All characters progress at the same rate.
0 lvl 0 825 lvl 11
20 lvl 1 950 lvl 12
50 lvl 2 1100 lvl 13
100 lvl 3 1250 lvl 14
150 lvl 4 1400 lvl 15
200 lvl 5 1600 lvl 16
300 lvl 6 1800 lvl 17
400 lvl 7 2000 lvl 18
500 lvl 8 2250 lvl 19
600 lvl 9 2500 lvl 20
700 lvl 10
At level 1 players pick which type of character they want to play: Warrior, Scholar or Survivalist, also if their bonus number count* is less than 0 they can choose an additional perk for every increment up to three; ie a player with a -1 bonus number count can choose 1 perk, a player with a -3 can choose 3 perks, a player with a -15 can choose 3 perks.
Starting at level 3 and at each additional odd numbered level, a player can choose 1 perk OR raise one of the 6 main stats 1 point (18 max).
*referring to the sum of the bonuses on the 6 main stats when the character is initially rolled
Doling out the xp
Showing up on time - 1d10 bonus xp at the beginning of the session
Victory** in an encounter - 1 xp
Clever solutions to problems - 1 xp
Finding decent secrets - 1 xp
Victory** in a boss battle/extremely difficult encounter - 5 xp
Completing quests - 10 xp
**victory doesn't explicitly mean murder; victory can be achieved through talking, evasion, trapping etc
With the exception of the showing up on time bonus, all xp is given out at the end of the session
Tuesday, September 4, 2012
Monday, September 3, 2012
Everybody's got one
This is the maiden post of my diy/homebrew/trainwreck rpg. Name TBD because I can't think of anything that's clever or sounds cool. maybe I'll figure out a cool three word name using TBD so I won't have to change the tags later. It's a mashup of olde tyme d&d, some savage worlds and fallout with a bit of sbvd and maybe some other stuff from other places*??
The main stats (3d6 per, down the line or assign to taste):
strength - brute force, bonus affects fighting damage and saves vs. immobilization or crushing
dexterity - balance, agility, bonus affects melee and ranged to-hit number and reflex type saves
constitution - hardiness, general physical well-being, bonus affects hp and saves vs. poison or disease
intelligence - understanding lore, magic, languages or artifacts, bonus affects saves vs. confusion or other mind-altering situations
charisma - number and loyalty of retainers/hirelings, bonus affects saves vs. social faux pas?? (haha it could happen)
willpower** - magic, bonus affects spell dice and saves vs. magic
rolled # |bonus
3 |-3
4-5 |-2
6-8 |-1
9-12 |0
13-15 |+1
16-17 |+2
18 |+3
At this point, add up all the bonuses. If the total is -4 or worse the player may choose to roll up another character.
other stats:
HP - all lvl 0 pcs start with 8 (modified by con)
AC - ascending AC, all lvl 0 pcs start with 8 (modified by armor)
to-hit bonus/damage - dex bonus/damage defined by weapon type
save - single save number, all lvl 0 pcs start with 15
spell dice - die type used when casting spells, all lvl 0 pcs start with a 1d6
movement*** - die type used when moving during encounters, determined by chart below (roll 2d12)
rolled # |die type
2 |d4
3-5 |d6
6-8 |d8
9-11 |d10
12 |d12
Characters start out at lvl 0 and have no adventurer type until they reach lvl 1. Adventurer type will be covered in a later post.
*In this post or any others dealing with this game if I've unintentionally stolen anything lemme know.
**Willpower replaces wisdom b/c it's always been a fiddly bit I was never happy about. Intelligence and willpower will work together to make a pretty neato magic system imo. Once I get around to the post about how magic works in the game it'll make sense.. maybe.
***Yeah it's pretty gamey but I have a hard time visualizing things and the people I've played with enjoy rolling dice AND I'll have a shitload of minis to use in the upcoming months (thank you based reaper kickstarter)
The main stats (3d6 per, down the line or assign to taste):
strength - brute force, bonus affects fighting damage and saves vs. immobilization or crushing
dexterity - balance, agility, bonus affects melee and ranged to-hit number and reflex type saves
constitution - hardiness, general physical well-being, bonus affects hp and saves vs. poison or disease
intelligence - understanding lore, magic, languages or artifacts, bonus affects saves vs. confusion or other mind-altering situations
charisma - number and loyalty of retainers/hirelings, bonus affects saves vs. social faux pas?? (haha it could happen)
willpower** - magic, bonus affects spell dice and saves vs. magic
rolled # |bonus
3 |-3
4-5 |-2
6-8 |-1
9-12 |0
13-15 |+1
16-17 |+2
18 |+3
At this point, add up all the bonuses. If the total is -4 or worse the player may choose to roll up another character.
other stats:
HP - all lvl 0 pcs start with 8 (modified by con)
AC - ascending AC, all lvl 0 pcs start with 8 (modified by armor)
to-hit bonus/damage - dex bonus/damage defined by weapon type
save - single save number, all lvl 0 pcs start with 15
spell dice - die type used when casting spells, all lvl 0 pcs start with a 1d6
movement*** - die type used when moving during encounters, determined by chart below (roll 2d12)
rolled # |die type
2 |d4
3-5 |d6
6-8 |d8
9-11 |d10
12 |d12
Characters start out at lvl 0 and have no adventurer type until they reach lvl 1. Adventurer type will be covered in a later post.
*In this post or any others dealing with this game if I've unintentionally stolen anything lemme know.
**Willpower replaces wisdom b/c it's always been a fiddly bit I was never happy about. Intelligence and willpower will work together to make a pretty neato magic system imo. Once I get around to the post about how magic works in the game it'll make sense.. maybe.
***Yeah it's pretty gamey but I have a hard time visualizing things and the people I've played with enjoy rolling dice AND I'll have a shitload of minis to use in the upcoming months (thank you based reaper kickstarter)
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