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Switch to Forum Live View My homebrew mechanics
1 year ago  ::  Jan 22, 2012 - 1:51AM #1
Zireael
Date Joined: Jan 6, 2005
Posts: 851
treskri.wikidot.com/mechanika-dla-treskr...

Everything done up until now. It's in Polish, but Google Translate does it's job well.

translate.google.com/translate?ie=UTF-8&...

English translation to come when it's finished (I don't have enough time to keep track of two language versions in development).

Main features:
- lack of levels
- saving throws as in D&D
- attributes as in D&D, but replaced by the modifiers- HP representing the character's stamina
- action points instead of the minor/move/full-round
- a varied selection of class and race as in D&D
- body parts specified for damage
- 'advantages' bought for XP
- XP given by the DM as he wishes
- some of the more powerful 'advantages' 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
- less skills than in D&D (16 for now)
- 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)
- XP price for some potentially unbalancing spells (scry, teleport etc.)

The skill system is 100% done (I only have to add the missing descriptions). The classes are about halfway done - that is, some of the classes are missing. There are several examples of manevuers, advancement paths (equivalent of PrCs) and monsters. Combat rules are 90% done. Equipment lists are halfway done.

I'm wondering whether to leave 'advantages' (feats, special qualities, special attacks lumped together) as they are or should I use something similar to talent trees from SW?

Should I stick to the D&D nine-alignment system (modified a bit) or should I use something else?
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1 year ago  ::  Jan 22, 2012 - 9:55PM #2
mhbjarkistef
Date Joined: Sep 6, 2010
Posts: 998
Huh, have you by any chance tried this little thing called 4th Edition?
Spoiler: Show

I'm kidding xD
This looks fun, I'm looking forward to the english (or Icelandic?) version. I'll let somone more 3.5 familiar to answer your questions, I'm just here for bumping purposes.
 

Look at my Playable Illithid, my Monster Generating excel file , my Lifestealer in progresss (Heroic tier almost complete!) , our Improved Orc, our Improving Kenku and our Improving Duergar
Also, take a look at my friend's Improved Minotaur, Gadren's amazing Arcane Archer and of course the Avatar Project
More links! Qube's Block Builder, Classless D&D and the characters I've created using the classless system.
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1 year ago  ::  Jan 27, 2012 - 8:39AM #3
Zireael
Date Joined: Jan 6, 2005
Posts: 851
Ideas? Comments? Wishes?
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1 year ago  ::  Feb 04, 2012 - 1:11PM #4
dave2008
  • Dragon Slayer
Date Joined: Jan 27, 2009
Posts: 1,002
Spells should be able to fail.  Maybe more powerful magic users almost never fail at simple spells, but spell failure just makes sense.

called shots should be optional (body part damage), I have yet to see this done well

I would have 4e style conditions and keywords and extend that concept to armor and weapons (at least as options).  They ahve been talking about this for 5e.

remove classes, your "class" is simple the choices your character makes (ability scores, feats, proficiencies), etc.

if damage dice is not random, i would suggest having some method of modifying damage.  I tried using a base damage and for every point you rolled high on your to hit roll you added some additional damage to the attack.  (sword base 4dmg +2/point above to hit score needed).  Thus we only had to hit rolls.  However, my group liked rolling damage so we went back to the traditional method.

I like the ideas they are working for skills in 5e.  Simple ability checks with simple modifiers of certain "skills" - amybe bought with feats?
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1 year ago  ::  Feb 06, 2012 - 2:26AM #5
Zireael
Date Joined: Jan 6, 2005
Posts: 851

Feb 4, 2012 -- 1:11PM, dave2008 wrote:

Spells should be able to fail.  Maybe more powerful magic users almost never fail at simple spells, but spell failure just makes sense.

called shots should be optional (body part damage), I have yet to see this done well

I would have 4e style conditions and keywords and extend that concept to armor and weapons (at least as options).  They ahve been talking about this for 5e.

remove classes, your "class" is simple the choices your character makes (ability scores, feats, proficiencies), etc.

if damage dice is not random, i would suggest having some method of modifying damage.  I tried using a base damage and for every point you rolled high on your to hit roll you added some additional damage to the attack.  (sword base 4dmg +2/point above to hit score needed).  Thus we only had to hit rolls.  However, my group liked rolling damage so we went back to the traditional method.

I like the ideas they are working for skills in 5e.  Simple ability checks with simple modifiers of certain "skills" - amybe bought with feats?




I haven't decided on spell failure yet. Conditions and keywords are a good idea; so is some way of modifying damage.
Classes will have to stay.
What you described is how skills work in my indie - there are 'advantages' that give you bonuses to a given skill.

-----------------------------------------
Armors give DR now.

I tweaked the prices - mundane equipment (poles, ropes, food rations) are for a number of cp, normal equipment (armor, weapons, mounts) for a number of sp, and magic items are for gp. The numbers are mostly the same as in D&D 3.5 or PF. This is to reflect the fact that magic items are extremely rare and hard to obtain. I'm also wondering whether I should give some items a XP price.

To be done:
- manevuers
- a description of ability scores in RL terms
- short description for each class
- magic items

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1 year ago  ::  Feb 20, 2012 - 11:15AM #6
Zireael
Date Joined: Jan 6, 2005
Posts: 851
Bump.

Locational damage was made optional. Marshal class and a lot of manevuers added.
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1 year ago  ::  Feb 22, 2012 - 5:45PM #7
bone_naga
Date Joined: Aug 30, 2007
Posts: 10,093
Did you decide on exact DR values for the various armors?
Owner and Proprietor of the House of Trolls.
God of ownership and possession.
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1 year ago  ::  Feb 25, 2012 - 12:33AM #8
Zireael
Date Joined: Jan 6, 2005
Posts: 851

Feb 22, 2012 -- 5:45PM, bone_naga wrote:

Did you decide on exact DR values for the various armors?




Yeah, I did. AC bonus/2, rounded up. You can see it in the page. Really, Google Translate works.

--------------------------------------


1) HP renamed to Stamina Points. 1/2 and other fractions changed to be the full number of advantages.
2) Compulsory training introduced.
3) Trying to decide which dice are the best.

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1 year ago  ::  Mar 06, 2012 - 1:07AM #9
Zireael
Date Joined: Jan 6, 2005
Posts: 851
Money system added.

Any ideas on what I could add/improve?

I'm thinking of tweaking the way attributes work.
1) maybe one attribute governs attack and the other defense - a bit like in Legend
2) maybe give the choice of the attribute from two (Str vs. Con; Int vs. Cha; Wis vs. Dex) - a bit like in 4e

I want every attribute to be useful in some way.

I'll have to work on describing classes in flavor terms.
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1 year ago  ::  Mar 07, 2012 - 12:05PM #10
Zireael
Date Joined: Jan 6, 2005
Posts: 851
Today, I added starvation/thirst and suffocation rules.
I'm thinking of adding the aristocrat class at last and the templates (half-fiend, half-fey, vampire, etc. etc.).
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