===== Greatest Five ===== [[g5_start|]] ==== Summary ==== 1: completely redo classes so each is unique with its own unique magic system and playstyle. 2: completely redo a bunch of rules and basic systems to streamline and alter how tings feel. ===== Rules ===== ==== Stats ==== The change to stats is to give mechanical reasons for each stat. The physical and mental stats mirror each others in uses. Agility gives bonus to hit with physical weapons, and Intuition gives bonus to hit with magical attacks. Since every class will have both physical and magical weapons everyone should have a reason to use each stat. Leaving it more up to play style than anything else. Don't use the 3-18 stat numbers, just operate with modifier, so +0 and +3 etc. So if asked about your Power stat just say +2 or whatever it is. Modified point buy. 12 stat points, start with +0 in each stat, pay the cost of the +X you're buying. so +1 cost 1, then +2 cost 2 more for total of 3. A +3 would cost 6 points. Set a max for char gen and a max for total, recommendation max +3 on char gen and +5 on rest. Optional to take minus on stats for equal bonus back. > Pow = +1 : fort, dmg (physical) > End = +1 : fort, health (vit/wound) > Agi = +1 : ref, hit (physical) > Int = +1 : ref, hit (magic) > Wil = +1 : will, mana (specific) > For = +1 : will, dmg (magic) ==== Saves ==== > 10 + Prof + Stat + Stat Fortitude: Reflex: Shields add bonus to Reflex. This is your dodge/evade stat against attacks Will: ==== Levels ==== Characters should start closer to the power level of traditional level 3 characters. Using a proficiency system similar to 5e for parts of this. This also means slower progression, and less numeric difference over levels. A level 1 might have a base +2 to attack, but a level 10 might have +6. The range should be from 1 to 10 levels. but I'll consider each level to function as 2 of 5e levels, so the proficiency bonuses grows faster. Not fan of numbers for numbers sake, but 10 levels makes it easier for me to split class bonuses over a longer time. The proficiency bonuses should thus be the same as 5e, so every other level. > Proficiency Bonus > Level 1: +2 > Level 2: +2 > Level 3: +3 > Level 4: +3 > Level 5: +4 > Level 6: +4 > Level 7: +5 > Level 8: +5 > Level 9: +6 > Level 10: +6 Health should be much more front heavy with diminishing returns. Also retain the vitality/wounds system somehow, despite the removal of the needless constitution number. > Vitality > Initial= 20 +Prof +End +Bonus > Level up= +Class +End > Wounds > 10 + Prof + End + Bonus > Example con +0= level 1: 22v, level 10: 44v > Example con +3= level 1: 25v, level 10: 74v ==== Proficiencies ==== * All characters gain Light Armor and Simple Weapon Proficiency for free * Light Armor work as usual * Simple Weapon is: Dagger, Club, Great Club, Quarterstaff, Sling * Proficiency in a weapon include all sizes of that weapon * Characters get Proficiency points to spend at start * Usually 5 proficiency points each * Use to pick either weapons, shield or armor types * Gives each character flexibility to pick own playstyle ==== Weapons ==== Reduced the number of weapon types, and limited them to a single size of each variant. Making it easier to manage stats, and introducing size modification to replace the earlier variety of weapon selection. There is no point in having shortsword, longsword, greatsword when all three can be replicated in this system with a single stat block. * Armor Light * Simple (dagger, club, greatclub, sling, staff) * Bow * Crossbow * Blunt (mace, morning star, hammer, flail) * Slashing (sword, axe, sickle, scythe, kama, whip) * Piercing (Rapier, Pick, Trident) * Spear (short, normal, long, jav, lance) * Polearm (glaive, guisarme, halberd, ranseur) * Fist (gauntlet, and unarmed strike/imp unarmed strike) * Shield * Armor Medium * Armor Heavy > Size: ^ Size ^ Damage ^ Standard | | Fine | 1d2 | | Diminutive | 1d3 | | Tiny | 1d4 | light | Small | 1d6 | light | Medium | 1d8 | | Large | 2d6 | 2hand | Huge | 3d6 | | Gargantuan | 4d6 | | Colossal | 6d6 | PS: 5e, use. ==== Armor ==== Removed Armor Class system, armor no longer causes attacks to miss, that depends on Reflex now. > Armor = armor bonus Armor Soaks or Absorbs damage just like Damage Reduction would. Armors also gives penalties to other things depending on how heavy it is. * Reflex penalty * Speed penalty * Certain skills * if non-proficient to all STR/DEX checks > Sample Leather Armor: > Armor: 1 > Reflex: -1 > Speed: -0 > Skill: -0 ==== Health ==== > basic vitality and wounds system unless something else strikes me > lots of vitality healing included in classes > very little wounds healing > priest life spell heals wounds > shrine regenerates heals wounds ==== Skills ==== * 5e basics proficiency * Separate skills from class * Gain skills from: Race + Background + Choose * Don't know the specific numbers yet ==== Magic Base ==== Magic attack: > Attack: +Proficiency +Int VS Save > Damage: +Description +For vs Armor Will bonus per class: > Warrior: +1 Focus > Rogue: +10 energy > Priest: +5 Mana Crystal > standardize all spells into same system > all buff uses same base rules > upkeep rules ===== Classes ===== > all classes have own unique magic system > or variant in case of wizard > the require some unique rules per class > and own spell lists > class abilities are taken from listed phb classes ===== Warrior ===== > WarCaster WarMachine > abilities: fighter, barbarian, paladin, monk > prof: fort ref 5 ===== Rogue ===== > castlevania cotm card DSS > abilities: rogue, bard > prof: ref will 5 ===== Priest ===== > aow1 leader > abilities: cleric, paladin, monk > prof: will, fort 5 [[g5_priest]] ===== Wizard ===== > aow2 wizard > abilities: wizard, sorc, cleric > prof will 1 PS: restricted, will work better as npc class. ===== Ranger ===== > undefined shapechange > abilities: ranger, druid > prof fort ref 5 PS: No clue how to solve the "magic" yet, so this will likely be last class I ever complete.