Birthright-L
09-20-2002, 04:37 PM
I`ve been thinking of writing new character generation rules for a
Birthright campaign, that don`t yet deal with Bloodlines (I`m still not sure
how I want to represent them -- I think the way the original bloodline rules
worked was kind of stupid.)
Basically, this is an attempt to try to take the focus off magical items in
D&D, while keeping the same relative power-base (so that I can still use
those higher CR monsters and awnsheighlein) on the characters, rather than
their gear. Also, some rules are going to be kind of changed to represent
my campaign style.
Anyway, I just wanted to toss out my draft agenda/ideas out to see if anyone
here has any comments or additions that they`d like to suggest.
Two notes: * I am primarily concerned with non-spellcasting classes
* This is not an attempt to convert Birthright to 3E,
so much as to start my own version of a Birthright d20.
- Damage resistance will be based on a rarity chart similiar to the chart
found in the "4 Colors To Fantasy" superhero d20 product. So that instead
of a +2 weapon, Damage Reduction can be negated with either a +2 weapon or
something in the "Rare" category, such as "fresh, blessed springwater".
Knowledge checks, divination spells, and trial-and-error are all appropriate
methods for finding these weaknesses.
- Characters will no longer have magic rings, cloaks, boots, swords,
sheaths, socks, toe-rings, etc. At most they will have about 4 or 5 items
in the entire party at the campaigns magical peak. Most of these will be
organized like a template (so that possessing one of these items might be
like an ECL+1, allowing me to guilt-free raise the challenge rating and
calculate experience as if they were one level higher.
- Backgrounds can be chosen based on the Wheel of Time backgrounds, although
I will probably beaf them up a little to make them worthy of an ECL+1. Such
backgrounds will not represent coming from particular cultures, but rather
membership in particular organizations (that I just don`t have the time,
energy, or inclination to make prestige classes for). )(They are effectively
single-level classes, but have no requirements.)
- All characters will start the game at 3rd level, and anything that has an
ECL cost also grants hit dice.
- Classes must be rewritten along similiar themes to the PHB and to other
d20 products such as Star Wars and Wheel of Time. All classes will have a
Reputation mechanic, and a Defense bonus. Fighters will be powered up by
getting a high defense bonus, Armor Compatibility (allowing defense to stack
with armor) broken up into light, medium, and heavy increments, and bonuses
to Wound points. Other classes (including the final Spellcasting Class)
will be balanced (as best I can) to this fighter in the design process.
I`ll put further notes on this process later.
- Characters will get bonus Wound points, like the Vitality/Wound system
but all other dynamics of that system will not be used. Characters will
still be fatigued when their wound points get hit, but critical hits will
not effect Wound points and damage reduction always applies to either your
hitpoints or your wound points as normal.
- Every character can choose two skills as background skills. They are
always class skills for that character. Feats can be chosen to acquire
other background skills. (Adaptive Learning)
- There is no max skill rank based on level. However, every 5th "rank" of
skill, the rank cost goes up by a point. So getting 5 ranks in a skill
costs 6 skill points, 10 ranks costs 16 skill points, etc. (I haven`t
decided if Skill Emphasis will grant a bonus, additional ranks, or just an
amount of skill points automatically spent on that skill.)
- Characters will make use of the Action Point system from Star Wars and
d20 Modern. Basically, everytime they level up, characters will gain a
number of Action Points based on their level. Action Points can be
(permanently) spent to gain a "+1d6" to any task resolution (d20) roll. New
feats and class abilities (and possibly blood abilities) will allow Action
Points to be spent in different ways.
[Most of my characters dislike the idea of a non-replenishable resource,
however, so I might change it so that characters gain one Action Point
whenever they level up or take a particular feat (or class ability), and
those Action Points are re-usable each campaign day.]
- I applaud Star Wars and Wheel of Time`s effort to assign "Challenge
Ratings" to skill checks, but I don`t think they did a good job. I`m going
to look into this further and try to break down the percentage chances of
succeeding at various DCs, the amount of resources it consumes (in terms of
skill points and feats), and the likelihood of having any particular skill
in order to come up with a more structured and logical method of giving PCs
experience based on successful skill checks. (I may adopt the "complex
skill check" idea that so many other game systems use, which will give me
more freedom with giving out XP, but may interfere with the whole "Take 10"
"Take 20" mechanics. We`ll see.)
Those are my ideas so far regarding ways to place the emphasis of character
power back on the characters and less on the character`s gear.
************************************************** **************************
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Birthright campaign, that don`t yet deal with Bloodlines (I`m still not sure
how I want to represent them -- I think the way the original bloodline rules
worked was kind of stupid.)
Basically, this is an attempt to try to take the focus off magical items in
D&D, while keeping the same relative power-base (so that I can still use
those higher CR monsters and awnsheighlein) on the characters, rather than
their gear. Also, some rules are going to be kind of changed to represent
my campaign style.
Anyway, I just wanted to toss out my draft agenda/ideas out to see if anyone
here has any comments or additions that they`d like to suggest.
Two notes: * I am primarily concerned with non-spellcasting classes
* This is not an attempt to convert Birthright to 3E,
so much as to start my own version of a Birthright d20.
- Damage resistance will be based on a rarity chart similiar to the chart
found in the "4 Colors To Fantasy" superhero d20 product. So that instead
of a +2 weapon, Damage Reduction can be negated with either a +2 weapon or
something in the "Rare" category, such as "fresh, blessed springwater".
Knowledge checks, divination spells, and trial-and-error are all appropriate
methods for finding these weaknesses.
- Characters will no longer have magic rings, cloaks, boots, swords,
sheaths, socks, toe-rings, etc. At most they will have about 4 or 5 items
in the entire party at the campaigns magical peak. Most of these will be
organized like a template (so that possessing one of these items might be
like an ECL+1, allowing me to guilt-free raise the challenge rating and
calculate experience as if they were one level higher.
- Backgrounds can be chosen based on the Wheel of Time backgrounds, although
I will probably beaf them up a little to make them worthy of an ECL+1. Such
backgrounds will not represent coming from particular cultures, but rather
membership in particular organizations (that I just don`t have the time,
energy, or inclination to make prestige classes for). )(They are effectively
single-level classes, but have no requirements.)
- All characters will start the game at 3rd level, and anything that has an
ECL cost also grants hit dice.
- Classes must be rewritten along similiar themes to the PHB and to other
d20 products such as Star Wars and Wheel of Time. All classes will have a
Reputation mechanic, and a Defense bonus. Fighters will be powered up by
getting a high defense bonus, Armor Compatibility (allowing defense to stack
with armor) broken up into light, medium, and heavy increments, and bonuses
to Wound points. Other classes (including the final Spellcasting Class)
will be balanced (as best I can) to this fighter in the design process.
I`ll put further notes on this process later.
- Characters will get bonus Wound points, like the Vitality/Wound system
but all other dynamics of that system will not be used. Characters will
still be fatigued when their wound points get hit, but critical hits will
not effect Wound points and damage reduction always applies to either your
hitpoints or your wound points as normal.
- Every character can choose two skills as background skills. They are
always class skills for that character. Feats can be chosen to acquire
other background skills. (Adaptive Learning)
- There is no max skill rank based on level. However, every 5th "rank" of
skill, the rank cost goes up by a point. So getting 5 ranks in a skill
costs 6 skill points, 10 ranks costs 16 skill points, etc. (I haven`t
decided if Skill Emphasis will grant a bonus, additional ranks, or just an
amount of skill points automatically spent on that skill.)
- Characters will make use of the Action Point system from Star Wars and
d20 Modern. Basically, everytime they level up, characters will gain a
number of Action Points based on their level. Action Points can be
(permanently) spent to gain a "+1d6" to any task resolution (d20) roll. New
feats and class abilities (and possibly blood abilities) will allow Action
Points to be spent in different ways.
[Most of my characters dislike the idea of a non-replenishable resource,
however, so I might change it so that characters gain one Action Point
whenever they level up or take a particular feat (or class ability), and
those Action Points are re-usable each campaign day.]
- I applaud Star Wars and Wheel of Time`s effort to assign "Challenge
Ratings" to skill checks, but I don`t think they did a good job. I`m going
to look into this further and try to break down the percentage chances of
succeeding at various DCs, the amount of resources it consumes (in terms of
skill points and feats), and the likelihood of having any particular skill
in order to come up with a more structured and logical method of giving PCs
experience based on successful skill checks. (I may adopt the "complex
skill check" idea that so many other game systems use, which will give me
more freedom with giving out XP, but may interfere with the whole "Take 10"
"Take 20" mechanics. We`ll see.)
Those are my ideas so far regarding ways to place the emphasis of character
power back on the characters and less on the character`s gear.
************************************************** **************************
The Birthright Homepage: http://www.birthright.net
Birthright-l Archives: http://oracle.wizards.com/archives/birthright-l.html
To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM
with UNSUB BIRTHRIGHT-L in the body of the message.