A simple RPG that uses a multiclass leveling system with a modular "superpower" system atop the basic classes.
Basis: d20 (for now)
Classes:
- Classes provide bonuses to attributes such as:
- Core attributes: str dex con int wis cha
- Adventuring skills: magic, fighting, defense, skill
- Hit Points, Skill Points
- Each level, everyone gets two talents:
- Talents can come from class or subclass lists:
- Example: Fighters have many combat-related talents such as Power Attack and Cleave
- Paladins, a subclass of Fighter, have more Paladin-specific talents such as Aura, Bless Weapon, and Lay on Hands
- Spells are talents too. A wizard might take Burning Hands and Magic Missile at level 1. They might also take non-spell talents like Counterspell, Dispel Magic, and Empower Spell.
- Some talents give powerful, passive bonuses, like Weapon Focus (grants +2 to hit with weapons) or Spell Precision (grants +1 to critical threat range with spells). This allows PCs to improve their character without necessarily accruing many dozens of options in combat, especially at higher level.
- Talents can come from class or subclass lists:
Skills:
- A relatively minor part of the system, but a basic skill system still exists.
- Classes grant a certain number of Skill Points, which allow you to improve your skills.
- Skills come in 5 ranks of proficiency:
- Untrained: you can only attempt certain, basic uses, rolling 1d20 + ability score
- Trained: you can attempt any use of the skill, rolling 1d20 + skill bonus + ability score
- Expert: you may take 10 on skill checks
- Master: you gain advantage to all checks with this skill
- Legend: you may roll a single d20 for a check, but all rolls under 10 gain +10
Adventuring skills:
- Attack is a modifier to all attacks with physical weapons (or unarmed)
- Defense is a modifier to all defensive actions, such as Dodge and Parry, or such as Strength or Constitution saves.
- Magic is a modifier to all magical or super-powered attacks.
- When your attack/defense/magic reaches +5, it is considered "rank 2". +10 corresponds to "rank 3", +15 to "rank 4", and +20 to "rank 5".
- Weapon attacks gain a bonus damage die for each rank of Attack above 1. Thus, a longsword attack at rank 1 might inflict 1d8 + Str damage, but that same sword at rank 2 inflicts 2d8 + Str damage.
- The same is true of magical attacks using the Magic skill. A rank 3 fire spell might inflict 3d8 + Cha damage, vs only 2d8 + Cha at rank 2.
- Some talents, spells, etc have a minimum rank. If the minimum rank of a physical attack is higher than your Attack rank, or if the minimum rank of a spell is higher than your Magic rank, you cannot use it.
Brief Class List
Class | Subclass | Stats (good/mid/low) | Attributes | HP/SP | |
---|---|---|---|---|---|
Fighter | Armsman | str con / dex / int wis cha | fighting 1, defense 1, magic 0.5, skill 0.5 | HP 7, SP 2 | |
Fighter | Ranger | str dex / wis con / int cha | fighting 1, defense 0.75, magic 0.5, skill 0.75 | HP 5, SP 4 | |
Fighter | Rogue | dex int / wis con cha / str | fighting 0.75, defense 0.75, magic -0.5, skill 1 | HP 4, SP 6 | |
Practitioner | Mage | int cha / wis / str dex con | fighting 0.5, defense 0.5, magic 1, skill 1 | HP 3, SP 4 |
Very Brief Talent List
Talent | Min Rank | Class | Subclass | Other Category | Description |
---|---|---|---|---|---|
Power Attack | 1 | Fighter | - | Offensive Style | Normal melee attack inflicts +100% damage, but provokes AOOs. |
Cleave | 1 | Fighter | - | Group Fighting | Normal melee attack becomes a chain 1/3. |
Aura | 1 | Fighter | Paladin | Holiness? | Each round, as a free action, you choose between several options which grant allies various bonuses (see description) |
Sneak Attack | 1 | Fighter | Rogue | Assassination | Melee attacks against unaware of attacker inflict critical damage. |
Shadow Jump | 1 | Fighter | Rogue | Shadowdancer | Recharge 33%, move; you teleport to a location you can see, provided both origin and destination grant you concealment against all hostile creatures who might perceive you. |
Weapon Focus | 1 | Fighter | - | Passive | Gain +1 critical threat range with weapons. Stackable once/rank. |
Weapon Precision | 1 | Fighter | - | Passive | Gain +1 critical threat range with weapons. Stackable once/rank. |
Force Missile | 1 | Practitioner | Evocation | Force | At-will, std, ranged; medium arcane damage, advantage to hit. |
Fireball | 2 | Practitioner | Evocation | Fire | At-will, std, ranged, burst 2; medium fire damage. |
Dispel Magic | 1 | Practitioner | - | Anti-magic | You can use a spell to cancel another; spell must be identical, or otherwise naturally counter the spell. Requires same action as the spell, win an opposed Magic skill check, etc. |
Counterspell | 2 | Practitioner | - | Anti-magic | You can use a reaction to attempt to counter a spell, similar to Dispel Magic, but against a spell being cast at that moment. |
Summon Voidwalker | 1 | Practitioner | Invocation | Summoner | You can summon a loyal Voidwalker servant (stats in description) who serves as you direct. |
Fusion | 1 | Practitioner | Invocation | Bladebound | You can summon a minion into your weapon, granting that weapon various bonuses based on the minion's type. Can't also summon another minion at the same time. |
Spell Focus | 1 | Practitioner | - | Passive | Gain +1 critical threat range with spells. Stackable once/rank. |
Spell Precision | 1 | Practitioner | - | Passive | Gain +1 critical threat range with spells. Stackable once/rank. |