• Welcome to The Campaign Builder's Guild.
 

Swift Ten Rules Set.

Started by Spirit Hawkfellow, March 30, 2008, 02:27:54 PM

Previous topic - Next topic

Spirit Hawkfellow

These rules are rules I am creating for the Grand Realm and Warmantle- for those who might not be interested in buying 4e or playing 3e.  it is based on a d20 role system found in any D&D or rifts game.

Please feel free to leave comment or suggestions.

Creating your character using the Swift 10 Rules.

The Swift 10 is based on creating characters with a ten sided Die, or adds multiples of ten to create various parts of a Character.  In the System there are various other die that come into play, such as combat, skills, and various other roll .

20 Sided Die
   

8 Sided Die
   

12 Sided Die
   

6 Sided Die
   

4 sided Die

 

To create a Swift 10 Character, all that is needed a Ten Sided Dice, which will allow you to roll the numbers to generate the modifiers that will allow you to help build the rest of your characters.

Ability Scores- Ability scores, are what allow a character to perform his Heroic part in the world.  There are six ability scores that govern the basics of the Characters make up.

 

Strength-This governs a Hero's ability to move great weight, do more damage in combat, as well as perform acts skills that require power, like climbing the side of a mountain, or swimming vast rivers.

 

Agility-This ability shows how well a Character moves and responds.  This skill directly influence skills like acrobatics, and stealth, as well as saving throws

Durabilty- This abilty Governs, the hero's stamina and endurance, as well as his or her armor.

Knowledge- Every Hero must think, and Knowledge governs a hero ability to debate, lie, casts magical spell, and gather information.

 

Soul- The soul encompasses the Hero's ability to feel out situations, like sensing a motive if some one is lying, or when using situation requires ones use of wisdom.  Clerics use this ability to cast faith spells

 

Charisma- It is said a Hero often needs a way to communicate to the world about besides his sword and shield.  Charisma is that ability to allow a Hero to interact with the people or creatures he encounters.  Sorcerer use this ability to cast their magic spells

 

Ability Score Modifiers-With each number roll on a d-10 there is a corresponding number which is called a modifier.  This corresponding number is what will help you the player to create the various other parts of your character, such as Armor class, Attacks, Damage, Saving throws.

11-12
   

:+1

 

13-14
   

:+2

 

15-16
   

:+3

 

17-18
   

:+4

 

19-20
   

:+5

 

 

delavez.JPG

 

 

Character Class Groups- There are several character class groups that can be chosen to start play with.

 

Hit Dice-Each class starts of with a number of hit dice that is generated each level by its selected hit dice.  A first level the character rolls 10+Durabiltiy Modifier+ Die to gain their hit points.  Every lever after it is Durabilty+dice, to gain hit points.

 

Class Roles- Each Class has a specific role they would normally train to perform.

Tanks-Fighters D12 Barabarians-D12 Monks-D10 Knight

 

Diviners- Clerics D8 Missionaries D6 Paladins-D10

 

Infiltrators- Ranger-D10, Rouges D8

 

Arcanist- Sorcerer- D4 Alchemist-D6  Wizards-D6 Bard-D8.

 

Skill bonuses-How many Skill points that a character receives is based on a characters required modifier and point given at first level through his Class Role.

 

Tanks-2Xstrength modifier

Diviners-6x soul modifier

Infiltrators-8x agility modifier

Arcanist-4xmodifer knowledge modifier

 

Base Attack Bonus.  A character starts off with a base bonus every level which is added to a characters attack along with his Strength Modifier.

 

If Brenage the Dwarf Fighter has a strength Modifier of +5 and his attack bonus at first level is One, Brenage attacks his foe with an attack bonus of +6. (Strength 19-20=+5 add AB +1 first level, and the Attack is made at +6)

 

Attack Bonus

1+1
   

 
   

 

2
   

 
   

 

3+2
   

 
   

 

4
   

 
   

 

5
   

 
   

 

6+3
   

 
   

 

7
   

 
   

 

8
   

 
   

 

9+4
   

 
   

 

10
   

 
   

 

11
   

 
   

 

12+5
   

 
   

 

13
   

 
   

 

14+6
   

 
   

 

15
   

 
   

 

16+7
   

 
   

 

17
   

 
   

 

18+8
   

 
   

 

19
   

 
   

 

20+9
   

 
   

 

 

               

Action Points- at the start of play, characters receive at four action points in which they can use to affect, attack, initiative, armor, saves, skill check, and spell infusion rolls.  Every other, level they gain an additional action point.  Infiltrators gain a bonus action points due to the their speed and use of agility

 

1
   

 

2

2
   

Infiltrator bonus

3
   

 

4
   

4

5
   

 

6
   

Infiltrator bonus

7
   

 

8
   

6

9
   

 

10
   

Infiltrator bonus

11
   

 

12
   

8

13
   

 

14
   

Infiltrator bonus

15
   

 

16
   

10

17
   

 

18
   

Infiltrator bonus

19
   

 

20
   

12

 

 

 

 

 

Magic

Spell Saves-Spell are deadly and powerful often sealing the fate of a hero from the lowest adventurer to the high epic.  To evade death dealing magic, the Hero's relies on his saving throws to pull him through the thick of spell combat.  Saving throws are based on a character modifier in the appropriate Save.

 

Sturdy (Fort)- 10+strength modifier

 

Evade (agility)- 10+agility modifier

 

Mind (Soul)- 10+ Soul modifier

 

Albrecht the halfling rouge barely has time to evade the dragon flames as the beast spews hot fire at the rouge.  The dragon rolls it attack against Albrecht's evade save.  (Albrecht save is 10+ agility modifiers, his modifier is +5, so his save is 15)  The dragon must roll over 15 to see if the flame actually damages the rouge.  If he scores over 15 the rouge has been hit.  Yet being Rouge with the evasion ability he takes no damage. Spell damage-damage from spells work on the spell caster level and the dice damage of a spell

Toth the quickling 3rd level  wizard cast fireball at the goblin.  The fire ball explodes doing 2d8 points of damage plus the wizard Knowledge modifier and level.   An action point can increase the damage of spell by one step. 1d8 becomes 1d10.

 

Spell Infusion- The arcane Class has the Ability to reinfuse his list of spell that has been used in a given encounter.  Normally Spell user gains back spell up to his or her spell or divine caster modifier.  The use of an Action Point adds to the spells an arcane or divine spell caster can have in their spell slots.

Xeviat

I'm not sure if you're having some formatting errors.

I too have been an avid 3E rules fiddler. If I desired to continue with 3E (mostly if the powers system in 4E were to disinterest me), here's how I would do it (and I think such methodology might help you):

Eh, I'll make it simple. Use 4E's rules fully (the 1/2 level progression to attacks, skills, and defenses primarily). Rather than using the powers system 4E is presenting, retain the class ability/feat progression of 3E.

The advantage to doing this would be in creating a more "realistic" game. Rather than having a warrior with an ability they can only use once per day (which doesn't make sense in a completely real-world scenario), you design things with feat balance in mind.

"The Book of Iron Might" by Mike Mearls is really helpful for creating combat maneuvers that can be used endlessly. "Mutants and Masterminds" can be utilized to balance special abilities and spells to be usable consistently.

All and all, I think that's the greatest weakness of 4E. I'll look over your ideas again when you have more coming. But here are a few points:

Why is the attack progression not linear? You start off going every other level gains +1, but then you skip a few and only end at +9 at 20 rather than +10.

Why does Str and not Con modify Sturdy?

I can't really understand the Action Point progression, is that a formatting error?
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.

Spirit Hawkfellow

There are a few thing wrong with some of the number progressions, but I really put this together out the home brew stuff I was working on War-Mantle, A small home brew campaign.  I wanted to create a quick set of rule within my campaign books for people to get started quick if they didn't have a player hand book and D.M. I didn't have 4e in mind when I made this quick set of rule, I did the write up for this about a year and half ago, I did like the book of he nine swords and when I saw some of 4E ome of that stuff sifted in when I was doing the rewrite.  I won't front  you gave me alto to think about I am taking your info to heart, and I'm going to look over it.