Classes being as simple as possible
tends to make for easier fluff, character generation, and teaching
new players. It also saves on space in the booklet or on a blog post,
and is easier to remember. You do however lose out on some details and setting specific class stuff. My current homebrew OSR ruleset is going towards the minimalist extreme, avoiding extra details. You could import it into just about any setting as long as you use the Lite-Vancian magic system.
You can sometimes get in trouble for making classes like this, but when I set out to create my games classes I
had a few goals. I knew I wanted universal hit dice (d6), and I knew
I wasn't going to use clerics. As it grew, I ended up creating this
sort of even/odd kind of advancement. That worked well with the linear scaling I wanted.
-Saving
Throws-
Whenever exposed to a danger that isn't
a regular attack, you roll a saving throws. Saving throws usually
avoid or at least reduce the harm the danger will cause. Combat
saving throws are done when an enemy attempts a Combat Move like a
disarm, trip, or shove. Hazard saving throws are for traps, flying
debris, catching yourself from a fall and so on. Magic saving throws
are to avoid being ensorcelled or otherwise bewitched by magic. These do not cover all possible saving throws, just the ones that character classes get scaling bonuses at resisting.
Not
all saving throws will fall under these categories, but all saving
throws use the base saving throw number; 5 +
Wisdom Modifier. Your base saving throw number and saving throw bonuses will advance with level.
-Hit
Points-
Every class (and monsters) use d6 as a universal hit
die. Most weapons also deal d6 damage. Each class grows health die differently. Whenever you level up,
roll ALL hit die of your level with bonuses and take the new result only if bigger
then the old result.
Level
|
Fighter
|
Rogue
|
Magician
|
1
|
1
|
1
|
1-1
|
2
|
2
|
1+1
|
1
|
3
|
3
|
2
|
1+1
|
4
|
4
|
2+1
|
2-1
|
5
|
5
|
3
|
2
|
6
|
6
|
3+1
|
2+1
|
7
|
7
|
4
|
3-1
|
8
|
8
|
4+1
|
3
|
9
|
9
|
5
|
3+1
|
10
|
10
|
5+1
|
4-1
|
-Class Descriptions-
The
Fighter
Saves-
Odd levels +1 to combat
maneuver saves.
Even levels +1 to base saving throw number.
Your first HD counts as a maximum roll (6).
You get bonus attacks. Every time you roll greater then
20 on an attack roll, you get another attack. Maximum number of bonus
attacks each round is equal to your level.
Every ODD level, including first level, +1 to hit.
Every EVEN level, +1 damage.
The Rogue
Saves-
Odd
levels +1 to hazard saves.
Even levels +1 to base saving throw number.
Every ODD level, including first level, gain +1 to
stealth checks and +1 to hit and damage with sneak attacks.
Every EVEN level, gain +1 to Skill Checks.
The
Magician
Saves-
Odd levels +1 to magic saves.
Even levels +1 to base saving throw number.
You have the power to cast spells. You must first
prepare a spell, which take 1 exploration turn (10 minutes), and each
spell takes up a single spell slot unless otherwise stated. You have
1 spell slot at 1st level. Burning additional prepared copies of a spell enhances its power.
Every Magician character starts with 2 spells.
Every ODD level past first level, gain +1 Potence (⚡).
Every EVEN level, you gain +1 spell slot.
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