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====Half Casters==== | ====Half Casters==== | ||
− | While ANY class can be a half caster, it comes at a price: the class's 1st feat is apprentice and EVERY other odd class feat is casting level advancement... this is actually a fair approximation of SRD half casters such as the ranger, getting more lower level spells sooner since they follow an actual half caster instead of the semi arbitrary tables | + | While ANY class can be a half caster, it comes at a price: the class's 1st feat is apprentice (gaining lvl 1's lvl 0 spells if any) and EVERY other odd class feat is casting level advancement... this is actually a fair approximation of SRD half casters such as the ranger, getting more lower level spells sooner since they follow an actual half caster instead of the semi arbitrary tables |
==Over View== | ==Over View== |
Revision as of 00:41, 3 August 2017
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Contents
Simplified D20 Class Structure
Let's all flip WotC and their evil overlords at Mattel a massive bird: They can not copyright basic math, only fluff. After the massive abortion called 4e (hoping to cash in on the MtG croud) and the cop out called 5e (over simplifying the wrong things to the point of being little more than cheap video game mechanics), they decided to screw us out of 3.5e.
A breakdown of the system collapsing all base classes into just one and four sub-classes that can be chosen from each level. No tables, instead a very straightforward base line that all the sub-classes add on. Adders based subclass level actually eliminates a 3e anomaly: the "advantage" that a "good" save has over a "poor" save goes up, then down then up again. Go ahead and see for yourself - I dare ya!
Character (stuff that EVERYONE gets based on character level)
+1 BAB every even character level, +1 saves every 3rd character level, a class appropriate feat at every level, a signature class ability (in each base class that they take) that improves with class level, class skills: all "trained", 1 rank every 5th class level, and Int bonus of favored skills (class level, +3 for the character lvl 1 ones: this actually approximates what usually ends up happening with players, though they never have a few skill ranks in every skill).
ALL class abilities become class specific feats
While 20 feats might seem massively overpowered, if you look at the SRD druid and add up all the class features with the basic level feats you get 28 feats at level 20!
Sub-Classes
Peons (general population - the butcher, the baker, and the candlestick maker)
The Peon practices a particular "P" primarily. (ok, I did just rewrite that just for the joke. The point is that the common rabble do little else but the single thing that feeds their family and keeps a roof over their heads)
D4, 3 simple weapons
Signature class ability: a SINGLE Production (craft), Perform, or Profession - 5 bonus ranks per level.
Balance (Dex), Climb (Str), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex).
Warriors (battle brutes and meat sticks)
The warrior covers all the normal swinging and shooting types
D10, BAB +1 every odd class level, fort save bonus (+2 at lvl 1,+3 at lvls 2-8, +4 at lvls 9-14, etc), 2 favored skills, all simple and martial weapons, all armors and shields
Signature class ability: rage, a feat chain (TWF, archery, trip, grapple etc) flurry of blows, std fighter even lvl feats, etc.
Craft (Int), Handle Animal (Cha), Iaijutsu Focus (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Martial Lore (Int), Perform (Cha), Ride (Dex), Survival (Wis).
Sneaks (precision damage and dex based)
The sneak covers all the skill monkeys and the precision damage types
D8, BAB +1 every other odd lvl, dex save bonus, 4 favored skills, light armor, simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Psionic Device (Cha), Use Rope (Dex).
Casters (mystic and supernatural)
The caster encompasses all the magic and supernatural ability bases
D6, 3 favored skills and will save bonus (the "spell slot" table reduces to a new spell level every odd character level and all existing spell levels add one slot every even level up to 5 per level)
Signature class ability: a single category of spells, psionics, shapeshifting
Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Control Shape (Wis), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Int), Listen (Wis), Perform (Cha), Profession (Wis), Psicraft (Int), Search (Int), Speak Language (None), Spellcraft (Int), Spot (Wis), Swim (Str), Truespeak (Int), Use Rope (Dex).
Half Casters
While ANY class can be a half caster, it comes at a price: the class's 1st feat is apprentice (gaining lvl 1's lvl 0 spells if any) and EVERY other odd class feat is casting level advancement... this is actually a fair approximation of SRD half casters such as the ranger, getting more lower level spells sooner since they follow an actual half caster instead of the semi arbitrary tables
Over View
This is not precise, it approximates averages and reduces tables and rules to simple progressions. the DMG is quite blatant about new classes being trade offs of roughly equivalent power appropriate to a theme. So many home brew classes ignore one if not both of those stipulations and frankly some WotC PrCs ignore them as well.
This mechanic throws away the theme with the copyrighted fluff and much of the build complexity. Every level is a trade off, one that determines what advances and what feats or class abilities are available to choose from at that level. This also has the side effect of nerfing some of the more overpowered classes since they must decide which class feature to take or if they would rather take a different feat entirely, within the class type restriction.
LEVEL | Character | Class | Spell "Slots" | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
BAB | SAVES | Skill Ranks |
Good saves |
Average Attack |
Good Attack |
Half Castor |
0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
1st | +0 | +0 | 0 | +2 | +0 | +1 | 3rd | ||||||||||
2nd | +1 | +0 | 0 | +3 | +0 | +1 | 5th | ||||||||||
3rd | +1 | +1 | 0 | +3 | +1 | +2 | 7th | ||||||||||
4th | +2 | +1 | 0 | +3 | +1 | +2 | 9th | ||||||||||
5th | +2 | +1 | 1 | +3 | +1 | +3 | 11th | ||||||||||
6th | +3 | +2 | 1 | +3 | +1 | +3 | 13th | ||||||||||
7th | +3 | +2 | 1 | +3 | +2 | +4 | 15th | ||||||||||
8th | +4 | +2 | 1 | +3 | +2 | +4 | 17th | ||||||||||
9th | +4 | +3 | 1 | +4 | +2 | +5 | 19th | ||||||||||
10th | +5 | +3 | 2 | +4 | +2 | +5 | - | ||||||||||
11th | +5 | +3 | 2 | +4 | +3 | +6 | - | ||||||||||
12th | +6 | +4 | 2 | +4 | +3 | +6 | - | ||||||||||
13th | +6 | +4 | 2 | +4 | +3 | +7 | - | ||||||||||
14th | +7 | +4 | 2 | +4 | +3 | +7 | - | ||||||||||
15th | +7 | +5 | 3 | +4 | +4 | +8 | - | ||||||||||
16th | +8 | +5 | 3 | +5 | +4 | +8 | - | ||||||||||
17th | +8 | +5 | 3 | +5 | +4 | +9 | - | ||||||||||
18th | +9 | +6 | 3 | +5 | +4 | +9 | - |
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