>What is this?Dentro Dice is my custom system. Originally I was just making 5e homebrew, and decided the system was just lacking certain things and I didn't want to be constrained.>Why is this?I enjoy creating classes and the challenge of designing them to feel heavily immersive while being unique from other comparable classes. I have about 80 class ideas, about 50 of which are mostly completed designs with the others being rough feelings and direction. This thread is my attempt to get the creative juices flowing under pressure of being called a gay retard, and maybe even I'll get some second opinions on some. If you have a favorite archetype/class and want to see my version of it, feel free to mention it. First post will be the combat ruleset that all the classes operate under
>>98261677>under pressure of being called a gay retardThe resident faggots responsible for demoralizing homebrewers will still stoop to any tactic anyway.>favorite archetypeThe stalwart defender, the big guy in armor with a big shield standing at the front lines.
Quick Combat Rules>Grid-based gameplay, everyone has movement speed>Main Actions, Quick Actions, Reactions>Health points, Mana points, Stamina>Health and mana only naturally recover during rests, stamina fully recovers at the start of your turn>Main and Quick Actions can be taken multiple times, but the original cost is doubled for each subsequent action of the same type>Reactions are limited to once-per-turn, not once-per-round>Stats are Strength, Dexterity, Faith, Intelligence, Constitution>Each stat has attributes tied to them(Strength is tied to Muscle, Power, Athletics for example>Stats dictate primary attack traits of damage and accuracy.>Attributes dictate secondary traits if anyNothing too unique here. There are obviously other traits and mechanics but i'll bring those up if they're pertinent to a class.
>>98261677>favorite classWizard! And I would like to see if you can homebrew some spells
>>98261677>favorite archetypeI can't do just one, sorry OP: grappler/pugilist, witty repartee duelist type, alchemist.
My goal is to post at least 2 classes per day.>>98261718I've got several classes that qualify as that heavily-armored tank archetype. The most fitting is Knight and paladin, but I'll go with Knight first since they've got a lot more sauce than most people would expect.Initial points to consider>Heavy Armor is very exclusive compared to light and medium armor, and is locked to a small handful of classes>The MAX level is 9, and you gain ONE combat skill per level>Stances are a universal system that take away your ability to use stamina to move EXTRA distance, and you can be knocked out of them. Stances take a Main Action and cost 1 stamina to activate>Quick reactions happen BEFORE the triggering action, slow reactions happen AFTERKNIGHT >Stats per level up: +2Con, HP: d10(very high),MP d4(bare minimum for nonmagic classes)Initial Skills:>Wrath Guard stanceRequires a one-handed weapon and one free hand. Assumes the Wrath Guard Stance. While in Wrath Guard stance, movement speed is reduced by 1 and allows you to use the Zornhau Counter>>Zornhau counter - quick reaction, 1 stamina costWhen targeted by a successful melee attack, make a basic attack before taking damage. If your basic attack is successful, reduce the damage from the target's attack by the damage from your own attack>Bullguard stanceRequires a one-handed weapon and one free hand. Assumes the bull guard stance. While in Bull guard stance, movement speed is reduced by 1 and allows you to use the Martial Skill Stomp and allows you to use Offhand Combo>>Offhand Combo - slow reaction, 1 stamina. After making a basic attack you can attempt to make an unarmed attack or shove. >>Stomp - Bonus Action, 1 stamina. Deals 1d4 damage. Make a contested Power vs Grit check and on success, the target's movement speed is reduced to 1. If used on a Prone target, this attack deals 4d4 and guarantees critical damage instead.
>>98261861Ooh, I like what I see so far.You and I seem to have similar design philosophies when it comes to giving characters abilities, except I tend to blend magic into every class in some way or another.Can't wait to see what else you've got!
>>98261677>If you have a favorite archetype/class and want to see my version of it, feel free to mention itWarpriest, or Cleric I suppose.Armored priest kind of guy, possibly more on the defensive side.
>>98261677Yeah you're a gay retard I will be playing human warrior thank you very much
>>98261861Part 2/3Initial skill:>Wheeling cutFull action, 2 stamina, martial skill. Make a standard weapon attack. If you’re currently in a stance, you can freely switch to a stance you haven’t used this turn at no stamina cost.Additional skills:>Iron Gate stanceRequires a one-handed weapon and a shield. Assume the Iron Gate stance. While in Iron Gate stance, movement speed is reduced by 1 and you benefit from Half Cover(all attacks are made at disadvantage against you)>High Guard stanceRequires a one-handed weapon and shield. Assume the High Guard stance. While in the High Guard stance, movement speed is reduced by 1. Whenever you are targeted by a failed melee attack, roll a Muscle check(difficulty = 10+target's level). On success, the target loses double the stamina spent on the attackI vastly underestimated how wordy this all is. Gonna summarize a bit>Fool's stance, Tail stance - stances that uses 2 handed weapons>Taunt - Bonus action, charisma vs Acuity(int attribute). On success, the target can't take any actions against anything else but you during its next turn>Cover - Bonus action. Choose an ally. Can use your movement speed to follow the ally during their turn. Impose disadvantage on any attacks targeting your ally, and can use your reaction to take damage from an attack that would have targeted your ally.>Shoulder check - 1d6 damage unarmed attack. Roll muscle vs grit check. On success, shove the target.>Half blade grip - Full action, 3 stamina. Requires a 2 handed weapon. Make an attack and if successful, you grapple the target.
>>98261677I always liked the tacticians, merchants, and alchemists. The last time I played 5e way back when I enjoyed the mastermind rogue for the buffs I could give comrades.
>>98261959Capstone Skills:These skills are learned automatically at class level 5 and 9>Lv. 5 - Stroke of MercyMain Action, 4 stamina. Can only be performed on a target that is Exhausted(Stamina reached below 0) and is either grappled OR prone. Make an attack that deals 3d8 Potent damage(damage is doubled, bypasses any shield health, and can't be reduced)>Lv. 9 - Smothering SwordsmanshipPassive. Dealing damage with melee attacks also reduces the target's stamina by 1Summary and thoughts:Knight is durable with high stamina, health, and defense. Their signature gimmick is stance switching/juggling. They also work as secondary grapplers and have a lot of skills that knock people back or prone or grapple them. They uniquely target stamina as another way to debuff and provide crowd control. They CAN use ranged weapons, but don't have any real synergy with them.
>>98261753Wizard coming up next.98261834>grappler/pugilist, witty repartee duelist type, alchemist.I've got multiple unarmed classes: Fighter(styled after fighting game combos), Wrestler(status-based WWE finishers, and expanded grappling mechanics), and Monk(styled after achieving nirvana). I have Duelist(styled after italian fencing), weapon master(DMC weapon juggling). and I do have alchemist, and some other builder style classes.98261883>except I tend to blend magic into every class in some way or another.I was wondering how to handle mana with nonmagical classes. I haven't decided 100% but i'm thinking every class has a universal option of spending 5 mana to gain advantage on any roll. not the GREATEST compared to actual spells, but universal enough for EVERYONE to at least consider it.>>98261905I've got plenty of those.98261900>Warpriest, or Cleric I suppose. I do have clerics which revolve around being buffed by the specific deity they worship. Paladins. 98261981I have alchemist specifically. Witch hunter and Hitman are both very brainy. Hitman revolves around casting 3 huge aoes on the map that last for 2 or 3 turns at a time, activate one after the other, and have big passive effects for anyone inside them. styled after the tactician giving the team the battle plan before the fight.This has been getting flagged for fuckin spam for some reasonThanks for the classes. I know which ones to do next.
Before doing wizard, I gotta do a couple posts on the magic system. Faith and Intelligence are both the magic stats. In universe, Faith is magic through belief in yourself/diety/patron. The spells that faith-based casters get are more 'purely magical' in nature. Magic bolt, hypnotism, stuff like that. Intelligence is magic through knowledge of the aether around you and is based on elemental damage. Which means that the classic 'intelligence based classes' like wizard, are ACTUALLY faith based in this system or at least both faith and int. I know, this goes against most people's experience with these sorts of classes, but that's just the biggest quirk of the system design.Anyways, here's how casting faith based spells work.>Depending on your class, you roll a Piety or Confidence skill check to see if the spell is successful. >Mana is used on failure.>At level 1, most classes can only cast Elementary spells>Additional skill points need to be dedicated to learning others(meaning you only get 4 skill points on anything else if you plan on using Complex spells)Spells have 5 levels: >Elementary - Difficulty ~10>Rudimentary - Difficulty ~15>Orthodox - ~25>Intricate ~40>Complex ~ 60For context for the difficulty of numbers, the skill checks are 1d20+confidence/piety score. Confidence/piety can only be HALF of your faith. At level 1, you can expect about 14ish faith. per level you gain 2 stats from your race, 2 from your class, and you get to choose 2 for free. your race MAY provide 1 faith, MOST faith classes only gain 1 faith per level, which means you're like gaining 4 faith per level. Which means at level 9, most players would only have around 46 faith, which means a maximum of 23 confidence/piety. There are 2 main ways to help meet the spell cast difficulties: Weapon and class-specific mechanics.
>>98262147Most spells don’t REQUIRE anything to cast but mana but your casting tool helps. Here’s the 4 categories of magic tools and their common traitsWands>lowers spell difficulty by a moderate amount(~10,usually only a specific type of spell)>lowers mana cost of spells(usually 1 type of spell)Staff>lowers spell difficulty by a small amount(1-5, but works on ALL spells)>increases spell damage/effectiveness>requires 2 handsTome/book/grimoire >supplies a handful of spells to cast if you hadn’t learned them already>Greatly reduces the difficulty of very specific spells by about 20 or more>requires 2 handsTrinkets>wild cards that can require one or both hands>might teach you a specific spell>might reduce a certain spell or spell type’s difficulty>might interact in unique ways with specific spells>really just dependsThe goal here is to give casters a reason to consider their “weapon”. You CAN cast spells barehanded or while holding a sword and shield too. The only universal component for spells is that you have to say magic words. Will do wizard tomorrow
>>98261677What worldsetting elfbuilding?
>>98262215waiting for wizard here along with a few cool spells
>>98261677>under pressure of being called a gay retardAs the OP, you are automatically assumed to be gay and retarded anyway until you prove otherwise.
>>98262060>This has been getting flagged for fuckin spam for some reasonThey lowered the number of >> you can have in a single post because of the people using the (now gone?) free proxy website to spam hidden CP everywhere.Could be that.>>98262060>I do have clerics which revolve around being buffed by the specific deity they worship. Paladins.Alright. Can't wait to see that.
>>98262353I think my setting is pretty neat, even if it doesn't have anything too crazy or unique going on. >Country of Dentro is the most stereotypical fantasy-adventure land>The player races are all races that agreed to at least not kill each other on sight>Human, Dwarf(human), Elf(human), Lamia, Minotaur, Kobold, Spriggan>Country to the north is The Land of Warring Kingdoms(aka Medieval European Knight-land)>North of that is Viking-land>To the west across the Sea is the warring Archipelago(aka Asia islands)>Small region in the south of Dentro that is being infected with primordial energies(Lovecraft land)>Also theres a dimensional door that leads to Egypt-landEach land has different themes with their monsters and the environments you travel through.
>>98262405>>98261753WizardBut with some thoughts. Each class, I try to think of an incorporate the mental images and stereotypes that people have for them. It's different for each person sure, but I THINK that when people think wizard, along with gandalf casting big spells, wizards are collecting weird shit and pondering over a table. So with that said, Wizards get access to basic Familiars and their unique system of Spell CatalystsFamiliars>spirit that takes the form of a harmless animal>All familiars have points of energy that the player chooses to use>1 point to see through the familiar's senses for an hour, 1 point to have the familiar grant an additional 1d4 to cast a spell, etc.The familiar system isn't entirely fleshed out, but the idea is that all the different origins of magic have a familiar to represent it that acts in different ways.Fey familiars>have the most energy out of all familiars>for every task you have the familiar do, roll a 1d12. 4-12 and its fine, 1-3 is various levels of disobedienceDemon familiar >Takes 1d6 mana from the spell caster at the start of every day>can add 1d12 to assist with casting spells but at the cost of stacking levels of impish weakness every time you take this option, which raises spell difficulty by 1 until your next rest>Can add damage to spells, but at the cost of stacking levels of fatigueI still have to think of other origins of magic and the familiar mechanics associated. Angels(called empyrean), primordial...actually that might be it.
>>98263254Spell Catalysts>Everyone gets points of free time while they play>Wizards can use their points of free time on a chance to scour the black market for spell catalysts>still gotta spend gold if you do find it>Spell catalysts are one-use items to keep in your inventory that have massive boosts to damage(double damage for example), massive cuts to intricate and complex spells(difficulty halved) Summary and Thoughtswizards aren't the only class that get access to base-level familiars, and warlocks get access to an advanced system of familiars so they aren't unique there. Their spell catalyst system is entirely unique to them, but even then I feel it's not too flashy. But then again, not everything has to be flashy. Their mana is high, their spell list is very large. The catalyst system offers the wizard player a semi-reliable way to cast those complex spells that would be impossible without the DM giving them the magic book or trinket. Sometimes more raw damage and higher success rate is all a player needs.
>>98261727Ahoy, gay retard. I don't like stamina fully recovering at the start of your turn (why bother tracking it then) and doubling for any duplicate actions just seems weird. Attack Attack costing more than Attack Sprint?
>>98261677>I have about 80 class ideas, about 50 of which are mostly completed designsWhat the fuck are you doing? That's way too many. Sure you said you like "creating classes" but you absolutely have not designed all of these to "feel heavily immersive while being unique from other comparable classes." No, I don't even need to know what your fucking classes are. You're not making a ruleset, you're jacking off to making classes. Which is fine, but don't try to sell it off as a playable ruleset, retard.
>>98263428When compared to the 5e system of having a static main action, bonus action, reaction, I think the stamina system is more flexible and requires planning from the player.Basic attacks are 2 stamina. Bonus and reactions are usually 1. Stronger skills are 3+.At level 1, you might have 3 or 4 stamina. Which means you have enough for just a basic attack+ bonus action every turn, like 5e. No real choice to confuse a new player. But when you start getting more stamina as you level up, trying to squeeze in your setup moves and your big finisher becomes the gameplay. And then you also have to think about how much stamina you want to save for reactions until your next turn. I don’t think you can have this level of player agency/planning if you were limited to a set number of actions per turn.That is the philosophy at least
>>98262353Someone is finally talking about games and you have to try and ruin it.
WRESTLER (part 1/2)(open to better names for this class, but i think it gets the point across)>per level gains d12HP, d4MP>doesn't have proficiency with any weapons or any type of armorInitial skills:>I actually decided to go from a set of default skills at level 1, to a handful of skill points at level 1 to choose the ones you wantLock and Key>Learn the armlock, leglock, and headlock skillsArmlock>Reaction, 1 stamina. While grappling a target, perform an Athletics vs Athletics check on the target to change the grappled status to Armlocked status. While armlocked, the target also has the Off-balance status can't make any weapon attacks in addition to the normal grappled status conditions. Leglock>Reaction, 1 stamina. While grappling a target, perform an athletics vs athletics check to change the grappled status to leglocked status. While leglocked, the target also has the Prone status and takes 1d12 potent damage(can't be reduced or resisted) at the start of its turn in addition to the normal grappled status conditionsHeadlock>Reaction, 1 stamina. While grappling a target, perform an athletics vs athletics check to change the grappled status to headlocked status. While headlocked, the target also has the mute status(can't cast spells) in addition to the normal grappled status conditionsSqueeze 'em>Main Action. While you have a target in any lock status, choose any amount of stamina to use that doesn't bring you below 0 and deal 1d4 potent damage per stamina point used.Tap out>Bonus action. While you have a target in any lock status, once per turn, perform an athletics vs Grit+target's level contest. After succeeding this check 3 times consecutively, the target's health drops to 0. You have advantage on the skill contest if the target is headlocked>Going to summarize that the generic skills wrestlers have are martial skills that apply or are effected by secondary status conditions before going onto the finishers
>>98263771WRESTLER (part2/2)>Irish WhipBonus action, 2 stamina. target must be grappled. Perform an athletics vs athletics check. On success, force the target to move up to 4 spaces in any direction. If the target runs into another creature or wall, they are inflicted with Off-balance.>Frog splashMain action, 4 stamina. Can only be used on a prone target. Perform an athletics check and jump up a number of feet equal to your result. Deal 1d12 damage per 10 feet you fall. Add an additional 10 feet if this skill is performed adjacent to a wall. This skill can also be performed if you're falling from another effect.>The Pedigree Main action, 4 stamina. Can only be used on a target that is armlocked. Perform an athletics vs athletics contest. On success, the target is no longer armlocked and takes 2d12 damage>Giant SwingMain action, 4 stamina. Can only be used on a target that is leglocked. Perform an athletics check(difficulty of 10+target's level). On success deal 1d8 damage to any creature within 5 feet, including the target. Throw the target up to 3 spaces in any direction to deal 1d12 damage+1d12 damage if the target collides with another creature or wallAnd you get the idea.Summary and ThoughtsWrestler is all about inflicting crowd control on single targets thats more difficult to break free from than most other sources. They deal a less than average amount of damage, but the damage is potent and relies on skill checks and not attack rolls so it's uniquely good against defensive enemies. Then the finishers have the niche of being very highly volatile moves(d12s) that require the targets to be under specific statuses first. I have to think about the best finishers to include in their arsenal that work off of a variety of statuses. Also been thinking of giving them the reaction "Selling" which would guarantee an attack lands on them, but makes the attack consume double stamina.
>>98263667just because I'm jacking off to creating classes, doesn't mean the system/ruleset itself doesn't exist as a framework for all the classes to function under. It's a pretty standard d20 system so I can at least say it's good enough. But I WILL say that I did some soul searching and have come to the conclusion that the sheer amount of classes WOULD probably work against any dm who wants to run it. At the very least they'd have to familiarize themselves with the specific classes their party is playing every week. It might be a small niche, but it's still functional. Whether it has the potential to get popular or not though, the real value is of a thought experiment for design philosophy.
Gonna do Fighter as a direct comparison to Wrestler next. To prove my point that just because two classes occupy the same role/function(bare handed, unarmored, fist fighters) doesn’t mean they can’t go about it in unique ways.and then after that I’ll focus mostly on hammering out the dents with the classes I’ve already posted in my rulebook
FIGHTER (1/2)>per level gains +1str/+1dex, d8hp, d4mp>no proficiency with any weapons, has proficiency with light armorSignature skills>Combo expertLearns L. Strike, M. Strike, H. Strike. Strikes do not gain stacking stamina costs for using multiple in the same turn>L. StrikeMake an unarmed attack that deals 1d4 damage and scales with dex>M. StrikeMake an unarmed attack that deals 1d4 damage and scales with both dex and strength>H. StrikeMake an unarmed attack that deals 1d6 damage and scales with strength>Super techniquesSuper techniques have a strike combination tied to them. If you perform the strike combination without missing any attacks, you can use the Super Technique as a reaction for 1 stamina and gain 1 level of advantage on the Super Technique.>Extra special(EX) TechniqueAs a free action, when you use any Super Technique choose to perform it as an extra special technique before rolling the attack roll. At the cost of 1d6 mana, deal an additional 1d4 magic damage per every damage dice of the original super technique(ie. 2d4 per 2d6, 3d4 per 3d8)>Super Technique : Dragon PunchMain action, 3 stamina. 2d8 damage. Roll a contested Power+damage vs grit+level check. On success the target is knocked prone. Combo : L. Strike > M. Strike>Super Technique : Hundred Blow AttackFull action, 5 stamina. Perform an unarmed attack that deals damage equal to 1d4 per maximum stamina. Combo : H. Strike > L. Strike > L. StrikeOther super techniques>wave motion fist>tornado whirlwind leg
>>98264753FIGHTER(2/2)Unique skills(skills that aren’t quite signature, but are learned by a couple other classes)>Super ArmorStance. One time, upon being hit by an attack, make a grit check with a difficulty of the target’s level+damage taken. On success, you can counter with a super technique. >Refined spiritBonus action, 1stamina+4 mana. Until the end of your next turn, all unarmed attacks you perform gain 4 levels of expanded crit(crit on 15 and higher), an all attacks against you gain 2 levels of advantage>after imageReaction, 1 stamina+2mana. Upon missing any Strike, you roll 1 additional attack die as part of the same action.>parryReaction, 1 stamina. Upon being targeted by an attack, make an attack roll. If the roll is higher than your attacker’s roll, reduce damage to 0>martial artist defense Still on the fence about balance, but it’s extra defense for being unarmored>martial artist guts Same deal, but works off constitution and has less avoidance but more damage reduction >martial artist fistCan change your unarmed attacks from dealing smash damage to slash or stab damage insteadSummary and thoughts A good example of a class that doesn’t have spells but still uses mana. I see a balance issue with Ex hundred blow attack that I’ll have to figure out. Definitely need to pick out more super moves.
>>98263697As an experienced GM and player of many years - use one system or the other. Either give everything a stamina cost and leave it at that, or use the Main/Quick/Off-turn format. Using both is gonna be a shitshow, yoursystem is already complicated.
>>98267148>just use the stamina costI haven’t thought of that. I’ve had a small amount of players with just a handful of buddies over the years and no one ever complained. Thereve been many issues I needed to change but “A second main action is double stamina” has never been an issue.But cutting off the fat from the main combat system has always been a good thing. I’ll have to test both and see. Thank you for the tip, my system might have just gotten better
>>98267148And just to clarify, the goal of keeping the main/bonus/reaction format is to encourage players to use both main and bonus actions. For example…If a player has 8 stamina, and their strongest skill cost 4 stamina, then I suspect they would only ever do 2 main attacks and forego bonus actions entirely. But with the doubling costs of repeated action types, fitting in the most damage for the stamina you’re working with might be more dynamic
>>98267372This is why a lot of systems use the various action types instead of doing math for stamina or whatever all the time. But both work, I just think that combining the two is extra complication for no gain.
OP have you ever played a game that isn't D&D?
>>98267387It might be. I’ll still playtest for a direct comparison before committing to one or the other though. Still ty>>98267393Not many I’ll admit. Pathfinder, 3.5 which I think count as completely different games and mecha hack
Hit me with your teleporting assassin.
>>98267538Yea sure give me about an hour. Hope you like ninjas.
>>98267372NTAYou could stagger costs/Max stamina so they can't use it all on one thingEg. Main action's cost are always divisible by 4 and the amount of mana at each level is never equally divisble by 4
>>98267473Those are all DnD you stupid ape. I wish I could hate you to death.
>>98267622If you’re trying to tell me that 5e and 3.5 play the same way, the your autism is just too strong and not even a useful type of autism. Either way, get fucked I guess
>>98267538I come back with failure. I might be on to something, but once i wrote it out, ninja just seems too convoluted. i'm gonna give myself a little bit more time to see if inspiration hits. if not, i'll just post the attempt anyways
>>98267685They're pretty fucking close, yeah. And Pathfinder is just 3.6. But hey, keep slurping shit until you choke if that's what you wanna do.
>>98268141Just copy and paste the Ghost Face Killer prestige class from 3.5.
Woke up and saw there wasn't much time left for my thread so here's ninjja that was SLIGHTLY fixed to be SLIGHTLY less convoluted. Still a class that needs a lot of work.>>98267538NINJAStats per level +1dex/+1faith, d6hp, d6mpSignature skills>Chakra Reserves Passive. When you cast a spell using any Mudra skill, the spell also costs an amount of stamina equal to double the spell’s level. In addition, the normal mana cost of the spell is halved, and you cast the spell silently.>Center Mudra Passive. Allows you to cast a spell as a bonus action. >Shadow Mudra Bonus action. Choose an amount of stamina that doesn’t put you below 0. Disappear and instantly reappear an amount of spaces equal to the stamina spent in a location that you can see. This does not trigger any reactions>Purifying Mudra Reaction, 1 stamina. You can use a reaction upon seeing a creature casting a spell. Spend an amount of stamina equal to double the spell's level. Roll a Confidence check and if the result is higher than 10 x the spell’s level, the spell is negated.>Wood seal Mudra/metal veil mudra etc. Bonus Action, 2 stamina. Requires 1 free hand while active, and you don’t regain any stamina. Choose a target within 30 feet and make a Confidence vs Acuity+target level check. On success, the target is blinded, disabled, immobilized, muted, etc. At the start of every turn, you can choose to keep this mudra active until your next turn for the cost of 2 stamina. At the start of each of the target’s turns, they can make another Acuity+target level vs your confidence check and on success, you lose 2 additional stamina.>Also has Rogue's Sneak Attack and Preparation for physical damage.Ninja becomes a pseudo-caster who specializes in countering other casters. ninja would have to be paired up with another martial class if you wanted more actual combat since alone they're about 70%caster-30% martial.
>>98261677We already had exactly this slop thread before and I showed how easy is to make such retarded slop posts yourself with any free llm. You can't kill yourself quick enough.
Something a tiny bit simpler and something I'm much more confident in after the not-so-great ninja.ROGUEStats per level : +1Dex/+1Int, 1d4 health, 1d4 mana>SNEAK ATTACKFull Action. 1 stamina. Make a weapon attack against a target. This attack does 1d4 extra damage. Sneak attack crit range expands by 1 per status effect on the target. Sneak attack damage resets to 1d4 after every successful attack>PREPARATION Bonus Action. 1 Stamina. You may roll a d4 and on a roll of 2-4, sneak attack damage increases by 1dX. On a 1, sneak attack damage resets to 1d4. You may roll as many times as you want up to a maximum bonus in d4s equal to your level, unless you roll a 1.>OPENING ATTACKRoll 1d6. Make a contested Focus check vs the target's grit. On success, inflict the corresponding status effect until the end of your next turn. 1 - Inflict blind. 2 - Inflict mute. 3 - Inflict daze(takes all attacks at disadvantage)4 - Inflict root(can’t move)5 - Inflict disarm(can’t use weapon attacks)6 - Inflict Confusion(makes reaction attack at closest target) >OPPORTUNITY ATTACK Reaction. 1 Stamina. When an opponent misses you with a melee attack, you can use Opening attack against that target OR Preparation once.Rogues have other skills but these are the ones they revolve around. The design is to make the player feel like gambling while playing a rogue. They have the POTENTIAL to shit out an unfair amount of damage, but the set up is so luck dependent that they should never be seen as top tier damage dealers.
>>98271660I can have an AI write all your shit posts too. won't change the progress i'm making by forcing myself to think. tg is slow enough for you to pick any other general you like to spend your time in. or you can try to spam this one if you're sad enough
>>98271728Oh, I am absolutely sad enough, 100%. You are just lucky I am far from a PC, I would end this farse in 30 minutes.
>>98271799I was fine to let the thread die if I was just feeling lazy one day soon. I'm now going to start posting the basic framework of the rulebook piece by piece just to make sure you have to look at this for as long as possible until it hits bump limit. And then I might just make a new one. Didn't think I'd have to interact with one of the people actively shitting up this board with their mental illness
>>98271822You don't have any real rules. There is no game.
>>98271710>Random status effects that done in concert will simulate a scene where a Rogue gambols through a crowd of enemies, blinding one, tripping another and generally making a nuisance of themselvesI like this. This is fun.
STATS 1/2So all systems start with probably their main stats. My thought process is...Strength and Dexterity are nearly universal for 2 physical oriented stats. It's very hard to cut either of them out without having a disconnect between strong characters and speedy characters. Sometimes you get agility or grace, but those and most other examples can be comfortably slotted into strength or dex. So I'm confident in keeping strength and Dex. Fantasy rpgs have to have magic, and magic has to have its corresponding stats too. There COULD be different numbers of magical stats but it only seemed fair to mirror the 2 physical oriented stats. Intelligence is the most popular choice and I think the strongest choice for a magical oriented stat. The second magical stat had to oppose Intelligence the same way that Dex opposes strength(slow/strong vs quick/weak). Between other popular choices like Willpower(too vague), Mind(too similar to int), charisma(I get the logic but still), I went with Faith as the opposing magic stat.And to round off the stats, I thought that it was a little bit of an issue that the vast majority of players are nearly exclusively focused on offense over defense. I also came to the conclusion that adding defensive traits to each stat wasn't the best choice because of too much overlap(int/faith) and too lopsided of logical benefits(strength/dex). So I decided that the 4 stats so far would be nearly-exclusively offensive, and there would be a single defensive stat. A SINGLE defensive stat, just to make it that much more valuable to put any investment into. Constitution was a popular choice that seemed fitting and encompassing enough. Although vitality and vigor were strong options too.>STRENGTH>DEXTERITY>FAITH>INTELLIGENCE>CONSTITUTIONNothing groundbreaking, but it works. I also decided to go with Health(HP), Mana(MP), Stamina, Damage avoidance(DA), and Damage reduction(DR).
>>98272012STATS 2/2With the logic that stats will correspond MOST DIRECTLY to combat(damage bonus and accuracy bonus. HP for con), I went with a system of Attributes that would dictate secondary effects in combat and outside of combat.>1.Every stat has a list of attributes>2.Every point in the stat grants a point for attributes>3.Attributes can only have a maximum amount of points equal to half the statRule 3 is to ensure that players are forced to at least pick a couple different attributes instead of dumping everything into the same option.STRENGTH - adds more damage to attacks. some weapons and armors also have a strength requirement>Power - a measure of quick, short bursts of strength. Kicking down doors, adding extra grease to a special attack.>Muscle - raw strength shown over slightly longer periods of time. pulling a cart, lifting a gate.>Athletics - strength that requires more coordination and movement. Climbing, wrestling.DEXTERITY - adds more accuracy to attacks. also increases DA.>Agility - raw speed and quickness. Jumping, dodging, moving>Poise - Balance and grace. Balancing on a tightrope, keeping yourself from tripping>Focus - precise manual dexterity. Lockpicking, or taking aim at a distant target>Stealth - you know stealthINTELLIGENCE >Arcana - knowledge of all things magic>Nature - knowledge of all things natural, like wildlife and medicine>Culture - knowledge of all things regarding civilization, past and present>Technology - knowledge mostly concerning advancements>Esoterica - all other miscellaneous knowledge that wouldn't fitFAITH >Confidence - a measure of faith in yourself>Piety - a measure of faith in your deity/patron>Charisma - force-of-will when it comes to communicating>Sense - Ability to be in-tune with your surroundingshit the character limit. will be a 3rd.
>>98272212CONSTITUTION - every 5 points increases HP by 1>Endurance - Every 5 points increases stamina by 1>Mana - every 5 points increases mana by 1>Grit - a measure of toughness against physical attacks>Acuity - a measure of resolve against psychological attacks>vigor - a measure of hardiness against diseases and biological effects>Parting thoughts I noticed that this list of attributes means that the social aspect of the game is going to be very lacking in dice-rolls compared to the combat and exploration parts. I haven't fully decided if that's inherently a bad thing though. Players might just have to be forced to participate more thoroughly with conversations and only rely on charisma as a more minor bonus to conversations.Next post is stat generation.
STAT GENERATIONMy thoughts are simple. I always thought that choosing a pre-picked 'standard array' or whatever was for cowards. But on the other hand, I understand that at level 1, you don't want too high of variance when it comes to stats for balance purposes. >2d6, plug into the stats you'd like>2d4s to go into two separate stats to minmax or shore up weaknessesYou also get >2stats based on your race>2stats based on your class>a handful of stats based on your background. about3-8 depending on the background's perksNext posts will be about stat scaling as you level up(max level is 9) and the logic I use when figuring out monster stats. Hopefully this is at least interesting for some other homebrewer to read and get some inspiration or ideas from.
Rolled 3, 3, 1, 1, 4, 5, 5, 2, 4, 1 + 10 = 39 (10d6 + 10)>>98273482This looks like it could do with some stress testing.
Rolled 4, 2, 3, 1, 3, 1, 3, 1, 4, 2 = 24 (10d4)>>98273536Oh wait I put it in wrong. Oh well, not like I could tell a d6 from a d4 that way.
>>98271125That's not even remotely a teleporting assassin.
>>98261727I am not a TTRPG player, a wargamefag, so a question for the audience.Why is there a need for such strict wargemey rules?When i was a part of a ttrpg groups in uni, the guy who was DMing, was just asking us what we want to do, and telling us what kind of stat to roll "I want to hit this guy in the balls with my mace" "make a strength check" along those lines, and then just describing the results and what NPCs were doing (I dont really remember exact parts, i think it was some edition of DnD? But he never bothered explaining the rules much).
>>98273647I am now realizing that I had to cut off some of my post due to length and never got around to finishing it. Ninjas share rogue’s sneak attack and preparation(although their versions aren’t as good. The vision is that ninjas main built-in form of damage is a single attack that throws a handful of dice. Their ninja magic requires stamina, but it’s easy to make sure you have at least 1 left for sneak attack. They have multiple tools to inflict statuses on a single target, go invisible, and teleport. Some of these statuses increase crit chance that make their single sneak attack deal double dice>>98273703I enjoyed that real simple and straightforward style when I first started playing dnd. But after a while I began to find the fun in seeing how different mechanics interacted with each other. At the end of the day, it’s less important to me that this system is “a good game” and more important that it’s a love letter to RPGs. It’s still playable and sound(I would hope) but the fun in designing it is to attempt all the different ways to translate class concepts into a relatively basic framework. For example, I’ve seen a dozen different ways people handle firing multiple bullets from some automatic gun. It’s fun trying to come up with a way that makes that satisfying, balanced, and simple.
STAT SCALINGWeapons and skills have scaling tied to them. Which means you get 1 point of return for every X amount of stats you have. Rates of scaling are : >S-3>A-4>B-5>C-6>D-8>F-10There’s 3 types of scaling:>Strength scaling uses strength for both bonus damage and bonus accuracy and usually has A-scaling in damage an F-scaling in accuracy>Dex is the opposite>balanced Uses strength for damage and dex for accuracy but usually has higher grades overall to make up for it. Like B/BSkills and spells sometimes have scalings that add more dice for damage instead of flat numbers. Like an extra d6 every 10 strength. But I haven’t decided on a standard terminology to refer to that or if I even need one.also, the damage bonus is always first and the accuracy bonus is always second.Written down, this scaling business is>Common Axe1d8 damage. Str-B/FThe few times I’ve done playtesting I’ve had my players eyes glazing over with all this, but the golden rule is simple: just write down your numbers before the game.Player with 15 strength using a common axe deals 1d8+3 damage, with a +1 to hit rolls.
STAT THOUGHTS I’ve been able to play a handful of games but they’ve always been levels1-3. At low levels the stats work fine but I worry about higher levels when players get about 40-50 of their main stat. If I try to make monster accuracy about 60%, then surely 1 point of damage will start to be overshadowed by 5% of accuracy.I’m sure there are ways to math out the generalities, but I’m unsure what to do to make it more balanced. Ways to gain advantage is more important for strength classes. Dex classes are fine with more straightforward skills that just do damage. Which I’m a little frustrated about because I see dex users as the ‘combo guys’ and strength users as the single big hit guys. But then again if the combo is as simple and rough as “use the shoulder bash skill to gain advantage and then use the big swing attack” that could be just as satisfying.Next part of character creation should be character races. I’ll probably do one per post. Player mechanics+lore for them all.>Human, elf(human), dwarf(human), Minotaur, lamia, kobold, dryad, raksha, urapon
RACES HUMAN>human loreHumans roamed through and populated the entire continent. Some of the sapient species they met were friendly, others(like the orcs) were casually eating them. In the country of Dentro, all of the playable races got together and formed a peace treaty that was more of a “at least don’t kill on sight” agreement. Humans are present in every established country(country of Dentro, knight-land, Viking-land, asia-isLand(s), Cthulhu-land and Egypt pocket dimension and if not the primary race, at least secondary.>Humans stats per level+1Con/+1Freechoice>Human movement speed3 spaces walking, 2 spaces climbing, 1 space swimming>Human skills Lucky streak - once per short rest, you can roll an additional d20 on any attack roll or skill check you attempt and use any of the resultsHuman spirit - once per long rest, when you would fall unconscious you can choose to keep 1HP instead. If lingering injuries are in effect, you gain a visual scar>niche and expectationsHumans are always going to be the most played race. Therefore, their stat growth and racial skills need to be as versatile as possible. No matter what class or role you’re playing, you can use health, a reroll and a get-out-of-jail-free card.Character movement is lower than most other systems because of space on a grid. Sometimes it’s just not enough.
RACES (high) ELF>elf loreMany thousands of years ago, certain human settlements were the site of a miraculous explosion of natural magical explosions. Every human caught in this magic had their being mixed with the natural energies of the world. As long as they maintain their connection to the planet, they and all their descendants are ageless. Elves also have some control over their appearance and can slowly look younger. They can’t shrink their bodies but they can maintain youthful appearances of young adults. There are 3 types of elves in Dentro>wood elvesAll wood elves are about 87 years into a century-long festival in their home deep in the largest forest. No one who looks for the festival returns>dark elvesElves who live on the back of a colossal elemental beast out in the ocean. Their environment is tropical so they have a tan complexion, but they’re eco terrorists who occasionally come to land to exterminate other creatures a when they do, they paint themselves black and deep blues/purples.>high elvesThe only playable elf.they live on a group of flying islands above Dentro. All the greatest legends in history tend to be high elves, but 90% of them are akin to spoiled trust fund brats who have all the theory but none of the real world experience.>High elf stats per levelHigh elves uniquely have a trait where they use d4s instead of d6s for stat generation, ensuring that they’re much weaker than every other race to simulate their inexperience. In return, they gain +2dex, +1faith, +1int, +2 free stats per level. >elf skillsElven aptitude - choose any armor type or weapon type. Any stat scaling they have is increased by 1 (A>S for example)Elven adaptability - choose any 2 attributes from dex, strength, faith, or intelligence and gain advantage on all rolls using them>niche and expectationsI’ll get it next post
>>98277462RACES (high) ELF pt.2Doing some quick math to double check, elves lose 10 statpoints at character creation. But since they gain 4 extra stats per level up, that means that they're around average at 3-4. Might have to lower the stat gain by 1 to make them hit average at 4-5. Out of the stat lineup, I'm thinking they'll lose 1 of their freestats. >Niche and expectationsThis race gets a special limited disclaimer specifying that DMs might not want to allow them because of balance. I favor satisfying or unique aspects over perfectly balanced ones afterall. The dark elves satisfy both the skin flavors of being tan and actually being pure greyish. The wood elves act exclusively as plot hooks and world flavor.
Shit. I also forgot to add that with elves being ageless, the length of their ears which never stop growing is the only sure sign to estimate their actual age. From just barely pointed to WoW length to full on droopy. The reason why I'm making elves and dwarves just a specific group of humans rather than their own separate race is because I always believed that when you're working with a fantasy genre, it always seemed underwhelming/boring/lazy whenever you add fantasy races that are visually "just human, but with X visual quirk". But at the same time, elves and dwarves are just TOO staple to not have in your setting. Making them a distinct group, but still human, seemed like the perfect compromise.I'm also very interested if anyone has ever experienced real unique traits for elves I might be able to nab.
RACES DWARF>Dwarf loreThe earth is hollow and dwarves live underground. I haven't decided on if there's a particular reason or if the underground country was simply just there and expanded, but dwarves are a group of humans that populate it. Bioluminescence light up most of the country, and there's a magical barrier in effect when you traverse between the dwarf country and the above-ground world. Like a fantasy version of the decompression sickness. There's no issue going down to dwarf-country, but coming back up and you feel sick. The longer you stay down there, the longer it takes for the sickness to go away, and for proper dwarves that were born down there, the sickness never fully goes away, but is alleviated by drinking. All other stereotypical dwarf habits and behaviors are explained as just parts of dwarf society. Being good crafters, keeping logs, etc. Also, hell is a place you can physically dig to and sometimes dwarves dig into it.Also, the average elf height is about 6 inches taller than human. The average dwarf height is 1 foot shorter.>dwarf stats per level+1con/+1str. I don't think there's much debate to be had over which stats they should get.3walking speed, 1climbing, 1 swimming. the same as human, but just slightly slower swimmers.>dwarf skillsDwarven Drink - If you have enough available alcohol, you may choose to drink it to gain disadvantage on all dex attributes and advantage on all con attributes for the next 6 hoursDwarven stoutness - when you are subjected to an effect that may cause, but not guarantees, a level of exhaustion, you have a 50% chance to ignore the effect
>>98280281RACES DWARF pt.2>Niche and expectationsdwarves are obviously meant to be used for tank and strength based classes. they can't be too dissimilar from humans, but at the same time, dwarven drink represents a very potent choice for the player to make at all times. a little bit of a double edged sword, but advantage on all con checks is definitely worth the disadvantage on dex checks you shouldn't be making in the first place. On a semi-related note, holy shit western art of female dwarves is a fuckin travesty. If I ever spend the effort on artwork, 'll be styling my dwarves after draphs from ganblue. athletic, shortstack girls and hyper masculine short guys. the actual body proportions of midgets sucks, now that i've actually looked at them.
RACES MINOTAUR>Minotaur lore Short bit of writing I had already come up with for minotaurs. Minotaurs are an ancient race that has persisted through time with a legendary fortitude. They are one of the largest sapient species to walk the land, even larger than the Orcs, and perhaps even more powerful. Contrary to their intimidating stature, the minotaurs are a content, peace-loving race. Minotaur society resembles the ruins of other lost civilizations which speaks volumes for both their laziness and the extreme durability of themselves and their culture.>Stats per level +2str/+1con - I keep going back and forth on it, but the animal races get an extra stat per level that the human races don't. This is because, due to their lack of the freechoice, and their lack of being human, they'll end up limited to a fairly small niche for character creation. and since they have a specific purpose to fill(being physical strength guys), they should at least be able to outshine humans when it comes to that.>Speed4walking, 5 climbing, 10 swimming. The race with actual hooves are faster than humans. I think that's fair.>SizeLarge. tiny creatures are less than 1 foot. small creatures are around 3 feet. medium creatures are around 6. large creatures are around 9. Large creatures take up 4 spaces on the grid, and get advantage on strength contests against medium size.>Minotaur skillsCharge - if you move in a straight line at least 3 spaces, you gain advantage on your next attack. Also make a power vs grit contest against the target. On success, push the target 10 feet.Cold resistance - gain two levels of advantage to resists effects caused by cold weather
>>98281685>Niche and expectations Minotaurs are another race for high strength classes. Their slightly increased movement speed is great for potentially getting free advantage for no stamina or action cost. I feel as though they need at least one more skill.When coming up with minotaur I could've gone 2 different directions. Base them off of scholarly interpretations of the bull of minos where they largely represent the evils of man, OR I could base them off the rad grazing animals so they're more comfortably a nice player race rather than one that logically should be inherently evil.And now when directly comparing them to dwarves, I realized that I gave dwarves the short end of the stick when it comes to stats. They're a type of human species so I gave them 2 stats instead of 3. but I ended up not giving them a free stat for the human versatility. So if dwarves and minotaurs are both my tough guy races, then since minotaurs get +2str/+1con, I'll give dwarves +1str/+1con+1free.
RACES LAMIA>Lamia lore(complete with built-in plot hook!)More than any other, Lamia are met with suspicion. Their history is shrouded in mystery, seemingly appearing out of nowhere in ancient times alongside certain Minotaur societies. They play the part of caretaker to those around them and seemingly have little interest in themselves. From their strange hybrid mammalian-reptilian biology to their evident indifference towards their own history, it’s difficult not to think that there might be some forgotten secret concerning their origin.>Stats per level+1Int/+2Con>Speed4walking, 4climb, 4 swimming(I noticed that I accidentally marked minotaurs as 5 instead of 1 climbing and 10 instead of 2 swimming)>Size Large>Lamia SkillsNight vision - You can see in the darkHold breath - regains stamina while holding breath and can hold breath up to 30 minutesStrange blooded - gains advantage against effects caused by both hot and cold weather Serpent Vitality - gain 1d4 HP and mana per level>Other Lamia loreThey're actually a race of constructs built to be the perfect companion that was so advanced they were able to give birth. Their lifespans change to match the lifespans of whatever their closest friends and family are.>Niche and expectationsBeing a large size basically counts as a passive skill all on its own, so I might have to rethink and get rid of a skill or 2. With their stat bonuses, they CAN be used as an intelligence class, although there's another race that has a better bonus. which only leaves lamia with the niche of having a ton more mana and health than other classes. That coupled with their travel-oriented skills CAN present a good niche but...its not the best. Will definitely keep them around without MAJOR changes because of the unique function they serve but I think these might be the least popular choice.
RACES KOBOLD 1/2>Kobold loreOfficial Kobold history started only a century ago. Prior to then, the entire race of small creatures was enslaved by other, more powerful creatures. The Kobold rebellion began when a single hero-knight freed a tribe from a mighty dragon. The tribe’s newfound freedom quietly rippled out to other kobold settlements in a wave that is still continuing today. As a newly independent species, The first item that the kobolds added to their history books was a declaration to encourage the Humans to form the alliance between multiple species and to help all other species like how the Humans helped them. Since then, Kobolds and Humans have always been best of friends as the two often share similar views and goals. Kobolds only live to about 25 years, much shorter than any other species in the Alliance. Because of this, the creatures pursue their ambitions with an almost desperate vigor that other races can find obsessive and all-consuming.>Stat bonus per level: +2Free.”Speed: 3walking, 3 climbing, 3 swimming>Size: small>skillsLick wounds: full action, 4 stamina. Target a willing ally within 5 feet who has 9 or less health. Heal him for 1d4+ your character’s level.Kobold aspirations: choose a tertiary class to learn at level 1.
>>98284646RACES KOBOLD 2/2>More thoughtsI think the story of why japanese kobolds are dogs is really neat and interesting. I felt that having at least one small race was practically obligatory, and a nonhuman race would be more appealing than halflings or gnomes. Kobolds being built up to be humankind's best friends because they're dogs was better than them being chaotic lizard troglodytes. But because western kobolds are deeply tied to being lizards, I decided to go with the solution that in-universe, there's two types of kobolds. The furry ones and the furless ones which end up looking SIMILAR to lizards.To help differentiate between the two drastic looks, there needs to be 2 subspecies of kobold. And for that, I'm looking toward the non-dnd origins of them being either house-elves like harry potter, or ship elves on boats. Since their lick wounds is a throw-away skill after the first few levels, each would probably be given a unique skill that has something to do with making travel easier and making long rests/staying in one place easier. Another interesting idea I've had for them is that they're more 'human' than humans. As in, I think it's a very common idea that in fantasy settings with many races, humans represent an extreme of some sort. greed, breeding, whatever. So kobolds also have all of the distinctly human traits, but because they only live for 25 years, they exaggerate those traits even more. And to help with that, humans are mechanically the 'versatile' racial pick because of their generic skills and +1free stat. so kobolds are an even more versatile pick with +2 free stats and an entire tertiary class to choose right away.
RACES DRYAD pt.1The name might change to something more appropriate.>Dryad loreThe trees listen to those who travel into the woods. In the deepest forests where magic condenses, sometimes a miracle happens and a tree takes humanoid form. Imitating the shape and voices of sapient creatures who traveled through the woods, the Dryads take their turn to wander.>Stat bonus per level +1Dex, +2Int>Speed 3 walking, 4 climbing, 2 swimming>Dryad skillsNatural magic - Add int(F-scaling) to all skill and attribute rolls that are not already Faith or faith-based>Dryad size can be small medium or large size>Barkskin choose one of the following traits>Maplewood skin - Resistant to fire, vulnerable to water>Oakwood skin - Resistant to fire, vulnerable to lightning>Teakwood skin - Resistant to fire damage, vulnerable to aether damage>Cedarwood skin - Resistant to water damage, vulnerable to fire damage>Willowwood skin - Resistant to water damage, vulnerable to lightning damage>Ashwood skin - resistant to water damage, vulnerable to aether damage>Beechwood skin - resistant to lightning damage, vulnerable to fire damage>Hollywood skin - resistant to lightning damage, vulnerable to water damage>Birchwood skin - resistant to lightning damage, vulnerable to Aether damage>Sprucewood skin - resistant to aether damage, vulnerable to fire damage>Dogwood skin - resistant to aether damage, vulnerable to water damage>Palmwood skin - resistant to aether damage, vulnerable to water damage>Rowanwood skin - resistant to magic damage, vulnerable to fire, water, aether and lightning damage Pt. 2 is the dryad subspecies and other thoughts
>>98286720RACES DRYAD pt. 2Amazon dryad subrace>Amazon loreThere was an island long ago where the men celebrated their women by carving statues and making painting to celebrate their beauty. Something happened that made all the inhabitants abandon the island. The miracle of nature happened, and Dryads began appearing. They took the shape of the statues, but were left without any creatures to learn from until a band of orcs appeared. The dryads watched the orcs, and when the orcs explored deeper into the island and began destroying the statues, the dryads fought them off. Ever since then, the dryads of the amazon island consider the statues of beauty their mother and the orcs they killed as their father. They're very secretive but sometimes venture out to find great warriors and artists to bring back to the island and expand their history.>Amazon skillsAmazon heavyweight - you are medium size but count as largeOrcish forefathers - all non-magical skill checks performed in combat have advantage Beautiful ancestry - advantage on charisma checksSacred skin - vulnerable to fire damage, water damage and lightning damage. While not wearing armor, DA = 8+Dex(C-scaling)+Int(C-scaling)>Other thoughtsI made a mistake with the dryad skill natural magic and wrote 'faith or faith-based' and not int or int-based. I changed it up a lot, but overall i think it hits every checkmark that an Amazon fan would want their amazon representation to be. Orcs in my setting are end-game bosses individually. The apex predator of whichever land they're in, so the orcish forefathers skill is my attempt to make amazons overpowered in a similar way. Like elves, amazons get the 'DM discretion advised' stamp. Dryads are the int-based caster and since int-based magic is rooted in elemental damage, I felt like it would be fun to make the race ALSO elemental based. Also, dryads are obviously animated trees, but amazons are much more likely to pass off as humans than dryads.
RACES RAKSHA>Raksha lore Raksha are beings of magic, born in -Egypt land pocket dimension-. At first they appear as pitch black silhouettes of humans, but as they grow, the gain traits of certain animals based on their personality and preferences.>Stats per level+2Faith/+1con.>speed3 walking, 1 climbing, 1 swimming>raksha skillsRaksha magic - learn 2 Elementary spells and 1 rudimentary spell of your choice(choose any 3 of the following)Nightvision - you can see in the darkheat resistance - you gain advantage on attempts to resist any effects caused by hot weathercold resistance - you gain advantage on attempts to resist any effects caused by cold weatherWebbing - you gain 2 swim speedquick feet - you gain 1 movement speedClaws - your unarmed attacks deal 1d6 Bal-B/B damage
>>98287810>other thoughtsRakshas are the obligatory class that gets +2 faith. I'm actually very unsatisfied with them. I think they need a skill of some kind that makes them better at casting spells. The chimera style option of miscellaneous traits is fun, but I could probably use some more options there.
RACES URAPON>Urapon loreThe inhabitants of the asia islands engaged in a war that was so bloody for so long, that heaven rejected the spirits of its human inhabitants. Instead, all of the souls were sent back to the world and fused with animals, creating the anthropomorphic race of Urapon>Stats per level+2Dex>Speed Walking 3, climbing 2, swimming 1>Raksha subclassesBig post so i'll summarize it. 12 subclasses, each based off the chinese zodiac animals. each animal gives a +1 to a stat(and therefore, this is the only class that gets you a +3dex), and a couple skills. Yes, it's the furry bait race. but it also makes sense for in-universe lore. sorry the last race of the system is rushed, i just noticed I was on page 9 so I needed to be quick in bumping it. Now that I've gone over stats, stat generation, SOME classes, and the races, the next natural step in character creation is probably the backgrounds
BACKGROUNDSOn character creation, you get to choose a background. I'm not gonna list ALL of the backgrounds I have(which is a list that still needs to be expanded) but I'll go over the traits and design philosophy.Background traits>Handful of stats>couple of skills(mostly out of combat)>starting equipment>Starting moneyThe idea is that backgrounds are mechanically balanced against each other. I listed the traits from order of most to least important. If one background has one or two traits that are REALLY good, then the others need to be worse to compensate. I'll just use one background as an example.Midgard native >you're just an average member of society in this particular region of viking-land>+2con, +1str,+1fai - a total of 4, which is 2 less than the 'standard' of 6(one level worth of stats)>Skills include northern spirit(increases cold weather resistance) and dead awareness(advantage on detecting and resisting undead)>armor is leather hauberk, a pretty shit-tier light armor>Weapon is a crude axe, bow, or knife>I still need to have a sit down and think of the money situation for the system. This background is pretty bad for equipment and stats, but the cold weather resistance basically negates the challenge of travelling through viking land and that's why being a viking normie is still a solid choiceThis is definitely one of the categories that are just busy work but need to be done. 10 or 15 backgrounds is probably a good goal. I'll skip them for now and go on to the equipment which i'm more interested in, but I could always list a couple more backgrounds if I just need something to talk about
ARMORS>TRAITSLoud - Two levels of disadvantage when attempting to sneakUnwieldy - Unable to swim. 1 level of disadvantage to acrobatics checksCumbersome - Unable to swim or climb. 2 levels of disadvantage to acrobatics checksClumsy - unable to perform spells with Somatic componentsComfortable - When inflicted with fatigue caused from travel, 50% chance to resist itDamage protection - reduces damage from specific damage-types by multiples of 5 per level, up to level 5>EXCEPTIONAL GEARExceptional gear are magic items that you wear. Certain armors only allow a specific number of exceptional gearUNARMORED - Damage avoidance = 5+ Dex-F scaling. 5 Exceptional gear.>LIGHT ARMORPadded Gambeson DA6+C scaling. Gear3. Comfortable. 400 koinsLeather Hauberk - DA7+C scaling. gear2 . 150 koins.Linothorax Body Armor - DA6+A scaling. Gear3. 2billsJack of plates -DA6+B gear4. Comfortable. 500 koins.Jazerant tunic - DA6+C scaling. Gear5. Comfortable. 300 koins>MEDIUM ARMOR Ring mail - 9+D scaling. Gear2. Loud. Unwieldly. 400 koinsScale mail - 10+D scaling. Gear2. Loud, Cumbersome, 600 koins Brigandine armor - 8+D scaling. Gear3. 500 koins. Splint mail - 10+C Scaling. Gear2. Loud, 1bill.Coat of plates - 12+F scaling. Gear2 2 billsTatami armor - 9+B scaling. Gear2. 3bills Laminar armor - 9+C scaling. HEAVY ARMORChain mail - 17+F scaling. Gear3. Loud. Heavy.O-Yoroi armor - 17+C scaling. Gear2 Plate and Surcoat - DA21. Gear2. Special: Permanently imbued with any Rudimentary or Orthodox level spell Maximilian armor - DA25. Gear0Lamellar armor - DA18+ D scaling. Gear 2
These armors are unfinished of course. It's taking me a while with them because I have to design each individual one against all the others. I don't like the type of design where 90% of options are clearly just obsolete compared to the 1 or 2 choices that are optimal. My attempts with this are the exceptional gear which are basically any magical item that you can equip, along with the positive and negative traits that aren't game changing for most characters, but might be inconvenient or nice enough to consider, along with the scaling. Light armor needs to be balanced so that high dex characters at least at max level, benefit more from them than medium armors. Medium armors don't need to have the HIGHEST DA compared to heavy armors if they have less negative traits or more room for exceptional gear. The price exists, but I don't put too much weight into that overall as a factor for how good it is. It's mostly there to act as a barrier so that low level characters aren't able to get the better options right away.
Can we have OC for once that isn't just a giant schizopost
>>98294056just a guy slowly listing off his rulebook and explaining trains of thought for design. couldn't get less schizo. what the fuck do you expect from an OC?
WEAPONSWeapons follow the same exact train of thought as the armor. I don't like when 90% of the options are simply obsolete, so I'm at least trying to introduce different traits, scaling, and niches to differentiate them.>CategoriesSimple(like a club for example), complex(weapons you can't just swing like a baseball bat for maximum effectiveness, like a halberd), intricate(weapons that have mechanical parts like guns or gunswords), exotic(weird weapons someone might not even know how to hold when seeing it for the first time), ranged. weapon categories are tied to class.>Weapon damageEach weapon has a main damage that it does by default. For example, a shortsword deals 1d6 slash damage. but when it makes sense, weapons also have secondary damage that a user can choose to do instead, in this case 1d4 stab damage. This is for when enemies are weak or strong against specific damage types, or when martial skills require specific damage types.Weapon traits>sharp - each level of sharp increases crit ratio by 1(19-20)>crushing - each level of crushing bypasses 1 level of damage reduction>reach - weapon range is 2 spaces instead of 1>versatile - weapon can be used with one hand or two>throwable - weapon can be effectively thrown as an attack>Weapon gradeThere are 3 grades for weapons. They aren't quite 'magical items' level, but it IS a strict improvement from one to the next that players should expect every 3 levels (1-3 is low level, 4-6 is mid level, 7-9 is high level)>Crude dagger - simple, light, Sharp lv.1, F/C-Dex, 1d4stabbing>Common dagger - simple, light, Sharp lv.3, F/B-Dex1d4stabbing>Keen dagger - simple, light, Sharp lv.4, F/B-Dex1d4stabbing>Additional thoughtsMagical weapons don't count as exceptional gear when it comes to armor. and thinking about it now, an improvement in base stats or weapon traits is probably more important than stat scaling when it comes to going from crude > common.
So that's all the parts of making your character>Pick which class interests you to inform the rest of the choices>pick your background>pick your race>roll for stats>add up all sources of stats>pick your available armor and weapons>dont forget to pick your initial skillsNext point of focus will be general framework of combat and exploration.
>>98261981Seconding for tactician, that's a great class.
>>98296819I’ll hit you with mastermind and witch hunter tomorrow. I’m pretty sure those are my two closest classes to a tactician
>>98297018Looking forward to it. This is a cool thing. It's neat that you have an outlet man, keep it up.
>>98296819MASTERMIND>stats per level up: +2int, HP d8, MP d6>Equipment gainedLight/medium armors, Simple weapons, complex weapons, ranged weapons.Signature skills: >Grand Strategem - Passive. At the start of your first turn, you are able to cast up to three Strategies consecutively. Each strategy lasts for 2 turns, the next activates automatically after the previous ends, and the point of origin cannot be within 8 spaces of each other.>Overwatch Strategy AoE 5 spaces. All ranged attacks by allies gain a level of advantage>Skirmishing Strategy AoE 5 spaces. All melee attacks by allies gain an additional 1d6 damage>Risk Mitigation strategy AoE 5 spaces. All allies gain 1 level of Damage Resistance against melee attacks>Shadow gambit Main action. 1 stamina, 3 mana. Choose a willing ally within 1 space. That ally can follow your movement at the cost of none of their own movement speed. Until the start of your next turn, as long as that ally is next to you, all attack rolls made against you have disadvantage>Burst gambit Bonus action, 1 stamina, 2 mana. Choose a willing ally within 6 spaces. That ally can use a reaction to make a basic attack against any target in range.>Cross gambit Full action, 2 stamina. Choose a willing ally within 6 spaces. If that ally makes a successful attack against a target within your range, you can make a reaction to attack that target with a basic attack. This attack always deals critical damage.>Final thoughts and gameplay summaryThe idea for this class is to be a more 'active' support unit. Grand strategem is meant to make the player predict how battles go and even encourage his teammates to play more dynamically around the field. Gambits are meant to make the mastermind use his allies as chess pieces and also encourage him to be more frontline even though he isn't exceptionally durable. Hope the handful of skills paint the picture of how the class operates well enough.
>>98298662When it come to the real gimmicky niches that a class has, I try to include two distinct signatures so that there's at least a backup plan for the player if the first signature either isn't interesting or isn't applicable to the fight. Wrestlers get locks AND finishers. Masterminds get strategies AND gambits. Witch hunters get antique knowledge AND ancient tags once I make their post
>>98261677Kinda off topic but does anyone know of any dice makers that don't support pride month?>OMG ITS A /POL/ POST!!!!Nah, if you support that stuff more power to you, we live in a free...ish.... world where if you want to patron those kinds of places I won't stop you.However, I'm religious and I don't really want to give money to dice manufacturers like that, so who can I buy from?
>>98299015a few dice makers haven't explicitly supported pride month as far as i know, but i doubt you'll find one that is explicitly ANTI pride month. could also just find individual sellers on etsy or somewhere that make their own dice sets. would be easier to check their history.
>>98299037They don't have to be anti-gay just not have pride month stuff, I don't really mind if the corporation or people who make it up are anti- or pro-, its not like I want to do some sort of weird struggle session with them, just not having pride stuff is enough.
>>98261677My low quality opinion is that classes are lame, I much more prefered Star Wars Galaxy's "a la carte" system where you unlock skills you could put points in by either leveling up other skills or completely feats or quests that unlock for the players as they go.Overtime you got people who kinda just "made" their own classes or would become hybrid classes that could cover two things the party needs while also creating interesting synergies.Star Wars: Galaxy's was an MMO, of course, but the most interesting thing about it was that it forced communities to build within the MMO, and you would get tight-knit groups of guilds and independent adventurers who wanted to stick together because they all did quests and leveled up together and compliment each other extremely well.I think a lot of TTRPGs don't lean to heavily into this, people treat characters as a static entities that all go on these static arcs together and end at the same time, rather than what actually happens in real life when people do this kind of thing. They are molded by the group and the group molds them, which means some of them will pick up weird or unconventional skills that they might have not otherwise picked up due to the influence of others.
>>98299069Role 4 initiative might be a good option for you. I don’t think they do pride month campaigns.Also, stay tuned for Old Testament inspired caster. Assuming that’s the religion you’re religious to, for any ideas for good names for that class?>>98299098Well you’re wrong. Jkjk. I believe that limitations breed creativity. If all skills are available, then the meta and classes form naturally anyways. If there’s no budgets the only choices become what is most optimal for any situation. Biggest heal or biggest damage. But if you have classes then the question changes from “what is the universally optimal choice” to “what is the situationally optimal choice for ME?”No classes as a system works I think, but it’s just not my preference.
DESIGNING AND BALANCING ENEMIESThere's a few general guidelines I try to follow when designing enemy statlines.3 enemy categoriesGoons>'basic' enemy without any/many special tactics>has an amount of health slightly less than the maximum amount of damage an average character can do at that levelMiniboss>similar to the goon but with triple the amount of health so a party of 3 takes more than 1 round to killBoss>3-5x a goon's health so that the battle lasts long enough to feel difficult without overstaying its welcome>in-depth skills that lend themselves toward combos>has a special boss action that it sets up turn 1, and can potentially one-shot players on turn 2 if the proper action isn't taken>designed to be overpowered for a proper leveled party but has weaknesses that the party should have potentialy collected/become aware of prior to battleSTATSAll enemy stats are always multiples of 4. This ensures that they can 'mostly' play by the same rules that player characters obey when it comes to attributes. >if an enemy 'specializes' in something, that attribute is considered to be half of the stat(ie. 28 strength = 14 power)>all other attributes that are not explicitly listed in the stat block are treated as 1/4 the stat(28 > 7)MISCELLANEOUS THOUGHTSI think the divisible by 4 rule is the perfect way to ensure that enemy stat blocks are simple and as uncluttered as possible. I always preferred fast action for rpgs, so I lean towards higher damage and comparatively lower health for both players and goons. Goons of the same level should pose a minor, but present threat to the party if they have the number of the teams are equal. A damage-focused player should be CAPABLE of one-shotting any goon if they're lucky, and any non-defensive-focused character should be at risk of getting dropped by a couple goons focusing on them in one unlucky round.
>>98299749>but present threat to the party if they have the number of the teams are equal.excuse the stroke but you get it.MONSTER TYPESEach monster type has specific signature traits to help DMs sell the idea of them to the playersBeast>just animals(fictional or nonfictional)>high dex and attributes>low intelligenceHumanoid>most sapient creatures smart enough to use weapons>will use weapons, armors and tactics>may be smart enough to focus on priority targetsMonstrosity>Can be humanoid or beast but with an extra layer of 'decay'>Signifies that it's exceptionally hostile>mostly acts as a way to make certain skills and classes(ranger) not be as effective against special enemiesAbomination>Fully freak mutants that shouldn't exist>usually has skills that could be considered 'one-hit kill' types under the right circumstances>also commonly has skills that inflict lingering injuries>These are horror creatures and the risk of getting killed or brutalized should be used to make the players nervousConstruct >any machine, magically or technologically animated>Huge health pools, plenty of resistances>usually has an achilles heel of some type, whether its a damage type or specific itemFey>All the mythological fairy folk >always has magic>can be good or evilElemental>all creatures created by the natural magic of the planet>follows the pokemon design of type advantages/weaknessesCthonic>demons and devils>Everyone knows what a demon and devil is>tends to have 'super transformations'/ temporary buffs or weaknesses for the battle that make windows of offense/defenseEmpyrean>Angels and deific beings>very straightforward fights with overpowering statlines and attacksUndead>any physical bodied zombie or skeleton creature>tends to have resistance or immunity to most damage types>has ways to resist getting killed when brought to 0 health>inflicts mounting fatigue
100 posts in. If things continue along this pace, i should be done in just another month. will need to have my entire rulebook finished and ready by then in celebration. Gonna focus on travel and the different countries and how they're different for the players next. I'm pretty bad with names though so I'm open to suggestions for>viking land>knight land>asia islands>ancient egypt land>cthulhu land
Short and long restsMounting fatigue>accumulates during short rests, travel, and by certain types of enemies>Each level decreases ALL d20 rolls by 1Short rests>Approximately 1 full day of rest with appropriate amount of food. Recover 2d6mana and all healthZero star/no sleep short rest - no food or no sleep>5 levels of fatigue1 star sleep - rest equivalent to a sleeping bag and travel jerky/rations>gain 1 level of fatigue>gain 4d6 mana2 star sleep - Rest equivalent to a warm meal and bed at an Inn>gain no levels of fatigue>gain 6d6 mana3 star sleep - Rest equivalent to a royal treatment>recover 3 levels of fatigue>recover all mana>gain 1 fortune dieLong rest - An entire week or more of proper rest, meals and no combatADDITIONAL THOUGHTSI like the idea of a short rest being 1 day and a long rest being 1 week. I think both are long enough that players wouldn't even make the argument that its feasible to take short rests in the middle of dungeons. long rests are meant to be at the END of any particular leg in your adventure. 1 star rest is meant to be something all parties can obtain. 2 star rest is ust slightly more expensive and more effort to obtain during adventures. A player would actually need to spend money on things for 2 star rest.
Getting a little up there in page numbers and don't have enough time to make a proper post that gets close to the character limit. So this time I'm just gonna have to say happy 4th to my fellow americans and be back later
Putting together a list of lingering injuries. I enjoy the concept of mounting battle injuries on an adventure. Just trying to figure out the right ones that aren’t character breaking but are still just annoying enough
>>98299201>Also, stay tuned for Old Testament inspired caster. Assuming that’s the religion you’re religious to, for any ideas for good names for that class?Soothesayer, a lot of the words the bible uses to describe people who practice magic are still used today so...
>>98299201>>98305430 (Me)Also happy 4th of July!
>>98305430SOOTHESAYER>stats per level+2Faith, D6 hp, d6 mp>equipmentNo weapons, no armorCasting Style>PrayerAll spells are cast with minimum damage rather than rolling dice for damage. All targets have advantage to resist your spells. Spending 1 turn praying before casting your spell on the second turn makes the spell function normally.Spending 2 turns praying before casting your spell on the third turn makes your spell deal guaranteed critical damage and all targets have disadvantage to resist itSignature spell>MiraclePray for 6 consecutive turns without being interrupted before casting this spell. Upon casting this spell, the DM finds a contextually applicable way to end the current battle in a favorable way to you.>Additional thoughtsI think this class is cool. Casting spells at guaranteed advantage every 3rd turn probably isn’t mathematically optimal but the power of it is probably satisfying enough that players wouldn’t care. Miracle is a built in exodia style instant win. But 7 turns is a hell of a long time to not get interrupted. Overall I think this is good.
Lingering Injuries tableI really enjoy the idea of mounting battle damage as an adventure drags on. Lingering injuries can also be good for both narrative changes and mechanical ones. The ISSUE becomes when a lingering injury completely fucks the character and makes the experience wholly unenjoyable for the player. So this is my attempt at getting that perfect balanceLINGERING INJURIESEvery time a character gets knocked unconscious(drops to 0 health points) the player rolls on the lingering injury table(this is an optional rule that tables may choose to use). If a player gets the same lingering injury twice before it has a chance to heal, he gets the compound version>1, 20 - Minor scar>2 Sprained arm - You lose any attack bonuses made with off-hand attacks>2 Broken arm - You lose the use of one arm and cannot use 2handed weapons, shields, or make offhand attacks>3 Sprained leg - Your walking speed is reduced by 1, and you cannot climb or swim>3 Broken leg - You are immobilized>4 Black eye - No mechanical changes>4 Swollen eye - Disadvantage on ranged attacks>5 Fractured ribs - Do not gain any bonuses to Muscle, Power, or Athletics checks>5 Internal Bruising - You are vulnerable to Slash, smashing, and stabbing damage>6 Migraine - You gain disadvantage on all spell checks>6 Amnesia - You cannot use any spells or martial skills>7 Swelling muscles - Do not gain bonuses to Focus or Stealth checks>7 Pained nerves - Do not gain bonuses to Acrobatics or Poise checks>8 Concussion - Disadvantage on Acuity checks>8 Destruction of Confidence - Cannot gain bonuses to confidence or piety checks>TO BE CONTINUEDPutting this one on hold for just a minute. I still like the idea of lingering injuries, and I think the method of "level 1 = minor inconvenience but level 2 = major inconvenience" is good. but It's actually alot more difficult to think of injuries that make sense and are generic enough to be caused by any sort of damage.
>>98261677My favourite archetype is what i call "true-tank" the point is that your most powerful spell takes some commitment to cast, and that you are the fattest of the party so the entire point is to just keep you busy so you dont commit into your "fuck you all" spell. The idea in general kinda comes from the fact literal tanks are mot just mobile fortresses, but also an entire Bazooka on wheels, that takes forever to load, plus it fits the idea of "grab their attention on yourself".
>>98306257I don't think the prayer part is a good part, what's gonna happen is that munchkin players are gonna start an arms race with you and it'll be less about the game and more about them achieving getting that ability off at every encounter with them accusing you of being a bad DM if you use characters to interrupt it unless you're playing in a setting where being religious is the norm. But then again, for animals and monsters it would be harder justify, it also would be harder to justify those monsters existing if humanity has an "I win" button. You could probably do a cool low fantasy story where you find out a group of beholders or dragons are hiding out in pockets of the world, knowing that being silent and hidden is better for survival than being out visible but not every player is gonna be happy with a slow boil or a "surprise your low fantasy is actually now high fantasy" twist.The rest is pretty good though, I've never thought of a class that would just do guaranteed flat chip damage.
>>98311783You might have a point. Of course I’m gonna have to have some playtesting for specific classes. I might have to nerf it but usually attacking twice is better than attacking once strongly. As for miracle well 13 is significant too and appropriate for battles. If nothing else it might just get then”DM Discretion advised” stamp >>98309022I’ve got a few tanks but I have an idea for Juggernaut. None of the details yet but I think I got enough for a post
>>98309022Been doing some thinking. Here's my logic. In a turn-based combat system, what makes characters feel quick? Multiple attacks. In contrast, I think what makes characters feel slow, are setup actions. So here's the quick rundown for JUGGERNAUT. >d12 hp(so they have the most health)>heavy armor(pretty exclusive option to tank classes)>strong push towards two handed weaponsSome signature skills that portray how they would function>Muscle TensionReaction upon making an attack. Instead of making the attack, your turn ends. You can use a reaction during your original target's turn. At the start of your target's turn, perform your original attack and your target is vulnerable to all damage from the attack.>Planted FootUse a main action to perform this stance. While in this stance, you can use a reaction whenever you're targeted by an attack but before the attack roll. The attack is guaranteed to hit, but you gain resistance against the attack's damage>Tightened Grip>use a main action to perform this stance. While in this stance, your movement speed is reduced by one. Your attack rolls have a -5 penalty, but you gain 1d12 per 10 strength to every attack.>StrikebackA reaction you can use AFTER taking damage from a melee attack. Make a counterattack with -some amount of extra damage-I've done some thinking on 'taunt' skills. Since enemy 'agro' is DM dependent, and some DMs are nice about making enemies target the tanks but other DMs aren't, the 'taunt' skills would need to FORCE enemies to target the user. So juggernaut should definitely have an aoe version of that. So yea, the juggernaut specializes in delaying his attacks. Especially for the Muscle tension skill, the extra risk of whatever can happen between your turn and your targets turn make it so that damage boost could be stronger than average.
>>98313051To encourage heavy armor from them, I'm thinking of this skill. >roll a power vs acuity check>if successful, your target is forced to make a counterattack reaction>you gain a shield equal to 5x your damage reduction>if the damage is less than your shield, the target is knocked off balance and the next attack against them gains advantage>only heavy armor gains damage reduction And then their big damage skills should probably only work with 2 handed weapons with the logic that they just need that extra mass for it to work properly.
>>98313051Okay, so about "Taunt" my concept really doesnt need taunt since the class' point is they the character is basically a huge obstacle in a way to the party that cannot just be avoided, otherwise the wall will just fall on too, so the enemy is encouraged to focus the juggernaut so he doesnt step in a way. I though of introducing something like halo shields as armor, where the character has extra hit points that fully restore at the end of their turn.
>>98314091I get you. The different version of taunt just seemed to fit but I do like the idea of a tank class having a taunt ability just in general. If a player is playing a tank class they probably WANT enemies to attempt to hit them. And I know that plenty of DMs, whatever their reasons may be, when they see a character specialized in doing ONE SPECIFIC THING, the dm starts to avoid that thing and giving that character a chance to shine.So tanks having a taunt ability is more of a ‘plan B’ option for DMs that aren’t cooperating.The halo shields idea is an interesting one. Definitely something that could be played around with more. My closest mechanic to that is dark knights. They summon a shadow that has half their health. The dark knights can use a reaction to switch places with the shadow. The shadow’s health fully restores at the start of the dark knights turn but if it does get dropped to 0 the dark knight gets a huge penalty. So the idea is to use the shadow to mitigate just enough damage but not too much
I'll actually post dark knight next. classes have been easier than framework
The design for dark knight was fun. I haven't put down the details yet, but I know the general themes and signatures. It's designed to be the opposite of paladin, and paladins have a very strong image.>Strong offensive physical skills to make use of and encourage 2handed weapons>Strong defensive magical shields to contrast with smiteI know paladins frequently also have auras but just to clean things up, neither dark knights nor paladins will have any. Along with their skill and weapon selection, the dark knight signature is their shadow summon>main action to summon your shadow as a 2nd controllable unit>shadow has half of your max HP, your max stamina, but none of its own mana>The shadow can do any physical skill on its own>The shadow can cast spells, but it needs to use your own mana>The shadow's HP restores to full at the start of each of it's turns, but if it drops to 0, you get stunned>You have a reaction to swap places with the shadow whenever you or it are attackedThe idea is that the shadow can be used to help you tank damage, just as long as its not TOO much damage at once. I'll need to focus on choosing skills that can be used by the player to work in tandem with the shadow. Wombo combo style gameplay.
DRAGON SLAYER>Stats per Level+1str/+1dex, d10HP, d4MP>Armors gainedLight armor onlySIGNATURE SKILLS>JumpBonus action. Jump towards a target location up to 3 spaces. Gain an additional space of distance for every 8 points in athletics>Titan stab Full action. 2 stamina. Martial skill. Requires 2-handed weapon.Perform a standard piercing weapon attack. You deal damage in a 2 space cone.This attack deals 1d6 damage, and can affect the same target multiple times.>Plunge Full action. 4 stamina. Must be significantly in midair(for example, immediately after using the Jump skill or jumping off a high ledge). Requires 2-handed weapon.Make a piercing weapon attack. This attack deals 2d8 damage and does an additional 1d12 damage per 10 feet you fall>ImpaleReaction. 1 stamina. When you successfully make a piercing attack against a large or larger creature that deals at least 1 damage, you can use a reaction to perform a special grapple. While grappled in this way, the target doesn’t gain advantages from being a larger size and the target’s movement is reduced to 5 feet and falls prone at the end of its turn. Airborn creatures fall to the ground.>NICHE AND ADDITIONAL THOUGHTSYes this is a dragoon fan job, BUT, I believe the identity of 'giant monster slayer' is strong enough to warrant its own take. It's designed to deal pretty low damage to medium sized targets(targets that take 1 space) and even though it HAS plenty of AoE attacks, the damage is still weak on small targets. It jumps a lot, will have a special 'hop' reaction that guarantees a dodge but at the cost of being airborn until the start of your next turn. They are NOT immune to fall damage so plunge is a very meathead attack. Impale is also meant to severely weaken giant boss monsters if it can't do the damage necessary.
>>98261677>If you have a favorite archetype/class and want to see my version of it, feel free to mention it.holy knight champion guyguy who can punch people in halfguy who orders mooks around (NOT just summons monsters, but like a guy who has bodyguards or something)guy who fights by controlling floating weapons
>>98319691I haven't posted paladin yet. but paladin doesn't have a lot of extra SAUCE. Kinda standard to what you would expect from it. I DO have an idea for a type of caster that channels the powers of their deity and transforms into a monster for the player to control. For bare-handed fighters I posted FIGHTER>>98264753WRESTLER>>98263771and for a guy who orders mooks around, what about mastermind? specifically the 'gambit' skills>>98298662I'd love to hear your opinions if youve got any as a fan of these types of classes specifically. See if I captured why you like them.
>>98319721>PALADINmake vows relevant to your abilities. vow to be brave, gain immunity to fear but give up ability to retreat. that kind of thing. bonus points if you can force other people to abide by your vows through some exertion of will. you vow to always tell the truth and your glare prevents anyone from lying to you. stuff like that.i also would like to see paladins able to toss holy lightning bolts a la dark souls miracles. the crusader from darkest dungeon might also be an inspiration. the general idea of a paladin mechanically is usually some kind of tank/off-healer/off-dps hybrid.>FIGHTER/WRESTLERneat ideas. i feel like the combo system makes them kind of pigeonholed though, not a lot of wiggle room for fluff.>MASTERMINDi get the idea but i was thinking more like a guy who has bodyguards as a class feature. that would probably play hell with action economy, though. maybe a corresponding minion class for "mobster with a crowbar" type characters who get bonuses for letting somebody else order them around, but then, how many people would want to play the designated sidekick class? mastermind makes me think of the warlord from dnd 4e, which is cool in and of itself.
>>98319983>Fighter is pigeonholedHm. you might have a point there actually...I'll put a note down for myself, but i might just have to make someone playtest and see what they think. I can't think of a way right now to make it so they AREN'T pigeonholed without really taking away from the main point of them.>mastermindI think I get you. It sounds like my beastmaster might be closer to what you're getting at. It's an animal of some sort instead of a bodyguard, but they'd fulfill the same purpose.
>>98320284>It's an animal of some sort instead of a bodyguard, but they'd fulfill the same purpose.can it at least be like a baboon in a bowler hat if i want? or some other awful apelike animal?
>>98320437yes definitely. I still need to sort out the mechanics but the key points are...>Rangers get to tame one(or more) Beast-type animals based on the ranger's stats>Rangers can focus their resource points into taming one animal with many buffs or several animals with no buffs>lower leveled beasts can get more buffs to help keep up with your level>can also teach animals skills they don't normally use>can make armor for the animal tooAnd on anotther note, if this idea has enough of a niche apart from mastermind, perhaps a class that specializes in chrono trigger style dual-techs. There is a system for hirelings already. I can see a situation in which a dual techer keeps a few different shitty hirelings just so they can benefit from their skills.
DOPPELSOLDNER>Stats per level Fai+2, 1d10health, 1d6 mana>SIGNATURE SKILLS>Double pay flare - Passive. If you equip the exceptional gear “Flamboyant Clothing”, you can add your charisma(C-scaling) to your DA.>Pfennig coin Passive. You begin every battle with your maximum amount of Pfennig coins, which is 1+charisma(B-scaling). For each Pfennig coin you have, your DA decreases by 1. When using other Doppelsoldner skills, you can spend a maximum amount of Pfennig coins equal to your charisma(C-scaling)>Wager Bonus action, 1 stamina. Choose a number of Pfennig coins. Add an equal number of d8s to your next melee weapon attack. If the next attack misses, you lose all Pfennig coins. If the attack is successful, refund all Pfennig coins used. If the attack kills the target gain 1 additional Pfennig coin>Double-pay Bravado Reaction, 1 stamina. After taking damage, choose an amount of Pfennig coins. Reduce the damage by 1d8 per Pfennig coin.>Posture Full action, 2 stamina+2mana. Choose a target within 5 feet. Roll a charisma check vs the target’s acuity. If the target fails, choose a number of Pfennig coins to give the target. The target is forced to use a reaction to make a basic weapon attack at 2 levels of disadvantage that deals an additional 1d8 per Pfennig coin the target was given. If the target’s attack is successful, regain half the target's Pfennig coins. If the target’s attack misses, regain double the amount of Pfennig coins from the target>NICHE AND ADDITIONAL THOUGHTSThe gambling class. stacking pfennig coins can probably very easily bump your damage avoidance up unfairly high. I do like the idea of weighing extra DA vs extra damage.
Thank you, OP, your thread lit a fire in me and got me working on my own system.What's your resolution system? You've mentioned a number of dice so far, but we don't know how the game is supposed to be played.
>>98322415Resolution system? The core system itself is as standard as you can get with a d20 system I think. But the core system being so standard is actually good for the complexity of the classes, I think. >dm narrates challenges, and asks players to make d20 rolls+the appropriate attribute to see if they beat the challenge number>In combat, everyone rolls for initiative to see who goes first>everyone has a movement speed, a set amount of stamina and main/bonus/reactions to dictate how much they do with what skills they haveMuch like how I treat my individual classes, I put more emphasis on minibosses and boss monsters being difficult puzzles to solve, rather than playing a game of attrition with a focus on resource management and several 'very low-threat' encounters throughout the day.