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Three Class C&C First Draft

Posted: Mon Jul 23, 2007 8:53 am
by IanTheMoxious
Greetings Crusaders,

I have been working on my "Three Class C&C" for a while now. It isn't complete but, I have made some progress. I will give you what I have so far as well as a smattering of house rules I will be using. Feel free to criticize, add to, discuss, or steal whatever you want. Your feedback is appreciated.

1) There are only three classes. Warrior (d10 HD, best BTH), Rogue (d8 HD, cleric BTH), and Wizard (d6 HD, old Rogue BTH). The improved HD and BTH are necessary due to the wizard playing double duty, as well as a few other things that you will discover later on (as well as racial classes).

2)Races as classes, nothing out of the ordinary. Elves are Warrior/Wizards with only slightly reduced spell progression and have WIS as their casting stat. They don't get the cleave or extra attack abilities of a Warrior. They may also cast in light metal armor if it is sylvan or elven made. Elves have d8 HD and Warrior BTH and can specialize in weaponry. The also get the standard elf abilities (twilight vision, sense, forest stealth, etc.) They are going to have a pretty nasty EPP but, I don't have it quite figured out yet. Dwarves I have with d12 HP, warrior BTH, all the warrior abilites, and all the dwarven racial traits. I haven't figured out their EPP yet either. Feel free to help me with the EPP as this is the part I need the most help with. Halflings I haven't worked on because I don't have any players that like to play them.

3)No multi or duel classing.

4)All classes/races get 3 primes. Warriors must choose one to be STR, Rogues DEX, Wizards INT, Elves WIS, and Dwarves CON. If I created halflings or another race it would be pretty cool if I could make them CHA based.

5) Background Packages are used. Abilities like Lock Picking, Tracking, Survival, etc. are gone. To determine what skills and tasks you add your level to when rolling you select a package at character creation. Each class has its own list. Warriors have "Ranger", "Professional Soldier", "Knight", etc. for example.

6) All classes use a system similar to 2e's weapon proficiency system. Warriors and Dwarves get 5 weapon picks (More picks added to a weapon allow a warrior, elf, or dwarf to specialize), Rogues get 3, Wizards get 2, Elves get 4 at creation. Your first picks are very important decisions. Characters slowly gain picks as levels progress (Warriors get one at every 3rd level, etc.)

7) Instead of getting Combat Dominance, Warriors get an ability similar to 3e's cleave ability when they would normally gain that ability. It later improves to great cleave. This ability is still useful for swarms of mooks but, has a simpler resolution (IMO). It stacks with Extra Attack once it is gained.

8) Rogues get an upgraded HD and BTH as described above. All the Back Attack and Sneak Attack stuff has been merged into one ability but, it is the same difference really. They had to be better fighters due to the lose of the party's super armored magi warriors (clerics).

9)Wizards have a slightly slower spell progression than listed in C&C. They have a Rogue's BTH and d6 HD. This allows them to draw a sword when times get tough. These improvements are needed because they wizard is now in charge of healing and buffing. He is pulling double duty. Also the improved combat ability allows the player to feel like he is useful while not stepping on the warriors toes at all. It wouldn't be uncommon for a wizard to carry a sword or a bow. He simply has to fight very wisely and choose his weapon proficiencies very carefully.

10)Wizards are required to either pick a guild or go rogue at character creation. Magic is rarer than it normally is in C&C and it is also more strictly regulated. Any wizard of respect has standing with one of only a few guilds that exist across the map. Choosing a guild is like choosing a specialty school as only certain spells will be available in a particular guild. Some spells are universal and known to all guilds. Rogue wizards (wizards with no guild) have a very hard time finding new spells. Selling "guild spells" to a rogue wizard or to another guild is prohibited and often carries a steep fine or punishment.

11) Wizards are all spontaneous casters. They have a certain number of known spells similar to that of 3rd edition sorcerers. However, a wizard may change his list of known spells at a rate of one spell level per day. For example, it would take him a week of practice and memorization to switch out a seventh level spell. After switching a spell out, it is lost unless he has it in his spell book or on a scroll. Using a scroll to learn a spell burns up the scroll. In other words, my wizards have a spell progression similar to that of early editions but they are spontaneous casters.

12) Some spells have changed, new ones added (well, old ones really), and some removed or changed level. For example, most healing spells have been moved up one level.

Well, tell me what you think guys. Feel free to give advice or tell me that something is overpowered. It is still in draft stage. Thanks!

Oh, and before I forget, my wizard probably needs an EPP overhaul just like my racial classes.. tell me what you think.

Posted: Mon Jul 23, 2007 8:55 am
by IanTheMoxious
It seems that I may have double posted. I was having trouble getting the board to let me post. Feel free to trim the extra thread if I did manage to double post.

Re: Three Class C&C First Draft

Posted: Mon Jul 23, 2007 9:47 am
by Turanil
IanTheMoxious wrote:
Well, tell me what you think guys. Feel free to give advice or tell me that something is overpowered.

This looks promising so far. I hope to see more about it, to see it more detailed. My suggestions: wizards specialized in Cleric spells should get something more than those who purely secialize in Wizardry spells, to balance them.
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Posted: Mon Jul 23, 2007 10:07 am
by IanTheMoxious
Turanil, first thanks for posting.

I don't actually have plans to give them anything extra. Cleric spells aren't going to be in one big lump, they will be divided by school and guild. Essentially, all traces of the cleric will be gone.

The gods are a very real force in this particular world and as such, they are simply a part of magic as a whole. There is one kind of magic with no separation.

The only separation are human distinctions that classify spells by "school" or sphere and the teachings of particular guilds.

In short, I only want one magic class with little or no specialization to the class itself. Now, it might be possible to achieve some level of customization if a player were to take the background package of "Priest" but, that is already part of the little system I have going.

I do plan to flesh this out and post more of the crunch behind it when I get the chance to collect all my notes into one place. It will probably be a couple of days because I want to see people's reactions to what I have posted (and I work then next few days). Thanks again for your post.

Posted: Mon Jul 23, 2007 10:34 am
by Turanil
Another idea:

So the Warrior class has "the best" BtH, so I guess it's +1/level as fighters? I hence suggest that dwarves and elves, as a class, have the C&C paladin/ranger BtH, that is, +1/level too, but first level is at 0.

Otherwise, there is thread by Serleran (don't know where, but on another forum about his Doldrum campaign) where he has presented a restricted list of classes that include a Dwarf and Elf class, and you could maybe get ideas from that as well.
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Posted: Mon Jul 23, 2007 11:07 am
by IanTheMoxious
The exact values for BTH have been something that I have been working on.

I was actually planning on using one flat value for all of them. The simple reason is that it is easier.

Now, that said, if I use one flat value for all of them maybe I won't let the dwarf and elf specialize.

In short, it is still a work in progress. Your advice has been taken into account, I am just not sure exactly where I will end up yet.

Posted: Mon Jul 23, 2007 3:11 pm
by Maliki
IanTheMoxious wrote
Quote:
Dwarves I have with d12 HP, warrior BTH, all the warrior abilites, and all the dwarven racial traits. I haven't figured out their EPP yet either.

For dwarves I would use the paladins XP chart.
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