Dugong

Original Beluga progression, with classes (5eA-style spells and maneuvers).

Primary currency is spell/maneuver choice. Anything you used to get via paths or talents is now at a cost to spells and maneuvers known (outside of Enhanced talents, now called Superpowers)

Progression and Numbers

At level 1, you divide 10 points between your ability scores as you choose (max 5, min -2). You gain proficiency in 5 skills.

Each level, you gain +1 to any chosen ability score:

Numbers

Powers

No universal power list: every class has their own list.

Changes required:

Powers will not have 9 levels. Instead, they will have 3 ranks, corresponding to levels 1-4, 5-9, and 10+.

Class Design

Casters get 2 Mana and 2 spells/level, and can cash in spells for upgrades, bindings, and talents (the latter being ways of achieving S6-style path abilities, with reasonable power levels).

Enhanced get an additional stat add each level plus a Superpower (typically more powerful than a caster talent; should be at least as powerful as gaining 2 Mana and 2 new spells).

Fighters get 2 maneuvers/level and...umm...stats? Not sure. They don't need talents because of the Maneuver system. Maybe combat styles? Boring shit like that? Shitty 5e-esque talents?

Rogue

2 maneuvers/level

Potential Issues

Okay, so it's System 6. How do we avoid the problems of System 6?

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