A classless d20
Posted: Mon Feb 28, 2005 5:45 pm
Basically I'm playing around with a classless version of d20. While classes could exist as a form of classificiation for abilities under this system, they dont' formally exist as we know them.
The hit point system is going to probably be Frank's wound system discussed in the attack and damage tradeoff thread.
All checks will be based off the same scale. Thus you could pit fortitude saves against attack rolls, or hide skill versus will saves and so on. Now these won't usually be opposed rolls. Most of the time we'll be dealing with rolls versus a DC of 11 + opposing stat.
As for ability scores, they're replaced by the following 5 stats. In place of a strength check, you roll fortitude, in place of a dex check, you roll reflex.
Accuracy: attack rolls for spells or physical
Power: Spell DCs, physical damage
Fortitude: Damage Reduction
Reflex: AC
Will: Defenses against magic, also used for spellcasting.
Each of these stats will have one of the following rankings. Which the characters will assign at creation. All stats can start at average and can be tinkered with from there. Any time a character levels, or indeed anytime between sessions (pending DM approval), a character can switch around his levels with each attribute.
Good: level +2.
Average: Level
Poor: Level -2.
Abysmal: Level -4.
Abilities: All characters are going to get an ability for each level, possibly more. These will consist of two types. Proficiencies and what you now know of as feats.
Proficiencies: Proficiencies are granted by abilities, and are basically the system's way of differentiating a warrior from a wizard. If you don't have a proficiency you suffer some fairly large penalty, like a -6. In some cases, like magic spells or knowledge skills, you can't amke a check at all. All proficiencies are tied to one of the five abilities.
A few proficiences as examples.
Melee Weapon Proficiency (accuracy): Using physical melee weapons.
Physical Prowess (Power): Dealing damage with physical weapons.
Feat of Strength (Fortitude): Lifting heavy objects.
Stealth (Reflex): Hiding and moving silently. Opposed by Will.
Save or Die Spells (Power): Allows you access to save or die magic. Opposing attribute determined by the spell itself
Trip (Fortitude): Making trip checks. Opposed by Fort or Reflex, whichever is higher.
Basically your proficiences are going to determine what you are. A thief, a wizard or a barbarian or whatever. So while the wizard may have a lot of power and accuracy for power spellcasting, he won't have physical prowess or melee weapon proficiency, and thus won't be an effective sword swinger.
Now not every proficiency is going to be a full ability. The big ones like weapon proficiency and spellcasting proficiencies are probably enough to be an ability unto themselves, but something like Trip is probably something you'll get in addition to something else.
Defensive things won't require proficiencies, you automatically have proficiency with them. So for instance, you need a proficiency not to take a penalty with tripping people, but to resist trips, you don't take a nonproficiency penalty.
The rest of your abilities are going to be used on conventional feat and class abilities.
Spellcasting: I'm not sure exactly how I'll do spellcasting in the system. I was thinking of having a matrix of sorts, where you have to take an ability to gain access to a certain spell list, and another ability to gain proficiency in that sort of spellcasting.
So if you had 'fire magic' and 'Direct damage casting' you could learn a fire direct damage spell. There may also be some broad magic skill that can be used untrained, but acts much like weapon proficiency for fighters.
Rogue skills: Rogue skills are going to basically be proficiencies, some of them like stealth can be used untrained, others like disable device are going to require the proficiency. Rogue skills will probably come at two per ability or something similar.
Combat: Attack rolls are Accuracy versus Reflex to hit. And power versus Fortitude to deal damage. Occasionally magic attacks may target will as well. I'd also like to create some tactical use for will, though I'm not sure what that is. Something important that makes it a valuable offensive tool for a fighter, though I haven't decided flavor wise what that will be yet.
The hit point system is going to probably be Frank's wound system discussed in the attack and damage tradeoff thread.
All checks will be based off the same scale. Thus you could pit fortitude saves against attack rolls, or hide skill versus will saves and so on. Now these won't usually be opposed rolls. Most of the time we'll be dealing with rolls versus a DC of 11 + opposing stat.
As for ability scores, they're replaced by the following 5 stats. In place of a strength check, you roll fortitude, in place of a dex check, you roll reflex.
Accuracy: attack rolls for spells or physical
Power: Spell DCs, physical damage
Fortitude: Damage Reduction
Reflex: AC
Will: Defenses against magic, also used for spellcasting.
Each of these stats will have one of the following rankings. Which the characters will assign at creation. All stats can start at average and can be tinkered with from there. Any time a character levels, or indeed anytime between sessions (pending DM approval), a character can switch around his levels with each attribute.
Good: level +2.
Average: Level
Poor: Level -2.
Abysmal: Level -4.
Abilities: All characters are going to get an ability for each level, possibly more. These will consist of two types. Proficiencies and what you now know of as feats.
Proficiencies: Proficiencies are granted by abilities, and are basically the system's way of differentiating a warrior from a wizard. If you don't have a proficiency you suffer some fairly large penalty, like a -6. In some cases, like magic spells or knowledge skills, you can't amke a check at all. All proficiencies are tied to one of the five abilities.
A few proficiences as examples.
Melee Weapon Proficiency (accuracy): Using physical melee weapons.
Physical Prowess (Power): Dealing damage with physical weapons.
Feat of Strength (Fortitude): Lifting heavy objects.
Stealth (Reflex): Hiding and moving silently. Opposed by Will.
Save or Die Spells (Power): Allows you access to save or die magic. Opposing attribute determined by the spell itself
Trip (Fortitude): Making trip checks. Opposed by Fort or Reflex, whichever is higher.
Basically your proficiences are going to determine what you are. A thief, a wizard or a barbarian or whatever. So while the wizard may have a lot of power and accuracy for power spellcasting, he won't have physical prowess or melee weapon proficiency, and thus won't be an effective sword swinger.
Now not every proficiency is going to be a full ability. The big ones like weapon proficiency and spellcasting proficiencies are probably enough to be an ability unto themselves, but something like Trip is probably something you'll get in addition to something else.
Defensive things won't require proficiencies, you automatically have proficiency with them. So for instance, you need a proficiency not to take a penalty with tripping people, but to resist trips, you don't take a nonproficiency penalty.
The rest of your abilities are going to be used on conventional feat and class abilities.
Spellcasting: I'm not sure exactly how I'll do spellcasting in the system. I was thinking of having a matrix of sorts, where you have to take an ability to gain access to a certain spell list, and another ability to gain proficiency in that sort of spellcasting.
So if you had 'fire magic' and 'Direct damage casting' you could learn a fire direct damage spell. There may also be some broad magic skill that can be used untrained, but acts much like weapon proficiency for fighters.
Rogue skills: Rogue skills are going to basically be proficiencies, some of them like stealth can be used untrained, others like disable device are going to require the proficiency. Rogue skills will probably come at two per ability or something similar.
Combat: Attack rolls are Accuracy versus Reflex to hit. And power versus Fortitude to deal damage. Occasionally magic attacks may target will as well. I'd also like to create some tactical use for will, though I'm not sure what that is. Something important that makes it a valuable offensive tool for a fighter, though I haven't decided flavor wise what that will be yet.