User Tools

Site Tools


joneirik:rpg:g5_legacy

Greatest Five

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
Small 1d6
Medium 1d8
Large 2d6
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.

joneirik/rpg/g5_legacy.txt · Last modified: 2016/09/02 06:11 by 127.0.0.1