3rd Edition - d20 class construction engine, Rpg, D&D 3ed

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Class Construction Engine
Version 1.1a (revised, adheres to OCL 1.0a)
by Khepri of SHADOWCRAFT STUDIOS
(
email
:
Website
: the Konundrum (
The whole of this Product, Except for the items below, is Open Game Content under
the terms of the Open Content License.
The following are Product Identity of Shadowcraft Studios:
the terms "Shadowcraft Studios", "Class Construction Engine", and the Shadowcraft Studios logo.
1
Contents
Foreward
What follows is my attempt to create a point-based systems that GM's can use to build fantasy Classes within the framework of the Core
Rulebooks. Of course, the existing Classes have more balance to them than previous editions of the game (in my humble opinion), but are somewhat
difficult to accurately reconstruct with these rules, due to their inherent imbalances. However, about 7 of the core classes are close to the mark, 3 are
somewhat off (about 90% under – probably the 3 weakest within the rules, hmm) and 1 is 13% over (in the long run, it is of the more empowered
classes).
This engine was created with as little regard to actual GM play-style and setting dependences as possible. Strictured settings, such as high- and
low-magic or godless worlds, as well as those with predominant types of terrain will affect the strengths of one or more of the Classes. GM style is a big
influence on how Classes match-up. "Monty-Haul" and "Hack-n-Slash" gamemastering redirects the balance of many character types.
With that in mind, the following system should be used to help spingboard and balance any new core Classes that you want to create. Is isn't
wholly perfect, but neither am I, and nor is any one game. I would appreciate any positive feedback or suggestions – or even variations that you come
up with.
Method
Classes are built with Class Points (or CP). After deconstructing the system, I came up with an average of 250 CP per Class. You can use this as
a base when building new Classes, but I suggesting going a little lower (maybe 240 CP) to keep any creations from outshining the core Classes. This
number should be your ceiling for CP building when using the charts and tables below.
• Start with 0 CP and determine the Hit Dice for the Class. Add the corresponding CP value.
• Determine which Weapon Proficiencies are available to the class. The CP for weapons are cumulative, so if the Class can use all simple and
martial weapons, the 25 is added to the CP. Weapons that are added singularly are worth 1 CP each.
• For Armor Proficiencies, add the CP of all that apply. If the Class has a restriction such as natural materials (Druid) or progressive Armor Class
(Monk), use a value of 10 instead.
• For Skill Points, select the CP value according to the base number that applies.
• Determine how many Class Skills are available to the Class and select the appropriate CP value.
• For Alignment, add 0 if the Class has no alignment restrictions. Add a CP value of -5 if it is restricted to an alignment range such as Lawful,
Chaotic or no-Lawful. Select -10 instead if it has a singular Alignment requirement.
• For Attack Bonuses, select the appropriate CP value, determined by the Class' attack bonus progression. The Ratings are provided merely as a
helpful description.
• For Saves, select the appropriate CP value, detemined by the Class' equivalent Save bonuses. Again, the Ratings are just descriptive terms.
Hit Dice
CP
Weapon Prof
CP
Armor Prof
CP
d4
10
All Simple
10
Light
10
d6
20
All Martial
15
Medium
10
d8
30
Per Individual*
+1
Heavy
10
d10
40
Shields
5
d12
50
Special*
10
Skill Points
CP
Class Skills
CP
Alignment
CP
2
15
6 to 10
10
Any
0
4
30
11 to15
15
Prohibited
-5
6
45
16 to 20
20
Exclusive
-10
8
60
21 to 25
25
26 to 30
30
31+
35
Attack Bonuses
Rating
CP
Saves
Rating
CP
As Barbarian,
Fighter, Paladin or
Ranger
Good
50
As Barbarian,
Ranger, Fighter,
Paladin
Durable
15
As Cleric, Druid,
Rogue, Bard,
Monk
Lesser
30
As Bard
Adroit
25
As Wizard or
Sorceror
Poor
10
As Cleric, Druid
Defended
25
As Monk
Ultimate
35
As Rogue
Deft
15
As Sorceror or
Wizard
Willful
15
2
 Add up all the CP values you've been recording so far (if you have been tallying them all along) and subtract them from your ceiling of 240 CP. The
number of CP remaining are the points you have left to pick special abilities for your Class – otherwise known as "the Hard Part"
The tables below list basic abilities possessed by one or more of the core Classes, as well as a few "Sample" abilities I threw in. I realize that this
can be a daunting and confusing task, so futher into this writing are Appendices that compare the classes in point totals and break down the costs of
their special abilities. It also can provide you with a way to campaign-tweak an existing class for a custom game world.
General Abilities
CP
Notes
New Use of an Existing Skill
5
A new use of a skill or additional bonus.
One-Time Ability
5
A standard ability giving the class a special
one-time bonus or power. This should be no
more powerful than a low-level spell effect or
+2 bonus.
A more powerful One-Time Ability that confers
a few lesser benefits or a moderate spell effect
or bonus of up to +4.
Enhanced One-Time Ability
10
A standard ability (akin to One-Time Ability)
that increases one or more times as levels are
accrued.
Moderate Ability
10
A more powerful ability that increases one or
more times as levels are accrued. Can also
represent a Moderate Ability that increases a
lot.
Excellent Ability
15
A very powerful ability that gives the class a
distinct superiority that increases one or more
times as levels are gained. Can also represent
an Excellent Ability that increases a lot.
Outstanding Ability
20
Acquired Feat
5
Any general feat acquired.
Acquired Mystical Feat
10
Any magical feat acquired.
Minor Code
-10
Fairly easy to follow Code of Conduct
Strict Code
-15
Very restrictive Code of Conduct
Greater Restriction
-10
A prohibition or restriction that detrimentally
affects the abilities of the Class
Multiclass Restriction
-10
Prohibits the Class from gaining levels if
gaining levels in another Class
Must spend additional skill points to Read and
Write
Illiteracy
-5
Mystical Abilities
CP
Notes
Spell Capability
10
The core ability to cast spells. Needs to be
taken for all Classes that use Spell Lists.
Add all the numbers up of the Cleric Spells per
day that can be used at 20
th
level. Does not
include bonus spells or benefits from Domain
Spells. Does include the requirement of an
hour per day of preparation. The same goes
for Druid Spells but with some limitations that
follow.
Divine Spells
Total of All Spells per Day that can be cast at
20
th
level
Arcane Spells
Total of All Spells per Day that can be cast at
20
th
level multiplied by 2
Add all the numbers up of the Arcane Spells
per day that can be used at 20
th
level and
double the total. Includes the hourly
memorization of spells beforehand. This
method is used for Bards, Sorcerors and
Wizards, though some limitations may apply.
Limited Spell List
-10
Applicable if the spells are cast from a smaller,
restrictive list.
Fast Casting
10
Spells need not be prepared beforehand.
Spell Substitution
5
Allows a predetermined spells to be cast in
place of other spells.
Add all the number of Domain Spells that can
be cast at 20
th
level. Select one Domain and
Diety for the character.
Domain Spells
Total of All Domain Spells per Day that can be
cast at 20
th
level.
Additional Domain
+5
Per additional Domain of Spells.
Divine Gifts
+5
Per gift bestowed upon the character from a
Diety.
Ability to know an unlimited amount of Arcane
Spells. If this ability is not selected, the Class
is limited to a finite amount of spells that can be
learned.
Unlimited Arcana
+15
Can be applied if spell casting ability begins at
4
th
level. Can be applied with a -20 if it begins
at 8
th
level instead.
Delayed Spell Ability
-10
3
Sample Abilities
CP
Notes
Ability to cast a 0-1
st
level Arcane spell or 1
st
level Divine spell 1x/day
Minor Bonus Spell
5
Elemental Resistance
5
+2 to saves against a particular elemental
effect, such as ice or fire
Acquired Specialization Feat. Should cost
more since it is normally reserved to Fighters
Fighter Specialization
10
The ability to cast Arcane spells while in light
armor.
Armored Casting
10
A Bit of Prestige
This optional section provides the GM with a way to use this system to build new Prestige Classes.
Quite simply, build it as a class as described above, but with a ceiling of 225 CP. Prestige Classes have a few instrinsic bonuses that shave this
down to a smaller number, the core of which is the lack of requirement by level or class.
Keep a couple of things in mind when doing this:
• The Alignment restriction table would be considered a Requirement (see further below).
• The Attack and Save bonus tables would still be used, but they only apply up to 10
th
level.
Before you move on to figuring up the Special Abilities for the Prestige Class, determine its Requirements. Generally, they have between 40 and
70 points worth. Any of the negative CP Abilities (such as Minor Code, Strict Code, and Greater Restriction) can be applied as Requirements. The
following table lists a few more that are common to Prestige Classes:
Restrictions
CP
Notes
Racial Requirement
-10
Only allows membership of a specific race.
Crossbreeds can be allowed at the designer's
whim.
Attack Bonus Requirement
-5 per +2 bonus
-
Skill Rank Requirement
-5 per +2 ranks
-
Feat Requirement
-5
Per specific Feat required.
Minor Deed
-5
A not-so-hard task needs to be accomplished
to join (Kill someone, steal a certain type of
item, etc.)
A substantial task needs to be accomplished to
join (Killing an important person, stealing a
particular item owned by someone, etc.)
Significant Deed
-10
Quest
-15
A small quest needs to be accomplished to join
(return what was stolen from me by city x, kill
this ferocious creature, etc.)
A quest needs to be fulfilled that can only be
accomplished by a hero (pick almost any of
Hercules' Labors)
Heroic Quest
-20
Requires the capability of casting spells,
usually at least 1
st
level.
Spell Capability
-5
Requires the character to know how to cast
spells of at least 3
rd
level of spell ability.
Moderate Magic
-10
Good Magic
-15
Requires the character to know how to cast
spells of at least 5
th
level of spell ability.
After determining Restrictions, move on to taking Special Abilities as proscribed for core Classes.
Example Requirements for some Prestige Classes: Arcane Archer 50, Assassin 60, Blackguard 55, Dwarven Defender 45. The last two were
rounded down.
Closing Thought
Even with a point system for building classes, a good dose of insight and evaluative judgement on what is and isn't appropriate should apply as a
DM.
4
 Comparing the Classes
The chart below breaks down all the class and shows how they would be constructed with this engine…
HD
Weapon
Prof
Armor
Prof
Skill Pts/
Level
Class
Skills
Align
Attack
Bonuses
Saves
SUBtotal
Special
Abilities
TOTAL
Barbarian
50
25
25
30
10
0
50
15
205
40
245
Bard
20
11
25
30
30
-5
30
25
166
110
276
Cleric
30
10
35
15
10
0
30
25
155
85
240
Druid
30
9
10
30
15
-5
30
25
144
106
250
Fighter
40
25
35
15
10
0
50
15
190
55
245
Monk
30
12
10
30
15
-5
30
35
157
130
287
Paladin
40
25
35
15
10
-10
50
15
180
77
257
Ranger
40
25
25
30
20
0
50
15
205
32
237
Rogue
20
16
10
60
35
0
30
15
186
65
251
Sorceror
10
10
0
15
10
0
10
15
70
145
215
Wizard
10
5
0
15
10
0
10
15
65
170
235
Average
~250
Class Abilities
Barbarian Abilties
CP
Equivalent
Barbarian Rage
15
Excellent Ability
Fast Movement
5
One-Time Ability (conditional)
Uncanny Dodge
15
Excellent Ability
Damage Reduction
10
Moderate Ability
Illiteracy
-5
Illiteracy
Bard Abilties
CP
Equivalent
Spell Capability
10
Spell Capability
Arcane Spells
70
Arcane Spells
No Memorization
10
Fast Casting
Bard Spell List
-10
Limited Spell List
Bardic Music
20
Outstanding Ability
Bardic Knowledge
10
Moderate Ability
Cleric Abilties
CP
Equivalent
Spell Capability
10
Spell Capability
Divine Spells
41
Divine Spells
Domain Spells
9
Domain Spells
Additional Domain
5
Additional Domain
Divine Gifts (2)
10
Divine Gifts
Spell Substitution
5
Spell Substitution
Turn Undead
15
Excellent Ability
Code of Conduct
-10
Code of Conduct
Druid Abilties
CP
Equivalent
Spell Capability
10
Spell Capability
Divine Spells
51
Divine Spells (equivalent)
Limited Spell List
-10
Limited Spell List
Druid Language
5
One-Time Ability
Nature Sense
10
Enhanced One-Time Ability
Animal Companion
5
One-Time Ability
Woodland Stride
5
One-Time Ability
5
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