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Unrelated Game Idea: prime reqs, XP multipliers, and a monster class.

Started by beejazz, August 20, 2012, 10:49:51 AM

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beejazz

So, I like the idea of rolled ability scores and prime requisites that impact xp progression. I made a few characters for ACKS and the whole process of figuring out what my character was like based on what I rolled was pretty fun.

But every time I see the percent modification to xp it's weird to me. It means division. So I had the idea that you could make an xp multiplier with a similar function. It starts at 20, you add your prime requisite's bonus (must be positive to qualify for the class, and goes up to +3), and you subtract five for a second class. So the range for the multiplier would be something like 15 to 23.

Then there's got to be a max of one class per stat. So far, I'm thinking the following:

Warrior: Strength
Beast: Constitution
Rogue: Dexterity
Wizard: Intelligence
Cultist: Insight
Fey: Charm
Psion: Will

Beast would be a catch all for monstrous humanoids of beastly form, while fey would be a catch all for humanoids with innate magic. The two race classes could cross-class, in which case the result is more of a demon class.

Everything would only go up to ten levels, and I'd use proficiencies and such. Everyone gets three proficiencies at first level and maybe one more every three. They can pick any of these from a general list or a class list. Since these are tied to level not class, cross-classed characters have slightly diminishing returns. Rogues and warriors would get bonus proficiencies as they leveled (one at odd, one at even). Beasts would get a bonus three at first level, all of which would have to be physical features.

Additionally, stats improve over levels, maybe one every five levels. You have to pick a prime requisite for improvement, and can only pick one each time. Your max spell level is your prime req modifier for the class, so cross-classed casters will have to choose which class they want the highest level stuff in.

Non-casters would have some number scale with level that no one else gets. Warriors have +1 damage per level. Rogues have +1 to proficiency-related checks per level (I'm using the thing where some profs are skill-like). Beasts have 1 DR per level (which won't stack with armor).

Casters would all cast differently.

The wizard can prepare spells whenever he wants, but has fewer slots and has to choose one specialized and two barred schools (out of five schools). At his highest level, a wizard probably has 0(1) of his highest level spells, 1(1) of his next highest, and 2(1) of everything else (specialist spells only in the parens).

The cultist would also prepare, but could prepare many more slots. The cultist can only prepare spells in the temple or in the company of whatever they worship. Many have fiendish mentors. The spell list would include a light core of generic spells and two thematic "spheres" that would also determine some class features.

The fey would have low-level spells only, but could cast them at will. They also roll randomly when obtaining new spells.

The psions would have tight themes (like telekineticist) and would get 1 power per level, or every other level. They'd run on more of a stance system (they could keep one effect active at any given time, but no more).

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So far, does this sound interesting? Should I maybe continue?

beeber

sounds neat, so yes, please continue :)

so the max spell level would be 3, assuming a max modifier of +3?

how would beasts and fey multi-class?  assume some sort of magical curse/blending effect?

love that fey's spells are rolled randomly.  and a 10 level max keeps things from getting unwieldly, i would guess.

Ladybird

Quote from: beejazz;574027But every time I see the percent modification to xp it's weird to me. It means division. So I had the idea that you could make an xp multiplier with a similar function. It starts at 20, you add your prime requisite's bonus (must be positive to qualify for the class, and goes up to +3), and you subtract five for a second class. So the range for the multiplier would be something like 15 to 23.

I think you've made things more complicated. Multiplying by 5% or 10% is easy, and can be done in your head; for 10%, drop the rightmost digit (Let's ignore decimals, but you're moving the decimal point one place to the left), and halve the result to get 5%, then add that figure to your original experience gain. Your system is more likely to need a calculator, although they are ubiquitous these days.
one two FUCK YOU

beejazz

Somehow I missed that I had gotten replies. My interest in this has rewarmed based on the multiclassing thread.

Quote from: beeber;575661sounds neat, so yes, please continue :)

so the max spell level would be 3, assuming a max modifier of +3?

how would beasts and fey multi-class?  assume some sort of magical curse/blending effect?

love that fey's spells are rolled randomly.  and a 10 level max keeps things from getting unwieldly, i would guess.

Max spell level would probably be 5.

The math is currently in flux, but I'm assuming that all characters get an ability boost at 3, 6, and 9. Single class characters boost their prime requisite. Multiclass characters have to choose which prime requisite to boost. So a fighter/acolyte (I think I'm going with "acolyte" for the divine caster now) might boost strength forever and be stuck with low level spells, effectively becoming a paladin.

Beasts and fey are catch-all monster classes. If you're one you're physically abnormal, and if you're the other you're innately magical. If you cross-class you're simply both innately magical and physically abnormal. I may suggest calling this cross-class a "demon" or somesuch.

Quote from: Ladybird;575667I think you've made things more complicated. Multiplying by 5% or 10% is easy, and can be done in your head; for 10%, drop the rightmost digit (Let's ignore decimals, but you're moving the decimal point one place to the left), and halve the result to get 5%, then add that figure to your original experience gain. Your system is more likely to need a calculator, although they are ubiquitous these days.

The multiplier would be fixed IIRC. You could write it down and multiply it by the xp every time just as you would when multiplying the percents. I can see non-improvement, if you found it easy, but I can't see how it would be more difficult.

beejazz

I'm thinking I'll have to change the math from my original assumptions. And a few other things.

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Abilities get boosts at 3, 6, and 9 now.

You get 3 proficiencies at level 1 and one more at levels 5 and 10 now (barring bonuses). The most proficiencies a 10th level character can have is 15 (by being a rogue/fighter).

Skill like proficiencies will give you +3 to whatever the task is.

Rogues get to add only half their level to skill like proficiencies.

Fighters only add half their level to damage.

Beasts only add half their level to DR (they may have a first level bump though).

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Dropping ability scores back to the classic six and nixing the psion.

The class list would now be:
Fighter (str)
Rogue (dex)
Beast (con)
Wizard (int)
Acolyte (wis)
Fey (cha)

Also, acolytes might not even get a spell list. Instead, spell lists would be tied to the things, monsters, or places where they worship. Limited spell lists might even be imbued into relics (though portable spell prep isn't supposed to be an assumption of the class).

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Numbers changes for a few reasons:
1) I wanted a character with a PR +1 to still be able to make it up to 4th level spells. I don't want smart characters barred from being wizards if they don't have a +3 (as they would almost be with only two ability mod increases).
2) I wanted a 10th level fighter and a 10th level rogue closer when it came to strength-based skills that they were trained in. Adding a rogue's level and only giving the fighter two little bumps seemed unfair. The rogue still gets five bumps to the fighter's three, but it's closer. And the rogue will presumably be someone with a higher dex than str anyway.
3) Flatter power curve.

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Next thing to figure out is how to scale attack bonuses, saves, spells, etc.

For the moment, I'm thinking of scaling attacks but not AC. Normally I'd scale 'em both, but I'm thinking letting fighters handle tougher and tougher penalties might be good for this one.

beejazz

Attacks: I'm probably going to let everyone add half their level to their attack rolls. Most numerical differentiation on this front comes from weapon proficiencies, which give +3. Fighters are just plain proficient with all weapons and have their damage bonus going for them.

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Iterative Attacks: If I allow them, it'll probably be a trade where the fighter can drop bonus damage for extra attacks. Since DR from armor will hurt every attack, it'll probably be a fairer trade than it sounds so far.
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AC: I'm using 3xish AC, except that armor doesn't improve it. I may allow dodging proficiencies to bump up the numbers if they aren't high enough. I am, however, hoping to scale attacks more than AC with level. PCs will be able to offset progressively higher penalties.

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HP/reserves: I'm probably going to use hp/reserves similar to those found in 3's Unearthed Arcana. Probably reserves will scale the way hp normally do (a die every level) while hp will only scale a point every level.

Hit Points work as normal.

Reserve points can be spent to heal hp every time you rest (there'll be a fixed amount that happens per minute I guess). Reserve points themselves recover very slowly.

The benefits of this are twofold. Firstly it flatten things out a bit in terms of how much damage you can take in a fight while still making high level characters more durable. Secondly it allows somewhat more efficient non-magical healing after fights (the divine caster isn't necessarily going to be able to choose to be a healer all the time).

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I'm considering some sources of damage being semi-permanent. I'm also considering rules where fatigue drains reserves directly.

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Armor is DR. Probably no funny business like penetration or weapon bonuses or any of that.