Manticore
Findings:
- Linear progression (whether it's skills, feats, etc) leads to too many traits at high level and not enough at low level. How to fix?
- Classes with custom-crafted progression can work, but they're unfriendly to multiclassing and have all the problems of a class system (and we already have this, it's called 5e)
- For high level, we can have expertise and mastery cost more? (maybe even ranks 4-5)
- For low level, we can have a few "levels" of background/race
- Could also use the same currency for stat adds
- 2d6 is best for skills, but incompatible with attack rolls and saving throws
- 5e skills are...fine. Let's not change too much.
- A skill-based system can still use 5e skill rules.
- Use Magic can be a single skill with many sub-skills, like Knowledge
- Skills and Feats can use the same currency
Stab:
- All characters have 5 levels of "background" (including race, skills, feats, etc)
- For each level you have, you can take:
- 1 new skill
- Upgrade a skill by 1 rank
- 1 feat
- +1 to an ability score
- Skills:
- Core skills exist, but have slightly modified rules. Examples:
- Investigate uses Investigate a Mystery rules from MotW
- All magic skills use Use Magic rules from MotW
- Additional skills beyond core:
- Combat
- Heavy Weapons (str)
- Light Weapons (dex)
- Ranged Weapons (dex)
- Dodge (dex)
- Parry (str)
- Block (con)
- Magic
- See 5eA discipline list. Examples:
- Fire
- Frost
- Force
- Empathy
- Death
- Undeath
- Drain
- See 5eA discipline list. Examples:
- Combat
- Skill levels:
- Proficient: gain proficiency bonus, can learn powers
- Expertise: requires level 5, gain advantage to rolls, some powers may require expertise to learn
- Mastery: requires level 10, can take 10 at any time, some powers may require mastery to learn
- Core skills exist, but have slightly modified rules. Examples:
- Powers:
- Every gets 2 powers per level. For each, they can select:
- a spell granted by one of their magical skills
- instead of a spell, an upgrade or binding, or a talent (replicating 5e caster class abilities and path abilities)
- a maneuver granted by one of their combat skills
- a spell granted by one of their magical skills
- May allow characters to swap 2 powers for a stat add
- Every gets 2 powers per level. For each, they can select:
Questions?
- What about enhanced classes?
- Either add a "talent" option instead of skill/feat/etc
- Or replace the entire level with a monster level (5e compatible?)
- Mana?
- Maybe just do without? Go back to at-will, encounter, recharge, daily?
- Which stat for magical skills?
- Whichever you want? Maybe there are differences for each? Hmm.
Skills
Example skills:
Force
Rank 1
;Powers:
- Mage Hand: At-will, ranged; projects the force of your hand.
- Magic Missile: At-will, ranged; light force damage. Or: recharge 33%, ranged; medium force damage, or light to 3 targets.
- Push: At-will, ranged, swift; subject is pushed up to 5 squares (Str half, large creatures resist half, huge are immune)
- Shield: At-will, swift, requires a free hand; you gain a magical shield, allowing use of the Block skill, but using your spellcasting modifier.
;Upgrades:
- Dancing Shield: Your Shield requires no hands (but you still must be conscious and aware to use it to block)
- Slide: Push can instead slide targets.
Rank 2
;Powers:
- Force Lance: Recharge 33%, std, ranged, line 1/level; medium force damage plus push 5. Double damage against walls and doors, dispels magical walls if it beats DC.
- Telekinesis: Recharge 33%, swift, ranged; subject is in your telekinetic grasp. As a free action (once/rd), you can move subject up to 5 squares. As a standard action, you can throw them (ending the effect), causing medium bludgeoning damage if they hit a hard surface (or more, depending on circumstances), or crush them for medium damage (Str half). Str or Dex ends.
- Wall of Force: Recharge (short rest), swift, ranged, wall 1/level; 20-ft high wall blocks line of effect, cannot be dispelled.
;Upgrades:
- Shield Wall: Your Shield grants cover.
Fly
Rank 1
- Levitate: At-will, swift; you hover inches off the ground, treating all ground as normal terrain, and slowing your fall rate to a safe speed. Horizontal speed is unchanged. Or, recharge (long rest), swift; you gain the ability to fly, max speed in any direction = walking speed, concentration up to 1 rd/level, after which you revert to the at-will ability.
Rank 2
- Fly
Rank 3
- Better Fly