1. This document discusses several classless D&D character creation systems that focus on customization through spending points on abilities, skills, and other attributes at each level.
2. One system uses talent points and skill points that can be spent on abilities similar to feats or skills to emulate classes like fighters or spellcasters.
3. Another proposed system focuses on choosing a primary and secondary ability type, assigning points to attributes like attack bonus, hit dice, and skills based on the type to build a custom "class".
4. Examples are given of building barbarian and monk inspired characters within one of the proposed point-based classless systems.
1. This document discusses several classless D&D character creation systems that focus on customization through spending points on abilities, skills, and other attributes at each level.
2. One system uses talent points and skill points that can be spent on abilities similar to feats or skills to emulate classes like fighters or spellcasters.
3. Another proposed system focuses on choosing a primary and secondary ability type, assigning points to attributes like attack bonus, hit dice, and skills based on the type to build a custom "class".
4. Examples are given of building barbarian and monk inspired characters within one of the proposed point-based classless systems.
1. This document discusses several classless D&D character creation systems that focus on customization through spending points on abilities, skills, and other attributes at each level.
2. One system uses talent points and skill points that can be spent on abilities similar to feats or skills to emulate classes like fighters or spellcasters.
3. Another proposed system focuses on choosing a primary and secondary ability type, assigning points to attributes like attack bonus, hit dice, and skills based on the type to build a custom "class".
4. Examples are given of building barbarian and monk inspired characters within one of the proposed point-based classless systems.
1. This document discusses several classless D&D character creation systems that focus on customization through spending points on abilities, skills, and other attributes at each level.
2. One system uses talent points and skill points that can be spent on abilities similar to feats or skills to emulate classes like fighters or spellcasters.
3. Another proposed system focuses on choosing a primary and secondary ability type, assigning points to attributes like attack bonus, hit dice, and skills based on the type to build a custom "class".
4. Examples are given of building barbarian and monk inspired characters within one of the proposed point-based classless systems.
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Vitality ...
starts at 100% and declines with 5% for each level...
at each level you gain the vitality percent of your current HD rounded down. Example: Level HD Result 1 D12 100% of 12 = 12 2 D8 95% of 8 = 0.95 * 8 = 7,6 = 7 3 D10 80% of 10 = 0.8 * 10 = 8 ... 20 D4 5% of 4 = 0.05 * 4 = 0,2 = 0 OR ... starts at 0% and ends at 99% and denotes how much of total is removed rounded down. HD is maxed. Example: CON 18 +4 Level HD Current-HP-Max 1 D6 (10) 6+4 = 10, 0% removed 2 D12 (25) 10 + 12+4 = 26, 5% to remove, so 0,95 * 26 = 25 HP 3 D10 (45) 25 + 10+4 = 49, 10% to remove, so 0,9 * 49 = 45 HP 4 D4 (46) 45 + 4+4 = 53, 15% to remove, so 0,85 * 53 = 46 HP 5 D8 (47) 46 + 8+4 = 58, 20% to remove, so 0,8 * 58 = 47 HP 5% declines to much maybe 1% and what if same HD ? ------------- HP cost for each level = 9 * level (a player will always have a minimum of 1 hp) when hit by weapon a player rolls 1d20, if less than or equal to the players DEX damage is evaded. If more than DEX damage is taken but location must be rolled, body, head(s), leg(s), tail(s) and arm(s) are all locations... If uneven number of locations such as to-headed ogre that will have 7 locations (2 heads, its body, 2 arms and 2 legs) then the body is counted twice (first and last)... In this example a d8 is rolled for location, 1 and 8 will be its body (first and last), next its heads will be counted, so that will be 2 and 3, then its arms are count ed, so that will be 4 and 5, and lastly its legs, so that is 6 and 7. If hit on a location that is protected by an AC value, such as the body will typ ically be, then the AC granted by that particular piece of protection gear will provide dam age reduction equal to its AC value, but it will also take damage, this damage will be equal t o 1/4 of its AC value rounded down, with a minimum of 1. each level grants <x> level points, the player starts at level 1 with <y> level points. Base Attack (BA) for each level (LVL) is either +0 or +1, BA +0 costs <p> level points and +1 costs <q> level points. Casterlevel (includes all relevant for selected class, such as default spells pe r day etc...) for each level costs <z> level points. These stack as normal so if you bought Wizard CL1 at LVL 2 then you could buy Wizard CL2 at LVL 3 or 4. If you are LVL 4 and for example got Wizard CL1 at LVL2 and Cleric CL1 at LVL3 and Wizard CL2 at LVL 4 then you total CL as wizard would be 2 and as cleric it would be 1. All class-level-feats that combines classes are not allowed? Cost of Feat for each level is ( LEVEL * <r> ) level points. Cost of Specific class feat is ( LEVEL * class-feat-level * <s> ) level points. Must select between 1 and 3 flaws initially, these then provide <t> level points for each flaw or possibly it could range depending on severity of flaw. learning a spell require that a previous similar spell is already known to the c aster. learning a spell costs <u> level points and require the caster fullfills CL requ irements. -------- Classless D&D is very possible if you use some 4e concepts. I'm doing this for a setting/d20 game myself. Essentially, you need to assume all characters get +1/2 level to attacks, saves, checks, etc. This saves the trouble of figuring out how much a level costs base d on high BAB or whatever. Also, this means that since all of these things get t he same base bonus, they can all be lumped together. An attack is the same as a skill is the same as a save. So if you want to make a fighter, you train in the Blades skill, the Axes skill, the Maces skill, the Fortitude skill, the Armor sk ill, etc. I'm basing skills somewhat on the trained/untrained idea, but there are levels b eyond that, similar to skill focus, but more. So you could be Trained, Focused, Mastered, or Grand Mastered in Blades, for example. Characters get two sorts of points at each level: talent points and skill points . Talent points are spent on special abilities, class features, powers, feats, a nd the like, all put together as "talents." Skill points are spent to increase t he rank of a skill. Untrain to Trained, Trained to Focused, etc. A talent point can be spent to buy a skill point, but not vice versa. In my system, characters begin with 5 talent points and 5 skill points, then get 2 talent points at every even level, and 3 at every odd level, plus 1 skill poi nt every level. A 1-point talent is like a feat in level of power (based on 3.5 D&D), a 2-point talent is like a moderate class feature, and a 3-point talent is like a powerful class feature. Characters get 18 hit points to start, and +3 per level. More hit points (anothe r 3) will cost a talent point, but would be max 1/level, so a character could en d up with about barbarian level hit points if they buy it every level, and it wo uld still leave them with points to buy lots of fightery skills and talents. Talents will mostly be independant. Not a lot of trees, in order to allow more c ustomization. The magic system isn't like D&D for this, so caster progression is irrellevant. A single talent could be the ability to cast one specific spell, o r to choose from a few spells, learn a new spell and also get points towards cas ting anything you know, etc. There will also be spellcasting skills, which means skills are useful to all character types, not just skill-monkeys. All talents will scale in power. Meaning if a talent is useful at level 1, it's useful at level 20. Damage goes up with level, for example, but a +2 bonus to at tack doesn't, because +2 to hit is always +10% chance to hit, not matter your le vel. Perhaps some of that will help you. One other suggestions, based on what I know about BESM d20 and Mutants and Maste rminds: Do not allow buying ability scores with anything like talent points. Special abi lities and ability score boosts do not balance well at all. Trust me, it's a rea lly bad idea. The same goes for BAB and saves and whatnot, but if you base those on skills (and use the base +1/2 level), then it won't be an issue. ---- Try Mutants and Mastermind. Edit it a little bit to make it fantasy. It is absol utely classless, the archetypes presented are merely guidelines. It is my favori te form of d20 and great for classlessness. ---- I, for one, am a fan of am open ended system based on creating your own "class", but base it upon 2 and 3. 2 ability types: physical and mental 3 ability scores per: str dex con and int wis cha 2 classes of traits: physical and mental 3 aspects governed: BAB hit-die saves and skills abilities magic Pick one as a primary trait, one as a secondary, and give players points in acco rdance. The primary trait gets 12 points, and the secondary gets 6-9 (I have no got this part worked out quite yet). There should be some free floating points ( possibly just 2) that can be applied to either trait. So... Primary Trait: 12 points Secondary Trait: 6 points. Floating Points: 2 Physical Traits: BAB: 2 points per level of progression (2 for 1/2, 4 for 2/3, 6 for 1/1) Hit-die: 1 point per type (1 for d2, 2 for d4, 3 for d6, etc) Saves: 2 for each good save Mental Traits: Skills: 1 point for every two skill points (I think all skills should be class s kills) Abilities: Each point put into this catagory is matched on a 1/1 basis each leve l as a pool from which you pay for the cost of abilities. Abilities should have a requirements just as feats do. Magic: Still hazy on how this would work, but I'll figure it out in time. On making a Barbarian: Primary: Physical BAB: 6 points (1/1 BAB) Hit-die: 6 points (d12) Saves: 2 points (from floating points, Fort) Secondary: Mental Skills: 2 points (4 skill points per level) Abilites: 4 points (4 points each level to pay for abilities, can be saved) Magic: 0 points (not a caster, still working on the system) All in all, I think it's a neat first step towards making a tweakable system. P.S. For Sir Giacomo: Monk: Primary: Physical BAB: 4 points (2/3 BAB) Hit-die: 4 points (d8) (2 from floating points) Saves: 6 points (all good) Secondary: Mental Skills: 2 points (4 skill points per level) Abilites: 4 points (4 points each level to pay for abilities, can be saved) Magic: 0 points (not a caster, still working on the system) Crafted "Monk": Primary: Physical BAB: 6 points (1/1 BAB) Hit-die: 4 points (d8) (2 from floating points) Saves: 4 points (Fort, Wil) Secondary: Mental Skills: 2 points (4 skill points per level) Abilites: 4 points (4 points each level to pay for abilities, can be saved) Magic: 0 points (not a caster, still working on the system)