Friday, January 30, 2015

The Long Overdue Titles Post

In this earlier post I shared my new approach to stripping away class.  As a quick refresher, instead of choosing a class, players choose a Focus for their character at first level and each time they level up.  Here are the base stats for all starting characters, and the details of each Focus:

Default Alignment:
Neutral
Luck Save:
15
Attack Bonus:
+1
Parry AC:
+2
Press Attack:
+1 AB / -4 AC
Defensive Attack:
-4 AB / +1 AC
Skill Points:
3
Minimum HP:
5
Unarmored:
12
Base Movement:
40’

Choose one at first level and when leveling up:
Focus
Improvement
HD
Offense:
+1 Attack
D8
Defense:
+1 Luck Save
D10
Specialization:
+2 Skill Points
D6
Magic:
1 Spell Point/Level
D4
Faith:
1 Spell Point/Level
D4

Some thoughts/reasoning/nuts and bolts:

-If a player prefers the basic classes, it's easy to replicate.  If they want to just be a Magic-User, they can just take the Magic Focus at every level.  However, this does mean they won't improve in saving throws.  (Although, it would be easy to just look at how the saving throws improve at each level for each class and apply them as needed, if you'd prefer.)

-If players like to multi-class, this makes it really easy.  Just pick whatever Focus you want at each level.

-This system also allows for very specific character ideas that players might want to replicate.

Okay, now onto Titles!

-These are inspired by the titles that go with each level in the 1E Player's Handbook.  

-Characters (PCs & NPCs) would use these in the game world to refer to each other.  (Whereas, I wouldn't think people would call each other "Fighter" or "Magic-User.")

-Players can use them to try to improve saves or argue for in-game benefits/knowledge above what's provided by taking the Title.  ("I think my years as a militiaman would allow me to assess the quality of the fighting men in this village...")

-Whatever Focus is chosen at first level is a defining focus.  You get a piece of headgear and a special power appropriate to your first Focus. Both of these charts are taken from The Complete B/X Adventurer.  (For the core classes, these areas will be blanked out on the sheets below because they are copied right out of this book.  However, the Defensive ones will be shown so you can see what the chart looks like, as I made these up or they are variations of random things I've read over the last few years and the original source is long lost to me.)

Defensive Focus:

(I'm starting with this one so that you can see what the special abilities at first level might look like for the other classes.  With the Defensive Focus, you get one at every level!)

When taking a Defensive Focus at first level, choose from the chart below.  If taking this focus after first level, you may roll randomly to gain the title immediately, or choose one of the titles.  If you choose the title, roll d%.  You won’t gain the use of this title until you are that percentage of XP toward your next level.

1
Arsonist
+1 Fire skill.  Once per day you can start a fire just by thinking about it.
2
Beastmaster
+1 Animals skill.  You gain a random animal companion.  It is loyal, reasonably intelligent, and if it survives to your next level, it gains a supernatural ability.
3
Cartographer
+1 Cartography skill.  Increase your mapping speed by 25%. You always have a way of making a map.
4
Charlatan
+1 Fraud skill.  Each day you can pretend to be something you’re not (spellcaster, priest, king, etc.) and temporarily gain the spells and abilities of that title, occupation or class.  Negotiate a % chance of failure with the Referee, which is checked when your authenticity could be called into question.
5
Collector
+1 Artifact skill.  You have a random magic item with d% knowledge of its properties.
6
Dabbler
+1 Magic skill.  You gain 1 Magic Point, become Chaotic, and receive a random 1st level spell. [Gain Read Magic the first time you receive this title.]
7
Diplomat
+1 Diplomacy skill.  If you parley with an NPC, you can automatically increase their reaction to you by one step.  +1 initiative, and you are surprised less, in settlements.
8
Dogsbody
+1 Packing skill. You are considered to have encumbrance one level lower than your actual encumbrance.  Eliminate time to put on armor for one ally.
9
Druid
+1 Paganism skill. Roll for a random animal form.  Once per day, you may change into this animal.
10
Drummer
+1 Rhythm skill.  You increase overland travel speed for the party by 25%.  +1 to reaction rolls for the party when entering a settlement.
11
Duelist
+1 Fencing skill.  When facing off against a single, humanoid opponent, if your attack and/or AC is lower, both are raised to equal that of your opponent. [+1 to Attack/AC against this opponent for each time this is taken after the first.]
12
Entertainer
+1 Performing skill.  Choose a specialty (singing, acting, miming, storytelling, etc.)  You can entertain in settlements to earn 1d4 sp per hour per size of the settlement, to improve the morale of hirelings, to improve the reaction of humans, or to heal 1d6 hp divided amongst companions however you want.
13
Gangrel
+1 Wildlife skill. You were raised in the wilderness by wild animals.  You can attack with your “claws” and teeth as if they were weapons (1d6 lethal damage). +1 AC if lightly encumbered or less.
14
Guide
+1 Spelunking and Dungeoneering skills.  You have low light vision, gain +1 initiative, and are surprised less when delving underground.
15
Hedge Wizard
+1 Herbalism skill.  Each day you can make a potion with a random 1st level spell.  The potion must be used that day or it will spoil and become useless.  There is a small chance that the potion will backfire or otherwise be dangerous.
16
Hunter
+1 Hunting skill.  Once per day, you can choose a creature or person that you can track with 100% certainty (unless they have escaped through supernatural means).  You must have some evidence or information regarding how to begin tracking.
17
Jack-of-all-Trades
Roll an additional time on this table, the Random Skill Table, and the Previous Occupation table. +1 to random ability score.
18
Quarter-
master
+1 Cooking skill.  Once per day, you have the chance to have any mundane item in your special pack.  In a settlement, you can always find needed mundane items.
19
Ranger
+1 Stealth skill. When firing into melee, you can choose one ally that you have no chance of hitting.  Choose a favored animal – this type of animal will never attack you (unless supernaturally forced to) and you have a chance to befriend it if encountered.
20
Scout
+1 Wilderness Survival skill. While adventuring in the wilderness you gain +1 to initiative, are surprised less often, and have low light vision.

 This is a randomized skill list (sometimes an entry directs a player to "gain a random skill.")  Many of these are inspired by the Goblin Punch skill list, but I've changed it to be more suitable for the setting of LotFP.

1
Alchemy
53
Jungles
2
Alcohol
54
Lakes
3
Animal Handling
55
Law
4
Animals
56
Linguistics
5
Arcana
57
Literature
6
Art
58
Locks
7
Astronomy
59
Lutes
8
Begging
60
Maps
9
Blacksmithing
61
Masonry
10
Bureaucracy
62
Mathematics
11
Business
63
Medicine
12
Carousing
64
Merchants
13
Carpentry
65
Military
14
Caves
66
Money
15
Cities
67
Mountains
16
Comedy
68
Music
17
Cooking
69
Navigation
18
Criminals
70
Nobles
19
Cults
71
Oceans
20
Cultures
72
Paintings
21
Dance
73
Philosophy
22
Demons
74
Plants
23
Deserts
75
Poetry
24
Disguise
76
Politics
25
Drugs
77
Religion, Foreign
26
Drums
78
Religion, Local
27
Engineering
79
Religion, Paganism
28
Etiquette
80
Riding
29
Faeries
81
Rivers
30
Farms
82
Roads
31
Fashion
83
Royalty
32
Fishing
84
Sailing
33
Flutes
85
Scavenging
34
Folklore
86
Science
35
Food
87
Sex
36
Foreign Affairs
88
Singing
37
Forests
89
Smuggling
38
Forgery
90
Survival
39
Fortune Telling
91
Swamps
40
Gambling
92
Tailoring
41
Geography
93
Tracking
42
Geology
94
Traps
43
Gossip
95
Trumpets
44
Guitars
96
Warfare
45
Guns
97
Weapons
46
Harps
98
Weather
47
Harpsichords
99
Wizards
48
Heraldry
100
Writing
49
History, Ancient
Standard Skills
Architecture, Bushcraft, Climb, Languages, Search, Sleight of Hand, Sneak Attack, Stealth, Tinker
50
History, Local
51
Horses
52
Jewelry

Get the word document here.

Offensive Focus:

Get the word document here.

Specialization Focus:

Get the word document here.

Magic Focus:


Get the word document here.

Faith Focus:

Get the word document here.

We are currently in the process of playing with these in the current campaign.  The next big project on my plate is to rework the character sheets based on player whining and bitching.

As always, I'm interested in hearing feedback and ideas!