Showing posts with label classes. Show all posts
Showing posts with label classes. Show all posts

Tuesday, September 29, 2015

RPG Leveling - Experience Points and Evos

I play a game on my phone called "Dungeon Boss."  It's just a fun little hack and slash app where you get in fights with your heroes, kill the monsters and you take their stuff.

There are a lot of little subtleties to this game, but I'm going to focus on one idea (broadly,) so here goes...

You earn experience points from the battles (not sure about treasure) and you need those to level up.  To ascend (get new powers for) your adventurers, you need to collect various sets of "evos."  (I believe this is shorthand for "evolution.")

The quantity and the type of "evos" that you need to ascend each hero varies by the hero.

I would imagine that some are common, some are rare and that after each ascension, the quantity and rarity of the evos for the next ascension will be more difficult to obtain. See below --

So, here's my idea --

What if rpg characters had to earn EVOs and XP to level up?

XP would progress in the normal fashion.

For each level, or milestone level, the character would need to achieve certain objectives (Touchstones in my model) IN ADDITION TO gaining the requisite amount of XP before they can level up. 

Here's an example --

FIGHTERS


LevelExperienceTouchstones
34,000[][] Max Damage with Melee Weapon; [][] Critical Hit with Melee Weapon
516,000[] Defeat 4+ HD Monster in single combat
764,000[] Participate in Warrior's Tournament; [] Defeat negative energy undead creature; [] Fight a Giant
9256,000[] Defeat 7+ HD Monster in single combat; [] Fight creature with breath weapon
11450,000[] Defeat a 9+ HD dragon; [] Defeat a spellcaster
13650,000[] Defeat 10+ HD giant in single combat
Created with the HTML Table Generator

Another idea would be to have players roll on a chart after every relevant encounter (relevant to each character class) and if the dice are kind, they would earn a Touchstone for their character.  Perhaps different types and quantities of Touchstones would be necessary to advance to each level. 

More on that later (when I get a chance to work up the chart...)

Saturday, December 8, 2012

Wizard Level Titles

Back in the old AD&D days, each time a wizard would gain a level, they'd gain a new level title.  Here's the chart --
I had this thought --
What if, at each title change, the wizard gained a small power bonus?  They would only have one of these bonuses at any time.  Once they reached name level (Wizard) they can choose any one bonus permanently.  At 18th level (Archmage) they can choose another.
This would represent the changing magical emphasis - experimentation with multiple eldritch energies - as the wizard progresses in level.

This might not be a new idea - and I haven't tested it - but the bonuses shouldn't be too unbalancing.  YMMV.

Level Title Bonus
Prestidigitator For any illusion spell, the Prestidigitator may re-roll any random element associated with the spell, taking either roll.
Evoker For any evocation spell, the Evoker may re-roll any random element associated with
the spell, taking either roll.
Conjurer For any conjuration spell, the Conjurer may re-roll any random element
associated with the spell, taking either roll.  When casting Find Familiar, treat the Conjurer as if double their level.
Theurgist For any divination spell, the Theurgist may re-roll any random element associated with the spell, taking either roll.
Thaumaturgist For any abjuration spell, the Thaumaturgist may re-roll any random element associated with the spell, taking either roll.
Magician For any alteration spell, the Magician may re-roll any random element associated with the spell, taking either roll.
Enchanter For any enchantment spell, the Enchanter may re-roll any random element associated with the spell, taking either roll.
Warlock For any spell associated with plants or natural animals, the Warlock may re-roll any random element associated with the spell, taking either roll.
Sorcerer For any spell associated with fire or darkness, the Sorcerer may re-roll any random element associated with the spell, taking either roll.
Necromancer For any necromantic spell, the Necromancer may re-roll any random element associated with the spell, taking either roll.

Sunday, January 16, 2011

The Labyrinth Lord Fighter - Updated!

One of my players, RF, in my CotMA game pointed out that there's little reason to play a fighter in Labyrinth Lord.  They are inferior to nearly every class based upon their experience point table and their class abilities.


I haven't done the work of comparing fighters to clerics, paladins, rangers, monks, etc., but I trust RF when he tells me things.  :)


I think fighters SHOULD be a relevant class -- one that is PRIMARY to the play of my game.


With that in mind, I did a little modification that HAS NOT BEEN PLAYTESTED YET, but that will be in my CotMA game very soon.  I'll keep everyone up on the successes and failures of this proposal, as well as any changes made, as time goes along.


So, here you go, the new and improved OSR Fighter!  Special thanks to Al Krombach at Beyond the Black Gate and his list of Old School Feats.  I've used them as the basis for the fighter's advancement/specialization.  No other classes will be selecting Feats at this time.


Get the PDF here



Fighters
(Based on Labyrinth Lord, p. 15, Advanced Edition Companion)
Requirements: None
Prime Requisite: STR
Hit Dice: 1d10
Maximum Level: None


Fighters, as their name implies, are exclusively trained in the arts of combat and war. They are specialists at dealing physical blows. Unlike other classes, fighters are particularly burdened in
a group of adventurers because they are tougher and must take the lead to defend others. Fighters can use any weapons and armor. Beginning at 4th level, a fighter gains additional attacks in melee combat. Additional fractional attacks come in the final round of a series.


Beginning at 3rd level and then at additional levels according to the chart below, the fighter may choose an additional combat-oriented feat. The list of feats was developed by Al Krombach at www.beyondtheblackgate.blogspot.com. They are re-printed here (in slightly modified form) for convenience only. No challenge to Al's work or copyright is implied. Special thanks to Al for sharing this list with the OSR.

Reaching 9th Level: At level 9 a fighter may become a great leader, taking control of a parcel of land and a leadership rank in his society. A fighter will, assuming money is at hand, build a castle. He may ultimately control several villages and towns, but must be a good, strong leader and provide protection.

FIGHTER LEVEL PROGRESSION
Experience
0
2,035
4,065
8,125
16,251
32,501
65,001
120,001
240,001
360,001
480,001
600,001
720,001
840,001
960,001
1,080,001
1,200,001
1,320,001
1,440,001
1,560,001
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Attacks per Round
1
1
1
5/4
5/4
5/4
3/2
3/2
3/2
2
2
2
2
9/4
9/4
9/4
5/2
5/2
5/2
3
Hit Dice (1d10)
1
2
3
4
5
6
7
8
9
+2 hp only *
+4 hp only *
+6 hp only *
+8 hp only *
+10 hp only *
+12 hp only *
+14 hp only *
+16 hp only *
+18 hp only *
+20 hp only *
+22 hp only *
Feats
Cleave/Chop when they drop

Choose one more from list

Choose 1

Choose 1

Choose 1


Choose 1



Choose 1



Choose 1

*Hit point modifiers from constitution are ignored.


Alertness – The characters is unusually alert, and gets a bonus of 1 to the normal chance in six to be surprised, detect traps, or notice secret and concealed doors.
Blind Fighting – The character is able to fight while blind or in total darkness with a penalty of 2 to attack rolls.
Cleave – Upon successfully dispatching an enemy with a melee attack, the character gets an immediate attack against another adversary within reach. (Automatically gained by fighters at 1st level)
Combat Expertise – While in melee combat, the character is allowed to take a penalty of 1 to melee attacks in exchange for a bonus of 1 to armor class.
Combat Expertise, improved – Must have Combat Expertise to take this feat, and can increase the armor class bonus to 2 (while still suffering only a penalty of 1 to attacks).
Dodge – The character is unusually adept at getting out of harm’s way, and gains a bonus of 1 to armor class when wearing light or no armor.
Endurance – The character is unusually hardy, and can heal at twice the normal rate per day, as well as being able to subsist on just half the daily food and water of a normal person for as long as a month.
Fisticuffs - The character is a brawler, +1 to-hit and damage when fighting bare-handed, and automatically knocks out humanoid opponents with a natural roll of “20”. Save applies.
Great Fortitude - The character receives a bonus of 1 to saves against poisons and diseases.
Grenadier – The character has a knack for hurled items such as flaming flasks of oil, acid, holy water, etc, and gains +1 to hit and damage with such items, as well as twice the normal throwing range.
Improved Critical – The character scores a critical hit on a natural roll of 19 or 20. The character must be at least 9th level to take this feat.
Iron Will – The character receives a bonus of 1 to saving throws against charms and compulsions.
Leadership – The character may take on double the normal number of followers allowed by his charisma score, and receives double the maximum number of followers upon achieving “name” level. The character must be at least 5th level to take this feat.
Lightning Reflexes – The character receives a bonus of 1 to saving throws against traps, breath weapons, and targeted spells.
Lucky Bastard – Once per day, the character can reroll a failed saving throw with a +1 bonus.
Mounted Combat – The character receives a +1 bonus to melee attacks made while mounted.
Mounted Archery – The character receives no penalty to ranged attacks made while mounted.
Point Blank Shot – The character receives a bonus of 1 to attacks and damage against targets within thirty feet range.
Power Attack – The character can take a penalty of 1 to melee attacks in exchange for a bonus of 2 to damage inflicted.
Precise Shot – The character can fire into melee combat without risk of hitting an ally.
Quick Draw – The character can pull a weapon or change weapons before initiative is rolled without penalty.
Rapid Reload – The character can reload crossbows and other mechanical ranged weapons at twice the normal rate.
Run – The character can run at 50% greater than normal running speed for up to 2d6 rounds.
Shield Bash – The character, if equipped with a shield, can elect to forgo the armor class benefit (must state the intention to do so before initiative is checked) in exchange for gaining a second attack at -1 to-hit for 1d4 points of damage (plus any strength bonus).
Two-handed Defense – The character, when wielding a two-handed weapon, gains a bonus of 1 to armor class.
Two-weapon Fighting – A character with a minimum Dex of 13 may use a weapon in each hand, provided one is of smaller size. The character so equipped does not receive any additional attacks, but receives a bonus of +1 to melee attacks and damage.
Two-weapon Defense – A character with the Two-weapon fighting feat receives a bonus of +1 to armor class when wielding two weapons.
Weapon Finesse – A character may use his Dex bonus, rather than Str bonus, when fighting with light melee weapons.
Weapon Focus – A character may select one weapon he can normally use to apply a +1 bonus to-hit with. This feat can be taken multiple times, each time for a different weapon.
Weapon Specialization – Fighting men of fourth level or higher may apply this feat to a weapon they have Weapon Focus with and apply a +2 bonus to damage rolls.
Weapon Specialization, Greater – Fighting men of seventh level or higher may apply this feat to a weapon they have specialized in to gain an extra attack with that weapon every other round of combat.
Weapon Mastery – Fighting men of at least ninth level may apply this feat to a weapon they have Greater Weapon Specialization with. The bonus to-hit and damage increases to +3, and they may make two attacks per round.
Will-to-live – The character is entitled to a saving throw vs. death magic to resist attacks that would normally drain one or more levels.