Friday, July 14, 2017

The Manse Basic Classes

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

Milkman Fighter, Half-Giant Rogue, and Donkey Magician

-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 Rogue in the party grants +1 to the range of the Unaware Monsters result on the Wandering Monster Table. You start with a +2 bonus to Skill Checks.

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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