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The Archives => Meta (Archived) => Topic started by: So-Keher on July 11, 2007, 07:28:33 PM

Title: Players As Commoners
Post by: So-Keher on July 11, 2007, 07:28:33 PM
[note]I have had this idea for a loooong time but never got around to developing it because I had no idea how without revamping the entire d20 levels system (which I might have to do anyways.[/note]

What if the PC's started out as commoners and were actually trained into their classes? Or maybe "commoner" could be "beginner", a low-power class to start off as. They would only stay this class for a short time (5 levels?) and would have to meet requirements to advance into each class. OR it might work with a classless system, where it is one of several level tiers (another one of my ideas, taken from Maple Story).

If anyone has used or considered such a system advice would be much appreciated.
Title: Players As Commoners
Post by: Raelifin on July 11, 2007, 07:42:34 PM
I remember making a d20 "Unlikely hero" PrC which could only be taken by characters with npc levels and it would compensate for them. It was a while back though, so I doubt I still have it.

[spoiler Shameless plug]One of the great things about The Riddle of Steel (http://www.theriddleofsteel.net/) is how having commoner PCs is easy, fun and fully encouraged by the system.[/spoiler]
Title: Players As Commoners
Post by: Thanuir on July 12, 2007, 03:26:03 AM
Most systems without classes and levels can accomplish that with ease (e.g. the aforementioned tRoS and Burning Wheel and Runequest and and most others, too).

If you are married to D&D, this advancement variant (http://boards1.wizards.com/wotc_archive/index.php/t-467140)  might work, or be a good start. Summary: Commoner 2 / fighter 4 is not a sixth level character under Szatany's system. Nor would wizard 3 /barbarian 3 be.
Title: Players As Commoners
Post by: So-Keher on July 12, 2007, 08:05:48 AM
I see he mentioned dropping the exp required ot level as a commoner to 60% its original value, causing you to level up quicker (obviously). My problem is thus (and I'm not sure how he explained this it was a little confusing): Let's say you have 5 levels of commoner before you can join a 2nd tier class (fighter, wizard etc), would the character only have 15 levels to advance in (using a 20 level system)?

My suggestion: Change the commoner class to supply a small amount (maybe one or two) bonus feats during its progression along with some skill or ability bonuses (not all of these of course) or weapon proficiencies (choose weapon group (definitely a variant i am including)). Characters do not get feats as normal (if you supply bonus feats) but still increase an ability at 4th.

OR: Get one pt per level to assign to an ability, no ability can be increased above 18. This would help with class requirements (ex: Fighter needs 16 Str and 14 Con; Wiz needs 16 Int, 14 Dex minimum)

If bonus feats are used, there will be a small pool to choose from (stuff like toughness, endurance, dodge) or there could be a new set of powered-down feats specifically for this purpose.

After characters advance out of the commoner class (can be called something different) they are treated on the PHB as level 1 again and gain exp at the normal 100%

Another option I am considering is tripling the length of the levels table, making it 60 long (3 Tiers). Exp needed continues in the second tier as if it was epic level 21, then 22, and so on. Base attack and save bonuses are slowed down so that at level 60, the best BAB would be 20/15/10/5 and the best saves would be 12/6. Classes are re-worked so that warrior, adept and expert are tier 1 (levels 1-20), the normal classes are tier 2 (treated as PrC's with entry requirements for each) and tier 3 (level 40-60) are custom-made classes by me or whoever.

Opinions?
Title: Players As Commoners
Post by: So-Keher on July 12, 2007, 08:29:22 AM
Table 1-0: The Noobie
LevelExperience NeededBABSavesSpecial
10+0+0/0/0Bonus Feat*
2100+1+0/0/0--
3225+1+1/1/1Bonus Feat
4500+2+1/1/1--
51000+2+1/1/1Bonus Feat

*=Select from: Acrobatic, Agile, Alertness, Athletic, Deceitful, Deft Hands, Diligent, Endurance, Investigator, Magical Aptitude, Negotiator, Nimble Fingers, Persuasive, Self-Sufficient, Skill Focus, Stealthy, Toughness.

Just working off of an idea...
Title: Players As Commoners
Post by: LordVreeg on July 12, 2007, 09:58:25 AM
I actually have this happen semi-regularly in my setting.  Drono Biddlebee started out as a member of the Hemp and Greenlaw ropemakers and the Turniper farming commune (which does, to be fair, teach decent archery skills).  He joined the group mainly as a henchman and cook.  He took warrior training consistently from there, becoming eventually a full member of that group.  He has taken training from the Order of Stentron Knighthood, and is now in training with the Church of the Autumn Harvest (Amrist).

I have always found that some of the best 'stories' my players have co-authored with me come from this direction.  Drono, as an example, was playeed consistenly for 2 years, a break, than played very consistently for the last 10 years.  
Title: Players As Commoners
Post by: So-Keher on July 12, 2007, 05:07:24 PM
Oh cool! I didn't think of how organizations could contribute to character development in this case. It would really get players involved with their hometown or base of operations.

So as the character levels and rises in the guild/org., they learn new things like how to use weapons etc. Nice.
Title: Players As Commoners
Post by: LordVreeg on July 13, 2007, 05:22:25 PM
Quote from: So-KeherOh cool! I didn't think of how organizations could contribute to character development in this case. It would really get players involved with their hometown or base of operations.

So as the character levels and rises in the guild/org., they learn new things like how to use weapons etc. Nice.

yes.  They can also learn more advanced skills and subskills.
Humble commoners that perform well can join guilds that they never thought to aspire to, and that can give them access to skills they never thought they could learn.  Also, as you mentioned this parralels a rise in social level and connectedness.  
A generation ago civilized Orc in Igbar could only get menial jobs, and portage was one of them.  Now the Teque Guild of Travelers' wagon division is run By Hajik Kon Hammerclass, male Orkash Trader-Treo.  Social recognition is like ice water to a thirsty player.  Why do people adventure?  to gain money and social mobility.  Feed that urge, a little at a time, don't let them glut.
Coming back a year later and buying the best room in an inn that the bouncer threw you out of a year ago is heady stuff.
Title: Players As Commoners
Post by: DeeL on July 13, 2007, 07:06:41 PM
Just a bit of trivia to add - AD&D 1st edition included just such a system in the Greyhawk hardback.  As I recall, your char would remain a commoner with the option of using any of the specialized abilities of any other class until they essentially traded the commoner levels for levels in some other class.  

If you tried to use, say, a fighters proficiency and to-hit rolls or a magic-users spell, you made a check verus the relevant ability.  If you failed, you were stuck using the commoners abilities.  If you succeeded, you got the level of use you needed.  If you succeeded with a nat 20, you got the use of it at 6 levels plus.  

It is possible that some of the principles involved were revamped for the Factotum class described in Dungeonscape.  In any case, the system sounds a bit like what you're building here.