So I've been on here for awhile now, and i've been accumulating all of the stuff I've thrown out there with the stuff I like in other RPG systems. I love the E6 d20 system, but I also really like the FATE system and the wide variety of character options it gives.
Still I like having boundaries, and that's one thing that FATE doesn't have.
So I wanted to make a versatile system with everything I love from pathfinder, 3.5, E6, and all of the musings I've posted on this site.
Now without further ado...
Newb20
The system functions on the same basic level as the 3.x system or pathfinder. Everything is basically the same except for the following.
Power Level: This system uses the E6 variant and caps off at level 6 and progresses through feats afterwards. Why such a low level? Because with the variety that we have in this system it helps keeps things in check, and not so much confusion as we got to higher levels.
Classes
Classes function differently in this system. This system uses the Generic Classes variant. All classes are broken down into three basic classes: Warrior, Spellcaster, and Expert. This leaves the character creation process wide open for a variety of character creation through feats.
Feats
This will be one of the most difficult aspects of this system because all of you're characters abilities will be tied to what feats they choose.
Races
This is the one that I had the most fun with, but also the hardest time with.
In this system Racial traits and cultural traits are seperate entities. Racial traits are the traits that you're physically born with, and cultural traits are how you're raised. This aspect came from all of the discussions we we're having on these boards about stereotypical races.
The racial traits were taken from Pathfinder
For instance human traits are as follows:
+2 to one ability score
30 ft movement.
Medium Sized
And then everything else is defined by cultural traits.
Cultural traits are defined by what you were raised in.
A culture's set of attributes are broken up into the following categories:
Languages: There is a primary language to each culture. The rest of the languages you can learn is up to your Intelligence modifier (or gained through feats).
Skills: Every culture has atleast two skills that it can give benefit (Discretion is given to the DM).
Weapon Proficiency: There are certain weapons that cultures use, and naturally there are certain cultural inclinations to use those particular weapons.
It sounds like you're going to end up having a broad and detailed Feat system for this. If I remember correctly, Generic classes gain additional feats, no? Should be interesting.
I also love the whole "Racial Traits" vs. "Cultural Traits". I won't say I was the first to suggest it ... but I was one of them. =P
I, too, am working on my own system. Right now, I'm toying with using Mutants and Masterminds as the base. Something you might be able to take away from it is the notion of counting any 1 point power as a potential feat. You could take a look at that system and use it to help you get an idea about feat equivalencies.
Quote from: Xeviat
It sounds like you're going to end up having a broad and detailed Feat system for this. If I remember correctly, Generic classes gain additional feats, no? Should be interesting.
I also love the whole "Racial Traits" vs. "Cultural Traits". I won't say I was the first to suggest it ... but I was one of them. =P
I, too, am working on my own system. Right now, I'm toying with using Mutants and Masterminds as the base. Something you might be able to take away from it is the notion of counting any 1 point power as a potential feat. You could take a look at that system and use it to help you get an idea about feat equivalencies.
No it's fine that you say that. Honestly the whole Racial vs. Cultural traits came from discussions you started if I remember correctly.
The main problem I'm having from the Generic Classes is how balanced they are compared to Pathfinder rules. Do I add more stuff to them to not have as many dead levels, or do I just leave them be and see how they do?
Does anyone know any decent feat catalogs or something? Thanks in advance.
Also if anyone wants to help me tweak the cultural traits so it's more balanced thanks, also.
I've been thinking about feats that I want for this system. Honestly it seems very overwhelming. I think I want the basic set of feats that are standard and make feats for each specific setting depending on what I want to do.
Still I think it would be fun to have a set of feats that can be achieved to create something resembling a standard class or a specific kind of subcategory of class. For instance, let's say I wanted a paladin-like character.
Well here's a list of feats custom made for a paladin-like character without necessarily being the same thing.
Holy Warrior
Prerequisites: Good Alignment, Belongs to a Religious Sect
Benefits: +2 attack bonus on any evil aligned being.
And there you go! Instant holy knight of the church! You could also take it much further and include a chain of feats.
Holy Sight
Prerequisites: Holy Warrior
Benefits: If the character is making a perception check against an evil being it's alignment is automatically revealed (or something like that)
And it goes on. Plus the fact that Its entirely customizable.
For the generic classes, I'd look at them in comparison to each other, and shoot for a baseline of 1 feat per level (which is, more or less, where the Pathfinder Fighter feels to me).
Depending on where your numbers fall, here are how I see comparing the different classes:
Warrior is baseline
Expert has -HP, less proficiencies, and more skill points. They probably need more damage to counter the lost hp (trading defense for offense).
Adept has --HP, and even less proficiencies. They thus need even more damage to counter the lost features.
This is just looking at raw combat. In theory, if feats are balanced against each other, then players will spend their feats on the things they want.
Are you intending to still use skill points per level tied to class? Or are you going to be using the more modern "skill training"?
PS: I wasn't mad that you were inspired by an idea I was a part of. Just teasing.
Quote from: Xeviat
For the generic classes, I'd look at them in comparison to each other, and shoot for a baseline of 1 feat per level (which is, more or less, where the Pathfinder Fighter feels to me).
Depending on where your numbers fall, here are how I see comparing the different classes:
Warrior is baseline
Expert has -HP, less proficiencies, and more skill points. They probably need more damage to counter the lost hp (trading defense for offense).
Adept has --HP, and even less proficiencies. They thus need even more damage to counter the lost features.
This is just looking at raw combat. In theory, if feats are balanced against each other, then players will spend their feats on the things they want.
Are you intending to still use skill points per level tied to class? Or are you going to be using the more modern "skill training"?
PS: I wasn't mad that you were inspired by an idea I was a part of. Just teasing.
You know, I don't see anything wrong with skill points as they stand, so I think I'll just stick with that.
As for balancing everything out, I still think that it should be done through feats. Spellcasters have amazing advantages over other types of characters, so I don't think I need to worry about that as much as other aspects of this system.
Does anyone know a decent "racial Balance" system? You know something that measures the power and scope of a race and Level Adjustment?