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Forums of the Coast Version 3.0!!!! (or is it 4? or maybe 5?) 2009-08-14T17:47:30 https://forums.druidsofthecoast.com/feed.php?f=10&t=985 2009-08-14T17:47:30 2009-08-14T17:47:30 https://forums.druidsofthecoast.com/viewtopic.php?t=985&p=14966#p14966 <![CDATA[Re: Custom System]]> Statistics: Posted by beejazz — Fri Aug 14, 2009 5:47 pm


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2009-08-14T15:16:19 2009-08-14T15:16:19 https://forums.druidsofthecoast.com/viewtopic.php?t=985&p=14961#p14961 <![CDATA[Re: Custom System]]> Statistics: Posted by Zanaikin — Fri Aug 14, 2009 3:16 pm


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2009-08-14T03:45:27 2009-08-14T03:45:27 https://forums.druidsofthecoast.com/viewtopic.php?t=985&p=14958#p14958 <![CDATA[Re: Custom System]]> Statistics: Posted by beejazz — Fri Aug 14, 2009 3:45 am


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2009-08-13T18:33:51 2009-08-13T18:33:51 https://forums.druidsofthecoast.com/viewtopic.php?t=985&p=14953#p14953 <![CDATA[Re: Custom System]]> Statistics: Posted by Zanaikin — Thu Aug 13, 2009 6:33 pm


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2009-08-13T13:53:36 2009-08-13T13:53:36 https://forums.druidsofthecoast.com/viewtopic.php?t=985&p=14949#p14949 <![CDATA[Re: Custom System]]> Statistics: Posted by beejazz — Thu Aug 13, 2009 1:53 pm


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2009-07-30T11:42:33 2009-07-30T11:42:33 https://forums.druidsofthecoast.com/viewtopic.php?t=985&p=14843#p14843 <![CDATA[Re: Custom System]]> Statistics: Posted by Zanaikin — Thu Jul 30, 2009 11:42 am


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2009-07-30T04:47:21 2009-07-30T04:47:21 https://forums.druidsofthecoast.com/viewtopic.php?t=985&p=14842#p14842 <![CDATA[Re: Custom System]]> Statistics: Posted by Mr_Praetorian — Thu Jul 30, 2009 4:47 am


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2009-07-30T04:37:51 2009-07-30T04:37:51 https://forums.druidsofthecoast.com/viewtopic.php?t=985&p=14841#p14841 <![CDATA[Re: Custom System]]> Statistics: Posted by Squall255 — Thu Jul 30, 2009 4:37 am


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2009-07-29T23:50:10 2009-07-29T23:50:10 https://forums.druidsofthecoast.com/viewtopic.php?t=985&p=14839#p14839 <![CDATA[Re: Custom System]]> Statistics: Posted by Zanaikin — Wed Jul 29, 2009 11:50 pm


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2009-07-29T15:27:17 2009-07-29T15:27:17 https://forums.druidsofthecoast.com/viewtopic.php?t=985&p=14838#p14838 <![CDATA[Re: Custom System]]> Statistics: Posted by Zanaikin — Wed Jul 29, 2009 3:27 pm


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2009-07-29T02:27:12 2009-07-29T02:27:12 https://forums.druidsofthecoast.com/viewtopic.php?t=985&p=14835#p14835 <![CDATA[Re: Custom System]]> Statistics: Posted by Zanaikin — Wed Jul 29, 2009 2:27 am


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2009-07-29T01:57:57 2009-07-29T01:57:57 https://forums.druidsofthecoast.com/viewtopic.php?t=985&p=14834#p14834 <![CDATA[Re: Custom System]]> Statistics: Posted by Laharl — Wed Jul 29, 2009 1:57 am


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2009-07-28T23:58:48 2009-07-28T23:58:48 https://forums.druidsofthecoast.com/viewtopic.php?t=985&p=14833#p14833 <![CDATA[Re: Custom System]]> Statistics: Posted by Zanaikin — Tue Jul 28, 2009 11:58 pm


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2009-07-28T21:20:06 2009-07-28T21:20:06 https://forums.druidsofthecoast.com/viewtopic.php?t=985&p=14832#p14832 <![CDATA[Re: Custom System]]> Statistics: Posted by TheDude51 — Tue Jul 28, 2009 9:20 pm


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2009-07-28T19:18:37 2009-07-28T19:18:37 https://forums.druidsofthecoast.com/viewtopic.php?t=985&p=14829#p14829 <![CDATA[Re: Custom System]]> Statistics: Posted by Mr_Praetorian — Tue Jul 28, 2009 7:18 pm


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2009-07-28T18:39:38 2009-07-28T18:39:38 https://forums.druidsofthecoast.com/viewtopic.php?t=985&p=14828#p14828 <![CDATA[Re: Custom System]]> Statistics: Posted by Zanaikin — Tue Jul 28, 2009 6:39 pm


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2009-07-28T17:37:21 2009-07-28T17:37:21 https://forums.druidsofthecoast.com/viewtopic.php?t=985&p=14826#p14826 <![CDATA[Re: Custom System]]> Statistics: Posted by Mr_Praetorian — Tue Jul 28, 2009 5:37 pm


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2009-07-28T17:33:28 2009-07-28T17:33:28 https://forums.druidsofthecoast.com/viewtopic.php?t=985&p=14825#p14825 <![CDATA[Re: Custom System]]> Statistics: Posted by Sajuuk — Tue Jul 28, 2009 5:33 pm


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2009-07-28T15:34:35 2009-07-28T15:34:35 https://forums.druidsofthecoast.com/viewtopic.php?t=985&p=14824#p14824 <![CDATA[Re: Custom System]]> Statistics: Posted by Zanaikin — Tue Jul 28, 2009 3:34 pm


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2009-07-28T17:28:37 2009-07-28T15:19:37 https://forums.druidsofthecoast.com/viewtopic.php?t=985&p=14823#p14823 <![CDATA[Re: Custom System]]> Statistics: Posted by Squall255 — Tue Jul 28, 2009 3:19 pm


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2009-07-28T14:45:04 2009-07-28T14:45:04 https://forums.druidsofthecoast.com/viewtopic.php?t=985&p=14822#p14822 <![CDATA[Custom System]]>
As the conversation goes in that panel me and Marty attended in Otakon. D&D, and the d20 system altogether, has some serious flaws. The main deal is that it is fundamentally designed for combat and adventuring and not much else. All classes/feats are too combat focused, and mostly only good for the type of wildland-adventuring or dungeon-delving combat. Furthermore, things simply aren't scaled properly, and the class system has serious role-distribution and balancing issues.

So hence I restart this idea back up. Not just customizing and trying to patch up holes, but reworking the clothing altogether. It'll be different from D&D down to many of the core mechanics, but it'll be similar enough to adapt playstyles/materials over. I tend to enjoy working on custom materials anyways, so all this does is divert my existing D&D-modification time to something that might have better long-term gains...

Not to mention, if this actually gets going well, it would make good content for a website, if Marty's willing...

Of course, I'm going to ask certain people here to help a lot, especially
---Drew (who has as much problem with D&D system as me, if you're interested I'd ask you to partner with me on this)
---Dave (for balancing help)
---Judson (because you got too many mechanics ideas, and you're our prooftester for making sure crazy builds don't work their way in)


PROJECT CURRENT PROPOSALS
Nothing is set here, and will vary a lot based on responses I get back from people...

ABILITY SCORES:
Problem: D&D ability scores don't vary by enough, a STR20 char who'd likely win weightlifting matches has only a 25% higher chance of breaking down the door? Giveme a break. Not to mention certain stats are far more powerful than others (cough DEX cough)
Proposal: This is based off my TIP mechanics design. Dividing the ability score set to 8 stats. Each ability score will be averaged (at in, common human character) at 20. When translating over a char-dev thinking from D&D, just double the ability score. Ability modifiers however will be the difference from 20. So a D&D-STR20 char would have 40 Str in this system, with a +20 STR mod, more than enough for it to win wrestling competitions with.
Eight ability scores:
Strength - normal, strength will also be necessary for any weapon/armor proficiencies above light weapon/armor
Dexterity - hand-eye coordination, impact accuracies/dex-skills
Agility - speed of action, impacts attack/movement speed, defense, etc
Vitality - as constitution, useful for non-combat as it resist fatigue from prolonged skill check actions (like crafting nonstop)
Intelligence - normal*
Wisdom - normal*, except doesn't apply to will saves. Wisdom however will apply to lots of small misc bonuses (AC, attack, skills) to represent intuition
Resolve - strength of determination, impacts will saves, action-points, etc
*Also, raw Int and Wis checks will be used heavily to both limit metagaming (when you do something your character shouldn't be smart enough to figure out) or to get ideas from the DM when you don't know what you should do (since we can't all be as good as our chars, the DM might not be as smart either, but at least they designed the encounter and has a good idea on how to solve it). And with the modifier change, the char's stats is a lot more important than the d20 roll...

BACKGROUND/PERSONALITY:
Kind of like Faerun's background feat, except this'll be kept separate from the feat system. All characters will get 1~2 background and 1 personality. Backgrounds will probably fixed but really good bonuses for low level chars, while personality bonuses will scale with level.

RACES:
Will be similar to how I do it in Chroma - bonuses will scale with level/stats, because that's where humans really shine over the other races (in mechanics terms) right now.

CLASSES:
This needs serious work on redefining and rebalancing the role, significance, and mechanics of each class. Base Attack Bonus and Base Saves will still be class based, except BAB/saves will not only vary, some classes won't progress them at ALL - Obama may be a lvl16+ character to do his job as president, but I doubt he can fight any better than a lvl4 professional soldier. Also, AC and Reflex saves are merged (idea from SW:Saga). Armor may slow your reflexes, but that full-plate also means your skin isn't completely scorched after a fireball.
There will be no prestige classes - D&D has gotten FAR out of hand with that (not to balancing PRCs have become a nightmare). However many class abilities will scale with char-level/BAB/skill-ranks (like DCs) to support crossclassing, similar to how martial initiator levels increase even if you're not in a martial class. Proficiencies are no longer all granted at lvl1, so dipping a fight-type level won't help you.
Taking idea from many d20 variants, class abilities will not be distributed by class levels but by ability trees - this means one doesn't have to take a lot of levels just to grab a few abilities they actually want. To prevent class-dipping, all powerful abilities will have lots of prereqs, no getting Divine Grace at lvl2 crap.
Current class list:
Crusader - a more appropriate name for Paladin, mixed focus between combat and divine powers, resilient vs. aliens-of-the-mortal-realms and divine powers of other sources (enemy clerics, etc).
Druid - the nature caster, see Magus for mechanics, also access to some Scout abilities.
Expert - the generic skill-focused class, great for civilian profesionals.
Magus - the arcanist, gets access to spellbook, and know (spontaneous cast) a few spells from the spellbook, which can change by taking a few hours to memorize. Bard abilities will fall under this class' ability tree.
Marshal - the frontline leader, ability trees to inspire others and support combat, while gaining some combat skills that are more team-oriented.
Noble - the politician, trumps every other class when it comes to social interaction.
Priest - the divine caster, see Magus for mechanics.
Scoundrel - the rogue, except more emphasis on skills and much slower sneak attack progression, this'll be the jack-of-all-trades (rather than the bard), ability trees include negotiator, stealth, infiltration, etc.
Scout - similar to the rogue, except a more limited range of 'field skills'. Limited sneak attack, none of that skirmish stuff. Scout abilities will focus on boosting speed (they'll be fastest of all classes), reducing penalties for attack while moving, stealth/perception, wilderness skills.
Shocktrooper - the tank, with ability trees to optimize usage of heavy armor, heavy weapons, and absorb massive punishment. Barbarian rage will be mixed into this class.
Swordsage - the martial artist, with focus on specific technique/stances rather than overall handling and performance. This'll be the only class that focuses on maneuvers (which can be picked up via feats for other classes). However, identifying the technique (via martial lore) weakens them as you know what to expect, and some disciplines will form a rock-paper-scissors relationship.
Tactician - the planner, directs others in combat or in productivity, will be utilize the lvl1-9 order system (something I'm working on). The tactician directs from the rear where the marshal leads from the front.

HIT POINTS:
Most of your hit points will be gained at lvl1, and progress very slowly afterwards. This'll encourage high-level characters to use brains and not brawn. Your scaling defense/ability can still allow you to kick ass, dynasty warriors style if you wish, but the chances of one well-placed hit to disable you will make one choose their engagements and not just charge in mindlessly.

FEATS:
Taking a note from Races of War [custom WOTC forum design], most feats will now scale with level/BAB/ranks. E.g. take Weapon Specialization and your base weapon damage will start doubling & tripling as your BAB goes up, allowing you to one-hit soldiers even without critical/power-attack.

SKILLS:
Variant off pathfinder, similar to what I have in Chroma. They did a real good job with this. Only thing to be added is formal rules for modifying DCs based on roleplay, and complex multi-tiered skill checks for extremely complicated actions.

SPELLCASTING:
Maintaining the lvl1-9 spell range so we can make use of all D&D spell resources. As for casting spells character will get a pool of points (like psionics), except this pool slowly recharge with rest like HP, not /day. Powerful spells will TAKE TIME (at least 1rnd) so they can be disrupted, so casters will be very powerful, but only if they're defended properly. Combat/skill support spells will remain swift/move action cast.

XP:
Experience is given for getting things done, meaning quests/missions, not how-much-of-a-mess-you-make while questing... <.<


OTHERS:
Weapons will affect more than just damage/crit, e.g. slashing weapons can cleave, bludgeoning can bull-rush, piercing has better accuracy, etc.
Buffs and magical-gear will be weakened significantly as there will be less types of modifiers to use. Caps on certain ones will be much lower - one won't become a genius as soon as they put on headband of intellect.

Statistics: Posted by Zanaikin — Tue Jul 28, 2009 2:45 pm


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