Post by Malcadon on Jan 3, 2016 23:51:01 GMT -6
I have been mulling over a way to allow greater flexibility with character development, to allow for players to play a Fighter/Thief like Conan, or an Elvin Fighter/Wizard. This idea came to me some time ago, where I have been trying to hammer-out kinks. Mind you, this is still a work-in-progress, and have yet to be play-tested. The basic idea came from how all classes have established combat abilities and why it should even be a factor in spell-casting, worship or thievery. So what I came up with, is the idea to separate the fighting ability form all non-Fighting-Man classes, allow players to freely choose and progress in different classes individually, while keeping the core classes as generalized as possible. (Classes should be a generalization of the character; not an archetype into itself!) The core classes would be a Fighter, Magic-user Cleric and Thief. Anything else (like Druid, Bard, Paladin, etc.) would require you to take multiple classes and possibly different level in each, but for the most part, archetypes should be express though character background and role-playing.
Mind you, this is not an easy system compared to the normal advancement rules. It might even come-off as a form of power-gaming, or allow for new forms of rule-abuse. Take this system as you will...
_________
In this system, all characters start out as a 0-level man, with hit dice at half-level, higher save scores, THAC0 at 20, and so on. Without any level in Fighter, you are limited to light equipment as a Thief or Magic-User. At the start of a character, the player can choose a class or two to start-off with. Characters might even start with no class whatsoever to start them from humble beginnings.
Here is were things get a little... complicated.
Experience Points do not automatically go to one class, but they are saved like money and allocated to individual classes. The EXP cost to become first-level in a class is half of what is needed to become 2nd level. (e.g. Becoming a Veteran Fighter requires only 1,000 EXP.) High/Low prime requisite abilities do not effect the amount of EXP you earn, but adjust the "EXP Needed" to progress with each class. This allows you to focus on individual progression with the abilities you have. Other factors can adjust "EXP Needed" amount, like a discount for racial class-combo preference (Elvin Fighter/Wizard), a taxation for a difficult racial class preference (Orc Magic-User or Ogre Thief), a taxation for taking too many classes at once (too keep players form becoming too powerful), lacking the enviroment or support to progress (A Thief spending too much time away form cities, a Wizard without a teacher or liberty, and so on), or any other factors that might apply. The utility of discount/taxation adjustments is to encourage or penalize certain character options, or as a means to effect game-balance. Like with the normal rules, you can only progress in one class and only up one level per adventure. Unlike the normal rules, a character do not loose earned EXP for acquiring too much EXP in one game (that is, one point short of what is needed to advance two levels at once).
As an option for people who hate racial level caps, but wish to effect some form of play-balance, the Ref could place an across-the-board taxation penalty for races with a lot of beneficial racial abilities. (Or otherwise, a general penalty to earned EXP.)
Here is how the classes benefit a character:
Fighter: This this is the measure of heroics and combat prowess. Taking levels as a Fighter grants normal progression with hit point rolls, to-hit rolls, saving throws, and the use of better weapons and armor. This is the only class that allows this — taking any other class without any level of Fighter means fighting as a 0-level man. There are no other benefit that unrelated to combat. If Proficients are used, its mostly, if on entirely, goes to weaponry — the other classes do not benefit form weapon-training.
Magic-User: This this is the measure of one's wizardry. Taking levels as a Magic-user only grants spell-casting ability, as well as any other benefit exclusive to that class (use of magic wands, spell-research, etc.) and the restriction with using armor and spell-craft. The player can take the option to know specialized spells, like illusions for Illusionists or mind-effecting spells for Charmers.
Cleric: This this is the measure of one's faith and connection to a deity. A cleric only grants cleric spells and turn undead ability. You are restricted to basic clubs and slings, unless you take any level of Fighter, than you can use heavier blunt weapons. Alignment can play a part in what spells are learned: Lawful = positive cleric spells; Neural = positive and negative cleric spells or druid spells; Chaotic = negative cleric spells.
Thief: This is one's skill and ability as a pick-pocket and bugler. Likewise, a Thief only grants thieving abilities and skills.
Swindler (optional): As an option for a Charisma-based Thief-like class, a Swindler is like a Thief, but is more focused on trickery and social deception; a Con-Artist. This a great compliment to normal Thieves with high Charisma.
_________
The trickiest aspect of this rule is how to handle Saving Throws. There are no saves for 0-level men in OD&D. In Holmes' Basic, 0-level men save as Fighters with one point higher for all scores. For all other editions (AD&D, BX, BECMI), they save as Fighters with two points (more or less) higher for all scores. In Moldvay's Basic, the Fighter and Magic-user saves were merged for the Elf class, using the best scores for each, and then progressing at the same rate as a fighter in the Expert rules. The best part about a Fighter's saving throw array is how in most edition (sans AD&D), their scores lowers by two points (more or less) in three-level increments, while other classes progress unevenly. This alone can be used to set standard for Saving Throws in this system. So at 0-level, a character save as Fighters with one point higher. When you take any class, use the bast scores based on what you get at 1st level (including Fighter), and then you apply the level adjustments for having 4 or more levels of Fighter. Oh, and naturally, Dwarves and Halflings get a two less points on all saves as a racial benefit.
Use the following table for base scores, followed by how the scores improve by Fighter level (scores based on OD&D):
_________
For those who want more mechanical options to round out their character, supporting classes can be used to grant additional, level-based abilities that goes beyond simple background.
Commander: This this is the measure of one's ability to lead. The Commander class is used in conjunction with other classes (usually Fighter) to allow characters to have more men under their control. Fighters with this class could lead armies. Other classes could lead organizations or even be a cult leader. This is an Charisma-based class.
Outdoors-man: This is used with other classes to establish an uncivilized character or pioneer, such as a barbarian, ranger or shaman. This class grants skills and abilities like hunting, tracking, hiding in the wilderness, and so on. This is a Constitution-based class.
Sage: If you like the idea of making Sage knowledge available to the players, then you can make the Sage its own class. Much like spells to a Magic-User, each level grants a field of study. This is an Intelligence-based class and is a good compliment to a bookish Magic-User.
Other supporting classes are possible with this system.
_________
Another option is to allow players to allocate EXP to an ability, in order to raise the score. The cost to raise abilities should be expensive. The Ref may rule that the player can only progress an ability or class at one time, or to progress an ability and a class at one time. The ability to raise ability scores would allow for larger-than-life character, especially with the ability to raise level in multiple classes.
Mind you, this is not an easy system compared to the normal advancement rules. It might even come-off as a form of power-gaming, or allow for new forms of rule-abuse. Take this system as you will...
_________
In this system, all characters start out as a 0-level man, with hit dice at half-level, higher save scores, THAC0 at 20, and so on. Without any level in Fighter, you are limited to light equipment as a Thief or Magic-User. At the start of a character, the player can choose a class or two to start-off with. Characters might even start with no class whatsoever to start them from humble beginnings.
Here is were things get a little... complicated.
Experience Points do not automatically go to one class, but they are saved like money and allocated to individual classes. The EXP cost to become first-level in a class is half of what is needed to become 2nd level. (e.g. Becoming a Veteran Fighter requires only 1,000 EXP.) High/Low prime requisite abilities do not effect the amount of EXP you earn, but adjust the "EXP Needed" to progress with each class. This allows you to focus on individual progression with the abilities you have. Other factors can adjust "EXP Needed" amount, like a discount for racial class-combo preference (Elvin Fighter/Wizard), a taxation for a difficult racial class preference (Orc Magic-User or Ogre Thief), a taxation for taking too many classes at once (too keep players form becoming too powerful), lacking the enviroment or support to progress (A Thief spending too much time away form cities, a Wizard without a teacher or liberty, and so on), or any other factors that might apply. The utility of discount/taxation adjustments is to encourage or penalize certain character options, or as a means to effect game-balance. Like with the normal rules, you can only progress in one class and only up one level per adventure. Unlike the normal rules, a character do not loose earned EXP for acquiring too much EXP in one game (that is, one point short of what is needed to advance two levels at once).
As an option for people who hate racial level caps, but wish to effect some form of play-balance, the Ref could place an across-the-board taxation penalty for races with a lot of beneficial racial abilities. (Or otherwise, a general penalty to earned EXP.)
Here is how the classes benefit a character:
Fighter: This this is the measure of heroics and combat prowess. Taking levels as a Fighter grants normal progression with hit point rolls, to-hit rolls, saving throws, and the use of better weapons and armor. This is the only class that allows this — taking any other class without any level of Fighter means fighting as a 0-level man. There are no other benefit that unrelated to combat. If Proficients are used, its mostly, if on entirely, goes to weaponry — the other classes do not benefit form weapon-training.
Magic-User: This this is the measure of one's wizardry. Taking levels as a Magic-user only grants spell-casting ability, as well as any other benefit exclusive to that class (use of magic wands, spell-research, etc.) and the restriction with using armor and spell-craft. The player can take the option to know specialized spells, like illusions for Illusionists or mind-effecting spells for Charmers.
Cleric: This this is the measure of one's faith and connection to a deity. A cleric only grants cleric spells and turn undead ability. You are restricted to basic clubs and slings, unless you take any level of Fighter, than you can use heavier blunt weapons. Alignment can play a part in what spells are learned: Lawful = positive cleric spells; Neural = positive and negative cleric spells or druid spells; Chaotic = negative cleric spells.
Thief: This is one's skill and ability as a pick-pocket and bugler. Likewise, a Thief only grants thieving abilities and skills.
Swindler (optional): As an option for a Charisma-based Thief-like class, a Swindler is like a Thief, but is more focused on trickery and social deception; a Con-Artist. This a great compliment to normal Thieves with high Charisma.
_________
The trickiest aspect of this rule is how to handle Saving Throws. There are no saves for 0-level men in OD&D. In Holmes' Basic, 0-level men save as Fighters with one point higher for all scores. For all other editions (AD&D, BX, BECMI), they save as Fighters with two points (more or less) higher for all scores. In Moldvay's Basic, the Fighter and Magic-user saves were merged for the Elf class, using the best scores for each, and then progressing at the same rate as a fighter in the Expert rules. The best part about a Fighter's saving throw array is how in most edition (sans AD&D), their scores lowers by two points (more or less) in three-level increments, while other classes progress unevenly. This alone can be used to set standard for Saving Throws in this system. So at 0-level, a character save as Fighters with one point higher. When you take any class, use the bast scores based on what you get at 1st level (including Fighter), and then you apply the level adjustments for having 4 or more levels of Fighter. Oh, and naturally, Dwarves and Halflings get a two less points on all saves as a racial benefit.
Use the following table for base scores, followed by how the scores improve by Fighter level (scores based on OD&D):
Save | Poison | Wand | Stone | Breath | Spell |
Normal Man | 13 | 14 | 15 | 16 | 17 |
Fighter | 12 | 13 | 14 | 15 | 16 |
Cleric | 11 | 12 | 14 | 16 | 15 |
Thief | 13 | 14 | 13 | 16 | 16 |
Magic-User | 13 | 14 | 14 | 16 | 15 |
Fighter Level | 1-3 | 4-6 | 7-9 | 10-12 | 13+ |
Save Score Adj. | -0 | -2 | -4 | -6 | -8 |
_________
For those who want more mechanical options to round out their character, supporting classes can be used to grant additional, level-based abilities that goes beyond simple background.
Commander: This this is the measure of one's ability to lead. The Commander class is used in conjunction with other classes (usually Fighter) to allow characters to have more men under their control. Fighters with this class could lead armies. Other classes could lead organizations or even be a cult leader. This is an Charisma-based class.
Outdoors-man: This is used with other classes to establish an uncivilized character or pioneer, such as a barbarian, ranger or shaman. This class grants skills and abilities like hunting, tracking, hiding in the wilderness, and so on. This is a Constitution-based class.
Sage: If you like the idea of making Sage knowledge available to the players, then you can make the Sage its own class. Much like spells to a Magic-User, each level grants a field of study. This is an Intelligence-based class and is a good compliment to a bookish Magic-User.
Other supporting classes are possible with this system.
_________
Another option is to allow players to allocate EXP to an ability, in order to raise the score. The cost to raise abilities should be expensive. The Ref may rule that the player can only progress an ability or class at one time, or to progress an ability and a class at one time. The ability to raise ability scores would allow for larger-than-life character, especially with the ability to raise level in multiple classes.