Tweak RPG/Classes

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Contents

[edit] Table of Contents

[edit] Note

We are reworking some of the rules pertaining to weapon proficiency. This may result in changes to the classes in the near future.

[edit] Step 5: Choosing a Class

The next step is to select your character class. Each class will have it's own set of abilities and powers. Each class will have it's own flavor and style of play. This is likely the step that will have the largest impact on how you play your character (other than your character's background of course).

Each class will have a stable default set of abilities that is concidered the standard for that class. These abilities will be functional and can be played with right away without having to make any changes.

Each class however will have places where they can be tweaked to make the character more to your liking, and to allow the character to better fit your character concept or play style.

Perhaps you want your wizard to have more attack power, or your fighter to be able to move a bit faster. These options will be covered in the future sections.

[edit] The Classes

[edit] Adventurer

The Adventurer is the ultimate generic character class. Its entire purpose is to be built up to be the class that you want it to be. If you play an adventurer you will need to work closely with your GM to ensure that the character is playable and fits in with the campaign setting.


[edit] Cleric

The Cleric is the representative of their god. As a character class they have a vast range of flavors depending on which god they follow. They are often good at causing or healing damage.

[edit] Fighter

The fighter is the all purpose combat class in most settings. They are good at taking damage and at dishing it out. The fighter class also has some degree of flexibility built into the class itself.

[edit] Monk

[edit] Rogue

[edit] Wizard

[edit] Class Feature Price List

Here I will put a chart showing how much each class feature costs in CP. This will let you see why the points balance out the way that they do. This information will be useful when modifying classes, as well as when making suggestions about game balance related items.


 
Hit Dice(+con): (per level)           Note:
1d4            1CP                    This price is for the first dice worth of hit points each level.
1d6          1.5CP                    All further hit points in a given level must be purchased using
1d8            2CP                    the Damn Healthy attribute at a rate of 1d8+con per rank for 2CP.
1d10         2.5CP     
1d12           3CP     
          
Skill Points(+int): (per level)          
2             .5CP                    Note:
4              1CP                    This price is for the normal skill points gained per level.
6            1.5CP                    All additional skill points must be purchased using the Highly Skilled
8              2CP                    attribute at a rate of 4 SP per rank for 1CP.
          
                     
Saves          1CP     
Ability Score  4CP     
Base AC        2CP     
Bas ATT        3CP     
+1 Feat        2CP * Many class features are treated as feats
          
          
Class Abilities          
Barbarians Rage +1/day     1CP     
Base Movement +10'         1CP     
Illiteracy                -1BP * Defect
Uncanny Dodge              2CP     
Tap Sense +1               1CP     
Improved Uncanny Dodge     2CP     
DR 1/-                     1CP     
Greater Rage               2CP     
Indomitable Will           2CP     
Tireless Rage              2CP     
Mighty Rage                2CP     
Sneak Attack +1d6          2CP     
Trap Finding               2CP     
Evasion                    2CP     
Theif Special Abilities    2CP * Will expand list later
Energy Bonus               3CP * Raises Max EP by 20


[edit] A Work in Progress

This page is a work in progress. Until it is completed you may feel free to use the character classes as presented in the AnimeD20 rules (or whichever version of the rules you like best SO FAR).


[edit] A Note on Classless Characters

In theory, the GM could allow players to simply assign 10CP per level as their "class".  While I personally 
like this option, coming from a Point Based background myself, a word of warning is in order.  The Player 
and the GM should work closely on any such character.  The GM should also be aware that it is very easy to 
overbalance a character that way.

The Player should also be aware that it is very easy to lose track of important details in the character
creation process in this way.  It is vital that you not forget Hit Points, Saving Throws, and Skill Points.
It may be tempting to create the massive juggernaut of doom, but if he gets the sniffles and dies because
you forgot to give him a fort save...  Well, I suppose there MIGHT be worse ways to go.
The main thing is this, if you want to go completely outside the normal book classes, you should approach the
matter in some sort of logical way.  Think of it as building a custom character class, as apposed to just
having no class. :-)  After all, how often is it good to say that someone has no class? *grins*

[edit]

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