EXPOSITION
In my DnD campaign, it is a basic premise that what makes the DnD world different from our world is Mana, its flow, sources, and textures.
Guoda White-tail:
"The two main sources are the astral and ethereal, they are not different Manas so much as in different textures. [Much like much like AM (amplitude modulation) and FM (frequency modulation) radios.] There are many other textures that affect the planes Two more mana textures that are part of this Basic Premise is that of Fantasy and Heroism. [As from DnD's beginning in "Chain mail", ODnD, and First Edition,] Fantasy Mana powers the Races and species, making the whole of the race more powerful and able to defend its self. Heroic Mana while fed through the race, power a small fraction of the race, the Heroes, both the Demi-talents (heroic class positions in organizations, limited in Level range, until promoted in the organization. see meta-pax "1StEd." for "sergeant") and Full-talents (Heroic Class Positions NOT linked to any particular social groups, limits on level, and classes depends on race, Meta-Pax (the dieties\powers agreed rules system at work in the territory), and or deities.
These our Heroes, gain power but in a very stilted way unlike normal Mundane folk, ie you or I, we study a skill for 1-4 years and you are on your way. These Heroic folk gain power in levels like steps on the ladder, and while study is often involved to master this skills and abilities, the gaining is whispered to take place over time in the dreams/nightmares of one who has made a step up.
All who gain these steps are fed Heroic Mana through their races based on these steps or levels, these are our Heroes and Champions."
Guoda White-tail (mouse-folk),
-Scholar of the Blue Tower Library,
-Step-Son of His Royal Majesty Cheese, Rat-King of the Palace Labyrinth.
My campaign has Mundanes (zero levels) so I don't have to make-shift a way to allow the Heroes in my campaign to feel different. As their very levels, even if only one level of a heroic class marks them as different socially.
That means that I don't have trouble creating, What is Now called Low-Fantasy (and I call Low-Heroic), but if I want to give players as many choices as possible at character creation I do need to make-shift, 1st or zero level, Level-adjusted Races for PCs to play Low-heroism.
In some ways it is easy DnD has such, as the Hob-goblins call them "Runts". There are three kinds of these Runts, the Lesser "*", the Racial Class "*", and the Negative Level Adjustment modifiers "*", but each has issues.
Noted Choices and Tools
√ The Lesser "*", is simply created so that their hit-dice, skills, feats and abilities only add up to a first level creature. But is similar enough to pass as a "*".
The suggestion for these is published is usually "if you use these, don't use the original race," In my campaign these are one of the types of Runts, a weakened mutation that is innately first level.
This is my preferred choice if the player will take it.
√ The Racial Class "*", comes at least partially from Savage Species, I don't have a lot of familiarity with these, but now have access to source material. These Runts while physically immature much like the Lesser "*", Start according to the system as a first level of the monster class.
But your first class is the race. No good for a mundane.
So add this; and remove the first levels, "level adjustment"
√ The Negative Level Adjustment modifiers "*", This is both more complicated and simpler then the other two all it takes is a negative modifier to certain rolls.
-1 per on skill checks and ability checks.
-1 per on attack rolls and saving throws.
-1 per on level checks (including caster level).
-1 per on the DC for any spell they cast or other ability they use that allows a saving throw.
-1 per on any constant armor class bonus granted by race, such as the natural armor class bonus, or the svirfnebeas constant dodge bonus.
Each minus above subtracts one from the Characters Level adjustment.
. First Runt type is the easiest to use, but requires creating the new "Lesser sub-race" if there isn't one established. It doesn't require any changes after first level, but I have had the issue that one character I created couldn't have lived in the area her races tribal home because one of the 'unimportant' items left out was needed to live there.
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. The only one of the three "Runt" types that allows all abilities and powers is the third in the group the Negative Level Adjustment Runt. The system as stated only allows the NLA to cut the Level adjustment, I have considered continuing the negative adjustment to subtract hit dice as well, allowing to go all the way to zero level.
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. The last two runt types the levels are bought off up to standard, and the systems state you need to pay all them off before you take another level in a class, negative mod. does at least allow you to start with a class level in a non-racial class before you pay off the modifier penalties.
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. The Monster Classes issue of having to start as monster class rather then a heroic profession class, could be dealt with by buying off the one level with the second runt status Neg. Lev. Adj. of that class then allowing would have two advantages one the ability to choose a class at first level and the other a ready-made expediant way of creating a lesser "*", if such a race hasn't been made yet.
C.1 Mundane;
Creatures that gather Skills one per every 1d4 years [or what ever number fits the speed of development of characters in your game] plus one for every point of renown gained from one of their Factions. [all start with three renown points often factions, Clan, Guild, and Settlement, there is no theoretical maximum number of factions belonged to, but the practical issue of offending one when doing something for a competitor.] if an action is directed for one faction a maximum of two are possible. but it is possible to gain one per faction that was positively affected by the quest. Unlike full talents (classed heroes) renown can be spent renown to gain Decision Points as the Talents are a mundane is limited to a set of perks gained at their renown level for a faction. but instead of going up a mundane can move sideways. in a mercenary guild the gives certain skills based on a light trooper, it is possible for the mundane to choose to transfer sideways to the skirmisher units of the guild or even logistics. These choices are designed as part of that faction, it is possible for a mundane to advance through the leadership of the faction without being a Talent, but at certain levels it is possible to pay renown points to take a position in the faction of a Demi-Talent. A standard mundane when struck with hit points damage exceeding their total.. Stops at zero, where they are Considered out of combat. when combat is ended a roll is made to see how many mundanes are dead, wounded on the field, or fled. it is possible for a mundane after the roll to expend unused renown points to affect the roll, or if the mundane is a follower or Hench-person of a Full Talent to be saved by the Talent by expending an already used renown point. which only has the affect of causing the full talent to pay of the debt, before advancing to the next renown score.[sometimes being a side kick to a hero or superhero is a good thing]
C.2 The Mortal Minions- also called ["Runt" (goblinfolk & tiefling), "lesser minion" (sage), "heroic seed" (elf & Assimar), "Stunted-ones" (Imperial Common)];
They can be of any race, humanoid, demi-human, monster, Etc. They may only have one hit point per racial die, no more then two ranks in any skill. Certain racial powers like the Sprites invisibility, allows for a starting rank of four stealth in place of invisibility, as well as At Will cantrips in place of innate power spells. Also the level adjustment of such a creature (after stunted powers) subtracts six points from the pool of ability formation points used to make the creatures ability scores. While it is known by some as runts, while others call them heroic seeds. This last is because in some tribes a fraction of these mortal minions, are the only creatures in the tribe or clan to develop as Full Talents.
Compare to below:
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Zero Level Characters;
Creatures that gather Skills [non-weapon proficiencies (I added a non-weapon proficiency "tool of battle"] one per 1d4 years of age, which can stack.
D. Demi-Talent;
this is a mundane who has reached a point in their advancement through the faction where there is a decision that includes taking a level in a particular class. The complete set of skills, feats, and powers, for this class are entered entered on the mundane form under the skills, that they are related to. The character stops gaining renown at all, and starts gaining experience points until, until the maximum level for that Faction rank is reached then and only then is renown gathered again.
Compare Demi-talent to below:
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Sergeant, lieutenant, captain; are classed characters but they can not advance until two conditions are met, one like the "real" classed heroes they gain experience and will, but stop when they reach the required level for the next Rank, then must wait until their organization, temple, tribe, army, etc., has an opening to advance into that rank.
E. Full Talent Heroic Classes;
These are the Heroic representatives of certain subsets of society, you may have a hundred knights and squires, but only one Cavalier. As each of these is considered a heroic profession, each of these classes is considered able to hire any type of skilled person or creature to complete their mission, while taking ten in at a rank equal to their level plus any ranks bought with skill points. The taking ten only allowed in uncontested projects, or those with a DC low enough to do so. Such rolls in seeing that there are no problems for their employees during the job, or to stabilize income. Some like Commoner, Expert *, Adept, Aristocrat, Warrior, gain a rank of Mundane Leadership, this allows the character to form their own faction of mundanes and "Mortal Minions". which allows them at first level, a certain number of followers some Mundane
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Compare Full Talent to below:
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Classed Player Characters;
These are the Heroic representatives of certain subsets of society, you may have a hundred knights and squires, but only one Cavalier. you may have one hundred mundane users of magic, cantrips, hedge-magic, and master brewers, but only one Magic-user. You may have one hundred persons who use minor, lesser, or major Psionic Tricks, but only one Psion.
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Classed Non-player Characters; Commoner, Aristocrat, Expert *;
these are lesser heroic representatives of certain subsets of society, they might be added into settlements as functionaries.
This message was last edited by the player at 18:46, Thu 01 Sept 2016.