Inspired by a variety of posts/discussions on classes (
Zak Smith and
Daniel Sell more recently, but there are a half dozen others), I have decided to abandon class altogether.
It's important to know that only human PCs are allowed in my campaign, since I'm adhering to the LotFP Early Modern Era/Low Fantasy/Mundane-World-Seasoned-with-Unimaginable-Horrors Motif.
There are a slew of house rules and ideas taken from various blogs mixed with my own. Most of them are all referenced in earlier posts with links to their sources. I will link to
James Young here because much is based on his house rules document.
Here is the complete character sheet PDF. (I will provide editable word documents upon request.) Explication below...
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First, I designed a new character sheet:
On the right side:
-All
saving throws are replaced with a single "Luck Save." Players use their ability scores, skills, special abilities and ingenuity to modify their saving throw for each situation. I no longer say, "save vs breath weapon" I say, "save vs. falling rocks!"
-Much on this page is inspired from James Young: Weapon and Armor Quality and Notches, Ammo tracking using a decreasing die, Backpack & 3 Pouches, etc.
-I think it's important to know where PCs are keeping their shit. Sometimes a random item is destroyed, sometimes someone picks their pocket, sometimes they desperately need an item buried in their backpack. Anything that doesn't fit here has to go on the back (see below) and becomes encumbering.
-The numbers on the body are critical hit locations. If there's armor, it's damaged, if there's no armor, the body part is ruined. (This is why handedness stats are on there - you'll get a bigger penalty if your primary limb is chopped off.)
Critical Hits
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1
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Head
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11
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Rt. Hand
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2
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Lt.
Eye
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12
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Chest
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3
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Rt. Eye
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13
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Abdomen
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4
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Lt
Ear
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14
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Genitals
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5
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Rt. Ear
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15
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Buttocks
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6
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Nose
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16
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Back
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7
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Mouth
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17
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Lt. Leg
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8
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Lt.
Arm
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18
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Rt.
Leg
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9
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Rt. Arm
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19
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Lt. Foot
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10
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Lt.
Hand
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20
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Rt.
Foot
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The Left Side:
-I took out a lot of "noise" here and boiled it down to Titles (which replaces classes) and Skills (which assist with problem-solving or to provide advantages for other rolls). Note that wisdom and intelligence modifiers provide more skill points.
-Special Abilities are what make PCs unique. This is how I can make classless PCs interesting. In fact, it allows me to use virtually any class ability, racial ability, or any other special characteristic from any edition or RPG. I can even put this in players' hands - if they see a cool ability somewhere, they can propose it for their character and we can make it work.
Players have 2-3 special abilities at creation depending on: their title, a random ability associated with their headgear (my own silly thing), and something related to their character concept. From then on they gain special abilities as they gain titles.
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Back Page of Character Sheet:
Level
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Current XP
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Next Level at
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Default Alignment:
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Neutral
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Luck Save:
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15
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Attack Bonus:
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+1
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Parry AC:
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+2
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Press Attack:
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+1 AB / -4 AC
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Defensive Attack:
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-4 AB / +1 AC
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Skill Points:
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3
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Minimum HP:
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5
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Unarmored:
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12
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Base Movement:
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40’
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Choose
one at first level and when leveling up:
Focus
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Improvement
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HD
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Offense:
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+1 Attack
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D8
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Defense:
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+1 Luck Save
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D10
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Specialization:
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+2 Skill Points
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D6
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Magic:
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1 Spell Point/Level
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D4
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Faith:
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1 Spell Point/Level
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D4
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2,000
XP is required to reach Level 2. Each additional
level is reached upon doubling the previously required amount of XP. At each level, choose a new title.
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The first chart indicates the basic stats for all beginning characters (taken from GDF#5). The second chart includes the choices each player makes when their character levels up. The Focus dictates the allowed Title choices.
Titles are my way of providing a variety of character classes but not limiting player choice. If someone wants to be a traditional cleric, there are a couple of title paths they could follow to accomplish this. If they have their own ideas, they can choose titles that allow them to realize their vision (or create their own).
I feel like this is more realistic because in real life we have a variety of titles, but rarely do people consider themselves a single "class." Think of all the titles that could describe you (or me), like: Teacher, Blogger, Gamer, Husband, Nerd, etc. Each one has associated experiences, skills and knowledge. (Also, note that absence of titles indicates a lack of skills/knowledge, I couldn't call myself: Mechanic, Chef, Sister or Jogger...)
Here's an example of the Titles available when someone takes a Faith Focus (W = wisdom modifier):
Choose
a path:
Apostate
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You can cast the reverse(*) of
cleric spells.
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Heretic
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Replace W spells on each list
with a M-U spell.
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Initiate
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All cleric spells have a reverse,
which you can cast.
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Cultist
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You may cast the summon spell as
a M-U W levels higher.
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False
Prophet
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You must summon a monster with HD
twice your level to gain this title.
This is your God.
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Acolyte
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Add W to healing rolls.
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Adept
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Subtract W from the number of
hours needed to sleep and pray.
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Aspirant
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Store W cure light wound spells
in your Holy Symbol.
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Disciple
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W times per day, heal all
non-chaotic beings within 10’ of you 1d6 hp.
Chaotic beings take 1d6 damage.
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Prophet
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You gain Commune and must cast it
daily.
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Penitent
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Add W to your hit points at each
level (including first).
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Crusader
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+W Attack and Damage vs Chaotic
beings.
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Paladin
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Gain W Pilgrim followers.
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Templar
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Automatic Bless each morning upon
self (1d6 + level allocated to future rolls).
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Hand
of God
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Destroy Chaotic beings by
spending 1HP per HD. You can never
gain these HP back.
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Fanatic
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Can cast Detect Evil W times per
day.
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Denouncer
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Can automatically detect M-U
within 60’ and determine relative power level.
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Witch
Hunter
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Can cast Dispel Magic or Dispel
Evil W times per day.
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Exorcist
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Can cast Exorcism or Protection
from Evil W times per day.
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Grand
Inquisitor
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Can cast Protection from Evil,
10’ radius or Tongues W times per day.
You are obligated to destroy all M-U and other Chaotic Beings.
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Ascetic
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+1 AC for each: empty backpack
half, no pouches, no clothes, no armor.
Gain +W AC if you are empty-handed and are carrying/wearing nothing.
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Augur
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You may go W days without food or
water. +2 natural animal reaction.
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Diviner
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Receive Dreams & Omens W
times/day.
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Mystic
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May cast a minor miracle W
times/day.
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Guru
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Can Levitate W times per day. You no longer gain XP for treasure or
carousing.
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The following chart is based on the alternative advancement system from GDF#5. However, instead of this being the way characters advance, it's a way for them to gain bonuses when they experience in-game horribleness. Players (not characters) gain Raggi points when one of their characters dies, when they trigger Adventure 10, or if I want to intrude with some real fuckery (like Numenera on crack).
Roll
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Bonus
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Raggi Points
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1
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+d6 hit points
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Gain:
-character death
-Adventure 10
-Referee Fuckery
Spend 1:
-roll 1d10 on chart
-reroll any die
Spend 2:
-roll 1d12 on chart
-choose a die result
Spend 3:
-choose bonus (1-10)
-prevent death
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2
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+1 attack
bonus
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3
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+1 luck save
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4
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+2
situational luck save
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5
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+1 parry
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6
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+2 skill
points
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7
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+1 Faith or Magic spell point
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8
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+1 press attack
bonus
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9
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+1 defensive attack AC bonus
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10
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+1 random
ability score
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11
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Choose 4
even numbers
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12
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Choose 4 odd numbers
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(Note that when spending Raggi Points, it's either to get something from this chart, or to get a temporary in-game effect like re-rolling a fumble, choosing a die result before you roll it, or preventing death...)
Next, we have space for adding encumbering items (those that don't fit on the front page) and simplified rules for encumbrance. I allow con mods to cancel the penalties from encumbrance.
The assumption is that most PCs will bit lightly encumbered and won't experience any penalties. Those with high constitutions might choose to wear heavier armor.
Unencumbered
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No armor & full
backpack; light armor & empty backpack; etc.
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Movement: 40’
+5’ per Con. Mod.
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Lightly Encumbered
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Light armor, full pouches and backpacks, & standard
weapons.
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Movement: 30’
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Heavily Encumbered
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As above, except medium
armor or carrying encumbering items.
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Movement: 20’
-1 to Dex. Mod. &
Skill Tests*
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Severely Encumbered
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As above, except heavy armor, or medium armor and
carrying encumbering items.
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Movement: 10’
-2 to Dex. Mod. & Skill Tests*
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*Con.
Mod. cancels the penalties to Dex. Mod. and mvt.
Players can track focus and titles at each level:
Level
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Focus
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Title
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1
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2
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3
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4
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5
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6
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7
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8
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9
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10
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11
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12
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13
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14
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15
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16
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17
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18
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19
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20
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These spaces are for additional flavor and notes about the character. This is the area that will be most subject to change as I continue to tinker.
Friends,
Foes, Followers & Familiars
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What
is the character’s motivation?
(how you gain bonus XP)
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What
makes your character unique?
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What
is your dark secret?
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----
Finally, there needs to be an insert if someone takes a Focus in Faith or Magic.
Alignment:
Lawful
-If you have Magic spell points, you must
relinquish them, or you remain Chaotic and it is assumed you are worshipping
a dark god (what you will have to do to appease it will be more distasteful…)
-You may
also try to haggle with the Referee for a different solution.
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What
is your Religion?
-The more foreign it is to the setting, the
more prejudice you may experience, however, you may also have more exotic
powers.
-Suggestions:
Catholic, Anglican, Calvinist, Puritan; Jewish, Muslim; Hindu, Taoist,
Buddhist, Pagan, Satanist, Folk Religion, etc.
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What
form is your Holy Symbol?
-Traditionally it is a cross or similar
symbol worn around the neck that can be held while casting spells or
performing miracles.
-You can create something that better
represents your religion, such as a book, tattoo, brooch, hood, scepter,
etc., but you must be able to use it when casting spells, performing miracles
or conducting rituals.
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What
are your obligations?
-Traditionally, this means praying each morning
(after a full night’s rest) for a number of hours equal to the highest level
of spell you want to be able to cast that day.
-You can develop other methods that suit your
religion and the manifestation of your spells.
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You can cast spells from the Cleric Spell
List below. You must utilize your Holy
Symbol as above, and have met the conditions to gain your power for the
day. Each spell costs Faith points
equal to its level. Spells that depend
on level require additional Faith points equal to the level you want to cast
them as.
You can also cast cleric spells using
scrolls, write scrolls, create holy water, and research new spells.
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First
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Second
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Third
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Fourth
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Fifth
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Sixth
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Seventh
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Bless
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Augury
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Cure
disease*
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Cure
serious wounds*
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Commune
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Anti-Magic
Shell
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Control
Weather
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Command
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Delay
poison
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Dispel
magic
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Detect
lie
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Cure
critical wounds*
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Find
the Path*
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Earthquake*
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Cure
light wounds*
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Enthrall
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Magic
vestment
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Divination
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Dispel
evil
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Forbiddance
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Holy
Word*
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Detect
evil*
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Heat
metal
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Remove
curse*
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Neutralize
poison*
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Insect
plague
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Heal*
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Part
Water
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Invisibility
to undead*
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Heroism
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Sacrifice*
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Protection
from evil 10’ radius*
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Quest
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Tongues*
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Protection
from evil*
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Resist
cold
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Water
walk
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Spell
immunity
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True
seeing*
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Word
of Recall
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Purify
food and drink*
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Resist
fire
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Remove
fear*
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Silence
15’ radius
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Sanctuary
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Turn
undead
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*Reversible
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Using the above insert, the player creates their "cleric" from scratch. Suggestions are there for the traditional cleric, but players are encouraged to come up with whatever they want.
Alignment:
Chaotic
-If you have Faith spell points, you must
relinquish them, or it is assumed you are worshipping a dark god (what you will
have to do to appease it will be more distasteful…)
-You may also try to haggle
with the Referee for a different solution.
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What
is the source of your Magic?
-Typically, spells result from knowing the
correct words, manipulations and components.
-You can develop
alternatives, like tapping into other dimensions, calling upon demons or
spirits, or relying on science and parlor tricks.
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What
form is your Spellbook?
-Traditionally it is a book in which you
scribe all of the spells that are available for you to cast.
-You can create something that better
represents your source of power, such as tattoos, dark pacts, a familiar,
potions, wands, etc., but you must have both hands free when casting spells.
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What
are your rituals?
-Traditionally, this means memorizing spells
each morning (after a full night’s rest) for a number of hours equal to the
highest level of spell you want to be able to cast that day.
-You can develop other methods tailored the
form your magic takes and the manifestation of your spells.
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Each time you gain Magic spell points, add a
number of random M-U spells equal to your Int. mod. to your Spellbook. (You choose the spell level list.)
You can cast spells from your Spellbook if
you have performed the proper rituals for the day. Each spell costs Magic points equal to its
level. Spells that depend on level
require additional Magic points equal to the level you want to cast them as.
You can also cast M-U spells using scrolls,
write scrolls, create holy water, and research new spells.
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L
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Spell
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Notes
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L
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Spell
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Notes
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1
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Read
Magic
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Read 1d4 magic
texts.
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Just like with the Faith insert, the above magic insert allows players to create any kind of magic-user they can imagine.
Some important points here:
-I'm using the spell point theory suggested in GDF#4. So if a PC becomes third level and takes their first focus in Magic, they gain 3 spell points. If they have focused in Magic since first level, they will have 6 (1 + 2 + 3).
-Magic trumps Faith as far as alignment is concerned, and generally a player can't have both Magic and Faith points. That said, if a player is able to make a case (and take some penalties) it is possible to do both.
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I'm always interested in hearing thoughts, suggestions, riffs, and other resources that have similar ideas/goals. My next step is to fully develop my titles and to create a master list of unique abilities.