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Osztály és Szintmentes d20


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Thorin

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Kelt 2004.08.27, 10:01

"1/3 feat-et kap szintenként."

Hmm, lehet, én tájékozódtam el valahol, de a legtöbb D20-as kaszt, amit eddig láttam, szintenként kapott egyet a következőkből:
Szabad feat
Fix feat
Fix kasztképesség, ami innentől featnek számit majd.

Persze csak szvsz.

"- class skill: új érték x 1
- cross-class skill: új érték x 2"

Szvsz pont ez az amit elsőként kellene kihajítani, mivel pontosan a kasz szerinti skillek szűnnének meg.

"Ehhez igazítva egy játékülés során olyan ~10 xp kerül kiosztásra.
HA ezt vesszük alapul, ti miként súlyoznátok a
feat, BAB, spell Prog és mentők értékét?"

Nehéz belőni, mivel a játékülés fogalma túlzotan gumi, de aíkkor a köv lenne a véleményem (játékülés =min 6 óra, egy teljes "kaland")

Fix növekedéssel:
Hp, Sp 1 pont
Mentő 3 pont
Feat: 5 pont
Spell prog 5 pont
BAB 6 pont
Ebben benne van az, hogy Nem minden alkalommal BAB-ot fejleszt, mivel a többi értékét is emeli hozzá majd.

Ha növekednek az értékeke:
Új skill értékx0.5 (azaz 5-ről 6-ra emelni 3 pont)
Új Hpx0.05 (min 1, 29-ről 30-ra 2 pont)
Uj mentőx1 (azaz 3-ről 4-re 4 pont)
Feat 5 pont (itt a gond, egy szintet elérve a featek olcsóbbak lesznek sokkal, mint amit adnak)
Új Spell szinxt3 (azaz 7-ről 8-re 24 pont)
Új BABx2 (azaz 10-ről 11-re 22 pont)

Teron

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Kelt 2004.08.27, 09:15

Thorin:

Az átlagolásnál egy kicsit javítanék. Szintenként kap:
skillpont: rendszertől függ. 2-8 +int között bármit.
hit pont: lehetne ezt is egyesével vásárolni bár tény,hogy egy adott HD kocka vásárlása jobban kezelhető.
BAB: jó kérdá 1, 2/3 és 1/2 között sokminden van
2 mentő az ok
1/3 feat-et kap szintenként.
és 0 vagy 1 varázshasználói szintet.

Én most azon gondolkozom, hogy a szinteket is el kéne hagyni.
Tehát úgy lenne érdekes, hogy kialakítasz valamilyen módszer szerint egy kezdőkaraktert, és utána XP-ből ahogy tetszik fejlődhetsz.

NYILVÁN ez a rendszer mivel nagyobb szabadságot ad nem a vérpistikéknek van ajánlva, mert nekik a szint és osztályalapú DnD lett célozva. Ez inkább azoknak kéne, akik nem annyira szeretik ezt a kötöt osztály és szint struktúrát, mert az ő játékélményüket rontja.

Amire én gondoltam, hogy miként lehet jűátékegyensúlyt behozni a szintmentességbe, nincs más lehetőség, mint az, hogy
- új értéktől függő mennyiségű XP-be kerülnek a dolgok. Ez megvalósítja a mgasabb szinten több xp kell elvet.
- a fontosabb dolgok _olyan_ sok xp-be kerülnek, hogy nem lehet 1-2 játékülés alatt őket fejleszteni.
Én azt venném alapesetnek, hogy 1 játékülés alatt kb 1 skill növekedhet úgy 1 pontot.
Akkor vegyük a skill progresssiont alapnak, tehát legyen
- class skill: új érték x 1
- cross-class skill: új érték x 2

Ehhez igazítva egy játékülés során olyan ~10 xp kerül kiosztásra.
HA ezt vesszük alapul, ti miként súlyoznátok a
feat, BAB, spell Prog és mentők értékét?

Thorin

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Kelt 2004.08.27, 08:54

Elsőként kellene tudni, mit kap egy "átlagos" D20 szint, ez szvsz valami ilyesmi:
Kap 5 skill pontot.
Kap D8+1 hp-t. (ez legyen 5)
Kap 3/4 BAB-ot.
Kap 2 mentőt.
Kap 1 featet.
Kap 1/2 varázslói szintet. (mivel sok a varázsló a D20-ban, prerzse konkrét karakter esetében vagy 0, vagy 1)

Erre van 1000 tp-je.

Sp: 15 tp
Hp: 15 tp
BAB: 400 tp
Mentő: 100 tp
Feat: 300 tp
Varázslói szint: 300 tp

Ez a fenti esetben 1100 tp-t igényelne.

SP:
Nincs kaszt és nem kaszt képzettség, mindegyik 1:1-es arnyban vehető.

HP:
elég egyszerű.

BAB:
Szintén, aki csak hentelni akar, az akár 2. is vehet egy szintnyi tp-ből.

Mentő:
Szintén egszerű, aki mindent védeni akar, szintén eldurvulhat.

Feat:
Egy featet vehet belőle, a követelményeket továbbra is be kell tartani. Ott, ahol kasztkövetelmény volt, egy megfelelő egyéb követelményt kell adni, lehet egy jellemző képzettség magas foka (ahányadik szint volt a követelmény), vagy Varzshasználói szint (ismeret) esetleg más feat vagy bármi más.

Varázshasználói szint:
Mivel a varázslatok szintalapúak a legtöbb d20 rendszerben, kell valami, ami alapján tudjuk, ki mit használhat. Igen, egyszintnyi tp-ből akár 3 szint is felvehető, szakbarbárok előnyben. Természeteesen az iskola megjelőlésével fejleszthető, és a km beleegyezée szükséges. A korábbi megkötések itt is érvényesek, több isten papja, meg más egyéb elképzeléek kerülendők.

Tp:
Azelején még egyszerű a tp osztás, mivel a szokásos módon megy. Az 1000. tp után két lehetőség van, vagy elkezdjuk csökkenteni az osztott tp-t a kihívás mértékében (nem CR meg egyebek!), vagy maradunk a régi tp osztási módszernél, de a szükséges tp-t növeljuk. Azaz amikor 3000 tp kell a szintlépéshez, akkor 3xos árat kell fizetni, ehhez persze az összes tp-t is írni kell, nem csak a még eloszthatót.

Limitációk:
Lehet teljesen szabadon fejleszteni az értékeke, ekkor valósznüleg a kasztok között sohasem látott karakterek lesznek majd. Vagy lehet az eredeti korlátokat asznáűlni, egy szinten egy baba, max 2 mentő egyre, stb. Köztes megoldás a kétszeres limiit, azaz maximum 2x annyit lehet venni, mint az azonos szinten lehetne a szintes változatban.

Főjellemző:
Amennyiben ezt kivánja fejleszteni valaki, akkor azt egyeztesse a kmmel, ennek értéke kb 500-1000 tp.

Teron

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Kelt 2004.08.27, 08:46

Ezt elolvasva tényleg úgy néz ki, hogy nehéz értelmes szint és osztálymentes d20-at összefabrikálni.

Szerintem ez a rendszer túl van bonyolítva. Külön Power level, Ability point, character points. Fölöslegesen sok dolog. Ráadásul az a Power level ez még mindig a szintet határozza meg.

Valami általános pont-alapó karaktergenerálást és fejlődést kéne kitalálni, ahol mindent az XP-ből lehet fejleszteni.

Vagy ez nagyon lehetelen?

Tehát valami olyasmi kéne, mint a codex rendszere. Mondjuk az sem tökéletes, mert szintekre van osztva, de ott is lehetne vele bütykölni.

Kezdésnek a fejlődés ütemét kéne megütni.
Az még működőképes lehet, hogy előszer feltételezzük, hogy egy adott rendszerben a karakter generál egy karakter-t. Aztán a fejlődés további üteme ha megvan, akkor már lehet gondolkozni a karaktergeneráláson is.

Például mit szóltok ahhoz, hogy XP-ből lehet ugye fejlődni. Átlagosan minden kaland végén olyan 5-8 xp-t kaphatnak a karakterek. Attól függően, hogy milyen jól teljesítenek.

Fejlődési chart:
Base Attack Bonus: új érték x 10
Spell progression: új szintérték x 10
Valamelyik Save: új érték x 4
Class skill: új érték x 2
Cross-class skill: új érték x 3
Új feat vagy class feature: 20 xp (ha megvannak a szükséges követelmények vagy KM megengedi alapon)
Ability score: új érték x 10
új vitality kocka-> ez jó kérdés új HD érték megszorozva a kocka típusával: új érték x (4 vagy 6 vagy 8 vagy 10 vagy 12)


A karaktergenerálási chart meg valami olyan lenne, hogy:
- a sztenderd pont alapő főjellemzőgenerálás
- kezdeti erősség szerint 20-50 character creation pont szétosztása, amiből vehetsz:
class skill-t 2 pontért (mármint, hogy valami class skill legyen)
vitality kockát 4,5,8,10 vagy 12 pontért
BAB-ot 10-ért (max 1-es lehet)
mentőt 4-ért (max 2 vagy 4.et)
skill-t 1 vagy 2 pontért.

Nagyn kezdetleges. Vélemények?
Nos?

Módosította Teron: 2004.08.27, 08:46


ShamesMaldune

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Kelt 2004.08.27, 08:31

Üdv, Mindenkinek!

Én játszottam már ilyen (AD&D, Magus, D&D, SW d20) meg olyan rendszerekkel (SR, CP, SW d6, Warhammer Fantasy) is. Mindkettőnek megvan a maga varázsa. :(
Szerintem a D&D-hez szervesen csatlakozik a kaszt és szintrendszer. És vitatnám, hogy ez sematikus vagy egysíkú lenne. Éppen a D&D-nél pl. a rengeteg Prestige Class miatt a karakterfejlődés lehetőségei szinte korlátlanok. :gyagya:
Én maradnék ennél! (Jelenleg SR-t játszunk, és azzal sincs semmi bajom!) :)

MichaelSD

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Kelt 2004.08.26, 21:59

Hozzájárulásom:

Cludge
Classless, Levelless, Universal d20 Gaming Environment
by Owen K.C. Stephens

There's no avoiding the fact that d20 System games are everywhere. For players who enjoy the basic d20 System engine, with its strong class and level mechanics, this is great. There are enough sourcebooks that even if your favorite genre isn't covered, it can be put together from elements of other d20 System games. Quality varies wildly, but a number of well-written supplements and adventures exist, giving the discerning gamer extensive support for his d20 System campaigns. But for players who don't like the basic premises of the d20 System engine, the flood of material compatible with it can be annoying.

Two of the biggest complaints against d20 System games are that they're strongly tied to classes and levels, and can't easily be adapted to ignore these concepts. The main drawback of class/level game systems are that certain common character concepts cannot be easily made, and characters achieve power in large blocks that soon propel them to dizzying heights of power. They can also be very difficult to adapt to new genres. Even if there are elements of d20 System games you could combine into a new campaign setting, the feel of the game is limited to an epic heroic progression by tiered power levels. Players are also limited to character concepts supported by an existing class unless the GM is willing to write whole new classes for his setting, and try to ensure they're all balanced against each other.

For groups who want the freedom to, for example, create a pulp-style Victorian game set in 1900, drawing from elements of old west, prehistoric, fantasy and even Asian games, setting the heroes at a single consistent power level well above that of normal mortals, it would be useful to have a system that ignored classes and levels, but was still compatible with standard d20 System games. This article presents a set of game sub-rules designed to be a Classless, Levelless, Universal d20 Gaming Environment (Cludge). By stripping away the class system and allowing character skills, feats and special abilities to be purchased à la carte, Cludge frees characters from the constraints of a few archetypes and allows games to be set at a consistent power level.

Cludge is most useful for gamers who enjoy most aspects of typical d20 System games, but want more freedom to create a specific gaming style within those rules. Of course the system isn't perfect, and lacks the strong game balance and organization mechanics most d20 System games promote as strengths. Put simply, Cludge is a kludge. But for gamers who are already familiar with d20 System game mechanics who want to explore new ideas and niche genres without writing their own sourcebooks, Cludge allows for quick and unfetter experimentation. Equipment, monsters, spell systems and stylistic rules can be taken from any number of different games, and easily Cludged together.
Basic Rules

Cludge does not replace any normal d20 System rules other than character creation and advancement systems. Rules for combat, social interaction, alignment, equipment, magic, and condition definitions are covered by whatever core d20 System rulebook you choose to take them from. It's best to pick a single d20 System rule set to answer these questions, though of course you may wish to add elements from other books.

Though Cludge characters may draw upon any rulebook the GM is comfortable allowing into his campaign, it's best to stick to one edition of each rules set. If taking rules from a series of d20 System books about star knights, make sure you draw all the rules from the same edition of that game. This avoids confusion and contradiction from two characters having skills or feats with the same name but different game effects.

It's important for GMs to remember Cludge is not self-balancing. Though the system is consistent, clever players can quickly find combinations of feats and powers that are more powerful than others. A GM must enforce his own best judgement both to prevent gross abuses of the system, and to ensure characters match his view of whatever genre the Cludge campaign is emulating.
Power Rank

A campaign's Power Rank determine numerous things about the player characters in it. It is roughly equivalent to class level in a traditional d20 System game. When a GM sets the game's Power Rank he is determining the approximate power of the characters for the duration of the campaign. Whatever level of play the group most enjoys should be selected as the game's Power Rank. For example, a group of gamers who most enjoy playing 5th-7th level characters should set their Cludge game at a Power Rank of 6.

The Power Rank sets the number of Attribute and Character points characters get, as well as the maximum Attribute bonus and skill ranks. In most Cludge games character's Power Rank rarely if ever increases, though characters can grow and expand themselves within a set Rank.

It's important to note that just because all the player characters are set at a single Power Rank, that doesn't mean all NPCs are at the same rank. Mooks and thugs can and should be set at lower levels (often significantly lower), and major enemies and allies may well have a higher Power Ranks. As a general rule, characters have a CR equal to their Power Rank. A GM may decide to use the normal class and level system for minor NPCs, rather than taking the time to design them as Cludge characters.
Ability Scores

You can use any of the numerous methods for determining ability scores published in various d20 System core rulebooks. Characters may buy up ability scores using character points (see below). In many cases, groups that prefer Cludge to normal games also prefer point-buy ability score systems. A simple point-buy system for heroic characters is presented below, but a GM should feel free to modify any ability score system he likes for his own Cludge games.

For standard Cludge ability score generation characters start with 8s in all their scores, and have 24 ability points to buy up their ability scores. Games stating at a higher Power Rank should give characters an additional (Power Rank/2) ability points.

Ability Score Ability Points
8 0
9 1
10-11 2
12-13 3
14 4
15 5
16 7
17 9
18 12


Knacks

A character's knacks are one-time bonuses that cannot be bought up. They may represent innate bent, childhood training, or just talents picked up as part of a character's background. All characters get two and only two knacks regardless of the campaign's Power Rank. Each knack may be selected only once.
Knacks
+2 to Fort Saves
+2 to Reflex Saves
+2 to Will Saves
+10 Class Skills
+5 Proficiencies
Attributes

Characters receive a number of Attribute Points equal to the game's Power Rank ×4. These are spent to determine things normally assigned by a character's class in other d20 System games. A character's Attributes can be bought up using experience, at a rate of 15 Experience Points per Attribute Point (see Experience Points, below). Attribute Points are assigned as bonuses to a character's Attributes, which have a base of 0 or 4 (in the case of Class Skills).

These numbers are assigned to your:
Base Attack Bonus
Fortitude Saves
Reflex Saves
Will Saves
d10 Hit Dice
Class Skills +4 (No Power rank limit)
Bonus Feats
Spellcasting Power

Base Attack Bonus: Attribute Points spent equal the character's base attack bonus. This works just like an attack bonus gained from class and level in typical d20 System games. A character who's base attack bonus is +6 or higher gains multiple attacks if he takes a full attack action. Additional attacks are at a bonus five lower that the previous attack. For example, a character with a +12 base attack bonus may make three attacks with a full attack action, at base attack values of +12/+7/+2.

Fortitude Saves: This is the character's base Fort save, to which is added his Con modifier, and any other modifier gained from racial abilities, feats or special effects, just as with normal d20 System games.

Reflex Saves: This is the character's base Reflex save, to which is added his Dex modifier, and any other modifier gained from racial abilities, feats or special effects, just as with normal d20 System games.

Will Saves: This is the character's base Will save, to which is added his Wis modifier, and any other modifier gained from racial abilities, feats or special effects, just as with normal d20 System games.

d10 Hit Dice: this is the number of 10-sided hit dice the character gets, adding his Con modifier to each. The first hit die is automatically considered to be a 10, and further hit dice are re-rolled if they produce a result of 5 or less. A character with no d10 hit dice gets 4 + Con modifier hit points, though this is replaced by his first d10 hit die.

In games using some other form of health, each rank of this Attribute should be as useful as a level of the warrior/soldier/fighter class common to the d20 System game the health rules are taken from.

Class Skills +4: This is the number of skills the character treats as class skills. This Attribute has a base of 4, which is added to the Attribute value assigned (for example, a character who assigns +1 to Class Skills has 5 class skills). The player decides what sills are class skills up to his maximum, with all other skills considered cross-class skills. Unlike other Attributes, a character's class skills may be assigned a value in excess of the campaign's Power Rank.

Bonus Feats: This is the number of bonus feats the character receives. The character must fulfill the prerequisites for these feats normally. A GM may wish to restrict bonus feats to a particular category (all combat feats, or all metamagic feats), depending on the style of the campaign.

Spellcasting Power: This is the casting level of any special effects the character gains access to (see below). When the character uses magic items, their maximum casting level may also be restricted to the character's spellcasting power. This Attribute also replaces spellcaster level as a prerequisite or item creation feats.
Optional Attributes

The conventions of a particular genre or play style may call for Attributes other than those presented here. A GM could add a Defense Bonus (granting the character an innate Dodge bonus to AC/Defense), Max Skill Ranks (requiring characters to buy the right to have more than a few ranks in their skills), superpowers (if adapting a superhero genre's rules to Cludge). Similarly, a campaign might decide to do away with Special Effect Power or Hit Dice, setting those automatically at a campaign's Power Rank (or ½ Power Rank, or whatever the GM decides fits his game).

To maintain the power balance presented in Cludge, characters should receive a number of attribute points equal to the number of Attributes used /2 at each Power Rank. Of course a campaign can produce more powerful characters by handing out more Attribute Points, or weaker ones by offering less.
Character Points

Character points are used to buy feats, skills, special effects, innate abilities and additional wealth. Character start with 20 character points, +20 per Power Rank of the campaign. Thus characters in a PR 5 game begin with 120 character points. Additional character points may be bought with Experience Points, at the rate of one Character Point per Experience Point spent (see Experience Points, below).
Ability Scores

It takes 8 character points to buy one additional ability point, which is then used to buy ability scores using the ability score chart. A GM using a flat one-for-one ability score point-buy or random ability score determination should charge 10 character points per ability score.
Feats

Every character starts with one feat for free. Additional feats may be granted by your Attributes or race. Additional feats cost 5 character points, +1 character point for each feat prerequisite the feat taken has. You must qualify for the feat normally.

Proficiencies are considered half-feats (you get two weapon or armor proficiencies for each feat slot expended). A GM should select proficiency categories appropriate for his campaign, possibly taking them from a standard d20 System core rulebook. A proposed set of proficiencies is present below.
Light Armor
Medium Armor (requires light armor)
Heavy Armor (requires medium armor)
Simple Archaic Weapons (standard fantasy simple weapons and thrown, including grenades)
Martial Archaic Weapons (standard fantasy martial weapons, requires archaic simple)
Pistols
Longarms
Cannons
Siege Gear (catapults and such)
Eclectic (any 5 specific non-exotic weapons)
Exotic (any 1 exotic weapon)
Skill Points

Characters receive a number of skill points equal to their Int mod × (Power Rank +3). Additional skill points cost one Character Point each.

A character may buy a maximum number of ranks of a class skill equal to the game's Power Rank +3, and half this number of ranks of cross-class skills. Class skills cost1 skill point per rank, while cross-class skills cost 2 skill points per rank. If a character gains additional class skills (by buying up his class skills Attribute) his new maximum ranks and cost per rank improve, but the ranks he has already bought are unaffected.
Special Effects

For Cludge, special effects are any amazing powers, such as spellcasting, psionics, or mutant superpowers, granted to a normal d20 System class with an increase in access (level of ability and uses per day) at each level of that class. This includes the spellcasting ability of standard d20 System fantasy bards, clerics, druids, paladins, psionics, rangers, sorcerers, and wizards, and similar special effects from many other d20 System games. All special effects have a casting level (for level-dependent effects, such as range, duration and damage dice) equal to the character's Spellcasting Power Attribute.

To access special effects, a character must pay a "buy-in" cost. For a standard campaign, this is 15 points, allowing the character to use items as a member of the class. Each level of access to special effects of that class cost an additional 15 character points. Thus a Cludge character who wants to have access to spells as a 5th level wizard must spend 90 character points (15 to buy into the wizard, then an additional 75 for 5 levels of special effect access). Of course these spells are cast at the characters spellcasting power Attribute.

For games with low access to special effects, the buy-in and access cost for spells and similar abilities can be increased, though it shouldn't go higher than 25 unless special effects are extremely rare in a campaign. Lowering the cost makes special effects much ore common, and costs shouldn't be lowered to less than 10.

In a campaign where low-level special effects are common, but more powerful ones rare, the cost changes from a flat cost to a graduated scale. The buy in costs maybe reduced, but most importantly access costs 5 points per level of access bought, with each rank bought separately. Thus 1st level access costs 5 character pints, 2nd level an additional 10, and 3rd level an additional 15. This produces a game with lots of characters having low and mid level special effects, but very few with high level access.
Innate Abilities

Cludge characters can buy the special abilities of any normal d20 System character class as innate abilities by spending character points. All innate ability purchases must be approved by the game's GM. A GM may wish to double the cost of innate abilities taken from more than one standard d20 System character class (×2 cost for a second class, ×3 for a third, and so on), depending on the style of the campaign.

Abilities that automatically increase in power as you go up in level (such as animal companions, familiars, a monk's armor class bonus and bardic knowledge) but are not special effects (see above) have a cost of 6 +1 per level of effect (to a maximum of the game's Power Rank). Thus a character who wanted the animal companion ability of a 6th-level druid would spend 12 character points.

A character may have a 0-level special effect as a special ability 3 times per day for 5 points. A 1st-level spell three times a day costs 10 points, and a 2nd level 20. These are cast at the character's spellcasting level. A character's spellcasting level for a single special effect bought as an innate ability may be increased for 2 character points per +1.

Other abilities from standard d20 System game classes not already covered by previous Cludge rules may be bought piecemeal. The cost is the level a class gains the ability ×2. If the ability is an extension of a lower level ability, you must buy the lower level ability first. Normally a character may not buy an ability gained at a level higher than the Cludge game's Power Rank, though a GM may make an exception. Characters are also limited to no more than one of these innate abilities per Power rank.
Racial Traits

It costs nothing to be a member of a standard d20 System race with no ECL adjustment. Most racial traits (special powers granted to a race) may be purchased by members of other races for 10 character points. Races with ECL shifts cost 15 character points per ECL value to play. A character cannot normally change his race after character creation, though such special effects as polymorph spells, shapeshifting, cybernetics, and nanites may allow for such a thing in some Cludge games.
Gear

Cludge doesn't have independent equipment rules. The GM of a Cludge game must select a base set of d20 System game rules and use them. Assuming the rules selected have equipment amounts defined by level, Cludge characters receive the starting equipment of a character the same level as the campaign's Power Rank. A character may increase his starting equipment by one level for 15 character points, and may increase it by 2 levels for 50. (If the GM wants money to be usually useful increase these costs; if it's less effective lower them).

Minor special items (things that could be bought at the character's normal equipment level, but are not commonly available) cost 5 character points each. Medium special items (things that could be bought with an equipment level one or two higher than the character's) cost 15 points each. Major special items (things the character couldn't possibly afford but the GM is willing to allow in his campaign, such as steam-punk submersibles with crews, and secret bases in the Alps) cost 20 character points.
Peerage/Memberships

Rather than spend character points to be a member of a group, a GM should set prerequisites required for membership. A GM may decide to restrict a character from buying the abilities of a prestige class unless the character meets prerequisites appropriate to the class.
Experience

Cludge uses a much smaller scale for experience, as it translates directly to Character Points, and can be used to increase a character's Attributes. As a basic rule, give characters 1 experience point for a typical four-hour game session. If a game is particularly long or particularly difficult, give 2 experience points. A game that is both long and difficult is worth 3 experience points. Additionally if players stay in character, do excellent roleplaying and come up with interesting and entertaining ideas, grant 1 (or rarely 2) bonus experience points.

A GM may want to increase a game's Power Rank after a long running campaign has gone on for an extensive period. As a rule of thumb, every 75 Experience Points you can increase the game's PR by 1. Characters gain an additional 4 Attribute points and 20 Character Points, and re-figure anything based on the campaign's PR (such as max ranks for skills and skill points from Int).

Some d20 System games have feats or spells that cost experience points to use. Rather than spend the much rarer Cludge experience directly, characters should be allowed to buy "pools" of experience for item creation and spellcasting. For each experience point spent, the character gains a pool of Power Rank ×2 "experience points" to be spent on item creation and spells.


Article publication date: September 12, 2003

Módosította MichaelSD: 2004.08.26, 22:02


balight_the_light_knight

balight_the_light_knight

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Kelt 2004.08.26, 21:24

Szvsz az már nem D20 lenne igazán. Legalábbis a DnD-hez semmi köze nem lenne,

Teron

Teron

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Kelt 2004.08.26, 21:07

Sziasztok !

Szinte lassan mindenhol d20 látható, de sok embert zavar a viszonylagos kötöttsége az osztály és szintrendszernek. Nem feltélenül csak a DnD-re gondolok (mint látom van itt d20 Modern topic is), hanem magának a d20 rendszer vázának az osztály és szintnélkülivé alakítására.

Egy úgy tűnik kvázihivatalos kezdeményezés található a neten, de sajnos fizetős:
http://www.sjgames.com/pyramid/sample.html?id=4184

Ez meg el lett távolítva:
http://underdark.iti.fi/~np/rpg/d20/point_based.html

Gondolkozott már valaki a témán? Van értelme szerintetek?


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