 8 8 7 6 5 4 3
15 +11 +9 +5 +9 8 8 8 8 7 6 5 4 3
16 +12 +10 +5 +10 8 8 8 8 7 6 5 4 3
17 +12 +10 +5 +10 Feat 8 8 8 8 8 7 6 5 4
18 +13 +11 +6 +11 Perk 8 8 8 8 8 7 6 5 4 3
19 +14 +11 +6 +11 8 8 8 8 8 8 7 6 5 3
20 +15 +12 +6 +12 8 8 8 8 8 8 7 6 5 4

Weapon and Armor proficiency:  Priests are proficient in simple weapons, deity’s weapon of choice, light and medium armor and light and heavy shields.
Spells – as favored soul






Mage
Hp: 4+con    Action points: 1/day
Skills 2+int

Spells known/day
Level Bab Fort Ref Will Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +0 +2 +2 +0 Feat 6 3 -- --
2 +1 +3 +3 +0 7 4 -- --
3 +1 +3 +3 +1 Perk 8 5 3 --
4 +2 +4 +4 +1 8 6 4 --
5 +2 +4 +4 +1 Feat 8 7 5 3
6 +3 +5 +5 +2 8 8 6 4
7 +3 +5 +5 +2 8 8 7 5 3
8 +4 +6 +6 +2 Perk 8 8 8 6 4
9 +4 +6 +6 +3 8 8 8 7 5 3
10 +5 +7 +7 +3 Feat 8 8 8 8 6 4
11 +5 +7 +7 +3 8 8 8 8 7 5 3
12 +6 +8 +8 +4 8 8 8 8 8 6 4
13 +6 +8 +8 +4 Perk 8 8 8 8 8 7 5 3
14 +7 +9 +9 +4 8 8 8 8 8 8 6 4
15 +7 +9 +9 +5 Feat 8 8 8 8 8 8 7 5 3
16 +8 +10 +10 +5 8 8 8 8 8 8 8 6 4
17 +8 +10 +10 +5 8 8 8 8 8 8 8 7 5
18 +9 +11 +11 +5 Perk 8 8 8 8 8 8 8 8 6 3
19 +9 +11 +11 +6 8 8 8 8 8 8 8 8 7 4
20 +10 +12 +12 +6 Feat 8 8 8 8 8 8 8 8 8 5

Weapon and armor proficiency:  Magicians are proficient with simple weapons and the buckler.
Spells – as sorcerer
Rule changes-
All players get an extra 4 hit points at first level
No arcane spell failure just limited proficiencies.
Meta magic are replaced with sudden Meta magic that can be used twice per day no persistent spell.
No multiclassing
No specific skill boosting spells, divine insight no/ heroism yes
Trapfinding is combined with trapsense and trains you in the skill Craft trap maker.
Characters gain a feat every odd level instead of every three.
Action points – add d6 to any d20 roll, gain a feat for an hour, +4 to any stat for 6 seconds, activate a perk, toughness or luck feature, get a +4 dodge bonus to AC and reflex saves for a round, and gain an extra melee or ranged attack.
Skills - Maximum ranks little choices.  Max skill ranks are unchanged and untrained skills get plus 1/3 level the rolls.
Perks - these are class features of normal classes and usually one perk is the entire class feature including upgrades.
Caster training - Fighter or Thief- fighters gain the first table and thief’s gain the second table.  Either way the character chooses the divine or arcane spell list, this choice cannot be change.
Spells known/day
0 1st 2nd 3rd 4th Spells known/day
6 -- -- -- 0 1st 2nd 3rd 4th 5th 6th
7 3 -- -- 6 3 -- -- -- -- --
8 3 -- -- 7 4 -- -- -- -- --
8 5 -- -- 8 4 3 -- -- -- --
8 4 -- -- 8 5 3 -- -- -- --
8 4 3 8 5 4 -- -- -- --
8 5 3 8 6 4 3 -- -- --
8 5 4 8 6 5 4 -- -- --
8 6 4 8 7 5 4 3 -- --
8 6 5 3 8 7 6 5 4 -- --
8 7 5 3 8 8 6 5 4 3 --
8 7 6 4 8 8 7 6 5 4 --
8 8 6 4 8 8 7 6 5 4 3
8 8 7 5 3 8 8 8 7 6 5 4
8 8 7 5 3 8 8 8 7 6 5 4
8 8 8 6 4 8 8 8 8 7 6 5
8 8 8 6 4 8 8 8 8 7 6 5
8 8 8 7 5 8 8 8 8 8 7 6
8 8 8 7 5 8 8 8 8 8 7 6
8 8 8 8 6 8 8 8 8 8 8 7
8 8 8 8 8 8 7


Mystic theurge – you can choose your spells off both arcane and divine spell lists.
Trapfinding- as rogue and is combined with trapsense and trains you in craft trap maker.

Feats-
Extra luck - thief only.  Get two more luck points per day.
Skilled – you gain an additional three trained skills. You can take this multiple times
Extra spells known – you gain an additional spell known for every spell level you can cast.  You cannot cast more spells per day because of this.  This feat can be taken twice.
Clear headed – you can cast spells in a rage.
Street thug – thief only – You are a remarkably tough thief and get one toughness point per encounter.
Lucky – fighter only – You are one lucky fighter and gain one luck point per day.
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Offline FireInTheSky

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Re: Generic classes and getting rid of of multiclassing.
« Reply #3 on: July 19, 2013, 09:05:46 PM »
Here's a table template you can use. It doesn't have the extra columns for spells, but you can extrapolate how they should be coded.

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Offline Maat Mons

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Re: Generic classes and getting rid of of multiclassing.
« Reply #4 on: July 20, 2013, 11:40:34 PM »
If you're going to fundamentally alter how abilities are acquired, a much better direction to go would be eliminating classes altogether.  Instead, abilities could be bought directly with experience points.  You'd still have a level determined by the total number of experience points you've committed to various abilities, which would serve as a prerequisite for some abilities.  All you'd really have to do is assign costs and prerequisites to existing abilities. 

Edit: In case you're familiar with Mutants and Masterminds, I feel that game erred by having all costs be linear.  Spellcasting, at least, should have an ever-increasing cost to get to the next level. 
« Last Edit: July 20, 2013, 11:44:28 PM by Maat Mons »

Offline hazard

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Re: Generic classes and getting rid of of multiclassing.
« Reply #5 on: July 24, 2013, 10:01:52 AM »
If you're going to fundamentally alter how abilities are acquired, a much better direction to go would be eliminating classes altogether.  Instead, abilities could be bought directly with experience points.  You'd still have a level determined by the total number of experience points you've committed to various abilities, which would serve as a prerequisite for some abilities.  All you'd really have to do is assign costs and prerequisites to existing abilities. 

Edit: In case you're familiar with Mutants and Masterminds, I feel that game erred by having all costs be linear.  Spellcasting, at least, should have an ever-increasing cost to get to the next level.

The way abilities are acquired is fundamentally the same, except you don't have to multiclass like crazy to get what you want.  The spells training is only their so you can emulate half casters and bards.

I have never found a classless system I was ok with and having played gurps/ mutants and masterminds, their are classes and they are way easier to break when you can frak with how the game was meant to be played.

Also cleaned up the op and frak tables way too much typing. (yes i've been watching battlestar).
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