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Switch to Forum Live View My homebrew mechanics
1 year ago  ::  May 29, 2012 - 1:14AM #31
Zireael
Date Joined: Jan 6, 2005
Posts: 851
I'm trying to cut down on the number of classes.
Wizard, rogue, cleric, druid, monk and warrior are here to stay. Is it possible to make all the other classes "advancement paths" of these?
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1 year ago  ::  Jun 07, 2012 - 2:55AM #32
Zireael
Date Joined: Jan 6, 2005
Posts: 851
I want to avoid circumstance bonuses or penalties. Is there a way to do it?
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13 months ago  ::  Jun 20, 2012 - 8:35AM #33
Zireael
Date Joined: Jan 6, 2005
Posts: 851
I am going to cull classes (renamed to professions). Right now I'm down to 6. I'll do it when I have a bit of spare time.
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13 months ago  ::  Jun 26, 2012 - 2:05AM #34
Zireael
Date Joined: Jan 6, 2005
Posts: 851
Only 7 classes remained - rogue, fighter, ranger and wizard, bard, cleric and druid.

Note that 'druid' is  NOT equivalent to D&D druid, it's closer to the Celtic druid.

Marshal and knight became advancement paths and many other classes were removed.

Developments (advantages) clean-up.

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And a major breakthrough when it comes to character creation: creating a character now costs points (20 at start). You use these points to choose your race, profession and advantages.
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13 months ago  ::  Jun 27, 2012 - 1:30AM #35
Zireael
Date Joined: Jan 6, 2005
Posts: 851
translate.google.com/translate?ie=UTF-8&... - a Google Translated version

The goals of the project are as follows:
1) remove the Linear Warriors Quadratic Wizards effect
2) remove the clunky tables (too much math)
3) retain the race-class-skill-feat system of the d20
4) focus equally on combat and non-combat
5) make it easier for newbies than D&D

Main features:
- use of d6
- point buy to determine attributes
- point buy to create character (somewhat like L5R)
- lack of levels
- saving throws as in D&D
- attributes as in D&D, but replaced by the modifiers
- HP representing the character#8217;s stamina
- action points instead of the minor/move/full-round
- body parts specified for damage as an optional rule
- #8216;advantages#8217; bought for XP
- XP given by the DM as he wishes
- some of the more powerful #8216;advantages#8217; require ranks (a certain number of XP has to be spent earlier)
- no criticals, no random damage dice
- no spell failure
- changed armor check penalties
- advancement paths for given classes
- completely remade skill list
- use for every attribute
- non-combat advantages exist
- tweaked item and equipment prices
- every class (fighter and magic-user to use the AD&D terminology) uses the same system
- every class has access to manevuers (a bit of a cross between Tome of Battle and 4e)

- using manevuers (whether they be spells or not) requires you to be in your deity#8217;s favor
- XP price for some potentially unbalancing spells (scry, teleport etc.)
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13 months ago  ::  Jul 01, 2012 - 3:37AM #36
Zireael
Date Joined: Jan 6, 2005
Posts: 851
Attributes are now: Strength, Stamina, Dexterity, Reflex, Intelligence, Willpower, Intuition and Perception (8 in total). Skill list was reworked, so that every one of them is useful for at least one skill.
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12 months ago  ::  Jul 26, 2012 - 7:40AM #37
Zireael
Date Joined: Jan 6, 2005
Posts: 851
Thinking of splitting the Action Points into two categories - move APs and other APs.

Also, thinking of a social status system.
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8 months ago  ::  Oct 28, 2012 - 6:39AM #38
Zireael
Date Joined: Jan 6, 2005
Posts: 851
Any input?

There is now a thread for the world, Treskri, which will use the mechanics.
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6 months ago  ::  Dec 23, 2012 - 8:59AM #39
Zireael
Date Joined: Jan 6, 2005
Posts: 851
Thinking of revisiting the idea of level titles when I have some time.
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