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Vitality ...

starts at 100% and declines with 5% for each level...

at each level you gain the vitality percent of your current HD rounded down.
Level HD Result
1 D12 100% of 12 = 12
2 D8 95% of 8 = 0.95 * 8 = 7,6 = 7
3 D10 80% of 10 = 0.8 * 10 = 8
20 D4 5% of 4 = 0.05 * 4 = 0,2 = 0
OR ...
starts at 0% and ends at 99% and denotes
how much of total is removed rounded down. HD is maxed.
CON 18 +4
Level HD Current-HP-Max
1 D6 (10) 6+4 = 10, 0% removed
2 D12 (25) 10 + 12+4 = 26, 5% to remove, so 0,95 * 26 = 25 HP
3 D10 (45) 25 + 10+4 = 49, 10% to remove, so 0,9 * 49 = 45 HP
4 D4 (46) 45 + 4+4 = 53, 15% to remove, so 0,85 * 53 = 46 HP
5 D8 (47) 46 + 8+4 = 58, 20% to remove, so 0,8 * 58 = 47 HP
5% declines to much maybe 1% and what if same HD ?
HP cost for each level = 9 * level (a player will always have a minimum of 1 hp)
when hit by weapon a player rolls 1d20, if less than or equal to the players DEX
damage is evaded.
If more than DEX damage is taken but location must be rolled,
body, head(s), leg(s), tail(s) and arm(s) are all locations...
If uneven number of locations such as to-headed ogre that will have 7 locations
(2 heads, its body, 2 arms and 2 legs) then the body is counted twice (first and
In this example a d8 is rolled for location, 1 and 8 will be its body (first and
next its heads will be counted, so that will be 2 and 3, then its arms are count
so that will be 4 and 5, and lastly its legs, so that is 6 and 7.
If hit on a location that is protected by an AC value, such as the body will typ
ically be,
then the AC granted by that particular piece of protection gear will provide dam
age reduction
equal to its AC value, but it will also take damage, this damage will be equal t
o 1/4 of its AC value rounded down, with a minimum of 1.
each level grants <x> level points, the player starts at level 1 with <y> level
Base Attack (BA) for each level (LVL) is either +0 or +1,
BA +0 costs <p> level points and +1 costs <q> level points.
Casterlevel (includes all relevant for selected class, such as default spells pe
r day etc...)
for each level costs <z> level points. These stack as normal so
if you bought Wizard CL1 at LVL 2 then you could buy Wizard CL2 at LVL 3 or 4.
If you are LVL 4 and for example got Wizard CL1 at LVL2 and Cleric CL1 at LVL3
and Wizard CL2 at LVL 4 then you total CL as wizard would be 2 and as cleric it
would be 1.
All class-level-feats that combines classes are not allowed?
Cost of Feat for each level is ( LEVEL * <r> ) level points.
Cost of Specific class feat is ( LEVEL * class-feat-level * <s> ) level points.
Must select between 1 and 3 flaws initially, these then provide <t> level points
for each flaw
or possibly it could range depending on severity of flaw.
learning a spell require that a previous similar spell is already known to the c
learning a spell costs <u> level points and require the caster fullfills CL requ
Classless D&D is very possible if you use some 4e concepts. I'm doing this for a
setting/d20 game myself.
Essentially, you need to assume all characters get +1/2 level to attacks, saves,
checks, etc. This saves the trouble of figuring out how much a level costs base
d on high BAB or whatever. Also, this means that since all of these things get t
he same base bonus, they can all be lumped together. An attack is the same as a
skill is the same as a save. So if you want to make a fighter, you train in the
Blades skill, the Axes skill, the Maces skill, the Fortitude skill, the Armor sk
ill, etc.
I'm basing skills somewhat on the trained/untrained idea, but there are levels b
eyond that, similar to skill focus, but more. So you could be Trained, Focused,
Mastered, or Grand Mastered in Blades, for example.
Characters get two sorts of points at each level: talent points and skill points
. Talent points are spent on special abilities, class features, powers, feats, a
nd the like, all put together as "talents." Skill points are spent to increase t
he rank of a skill. Untrain to Trained, Trained to Focused, etc. A talent point
can be spent to buy a skill point, but not vice versa.
In my system, characters begin with 5 talent points and 5 skill points, then get
2 talent points at every even level, and 3 at every odd level, plus 1 skill poi
nt every level. A 1-point talent is like a feat in level of power (based on 3.5
D&D), a 2-point talent is like a moderate class feature, and a 3-point talent is
like a powerful class feature.
Characters get 18 hit points to start, and +3 per level. More hit points (anothe
r 3) will cost a talent point, but would be max 1/level, so a character could en
d up with about barbarian level hit points if they buy it every level, and it wo
uld still leave them with points to buy lots of fightery skills and talents.
Talents will mostly be independant. Not a lot of trees, in order to allow more c
ustomization. The magic system isn't like D&D for this, so caster progression is
irrellevant. A single talent could be the ability to cast one specific spell, o
r to choose from a few spells, learn a new spell and also get points towards cas
ting anything you know, etc. There will also be spellcasting skills, which means
skills are useful to all character types, not just skill-monkeys.
All talents will scale in power. Meaning if a talent is useful at level 1, it's
useful at level 20. Damage goes up with level, for example, but a +2 bonus to at
tack doesn't, because +2 to hit is always +10% chance to hit, not matter your le
Perhaps some of that will help you.
One other suggestions, based on what I know about BESM d20 and Mutants and Maste
Do not allow buying ability scores with anything like talent points. Special abi
lities and ability score boosts do not balance well at all. Trust me, it's a rea
lly bad idea. The same goes for BAB and saves and whatnot, but if you base those
on skills (and use the base +1/2 level), then it won't be an issue.
Try Mutants and Mastermind. Edit it a little bit to make it fantasy. It is absol
utely classless, the archetypes presented are merely guidelines. It is my favori
te form of d20 and great for classlessness.
I, for one, am a fan of am open ended system based on creating your own "class",
but base it upon 2 and 3.
2 ability types: physical and mental
3 ability scores per: str dex con and int wis cha
2 classes of traits: physical and mental
3 aspects governed: BAB hit-die saves and skills abilities magic
Pick one as a primary trait, one as a secondary, and give players points in acco
rdance. The primary trait gets 12 points, and the secondary gets 6-9 (I have no
got this part worked out quite yet). There should be some free floating points (
possibly just 2) that can be applied to either trait. So...
Primary Trait: 12 points
Secondary Trait: 6 points.
Floating Points: 2
Physical Traits:
BAB: 2 points per level of progression (2 for 1/2, 4 for 2/3, 6 for 1/1)
Hit-die: 1 point per type (1 for d2, 2 for d4, 3 for d6, etc)
Saves: 2 for each good save
Mental Traits:
Skills: 1 point for every two skill points (I think all skills should be class s
Abilities: Each point put into this catagory is matched on a 1/1 basis each leve
l as a pool from which you pay for the cost of abilities. Abilities should have
a requirements just as feats do.
Magic: Still hazy on how this would work, but I'll figure it out in time.
On making a Barbarian:
Primary: Physical
BAB: 6 points (1/1 BAB)
Hit-die: 6 points (d12)
Saves: 2 points (from floating points, Fort)
Secondary: Mental
Skills: 2 points (4 skill points per level)
Abilites: 4 points (4 points each level to pay for abilities, can be saved)
Magic: 0 points (not a caster, still working on the system)
All in all, I think it's a neat first step towards making a tweakable system.
P.S. For Sir Giacomo: Monk:
Primary: Physical
BAB: 4 points (2/3 BAB)
Hit-die: 4 points (d8) (2 from floating points)
Saves: 6 points (all good)
Secondary: Mental
Skills: 2 points (4 skill points per level)
Abilites: 4 points (4 points each level to pay for abilities, can be saved)
Magic: 0 points (not a caster, still working on the system)
Crafted "Monk":
Primary: Physical
BAB: 6 points (1/1 BAB)
Hit-die: 4 points (d8) (2 from floating points)
Saves: 4 points (Fort, Wil)
Secondary: Mental
Skills: 2 points (4 skill points per level)
Abilites: 4 points (4 points each level to pay for abilities, can be saved)
Magic: 0 points (not a caster, still working on the system)