A következő címkéjű bejegyzések mutatása: design. Összes bejegyzés megjelenítése
A következő címkéjű bejegyzések mutatása: design. Összes bejegyzés megjelenítése

2021. szeptember 10., péntek

Fighter and Gladiator

Fighter

 


 


HD: D10

ATT: lvl*1

Save: Fortitude: Save1, Reflex, Willpower: Save2

Weapon use: any
Armour use: any except heavy

Skills:


1 Weapon specialization: +2 Damage 
2 Fighting Style
3 +1 Ability score, +1 Damage in case of CH
4 Weapon specialization: +2 Damage.
5 Fighting Style
6 Battle formation
7 Weapon specialization: +2 Damage.(from this level double specialization is available)
8 Fighting Style
9 +1 Ability score +1 Damage in case of CH
10 Weapon specialization: +2 Damage.
11 Fighting Style
12 +1 Ability score +1 Damage in case of CH

Battle formation: Over lvl6 the Fighter can use the expirience that is gained in the battlefield and the character can organize the allies into a battle formation. If the character commands up to 10 soldiers (their class does not matter), they get +1 Attack and +1 AC.  And if you use moral rules +1 moral check.

Weapon specialization can be selected only 2 times and over lvl7.

Fighting styles

The characters can learn several fighting styles. Fighters can learn in every 3rd level (2,5,8,11). Clerics, Thieves can learn at level 6. 9. and 12. Magic-Users can not learn to fight. Multiclass characters earn fighting styles based on each class. For example, Fig3/Thi3 character has 1 fighting style because of the Fig2 class, the next style will be learned on Fig5 or Thi6.

Single-Weapon style: The character can choose in every turn: +1 to attack or AC or Initiative.

Two-Weapon style:  If the character wields two-weapon the following options are available: Attack with left hand too, -3 to both attack (Dex bonus decrease the modifier).  Or the character can attack only with the right hand, in this case +2 is given to the melee AC. In the beginning of the turn the character can choose between the two usages of the style. The secondary weapon must be the same or smaller than the primary. Without this style, the combat modifier is -3/-6 (pri/sec)

Great Weapon Fighting: If the character fighting with a two-handed weapon or wield one-handed with two hands, +1 extra damage taken.

Shield+Weapon:  If shield wielded, +1 additional AC above the shield AC.

Brawling: Character can choose between lethal or nonlethal damage, and the unarmed damage is 1d6.

Mounted combat: At the beginning of the  combat character have to roll riding test against DC12. In case success the character has an advantage, +1 to attack and +1 AC. If the mount is battle mount it can attack also. If the character does not have the style in case of a successful Riding test the modifier is not applied, only the character does not fall off the horse. Spellcasters must make concentration test.

Blind-Fight: The modifiers changes to the following values: -2 to attack, -1 AC. Sight Based skill checks failed automatically. Without the style: -4 to attack, -2 AC.  Sight Based skill checks failed automatically.

Heavy Armor fight:  The character can wear Heavy Armor in combat. Note: In MAGUS the Heavy Armor master is the Knight class, so they will get the whole range of armor wearing ability, because they must have an advantage in combat against the other combat classes.

Gladiator

 

HD: D10+1


ATT: lvl*1

Save: Fortitude: Save1, Reflex, Willpower: Save2

Weapon use: any 

Armour use: any except heavy

Skills:


 
1 Weapon specialization: +2 Damage 
2 Fighting Style
3 +1 Ability score, +1 Damage in case of CH
4 Weapon specialization: +2 Damage.
5 Fighting Style
6 Champion of the Arena
7 Weapon specialization: +2 Damage.(from this level double specialization is available)
8 Fighting Style
9 +1 Ability score +1 Damage in case of CH
10 Weapon specialization: +2 Damage.
11 Fighting Style
12 +1 Ability score +1 Damage in case of CH

 

 Champion of the Arena: The Gladiator can win the sympathy of the crowd and can gain potential spirit. He must make a Perform check against 12 and it needs a whole action, so this action consumes the whole first round.. Situational modifiers can be applied, for example if the crowd is hostile the mod is -4, If the roll is successful the Gladiator has +1 to the attack and +1 damage for the current contest.

The fighting styles of the main class is still available for the gladiator, but they can choose from the following styles also:

Gladiator fighting styles:

Dirty tricks: If the character makes +5/+10 manauver in order to trick the opponent (DM discretion needed) the opposite test difficulty is 1 class lower. So if originally the difficulty mod is +10 the test will be +5 and +5 became +0. Dirty trick affects only once in a combat.

Duel: Against single opponent the Gladiator has  +1 damage. If the duel is performed for a audience(20+ people) the character gets additional +1 attack (So the bonus is +1 attack and +1 damage). If the audience is a significant crowd (100+)  the Champion of Arena bonus is double.


2021. augusztus 26., csütörtök

Class design principles

 Hi,

 Planned Classes

Nothing special, the base classes are the following: Fighter, Gladiator, Assassin, Knight, Thief, Bard, Cleric, Paladin, Martial Artist, Swordmaster, Witch, Warlock, Firemage, Wizard. 

 Levels

In this game as i mentioned earlier the starting level is the 3rd. So a new PC is not experienced.  That fits to the old M.A.G.U.S design pattern, because in that system starting PCs were professionals, but not seasoned. Below the 3rd level the characters are common soldiers, apprentices,etc.  

Lvl 4-6 for experienced adventurers, most of them finishes their adventurer life and settle, retire or undertake a peaceful duty. Mostly some local leader, a commander of city forces, master of a local mage guild, or  head of a temple, etc. Some of them touches the politics, but it is not general.

Those who continues the adventuring reach the lvl6 get the signiture feature, which rise them into the heroes. Between lvl7-9 the adventurer steps into the major league. Usually besides of the adventuring the characters get involved in the higher politics. 

The real unique heroes, demigods, immortals are starting at lvl10, between the lvl10-12 the characters are world famous or feared who are able to change  the destiny of a empire or a continent. Pontifexes, emperors, world leaders, arch mages, thief princes etc. can be in this level.

 


 

 

Abilities

 I do not want to change this part of the game. Classes will not affect it, only the races. There is no ability requirements also.

 

Secondary values

I want to keep the well developed trends. Warrior classes has d10-d12 HD, Rogue/Religious% classes: d8, Magic-Users: d6.  

Saves are diverse, typically the strong and high hp characters has the better grade on the Fortitude, Rogue classes are best in Reflexes, Magic-Users are the champion of the Will saving throws. Some classes has advantage on the saves, mostly the defensive, supportive classes, like cleric, paladin. It means that they have the better grade in two or three saves.

Attack value follows the Saves, warrior classes lvl*1, Rogue/Religious classes: lvl*2/3, Magic Users: lvl*1/2.
The attack of the paladin and the assassin is still undecided. Because the paladin in the original MAGUS system starting with warrior values, but the per level increment is lower because of the religious knowledge (limited divine magic, knowledge skills). So it is a knight or fighter who uses divine magic. Assassin in d20 systems is rather rogue (lower combat values, sneak attack, etc.), but in the MAGUS system it is rather warrior with rogue skills, so I will follow this scheme. Unfortunately the MAGUS system was imba and the assassin is the most powerful (besides the wizard), because of it is full warrior. Only the skillpoints are lower than the figthers, but it has free skills in exchange, but in the other hand it has damage bonus, sneak attack, some slan psi. Assasin in MAGUS is a super agent. But in this system i would correct this imbalanced situation, so my intention is that fighter, knight, gladiator must be better warrior face to face and only the backstab and other dirty tricks will compensate the difference of the combat skills.
At the martial classes I have a dilemma also. They are in the beginning  fighters with special slan psi, that boosts their combat skills. (for example: chi fighting add some combat bonus, deadly finger: HP damage with touch, etc.) So i think i will follow the Azael example and the martial class progress will be at rogue level in combat values, but they will have martial features, like the slan psi and some daily usage feat.

AC: Some feat can modify the AC, for example the unarmored Martial Artist will get AC bonus.

Alignment: D20 and MAGUS has a simple alignment system. In MAGUS you have 2 categories: order-chaos and the life/death. There is no neutral value. In this system there is no affection of  the alignment. So I can keep the old dnd alignment system. Currently this is my viewpoint.

 


Feats 

The following categories will be regarding the Features:

Class: The base package, these features describe the profession of the class. (weapon specialization, sneak attack, etc)

Combat: The feats that modify the combat values or grants new maneuvers in combat.

Social: Helps to the character deal with NPC-s, mostly active feats with daily usage. Eg.: Charm feature for the Bard.

Skill: Extra skill, or advantege on existing skill in order to show the class specialty.

Intrigue: I am planning an intrigue system, the characters will have some resource and they can indicate itrigue actions like scandals, spying, etc. through their contacts. It is optional, instead of this subsystem the DM can use flat bonuses.

Roleplay: Mostly titles, that helps to the NPC to judge the character in roleplay situation. Eg: Noble title for the Knight. Titles can be replaced if the current character background justify it. For example if  the Knight character is a member an order and not inherited the knight he is not a noble, so you have to add another title. 

 Not all category will be used and sometimes one category will be allocated more than one time exchange for another.

If you have any suggestion please let me know!

 

BR,

P

2020. február 2., vasárnap

Playable races of D20Ynev

Hi,

In this post I show you the playable races of the basic edition of the D20Ynev. Ynev is a human focused setting, but you can find some other races in the periphery of the continent or minglinged with the humans.


Elf

In Ynev the elves are rare folks, they have two separeted nations in the north and in the south. But adventurers, merchants and other travellers can reach the human civilizitatons. In some places there are elf communes.

Elves start their career with the following  statistics modifiers and features:

Abilitiy modifier:

Dex: +2
Con: -1

They have -2 Save modifier on the Necromancy based attacks because elves are sensitive to it.

Proficiencies:

Weapon: Longsword, Longbow.

Skill: Survival.

They have a Twighlight vision.

Half-Elf

Half-elf who has a human and an elf ancestor. They are very rare, so there is no half-elf community in Ynev.

Half-elves start their career with the following  statistics modifiers and features:

Abilitiy modifier:

Dex: +1
Con: -1

They have -1 Save modifier on the Necromancy based attacks because half-elves are sensitive to it.

Proficiencies:

Weapon: Longsword, Longbow.

Skill: Survival.

They have a Twighlight vision.

Dwarf

Dwarfs are more common in the continent. They have communities almost everywhere. The largest dwarf groups lives in the Northern Allianace territories, because Tarin the dwarf kingdom is there. But you can find clans, families in the city of adventurers, in Erion.


Dwarfs start their career with the following  statistics modifiers and features:

Abilitiy modifier:

Con: +1
Cha: -1

Move: 20'

+2 Save modifier on the disease and poison tests.


They have a Night vision.

Noble Orc

Noble Orcs are magically created and bred for guarding purpose. They are not common in the ynevian realms, but if a noble orc appears it is not a surprise. They are fighters, gladiators, bodyguards usually.


Noble Orcs start their career with the following  statistics modifiers and features:

Abilitiy modifier:

Str: +2
Con: +1
Cha: -2

+2 to smell based perception tests.


They have Twighlight vision.

Humans: 

Same as in Sword and Magic. Nations in MAGUS:

Amazons: Amazon
Kyrs, Toronians:  Imperial
Korgs: Northmen with Find Tracks skill instead of Sail.
Other nations are standard human.

Standard Human modifier: +1 Skillpoint 

Some rule explanation:

Twighlight Vision: x2 sight in starlight,moonlight,with torch and in similar condition. When this vision is on, then the character can see colors.

Night Vision: 60 feet sight in darkness, it provides only black and white image.

Thank You for your attention!

BR,

P

2019. december 22., vasárnap

General mods (Beta - Have not been tested!!!)


"A man approaching from the entrance, Gorduin, was singing a strange tune. With a smile, those close to him were scared in terror. Her lips mute the Ilanor words: Tha an teun seo bóidhean! Tha rudeigir ceák att an eóin seo briagha!
I'll call the dead. I call the mockers."


Wayne Chapman: Észak Lángjai (Flames of the North )




Hi,

Reminder:

These documents contain the base of this project:

Sword and Magic

Azazel SaM/M.A.G.U.S. crossover (HUN)

You can find these links in the sidebar also.




Sword and Magic have a very conservative mechanic and the its viewpoint is different what the M.A.G.U.S. represents. In the SaM the adventurers are weak petty, greedy mercenaries, and gamblers who take their bet in the table of life. In the beginning, they are just above average.
In M.A.G.U.S. there is that kind an adventurer also, but most of them are chosen for something valuable than grabbing. So the adventurers have power in the beginning and by every level, they become stronger. In Ynev the citizen's philosophy is in a wider spectrum, than in Fomalhaut. So I want to show in the mechanics a wider viewpoint and more possibilities in roleplaying.



In the system this means the following modifications:

Recommended level cap: 12. (Original:10)

Maximum bonus value: 12. (Original:10)
I kept the original bonus system of SaM.

At leveling, you have got skill points, it is equal to the number of your current skills. Maximum 2 points can be added on 1 skill. The character can learn new skills with 1 point allocation.

Example: Character has 4 skills, at leveling he or she got 4 skill points. 1st skill got 2 points, 2nd got 1 point, and a new skill learned with 1 point. Next time 5 skill points will be given.

Skills


Originally the M.A.G.U.S. system has two grade on the skills: Basic level (Bl) and Master level (Ml). These mechanics appear in our hack also. Level 1-6 means basic and 7 and greater is the master level.
The master level grants extra features for the character.


 M.A.G.U.S. is a skillful game, opposite of the old school and because the nature of the generic fantasy we need more skills, the following skills will be additionally in this game:


Science skills:


Read/Write: In the first level, the character can read and write basic texts. Skill check needed only in action or in case of difficult text. The base level for common writings, with the master you can read process difficult special scientific and legal texts.

Survival: Involves all of the survival knowledge. Setting fire, Orientation, Hunting, etc. With the base level skill, the character can survive in a known area, master level survivers can live in all of the terrains.

Cartography: Basic level users can only read with this map, master level users can create maps.

Knowledge(Legends): Basic level users know only their homeland and connected areas legends, masters know legends from around the continent and they are able to reveal the real background.

Architecture: Only masters can design buildings, the basic level is only theory.

Alchemy: Masters can brew powerful potions, dusts in a wide range. The basic level is for simple mixtures.

Demonology: Masters knows a lot of things in demonology area, but basic demonologist can find out information about common demons.


Rune magic: With a master level, the character can write magical runes, basic level users can read only the runes.



Common skills:


Etiquette: Masters knows etiquette rules from the whole continent, basic level ceremony organizers know only their area.


Drive Cart: Basic level drivers can control their carts secure way, masters can make dangerous tricks.


Evaluation:  With the basic level, the character can evaluate common values, the masters can find out the real value of rare and unknown things.

 
I have to add some science and common skills, because of setting reasons. Others that are left out maybe will be introduced in class or general feats. In an extraordinary situation, basic level skills can be used for solving master level problems, but DM must add +5/+10 to DC, depends on the difficulty.

Important: The Base skill point ammount increased to 4!

That is the first shot. Next time I will describe the base/master relations of the original skills. Then the secondary values will be discussed.

Combat mods:

Charging: for a succesful charge it must be minimum 10' clear distance between the opponent and the character.  The charger must dash (not allowed other move action, except for the opponent dies because of the charge attack) to the target and make a successful attack. If it is done the character can cause double damage.


Death rule: Instead of 0 the characters dies at -10 HP-CON bonus.(If negative, add the bonus to -10, for example if you have -1 CON bonus you die at -9) In the original game there was 2 types of HP: a hit point like and a health like one. This rules represents the health point in this system.
Optional: If you suffered critical hit you must increase the death threshold by 1.

CH (Critical Hit): If an attack is successful and beats the target AC with +10 or higher reduce the target's HP with the double amount. (x2 HP damage)

By P.


Contest in the Arena

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