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The Hive Custodian
28th of February, 2006, 16:46
Class Design Rules
Version 1.02
As always, these rules are a guideline only, especially in the current experimental stage. If these rules are to be used extensively, it is suggested that multiclassing be banned.

Update History
v1.01: 2/28/05
Added update history.v1.02: 3/1/05
Names changed to reflect ability order.
"Constant" abilities renamed and repriced. Most "Minor Constant" abilities now cost LP, not EP.Basics
There are two quantities to keep track of when designing a class.

The first is Linear Points (LP). These generally represent abilities that the character gains at 1st level, as well as hit die types and skill base.
The second is Exponential Points (EP). These generally represent abilities that a character gains throughout their career.

A solid core nonspellcaster base class gets about 22 EP and 40 LP.

1. Alignment
You may apply alignment restrictions to the class. These have no effect on the class with regards to these design rules.

2. Hit Die
Assign a hit die to the class. Costs are as follows:

Hit
Die Cost (LP)
d4 0
d6 3
d8 6
d10 9
d12 12
3. Skills
Choose a skill base and class skill list for the class. The cost depends on the skill base and the quality of the class skill list. Examples of "poor" skill lists include the fighter and the wizard. Examples of "average" skill lists include the barbarian and the druid. Example of "good" skill lists include the monk, the ranger, and the rogue.


Skill Cost (LP)
Base Poor Avg Good
2 4 6 8
4 6 9 12
6 8 12 16
8 10 15 20
3. Base Attack Bonus
Choose a base attack bonus progression for the class.

BAB per
Level Cost (EP)
+1/2 0
+3/4 4
+1 8
4. Saves
Choose at least one good save (2 + 1/2 per level) for the class. Poor saves (1/3 per level) cost nothing.

Per Good Save: 1 EP, 3 LP
4. Proficiencies
Choose proficiencies for the class. Some other abilities also fall into this category.

Simple Weapon Proficiency: 1 LP
> Martial Weapon Proficiency: 1 LP
Light Armor Proficiency: 1 LP
> Medium Armor Proficiency: 1 LP
>> Heavy Armor Proficiency: 1 LP
Shield Proficiency: 1 LP
> Tower Shield Proficiency: 1 LP
Wisdom-based AC (as monk): 4 LP
5. Abilities
Abilities fall into three main groups: Minor, Medium, and Major. A Medium ability is roughly equivalent to a feat. A Minor ability is about a third of a feat; a Major ability is almost twice a feat.
Other types of abilities include spells, Lesser Constant abilities, and Greater Constant abilities.

5a. Initial Abilities

Minor ability at 1st level: 1 LP
Medium ability at 1st level: 3 LP
5b. Constant Abilities
Constant abilities are gained every four levels instead of only once. No more than one ability can be gained per level.

Minor ability every 4 levels: 1 EP
Medium ability every 4 levels: 3 EP
Major ability every 4 levels: 5 EP
5c1. Spellcasting, WoTC Method
There's two ways to find costs. One is fitted roughly to the base classes, according to 23 CP and 35 IP:

Spellcasting:
Divine, as Druid: 9 EP , 9 LP
Divine, as Cleric: 12 EP?, 9 LP
Divine, as Paladin/Ranger: 2 EP
Arcane, as Bard: 9 EP , 0 LP?
Arcane, as Wizard: 18 EP , 27 LP
Arcane, as Sorcerer: 21 EP , 27 LP
5c2. Spellcasting, Experimental Method
Still extremely rough; adherence to this method would require major changes to classes. It involves a universal spellcasting table:

Level 0 1/2/3 4/5/6 7/8/9
-2nd 1
-1st 2
0th 3
1st 3 1
2nd 4 2
3rd 4 2/1
4th 5 3/2
5th 5 3/2/1
6th 5 3/3/2
7th 6 4/3/2 1
8th 6 4/3/3 2
9th 6 4/4/3 2/1
10th 7 4/4/3 3/2
11th 7 5/4/4 3/2/1
12th 7 5/4/4 3/3/2
13th 7 5/5/4 4/3/2 1
14th 8 5/5/4 4/3/3 2
15th 8 5/5/5 4/4/3 2/1
16th 8 6/5/5 4/4/3 3/2
17th 8 6/5/5 5/4/4 3/2/1
18th 9 6/6/5 5/4/4 3/3/2
19th 9 6/6/5 5/5/4 4/3/3
20th 9 6/6/6 5/5/4 4/4/4
Costs are as follows:

Spellcasting:
Divine, class level*: 16 EP 12 LP
Class level -1: 14 EP 10 LP
Class level -2: 12 EP 8 LP
Class level -4: 8 EP 4 LP
Class level -6: 6 EP
Class level -8: 4 EP
Class level -10: 3 EP
Arcane**: x3/2 EP x3/2 LP
Spontaneous***: no change
x1.5 spells per day****: x4/3 EP
Extra Domain Spells: x5/4 EP
*As druid. Includes one spontaneous converison type (e.g. cure spells).
**As wizard.
***Spontaneous simply means spontaneous spellcasting. There is no direct change in spells per day. Use the same table for spells known, but do not include bonus spells.
****After bonus spells.

Under this system, the primary spellcasters end up over nonspellcasters in terms of EP. The wizard ends up under in terms of LP, while the cleric ends up over.

Doomsmile
28th of February, 2006, 17:13
You've inspired me! I'm going to make a class!... not that I'm going to use it, since Ersi is built and the only thing I want to change has already been stated to NI (who has yet to respond). I just want to see how it turns out. This could take me a while.

The Hive Custodian
1st of March, 2006, 03:15
I wouldn't say it's too late to change Ersi; you haven't used most of her abilities yet. As long as you end up with Track and Survival, nothing wacky happens to your Strength score, (that seems to be another advantage of having parallel OOC threads; it's easy to track which abilities have been used), and Big Green still exists (obviously), nothing is going to break.

On a side note, the power went out a moment before I first tried to access the thread. And so, for the fourth time ever, I was forced to seek food outside of campus. And for the fourth time, I realized that any food off campus tastes twice as good as the on-campus equivalent. And immediately afterwards, the power came back on. Arr.

Doomsmile
1st of March, 2006, 05:17
Honestly, the only thing I can think of that isn't right about the character that warrents re-writing is that Ersi isn't the hidey, sneaky type- those two skills really should be spot and listen.

The Hive Custodian
1st of March, 2006, 05:31
In that case, just change it now. It's not like you've already used Hide or Move Silently, or that Listen or Spot are going to be terribly more critical than usual at the moment. In fact, the longer you wait, the more entangled the current setup is going to be. I doubt nightinverse would object; if he does, I can try to convince him otherwise, and the worst thing that could happen is it being changed back.

Doomsmile
1st of March, 2006, 05:40
I actually e-mailed him about that last week. I was trying to not weird anyone out and waiting for a responce.

Doomsmile
1st of March, 2006, 08:54
This class comes with a required race. It is not yet done. I have two more specializations to put up.

RACE: ASTARTES
-> +4 str, +4 con, -2 int, -2 cha: Astartes are strong and tough, but are
single-minded and more than occasionally abrassive.
-> +1 BAB: Even when not officially trained as a marine, an Astartes' combat
ability is outstanding.
-> +1 ranged attack: Astartes drill excessively with ranged weapons,
granting them extra proficiency therewith.
18+8-4=22 LAPs (LA 1)

CLASS: SPACE MARINE
Race: A space marine must be an Astartes to qualify for this class.
Alignment: Any lawful. A space marine who ceases to be lawful may not
advance in levels of space marine unless he becomes lawful again.

Hit Die: D10
Skills: 4+int, average skill selection.
Base Attack: Full progression
Saves: Full fort and will, weak ref

Weapons and Armor Proficiency: All simple and martial weapons. Proficient in all armors, but not shields.

Abilities
->Heavy Metal: A space marine is not slowed down by medium armor.
->And they Shall Know No Fear: A space marine gains a +4 morale bonus to saves versus fear. The marine may attmept a saving throw at the effect's original DC to recover from any fear effect each round that the effect is in place on him. This is an extraordinary ability.
->Bonus Feats: A space marine of second level gains a bonus feat of his chosing, and another every four levels.
->A space marine of third level must chose a specialization. Some specializations have prerequisistes.

BIKER
Prerequisite: Mounted Combat
03rd-> Furious Charge 1d6
05th-> Rideby Attack
07th-> Furious Charge 2d6
09th-> Spirited Charge
11th-> Furious Charge 3d6
13th-> Expert Rider
15th-> Furious Charge 4d6
17th-> Expert Mounted Combat
19th-> Furious Charge 5d6

Furious Charge: At third level a space marine biker adds 1d6 to
damage inflicted by him during a charge action. This increases by another d6 every 4 levels.
Rideby Attack: At fifth level, the space marine biker gains rideby attack as a bonus feat.
Spirited Charge: At ninth level, the space marine biker gains spirited chage as a bonus feat.
Expert Rider: At 13th level, a space marine biker may always take 10 on any ride check except the check to negate an attack with mounted combat.
Expert Mounted Combat: At 17th level, a space marine biker may use mounted combat any number of times each round instead of just once.

TERMINATOR
Prerequisite: Strength 16, Wisdom 14
03rd-> Endurance
05th-> Terminator Honors 1/day
07th-> Slow and Purposeful
09th-> Terminator Honors 5/day
11th-> Heavy-Handed
13th-> Terminator Honors at will
15th-> DR 5/admantine
17th-> Greater Heavy Handed
19th-> DR 10/admantine

Endurance: At third level, the space marine terminator gains endurance as a bonus feat.
Terminator Honors: Starting at fifth level, the space marine terminator may make an extra attack at his highest attack bonus when using an attack, full attack, or charge action. This ability is only usable once per day initially, but the number of uses increases to five times a day at ninth level and can be used at will at thirteenth level.
Slow and Purposeful: Starting at seventh level, a space marine terminator may move up to half their speed when performing a full attack action or a when firing and reloading a weapon.
Heavy-Handed: A space marine terminator of eleventh level or higher may aply twice their strength modifier to damage rolls with one-handed melee weapons as long as the weapon isn't a light weapon and as long as the
terminator is only attacking with one weapon. Each time the terminator uses this ability, his initiative drops by one point.
Greater Heavy-Handed: If a space marine terminator of seventeenth level of higher uses heavy-handed, he may chose to aply two and a half times his strength bonus instead of two times.

nightinverse
1st of March, 2006, 09:34
I never recieved a PM.

Doomsmile
1st of March, 2006, 11:21
Your box was full. That's why I sent an e-mail to you through the site.

nightinverse
1st of March, 2006, 15:07
Never got it...that email is out of commission.

The Hive Custodian
1st of March, 2006, 15:09
Well, he asked you the question here. How 'bout it?

nightinverse
1st of March, 2006, 15:10
I have no problem with a skill switch as Ersi is in stasis.

Doomsmile
1st of March, 2006, 15:20
Skor!