Friday, November 18, 2011

Since Nobody Asked Me...Here's My Type V

Before I give you these totally useless design specs, here's something actually helpful: autogenerator for NPCs with stats done as 3d6 in order.


Now, on with the main event...

How I'd do Type V D&D if I was WOTC. It combines, flexibility, customizability and simplicity in one completely untested, probably fatally flawed package.

Design principles:

1. I tried to alter the systems involved as little as possible across all editions while keeping the other principles in mind.

2. Just having every class slowly getter better at to-hit and saves--regardless of class--over time doesn't really make them better since the monsters also have to get better to keep up. This leads to a situation where a big slow, dumb monster like a giant has to have a +6 or whatever reflex save just to keep up with its alleged difficulty level, which makes building new monsters a little harder than it should be and adds unnecessary book-keeping and number-crunching all around. Plus it means like a little 0-level old lady couldn't throw a bucket of water at a giant and probably splash it, which is bullshit. So nobody gets better at anything unless it's part of their class. Thieves (for example) who want to get better at punching people can just take a level in fighter. (James Raggi's LOTFP:WFRP made me realize this.)

3. On the other hand, it is nice to have all PCs genuinely way more confident at fighting at high levels than low levels so the game changes scale over time, and so you can have a basic "one day you'll be badass enough to kill Demogorgon" idea in everybody's head. So everybody does get more hit points as they level up no matter what.

4. PC options should be available for customization, but you shouldn't be at a disadvantage if you're the kind of player who doesn't want to sit around and fiddle with them all day. In other words: they should make your PC more customized, not more powerful. It also means WOTC can still sell splatbooks if they really have to.

5. Likewise, if you're inventing a monster off the top of your head, there should be a straightforward way to make it equivalent to a fighter of a given level without sifting through an OED of powers or feats. If a bear is a ninth level monster (i.e. equal to a ninth level fighter) you can assume it has 9 hit dice +con modifiers and +9 to hit +9 to damage +strength modifiers and needs no feats or powers to make it a competitive monster.

6. This is just a sketch. Considering the way +1 to hit is, in the long run, better than +1 to damage, there's probably some unevenness here if you have players who are hardcore optimizers but the problem can probably be fiddled away by moving some numbers around or putting maximums on things so I haven't bothered.

7. Making new classes, monsters and even powers under this system should be as easy as, if not easier than, pie.

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System: everything's pretty much resolved on the D20 system. D20 + modifier to get a target DC.

Bonuses are as d20. i.e. 12-13 =+1, 14-15=+2 etc.

Classes gain hp as d20.

No matter what class you are...

Strength modifier applies to:
melee to hit
melee/thrown damage

Dex modifies:
ac
reflex save
finesse/missile to hit
finesse weapon damage

Con modifies:
fort save
hp per level

Wis modifies:
will save
averaging wisdom and int bonus gives you your Notice (passive) and Search (active) check

Int modifies:
know stuff (lore, basic knowledge, etc.)
averaging wisdom and int bonus gives you your Notice (passive) and Search (active) check

Cha modifies:
persuade
dupe save (this is a new save, kinda like "sense motive" which is whether you have enough
social intelligence to tell whether someone's full of shit)

_________________
You can use your xp to take a level in anything.

Levelling up is on a "pick your prize" basis, with each "prize" usually only takeable once per level unless otherwise noted. Bonuses are cumulative.

Ranger
Pick two to start, two per level:

+1 melee to hit
+1 melee/thrown damage
+1 missile to hit (may be chosen twice in one level)
+1 missile/finesse damage (may be chosen twice in one level)
+1 to know stuff about foe (ac, hp, damage/attack, etc.)
+1 to combat non-direct damage maneuvers (trip, disarm, etc,)
-you spent some time outside this level: add +1 to both climb, jump, other athletics and acrobatics, etc. and to woodland lore/outdoor survival and to find/notice checks outside
-At seventh level they can start choosing off the fighter list

Cleric
Pick two to start and two per level:

-new spells of current available spell level according to whatever progression
-an extra healing spell
-an extra spell related to their particular god's domain
+1 melee to hit
+1 melee/thrown damage
+1 persuade, +2 to those of the same faith

Thief/Rogue
Pick 3 of these to start plus 3 per level thereafter (thief abilities are pretty situation-dependent):

+1 backstab--points count toward damage and 'to hit'. The initial bonus for a backstab is the same as for a finesse attack.
+1 to climb, jump, and all other athletics and acrobatics, etc.
+1 lockpicking and other delicate tasks (disarming traps, etc.)
+1 find/notice (passive and active)
+1 stealth
+1 persuade
+1 dupe save
+1 reflex save
+1 to combat non-direct damage maneuvers (trip, disarm, etc,)

Wizard
Pick 3 (or whatever, really, depending on how powerful spells are in the new system) spells to start, plus pick two of the following per level thereafter:

A number of new spells (according to whatever spell-progression table)
+1 find/notice
+1 know stuff
+1 new spell of spell level 1 above currently castable level that only works on a successful int check. If this is a high level spell and the check fails, there'll probably be an entertaining disaster.

Fighters
Pick two of the following to start plus two more per level thereafter:

+1 missile to hit
+1 melee to hit (may be chosen twice at same level)
+1 melee/thrown damage
+1 to know stuff about foe (ac, hp, damage/attack, etc.)
-pick from a list of "If/Then powers" that are situational but, when they occur, very effective, like "Wrestle: + 4 to immobilize a same size opponent that is already knocked over or quadrupedal"
-at tenth level, can start choosing off the Warlord list below

This is where you start in with your splatbook stuff. (However, a DM just trying to build a high level fighter can ignore it and put all the level up points into to hit or damage or whatever)

Paladin
Pick two to start, two per level:

+1 melee to hit
+1 melee/thrown damage
+1 know stuff about foe (ac, hp, damage/attack, etc.)
+1 heal points of damage equal to the number banked here. once/day.
+1 holy smite: this number plus charisma modifier
+1 to deal with horses and hit and damage in mounted combat
-at seventh level they start being able to choose off the fighter list or the cleric list

Barbarian
Pick two to start and two per level:

+1 melee to hit
+1 melee/thrown damage (may be chosen twice at single level)
+2 more hit points
+1 to know stuff about foe (ac, hp, damage/attack, etc.)
+1 to hit and damage for your once a day rage freak out.
-you spent some time outside this level: add +1 to both climb, jump, other athletics and acrobatics, etc. and to woodland lore/outdoor survival
-at seventh level they can start choosing off the fighter list

Assassin
Pick three to start and two per level:

+1 backstab--points count toward damage and 'to hit'. (starts as a finesse attack)
+1 climb, jump, other athletics and acrobatics, etc.
+1 delicate tasks and stealth
+1 dupe save
+1 missile/finesse to hit
+1 missile/finesse damage
+1 know stuff about foe (ac, hp, damage/attack, etc.)
+1 handle poison

Druid
Pick two to start, two per level:

-new spells of current available spell level (may be chosen twice)
-you spent some time outside this level: add +1 to both climb, jump, other athletics and acrobatics, etc. and to woodland lore/outdoor survival and to find/notice checks outside
+1 charisma roll to persuade animals to do things
-annoying animal companion (maximum 1). If your old one dies you can use this option to get a new one.

Warlord
Pick two to start, two per level:

+1 melee to hit
+1 melee/thrown damage
+1 know stuff about foe (ac, hp, damage/attack, etc.) (may be chosen twice per level)
+1 to combat non-direct damage maneuvers (trip, disarm, etc,)
+1 to persuade
-pick from a list of "If/Then powers" that are situational but, when they occur, very effective, like "Wrestle: + 4 to immobilize a same size opponent that is already knocked over or quadrupedal"

Warlock
Really?

Bard
Bards suck.

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Multi-classing: you can take a level in whatever as long as it isn't in the subgroup you're already in, these subgroups are:

Fighter, Ranger, Paladin, Barbarian, Warlord
Wizard, Warlock
Thief/Rogue, Assassin
Cleric/Druid

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Possible other hacks:

Instead of invisibility, improved invisibility, mass invisibility the spells will be named inivisibility-mass, invisibility--improved (etc.) so that when they're in the book and you look up one and it says "this spell functions just like some other spell (qv)" you don't have to turn the damn page.

Monsters have static xp values. Why not murder thousands of random henchmen at high levels just to level up? Because you're not that boring. Or, if you are and there's really no one else to play with, DMs can institute no-xp-for-challenges-more-than-x-levels-beneath-you rules.

XP can follow three patterns, the PCs choose which:

Old School: XP is given for monsters and treasure. Treasure usually nets about 4 times as much xp as monsters required to get to said treasure.

Newie:
XP is given for monsters plus each PC picks what kind of thing they want to get xp for based on their PCs' individual motives. Like: "My wizard wants knowledge,""My paladin wants to help the weak" etc. The GM can award these as s/he sees fit but the total can still be divided equally if the PCs roll that way--so if everybody helps one PC achieve a goal, they all benefit

Tactical: XP for monsters at x5 normal.

Note:

I put some more thought into this once 5e was announced--these became "classic""heroic" and "tournament" more detail on how I'd do it here and here.