(Hey guys, this is just a taste of some of the stuff i've been working on. The below class and class templates and character building are set though, thats how we'll be creating starting characters in the D&D setting. There will be some more additons too. And Ill try to post them as I work side by side with my other stuff.
World of Darkness Revision to D&D
Utilizing these rules and mixing them with the BESM rules to
create a more specialized version of that game.
Character generation – Characters assign stat points to their
attributes. All characters use the below stat blocks for character creation.
Attributes 5 / 4 / 3
Skills 11 / 7 / 4
Willpower – Resolve + Composure / Health – Size (5) +
stamina /
Advantage Points – Adventurers start with 10 advantage points.
Advantage points can be used to buy advantages that are described later on.
Advantages are split into 3 categories. The first category is All and is the
most common category, meaning it’s a type of advantage that just about anyone
can do; Magic, a separate but powerful and common category, and Racial, a
specific category defining racial advantages.
Type Advantages –Unlike BESM standard rules, the D&D
version does not have type advantage, because all characters start out as
adventurers. Adventurers gain specific advantages not assigned to those present
in the Braedis Well campaign setting.
Success Roll – 8-10 is a success. 10 again rule applies. If you have no successes and roll a 1 you
botch the roll. Note; spending a willpower point adds 3 dice to a roll. Some abilities
give automatic successes, only one automatic success can ever be applied to a
single roll unless an ability or advantage specifically says otherwise.
Quick overview of attributes – Attributes are split up into
3 categories. Each category has 3 traits. Mind / Social / Physical are the
categories. Mind has the traits Intelligence – Wits – Resolve / Social has the
traits Presence – Manipulation – Composure / Physical has the traits Strength –
Dexterity – Stamina / As above your chosen archetype reflects your points that
can be put into attributes. The 5-4-3 for average joe characters means that the
character can spend 5 points in one category, 4 points in the second, and 3
points in the third category. Every trait is assumed to have one dot already, so
if you point 1 point into strength you would have a strength score of 2. No
score can go above 5.
Quick Skill Overview – Skills are broken up like attributes
into three categories. Mental – Physical – and Social – Each category has a
list of skills. Mental – Academics, Computer, Crafts, Investigation, Medicine,
Occult, Politics, Science / Physical has Athletics, Brawl, Drive, Firearms,
Larceny, Stealth, Survival, Weaponry / Social has Animal Ken, Empathy,
Expression, Intimidation, Persuasion, Socialize, Streetwise, Subterfuge /
Spending points on skills is similar to that of spending them on attributes. Adventurers
start out with a core set which is of points to spend which is 11, 7 , 4 ; so a
character can put 11 in one category, 7 in another, and 4 in the third. Skills
unlike attribute do not have a starting dot, so if you put one point into
athletics, you have that one point.
Rolling Skills – Most things in the game require skill rolls
or similar rolls. Rolling a skill is easy; your gm will call out for a roll that
requires an attribute and a skill, you add the attribute value to a skill and
that give you a dice pool. Roll that dice pool, every die that rolls an 8 9 or
10 is a success. If you roll no successes and have a 1 in the roll you botch
the roll, and the effects are up to the gm. Example ; Gm asks the players to
roll a Dexterity + Brawl to hit the piñata; Matt has a dex 2 and a brawl 3 and
so has five dice. He rolls one success. Vic has 2 dex and 1 brawl and gets no
successes. Kenneth has 3 dex and 3 brawl but gets no successes, and rolls a 1.
He botches the roll, missing the piñata and kills matt. Note, that if you are
not trained in a skill there is a penalty. If you are not trained in physical
or social skills you get a – 1 to your dice pool. If you are not trained in a
mental skill you get a – 3 to your dice pool. So; using the example above, if
vic had a dex of 2 and a brawl of 0 he would have only 1 die in his dice
pool.
Advantages – templates – some advantages will have the
template indicator beside them, a template advantage can be taken only at
character creation, and as a rule of thumb, only one template can be applied to
the character. Adventurers get a special class template that can only be taken
at first level. The class template can be stacked with other templates, and does
not count towards the above limit.
Prestige Class – Prestige Class is a special form of
advancement. Prestige Class is a template that has specific designated powers
and is similar in many ways to a starting class, but has no upgrade options. A
prestige class is a template.
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Class Types – All starting characters gain a class type. This is not a class template as is defined below, but just adds a theme to the characters basic nature. Putting warrior on a wizard class template is perfectly fine for example, especially if the character concept is a fighter mage or something similar.
Warrior – Starts with 2 more points in physical attributes. Warriors
gain 2 points in physical skills.
Arcanist – Starts with 2 more points in mental attributes. Arcanists
gain 2 points in knowledge skills.
Divine – Starts with 2 more points in social attributes. Divine
characters gain 2 points in social skills.
Skillful – Starts with 1 point put into any attribute as
desired. Skillful characters begin with 5 bonus skill points to be applied to
skills as desired.
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Magic in D&D – Magic in D&D is split into two
groups. Wizard magic, and themed magic. Wizard magic if chosen allows a
character to have a number of slots equal to his willpower rating. Everytime he
uses a spell (must be themed around the wizard spells form the 3rd
edition game setting) that spell is locked, though he can use it again. This
allows wizards to have a nice choice of spells, and still be able to adjust
their spell casting based on situations that arise. Themed magic works just
like it suggests in the rules for magic, and usually is set aside for those
playing characters that want a specific locked in theme for there spells.
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Armor rules – All types of armor can be purchases with
treasure. Light armor can be purchased with a treasure rating of 1. Medium
armor can be purchased with a treasure rating of 2. Heavy armor can be
purchased with a treasure rating of 3. Shields can be purchased with a treasure
rating of 1.
Light Armor – roll a single die, if a result is 0 after
taking any damage you reduce the damage by one. This applies to physical
attacks only. Light armor does not
reduce speed.
Medium – Roll 2 die, if a result is 0 on either die you
reduce the damage by two. This applies to physical attacks only. Medium armor
reduces a characters speed value by 2.
Heavy – Roll 3 die, if a result is 0 on any of the die you
reduce the damage by three. This applies to physical attacks only. Heavy armor
halves a characters speed value.
Shields – Add one to the number taken off by armor if the
armor die is a success. For example, if you have armor rating of one and roll a
0 on your one die, you reduce the damage by 2.
Enchanted Armor – Adds one die to the roll to see if your
armor succeeds.
Enchanted Shield – Adds one additional point to the damage
absorbed on a successful armor roll.
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Class Templates – Advantage Cost – 3 points – Only available at
Character creation.
Class Templates are an option, and need not be applied to every
character. Some characters wishing to play “multi class” style characters may
find that not having a class template is more advantageous to their starting
skills and abilities.
Fighter – A fighter does one additional level of damage any
time he hits with a brawl, archery, or weaponry specialization. So a fighter
specializing in bar brawling would gain an extra level of damage any time he
scored a hit while using his fists in that situation. Fighters start the game
with two additional health boxes. Fighters start the game with 2 points to be
placed in their physical skills. //Upgrade// 3 points allow
for a physical attribute. This may be taken twice. / 2 points allow for an
additional health box. This may be taken 3 times. / 3 points add one level of
damage to a single chosen specialization; this can be taken once per
specialization. This only works on archery, weaponry, or brawl specializations.
Wizard – After a wizard casts a spell he need not worry
about rolling ones when attempting the same spell at a later time that day. A
wizards willpower rating is Resolve + composure + 2 to a maximum of 10. Wizards
gain two skill points to be placed into their knowledge skills. Add two to the
wizards spell slots available in a day. //upgrade// 3 points allow
for a mental attribute. This may be taken twice. / 2 points allow for a dot in
a knowledge skill. This can be taken 3 times. / 1 point allows the wizard to
purchase a familiar.
Priest – A priest gains 4 dice whenever they spend a willpower
point to aid in a skill roll. A priest gains two skill points to be placed into
their social skills. A priest has a reserve of power and faith to call upon,
and once per session can refresh there willpower by three points. //upgrade// 3 points allow for a dot
in a social attribute. / 3 points allow for a dot in a physical or mental
attribute. / 2 points allow for a dot in a social skill. This can be taken
twice. / 2 points allow for a dot in a physical skill. / 2 points allow for the
priests’ ability to refresh 1 an additional willpower point. This can be taken
twice.
Rogue – A rogue does one additional level of damage on any
attack in which they can deny their opponent there defense trait. This ability
works only on living creatures with a discernible anatomy. Rogues can place 2
skill points wherever they choose. A rogue can use there dexterity score when
using the weaponry skill, so long as it is a small weapon and no shield is
being used in the off hand. //upgrade//
3 points allow the rogue to buy a dot in an attribute. This can be taken twice.
/ 2 points allow the rogue to buy a dot in a skill. This can be taken 3 times.
/ 3 points increase the damage to the rogues sneak attack. This can be taken
twice. /
Bard – A bard only suffers a 1 point penalty on untrained
knowledge checks, and no penalty on untrained social skills. A bard also always
gets 2 chance die on any skill roll that would require a chance die roll. Any
ally of a bard that is within their presence for eight or more hours per day
regain 2 points of willpower when they rest, instead of one. Bards gain 2
points to be put in social or knowledge skills. //upgrade// 3 points allow the
bard to purchase a point in a social attribute. / 3 points allow the bard to
purchase a dot in any attribute. / 2 points allow the bard to purchase a dot in
a skill. This can be taken 3 times. / 2 points allow a bard to expend there
willpower to benefit another characters action. This can be done once per turn
and does not work if the other character has already spent a point of willpower
on that action. This ability works only with skills. /
Sorcerer – A sorcerer adds two additional die whenever they
roll willpower to use dynamic sorcery. A sorcerer can use Presence instead of
Composure to determine their starting willpower. A sorcerer gains 2 points to
be spent on social skills.
//upgrade// 3 points allow a sorcerer to add one to a social attribute.
This can be taken twice. / 2 points allow a sorcerer to add a point to a social
skill; this can be taken 3 times. / 1 point allows a sorcerer to purchase the
familiar advantage.
Druid – A druid can detect the presence of magic within 20
yards of him by concentrating. A druid
gains 2 points to be spent on knowledge or physical skills. A druid spending
willpower can opt to gain an automatic success instead of rolling three extra
dice. //upgrade//
3 points allow a druid to add one to any mental attribute. / 3 points allow a
druid to add one to a mental or physical attribute. / 2 points allow a druid to
add a point to a knowledge or physical skill. This can be taken three times. /
2 points allow a druid to purchase a place of power.
Monk – A monk’s unarmed attack modifier is +2 instead of +0.
/ A monk’s defense rating is the lowest of dexterity or wits +1. / A monk can
add 2 points to their physical skills. / //upgrade// 3 points
allow a monk to gain a point in any physical or mental attribute. This can be
taken twice. / 2 points allow a monk to purchase a point in any physical skill.
This can be taken three times. / 2 points allow a monk to add an additional die
to his unarmed base attack. This can be taken twice. / 1 point can add 3 yards
to the monks speed rating. /
Paladin – A paladin can detect the presence of Evil within
20 yards by concentrating. Paladins do 2 extra levels of damage to any evil
creature that they hit with a weaponry attack. Undead and any evil creature or
person suffers a 2 die penalty to any roll they make when within 20 yards of a
paladin. //upgrade// 2 points allow a
paladin to expend a point of willpower to heal any wounded ally 3 levels of
damage. / 2 points allow a paladin to add 3 soak dice to any magic or energy
based attack from an evil source. Unlike normal soak dice these soak dice stack
with all others. / 1 point allows a paladin to become immune to all forms of
disease or all forms of fear. This can be taken twice. /
Barbarian – A barbarian can enter a rage once per scene,
entering a rage requires no action and can be in response to taking damage.
Leaving a rage requires one turn. While raging a barbarian can only move and
make weaponry attacks. Rage allows the barbarian to do two additional levels of
damage when they strike an opponent with a weaponry attack. While in a rage a
barbarian takes one less point of damage from any and all sources. A barbarian
adds 3 to his speed while raging. //upgrade// 3 points allow the barbarian to
increase a physical attribute. This can be taken twice. / 2 points allow a
barbarian to take a point in a physical skill. This can be taken three times. /
3 points allow the barbarian to ignore 2 levels of damage from any and all
attacks instead of one while in a rage. /
Ranger – A ranger adds an additional level of damage any
time they successfully attack with the archery skill. Rangers add can add two
additional points to purchase physical skills. Rangers have outdoor survival,
which allows them to move 3 yards faster while in natural terrain, they never
get lost, and never need to roll survival for a roll that would normally only
require 1 success. //upgrade// 3 points allow a ranger to
purchase a point in a physical attribute. This can be taken twice. / Two points
allow a ranger to purchase a point in a physical skill. This can be taken 3
times. / 2 points allow a ranger to purchase the magical beast advantage,
though this is some form of fierce woodland animal as opposed to a fantastical
beast, though even that’s possible with the GM’s approval.
Other classes do exist, and if you have an interest in one
that is present here (the above are the core classes) the gm will come up with
them so long as they are ingrained classes within the world, such as samurai,
witch etc.
1 comment:
I think we need a class template for the Hexblade, so that Matt can finally play one, and it not be broken. I mean, I can see how he can put one together without it ... but I think it's one of those things that in order to play out of the box it would need a template.
Also, we definitely need the Dragon Shaman ... j/k.
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