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d20 - Deconstruction of the Game.

Posted by ArkrimFor group 0
Arkrim
GM, 167 posts
Thu 17 Apr 2014
at 03:39
  • msg #1

d20 - Deconstruction of the Game

D20 DECONSTRUCTION
So w byrd's "classless d20" thread got me thinking. Not only is there no need for classes, there's no need for preset statistics either.

The entire d20 game is based on simple bonuses to "types" of actions and special abilities that allow you to do things that a normal adult human being couldn't.

Given this idea, the entire game can be simplified to two simple concepts:
  1. "Bonus to X"
  2. "Special Action/Ability"

This being understood, it would be odd if someone had +50 to Lift Heavy Stuff but -20 to Push Heavy Stuff or if someone had Special Ability: Turn into Fire Monster but no Fire Resistance. So there does need to be SOME semblance of pregenerated order.

So I will take the system as deconstructed to it's two primary functions (and of course the base mechanic of the d20 dice roll) and expand from there.

This thread is still in the beginning stages. More will be added on to it as this develops.

So I'm homebrewing a 3.5 variant using a combination of things from 3.5, pathfinder, d20 Modern/Past/Future and some elements of 4.0 for the "perfect" mix that will allow players to be inventive and creative and have a universal character/creature creation rule set.

This is done by having a point system where players allocate points to create their base attack bonus, base fortitude, base reflex, base will, and magic rating (caster level for all spells and spell-like abilities).

Also, players gain "special ability points" which are spent to purchase class features, racial traits and feats.

I'm struggling with a way to balance racial traits with feats, class features and spells. Darkvision the spell is a 2nd-level spell for example but Darkvision the permanent racial ability is often found on racial traits to creatures with +0 level adjustment. How do I define a 2nd-level spell as less powerful than something you can get at level 1? Do I just have a separate purchasing mechanic for racial traits or is there another way to resolve this?



BASIC D20 (down to its core)


PERFORM UNDER UNUSUAL CIRCUMSTANCES
Once per round, you can take a particular type of action in circumstances where you normally couldn't. The cost varies based on the action and the circumstance:

ACTION
The action's cost depends on the type of action being taken. You must already be able to take this action normally since this ability merely allows you to take it in circumstances where you normally couldn't.

Free, Immediate or Swift: +1 cost per rank
Move or Skill Check: +2 cost per rank
Standard or Attack: +3 cost per rank
Full-round: +4 cost per rank

CIRCUMSTANCE
Rare: +1 cost per rank
Uncommon: +2 cost per rank
Common: +3 cost per rank
Always: +4 cost per rank


BONUSES BASED ON CIRCUMSTANCES
You can a few bonuses based on circumstances.

BONUS
Attack, Damage, Defenses, Saving Throws or Skill Checks: +1 cost per rank
Particular type of Defense, Saving Throw or Skill checks: +0.5 cost per rank
Particular Skill: +0.25 cost per rank

CIRCUMSTANCE
Rare: x1 cost per rank
Uncommon: x2 cost per rank
Common: x3 cost per rank
Always: x4 cost per rank

Requires Action to Activate for Short time:
Free: x 0.9
Swift or Immediate: x 0.8
Move: x 0.7
Standard: x 0.6
Full-round: x 0.5

Short Time:
1 round: x 0.1
1 minute: x 0.3
10 minutes: x 0.6
1 hour: x 1
1 day: x 2

Requires Use of Resources:
(Maximum resources / 10) = x #.#



EVERYTHING IS POINTS
The first step is to make everything cost points. Let's call them character points. Boosting anything in the game costs a number of character points be it a bonus to certain rolls or a new special ability.

BONUS TIERS
1) Keep the traditional 6 abilities as they are, except that you call the modifier a "rank" instead: STR, CON, DEX, INT, WIS, CHA.
2) Make all bonuses and penalties simply tiered into 3 levels of specialization:

Abilities
 Skills
  Specialties

A +1 bonus to an ability rank costs 5 character points. Max modifier = 5 + 1/4 level
A +1 bonus to a skill rank costs 1 character point. Max rank = 10 + 1/2 level
A +5 bonus to a specialty rank costs 1 character point. Max rank = 20 + level
Max damage to any one d20 or damage roll after all modifiers accumulated: 20 + level (or double this for special attacks that have limited uses per day)

Specialties will be skill checks, attack rolls or saving throws made for specific purposes. Where "skill" encompasses basic ideas like "Acrobatics" or "Athletics", specialties encompass more specific uses such as "Acrobatics checks made to jump" or "Reflex saves made against traps" and so on and so forth.

In a game where all bonuses can be used to make some sort of defensive, offensive or creative effect, there is no significant difference between attack, saving throw and skill check. They are all equally important. Skills that are particularly weak or useless should be made into specialties or should be merged with other skills.

Ability Modifier - Skill Rank - Specialty Rank

STRENGTH
 Athletics
  -Break checks
  -Climb
  -Jump
  -Swim
  -Weightlifting
 Maneuver
  -Bull Rush/Drag/Reposition
  -Disarm/Steal
  -Grapple
  -Sunder
  -Trip
 Melee
  -Blades
  -Bludgeons
  -Flails
  -Polearms
  -Unarmed

CONSTITUTION
 Endurance
  -Acid
  -Cold
  -Electricity
  -Fire
  -Sonic
 Health
  -Dehydration
  -Disease
  -Poison
  -Starvation
  -Suffocation
 Trauma
  -Bleed
  -Bludgeoning
  -Pain
  -Piercing
  -Slashing

DEXTERITY
 Agility
  -Balance
  -Fly
  -Initiative
  -Jump
  -Tumble
 Ranged
  -Archery
  -Heavy Firearms
  -Light Firearms
  -Siege Weapons
  -Thrown
 Reflex
  -Specific attack type or enemy type
 Subterfuge
  -Escape Artist
  -Hide
  -Move Silently
  -Sleight of Hand
  -Use Rope

INTELLIGENCE
 Craft
  -Appraise
  -Craft (pick one)
 Gadgetry
  -Computer Use
  -Craft (Electronics)
  -Craft (Mechanics)
  -Disable Device
  -Knowledge (Engineering)
 Investigation
  -Gather Information
  -Knowledge (Dungeoneering)
  -Knowledge (Geography/History)
  -Knowledge (Local/Nobility)
  -Linguistics
 Occult
  -Knowledge (Arcana)
  -Knowledge (Planes)
  -Knowledge (Religion)
  -Spellcraft
  -Use Magic Device
 Wizardry (Magus/Witch/Wizard Spells)
  -Specific descriptor, subschool, cleric domain, sorcerer bloodline or spell

WISDOM
 Awareness
  -Listen
  -Scent
  -Sense Motive
  -Spot
  -Tremorsense
 Divinity (Cleric/Inquisitor Spells)
  -Specific descriptor, subschool, cleric domain, sorcerer bloodline or spell
 Druidism (Druid/Ranger Spells)
  -Specific descriptor, subschool, cleric domain, sorcerer bloodline or spell
 Survival
  -Healing
  -Craft (medicine)
  -Tracking
  -Foraging
  -Knowledge (Nature)
 Will
  -Specific attack type or enemy type
*Awareness should be made vs. Illusions instead of Will.
*Persuasion should be made vs. Enchantment/Persuasion instead of Will.

CHARISMA
 Appearance
  -Disguise
  -Perform (pick one)
 Bardism (Bard Spells)
  -Specific descriptor, subschool, cleric domain, sorcerer bloodline or spell
 Persuasion
  -Bluff
  -Diplomacy
  -Handle Animal
  -Intimidate
  -Resolve (resist Persuasion of others)
 Sorcery (Sorcerer/Summoner Spells)
  -Specific descriptor, subschool, cleric domain, sorcerer bloodline or spell
 Thaumaturgy (Oracle Spells)
  -Specific descriptor, subschool, cleric domain, sorcerer bloodline or spell




SPECIAL ABILITIES
Any racial trait, trait, feat, class feature, spell and spell-like ability can be purchased for a certain number of character points.

Racial Trait: Whatever the racial point cost of a racial trait is, that is the character point cost. If the racial trait is on a monster and has no point cost listed, assume its cost is equal to 2 + half the HD of the base creature that possesses it. In addition, you must have 1/2 of all the other racial traits that the creature possess before you can select any one other ability (meaning you must buy them as a bundle, typically at 1st level).

Feat: A feat costs only 4 character points, but you must meet all the prerequisites to select it.

Trait: A trait costs only 2 character points.

Class Feature: A class feature costs a number of points equal to 2 + 1/4 the class level at which the class feature is acquired. In addition, you must have at least half of all the weapon and armor proficiency feats of the class and at least half of the class features preceding the chosen feature. For these purposes, treat "all martial weapons"  as 4 feats (so that you need only be proficient with 2 of them).

Spell: A spell costs a number of points equal to its spell level + 1. You must possess a number of spells of 1 level lower equal to or greater than the number of 1st level (or higher level) spells that you select. 0-level spells are the only ones without this prerequisite. Each time you learn a spell, you can use it a number of times per day equal to Casting Modifier - Spell Level. If this calculation reduces you to 0 or less times per day, divide the spell level in half and do the calculation again but this determines how many times per week you can use it instead of per day. If this still reduces it to 0 or less, you cannot learn the spell. You can learn a spell multiple times for extra uses. If you are a prepared caster, you can take the Spell Book feat. It allows you to learn new spells from a spellbook, scroll or tome at the cost of forgetting old spells, but you can do this at any time you have at least 1 hour to learn/forget spells. However, if you lose your spellbook, the time it takes to learn/forget a spell increases to 1 day/spell level instead. In addition, the casting time to all your spells increases by 1 tier every day you go without studying your spellbook (immediate -> swift -> move -> standard -> full-round -> 2 rounds). You can rewrite your spellbook by spending 1 week x highest level spell known. You can never have more than one spellbook at a time. Writing a new one makes the old one useless to you as if it were a foreign spellbook. You cannot apply Spell Book to Charisma-based spells (only INT or WIS).

Spell-like Ability: Functions as buying a spell but at +3 cost since it requires no components. If you have the Eschew Materials feat, this cost is only at +2. You cannot apply the Spell Book feat to spell-like abilities.



THE GAME SO FAR...

Your character has no special adjustments or racial traits. They can do anything a typical adult human can do according to the basic combat rules. They also have the 6 ability scores. All start at 10 before you begin manipulating them. As a basic character, you can drop a score as low as 7 in order to increase another score as high as 13 in a 1 for 1 trade just to give your character some unique qualities.

In addition, you can spend character points to boost their ability scores or buy ranks in skills or specialties. A single character point put in "Acrobatics Specialty: Jump" gives them +5 to Acrobatics checks made to jump (even if they have 0 ranks in the actual Acrobatics Skill itself).

BASIC COMBAT RULES
Move (move) = 30 feet (6 squares)
Run (full-round) = Move * 3 in straight line
Tumble (move) = Move / 2 (round down, minimum 5')
Charge (full-round) = Move in straight + standard attack
Combat Maneuver (standard) = 1d20 + [STR] vs. 10 + [DEX or STR] (whichever is better)
Melee Attack (standard) = 1d20 + [STR] vs. 10 + [DEX]
Ranged Attack (standard) = 1d20 + [DEX] vs. 10 + [DEX]
Off-hand: 1/2 STR
On-hand: STR
2-handed: STR mod of both hands
Light Weapon Damage = 1d6 + STR mod of hand
1-Handed Weapon Damage = 2d6 + STR mod of hand(s)
2-Handed Weapon Damage = 3d6 + STR mod of hand(s)
Larger Weapon: +1d6 per size
Impromptu Weapon: -2 attack/damage
Unarmed: Provoke AoO from targets armed with melee weapons
Use Weapon to Make Combat Maneuver: Impromptu penalty unless weapon designed to do so (Unarmed = designed for all combat maneuvers but still provokes)
Reach = 5' (1 square) for small, medium and large (unless noted otherwise). +5' reach per size larger than large. 0 reach for tiny and smaller (unless noted otherwise).
Move Through other's Space = Allow target to pass instead of taking AoO.
Collision = make opposed CMB or CMD (attacker's choice). Winner stays in spot. Loser is shifted to nearest unoccupied square as if bullrushed (no special feats applied). If no space available, they are knocked prone instead.
Prone = Other creatures can occupy your space but treat you as difficult terrain. If you attempt to stand, treat it as a collision.
Hit Points = (10 + CON) * Level
Base Attack = skill rank with weapon skill
Caster Level = skill rank with spell skill


Example Character
Every 20 CP = level up

Wizardy McWizard Wizard 218/220 CP
Level: 10
HP: 90
                      116 CP
STRENGTH       -1          -5 CP
 Athletics      0 ( -1)
 Maneuver       0 ( -1)
 Melee          0 ( -1)

CONSTITUTION   -1          -5 CP
 Endurance      0 ( -1)
 Health         0 ( -1)
 Trauma         0 ( -1)

DEXTERITY      +0
 Agility        0 ( +0)
  -Fly          5 ( +5)     1 CP
 Ranged         1 ( +1)     1 CP
 Reflex         1 ( +1)     1 CP
  -Evocation   25 (+26)     5 CP
 Subterfuge     0 (+ 0)

INTELLIGENCE   +5          25 CP
 Craft          5 (+10)     5 CP
 Gadgetry       0 ( +5)
 Investigation  5 (+10)     5 CP
 Occult        20 (+25)    20 CP
 Wizardry      20 (+25)    20 CP
  -Fire         5 (+30)     5 CP
  -Scrying      5 (+30)     5 CP
  -Teleport     5 (+30)     5 CP

WISDOM         +2          10 CP
 Awareness      2 ( +4)     2 CP
 Divinity       0 ( +2)
 Druidism       0 ( +2)
 Survival       0 ( +2)
 Will          10 (+12)    10 CP
  -Divination  10 (+22)     2 CP
  -Enchantment 10 (+22)     2 CP
  -Illusion    10 (+22)     2 CP

CHARISMA       +0
 Appearance     0 ( +1)
 Bardism        0 ( +1)
 Persuasion     2 ( +3)     2 CP
 Sorcery        0 ( +1)
 Thaumaturgy    0 ( +1)


SPECIAL ABILITIES         102 CP

Familiar (Level 10):        7 CP
0  Level Spells (11):      11 CP
1st Level Spells (9):      18 CP
2nd Level Spells (7):      21 CP
3rd Level Spells (5):      20 CP
4th Level Spells (3):      15 CP
5th Level Spells (1):       6 CP
Spell Book:                 4 CP


This message was last edited by the GM at 12:36, Wed 20 Aug 2014.
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