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Forge
2009-06-26, 08:19 AM
I've always created custom classes and races, I've never been satisfied using anything from the PHB, errata or homebrew I've found online. When 4th Edition dropped I picked it up and overall it's better, but broken down into its constituent parts, there are some areas vastly inferior to 3.5. Unfortunately for me, 4e contains deal-breakers, namely that saving throws are reduced to coin flips, essentially, and magic has been relegated to the Powers system (although making the more game-breaking spells Rituals was a good idea).

So given all that, I've decided to come up with my own d20 ruleset which combines 3.5e and 4e rules along with some homebrew mechanics. Truthfully this is a long time coming, 4e's dealbreakers just gave me the push I needed. Anyway, this is far from ready for PEACH, I've just started, but I wanted opinions, insights and thoughts from all you.

Oh, and it's not named Ascia after Gene Wolfe's country of the same name in The Book of the New Sun; I came up with the word on my own when I made a handful of 3.5 homebrew classes. Instead of coming up with some new name for what were essentially replacements of existing classes, I just called them Ascian Knight, Ascian Archer, etc. I liked the name, so I've taken it to my homebrew (which is a campaign setting in addition to a new rules variant).

Keep in mind that this project is in it's infancy; nothing is set in stone at this point. And the info on the world of Ascia was deliberately kept to a bare minimum -- you need to know a little bit about the campaign setting to understand the mechanics, but this topic is definitely about the mechanics, not the setting.

Also note that below I'm merely describing the different mechanics, not fleshing them out. So I describe the concept of ethnicities, natural features and so forth, but I'm not listing or describing the ethnicities, natural features, etc. themselves, because I haven't come up with all them yet. I'll post about them in future topics.

Get ready, this is a doozy...

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Introduction
This is a D&D 4e variant system utilizing some rules from 3.5e and some homebrew rules. The following is a list of rules. Those identical to 4e will be stated as such and give a page number from the PHB for reference. Those identical to 3.5e will be stated as such and give a link to the 3.5e SRD for reference. Those more-or-less the same in both versions will be given 4e PHB page number(s), to encourage conversion from 3.5 to 4e. New rules will be explained in full, and if applicable, the rules they replace/subvert will be given in parenthesis. Note: Wherever 3.5e rules are used that involve rolling the d20, the 4e rule of adding one-half your character's level applies. Otherwise, it's like the 3.5e rule as noted.

The Land of Ascia
Once, countless generations ago, there was a land comprised of myriad tribes in constant warfare over resources, territory and blood fued. These tribes were primitive and uncultured, knowing nothing of magic or technology, using simple stone tools and either living in huts or roaming the country without settling. Into this chaotic realm was born a man who would come to be known as the Black King. He fought for his homeland, for his people, and with unholy strength and fearsome leadership, subdued the warring tribes and brought them under one rule. He called his new land Ascia. This was 1,148 years ago, but the Black King still reigns.

One day in Ascia, another child of destiny was born. When he laid on hands, wounds closed, when he walked through grass, flowers bloomed, and all in his presence knew serenity. He was the One true God, the God of the Sun incarnated into human flesh to teach the new civilization how to live. In his youth he wandered the wilds, studying the flora and fauna and making alterations as he saw fit. In his adulthood, he traveled the country, performing miracles and spreading his teachings. In his old age, he at long last requested audience with the Black King, whom he proclaimed worthy of rule. The two made a pact, the Dawnbringer to grant the King eternal life, and the King to spread the Dawnbringer's teachings for all time. This was 1,028 years ago.

Today, the Black King is a recluse, granting audience to no one and communicating only through his minister, Ushas. Some wonder if the Black King is really immortal, if perhaps different men have simply kept up the name all these years and the throne is currently vacant. Others ponder whether the Dawnbringer ever really existed. Can history be trusted? Few voice such concerns, however, as Ascia is a strictly authoritarian government that rigidly controls information and violently supresses dissent. The Ascian language and the state religion, Al Sades (Ascian for “The Truth”), which worships the Dawnbringer, are enforced on penalty of death, and the myriad ethnicities that were once unique tribes are all oppressed.

Once, countless generations ago, there was a land comprised of myriad tribes in constant warfare over resources, territory and blood fued. These tribes were primitive and uncultured, knowing nothing of magic or technology, using simple stone tools and either living in huts or roaming the country without settling. Today, that land has been transformed, gaining civilization, magic and technology. But at what cost? The human heart still aches, and happiness remains elusive.

The Core Mechanic
As 4e (PHB pg. 11)

Character Ethnicity (Character Race)
Ascia is a patchwork land of subdued ethnic minorities, reigned over by a militaristic and self-centered state whose positions of meaningful power are limited to a single race. As such, heritage is as important a concept in Ascia as it was in ancient Rome, Nazi Germany and slavery-era America. The selection of ethnicity for ones character is largely a thing of roleplaying, of flavor, not mechanics, because the various ethnicities of Ascia don't affect Ability Scores and everyone in Ascia speaks Ascian, so there's no language barrier. However, all ethnicities have their own ethnic language, which they typically use privately, with each other, in their homes.

Since everyone speaks Ascian (as it's enforced as the official language), there isn't an advantage to speaking multiple langauges in Ascia as there is normally in D&D, but the nuances it brings to roleplaying couldn't be more significant. Because they are oppressed, people the various ethnicities of Ascia may very well find an outsider's knowledge of their language to be an indicator that this is someone they can trust, that they can treat as their own, whereas normally, most people of minority ethnicities distrust outsiders, especially the majority (even if they put on a fake smile for the sake of not incurring wrath).

Language and Literacy
Every character beings play speaking Ascian and their ethnic language, if it's different than Ascian. Learning a new langauge requires a Feat like normal. Literacy is a different thing altogether. As a strictly information-controlling nation whose rule is influenced heavily by a religious organization, Ascia discourages literacy in the general populous. As a result, most Player Characters and NPCs alike are illiterate, except Knights, Sorcerers and Healers, which are officially trained by the state. An illiterate character can gain literacy in Ascian at the cost of their first-level Feat. Gaining literacy during the game requires 100 hours of intense study (during which no other action or benefit can be performed or received) that can be split up into multiple sessions as short as one-hour each.

Literacy in an ethnic language is a different matter, as the Ascian government forbids texts in any language besides Ascian. As a result, gaining literacy in an ethnic language requires a competant teacher and 200 hours of intense study to learn during the game, since no texts can be used and writing must be done in the sand, with chalk, etc. PCs can't normally start with literacy in an ethnic langauge, though the DM may permit as much at the cost of a first-level Feat and -2 to Loyalty (see “Loyalty and Faith” below). Overt displays of literacy in an ethnic langauge results in a loss Loyalty, as well as Faith if the text was religious in nature, even if it was a dissident or unfaithful person who saw you, as Loyalty and Faith are matters of reputation, which has a way of getting around. The severity of the penalty is determined by the DM.

Literacy isn't terribly necessary for any class save the Knight, Sorcerer, Healer and Chemist (which gain literacy for free if chosen as a Primary Class, anyway). Literacy, like ethnicity, is mainly significant to roleplaying, not game mechanics. Just know that it's normal and expected for Ascians, even PCs, to be illiterate.

Natural Features (Character Race)
Ascian characters have no major mechancial effects according to their ethnicity, it's mostly roleplaying that ethnicity affects. However, it would be boring if PCs had no differences the way that Races normally do in D&D. Thus, Ascian characters freely select a number of Natural Features at character creation that are comparable to the special features Races provide in normal D&D. Each Natural Feature costs a number of nondescript “points.” Players have 12 points to spend on Natural Features. They can be spent any way the player desires. These points aren't used for anything else and you don't gain more as the game progresses, these are solely used at character creation to replace racial features.

Character Classes (Character Class)
All Ascian characters have two classes, a Primary Class (1C) and Secondary Class (2C), each of which is selected from the same list of Ascian classes and can be chosen in any order (for example, you could have Archer as your 1C or 2C). These classes range from levels one to thirty. A character's Primary Class provides BAB, Fort/Ref/Will Bonuses and Ability Score growth as well as initial Ability Score bonuses. Both a character's Primary and Secondary Classes affect base Loyalty and Faith (see “Loyalty and Faith” below) and provide various Powers. Every time a character levels up, they can either gain a new Power or improve an existing Power in their Primary Class at the player's discretion (Powers tell you what improving them will do and most can be improved twice). Every other time a character levels up (Levels 1, 3, 5, etc.), they do the same for their Secondary Class. A character him or herself levels up (see “Character Advancement and Experience Points” below); their individual Classes are considered to be at the same Level they are.

A Classes Powers are arranged into three tiers; Heroic Powers, Paragon Powers and Epic Powers. Heroic Powers may be selected at any time. Paragon Powers can only be selected starting from Level 11. Epic Powers can only be chosen starting from Level 21. So long as you're the requisite level, when you level up, you can choose to gain any single new additional Power or improve any existing Power you want.

Every unique pair of Classes is given a unique name (a Knight/Runemaster is a Runic Knight, a Brawler/Flameater is a Dragon Fist, etc.) and gains five special Synthesis Powers, which are unique to and make apt use of that combination, at Levels 5, 10, 15, 20 and 25. Additionally, a character receives a special Mastery Power for their Primary Class at Level 30. Synthesis and Mastery Powers are different from normal Powers because they're gained automatically (and in the case of Synthesis Powers in a predetermined order) and can't be improved.

Ability Scores
As 4e (PHB pp. 16-17) less Generating Ability Scores. To generate a character's ability scores in Ascia, start with 10 in all scores, freely add 12 points at will across the scores, not exceeding 16 in any one Ability Score, then add Class bonuses where applicable (which may exceed 16). Ability Scores will grow as the character does according to their Primary Class.

Loyalty and Faith (Alignment)
Being married to a militaristic, authoritarian dictatorship, Ascian culture values specific traits, as opposed to the generic Alignment found in normal D&D. The two issues of utmost importance are those of loyalty to the state and faith in the state religion, Al Sades. Unlike Alignment, these axes measure outward appearance, not true inner feeling, as it's your ability to convince others of where you stand that affects social interaction, not your honest opinion.

Loyalty and Faith are represented by numbers which range from negative to positive infinity, though realistically top out around -/+ 10 for most Player Characters. A character's Classes provide a base Loyalty and Faith, which can be affected as well by Ethnicity, Feats and Traits. After character creation, Loyalty and Faith only increase according to the PCs actions, and thus act as a sort of reputation.

Loyalty and Faith are of great importance in social interaction. Government officials, members of the state and supporters of Ascian rule in general may turn you into the state inquisitors if you appear too disloyal or unfaithful. On the other hand, most NPCs of racial minorities will distrust you and never let you get close if you appear too loyal or faithful. It takes a lot of convincing one side or the other that your true intentions are different from your reputation.

Loyalty and Faith act as modifiers to most rolls in social interaction. If an NPC has positive Loyalty, every point higher your Loyalty is than theirs adds a +1 bonus to all Charisma-based Skill Checks as they apply to that NPC, and every point lower adds a -1 penalty. If an NPC has negative Loyalty, every point lower yours is than theirs adds a +1 bonus and every point higher yours is than theirs adds a -1 penalty. If that sounds confusing, just remember that like attracts like -- loyalists like loyalists and hate dissidents, while dissidents like dissidents and hate loyalists. You can make a Bluff check against 10 + an NPC's Charisma bonus to improve your standing with them by your Charisma modifier (minimum 1). This improvement acts by either increasing or decreasing Loyalty or Faith as far as that individual NPC is concerned, according to the circumstance (improving your standing with a dissident decreases Loyalty, for example).

The same rules apply to Faith, however Faith is not brought into every conversation the way Loyalty tends to be. Any social interaction that involves both treats one as the primary concern and the other as a secondary concern, which only provides half the bonus or penalty (rounded down, though -/+ 1 stays at -/+1 instead of being rounded to 0). More importantly, Faith affects Divine and Earthly abilities (see “Magic in Ascia”).

Skills, Skill Checks and Ability Checks
As 3.5e (http://www.d20srd.org/indexes/skills.htm)
Plus Skill Challenges as 4e (DMG pp. 72-80)

Character Traits
As 3.5e (http://www.d20srd.org/srd/variant/buildingCharacters/characterTraits.htm)

Retraining
As 4e (PHB pg. 28)

Character Advancement and Experience Points
Characters advance in level once they accumulate enough Experience Points, but XP are scaled back in Ascia. Characters universally need 25 XP to reach the next level, no matter their classes or the level they're currently at. Each successful combat encounter and Skill Challenge nets 1-3 XP at the DM's discretion (more points for better roleplaying and better use of tactics, not greater degree of victory). Each unsuccessful combat encounter (wherein the party is meaningfully set back) and Skill Challenge (those which are lost) results in no gain of XP. Once per session the DM may award an individual player or the entire party with 1 XP for superb roleplaying outside of the context of combat encounters and Skill Challenges, for reaching a plot milestone, for making creative use of a Skill or for any other action the DM wishes to reward. Regardless of multiple amazing feats of roleplaying, plot milestones, etc. the DM can only give an individual player 1 bonus XP in this way per session. On average, every active member in the party should be leveling up through this XP system once for every ten hours of play at the longest (or about 3-5 sessions). DMs which wish to level their players up faster or slower than this can double XP rewards or reduce all XP rewards to 1 XP.

Feats
As 4e (PHB pp. 190-207) less “Types of Feats” (there are no Divinity, Multiclass or Racial Feats, and the 4e Class Feats don't apply since Ascia has its own Classes), and all Feats that involve changing what numbers you score Critical Hits on (since Ascia uses 3.5e Critical Hit rules).

Equipment
As 4e (PHB pp. 210-255), except that Ascia has it's own equipment (it just so happens to use 4e rules and style) and Weapons are done in the style of 3.5e (http://www.d20srd.org/srd/equipment/weapons.htm) due to using 3.5e Critical Hit rules.

Adventuring
As 4e (PHB pp. 256-263) with modified Healing Surge rules; in Ascia, you have a number of Healing Surges equal to your Constitution modifier; you gain no bonus from your Ethnicity or Classes.

Combat
As 4e (PHB pp. 264-295) less BAB, Critical Hits, Saving Throws, Fortitutde, Reflex, Will and Armor Class.
Plus Vigor.
New rules for Basic Attacks.
New rules for Bonuses.

BAB
As 3.5e (http://www.d20srd.org/srd/combat/combatStatistics.htm#baseAttackBonus)
Multiple attacks granted by high BAB only apply to the Basic Attack action.

Basic Attack
As 4e (PHB pg. 287). Additionally, scoring a Critical Hit with a Basic Attack earns you a number of points of Vigor (see “Vigor” below) equal to your Charisma bonus.

Critical Hits
As 3.5e (http://www.d20srd.org/srd/combat/actionsincombat.htm#criticalHits)

Saving Throws, Fortitude, Reflex and Will
As 3.5e (http://www.d20srd.org/srd/combat/combatStatistics.htm#savingThrows), wherein Fortitude, Reflex and Will are not 10 + 1/2 level by default, but are determined by Primary Class.

Armor Class
As 3.5e (http://www.d20srd.org/srd/combat/combatStatistics.htm#armorClass), wherein AC is not 10 + 1/2 level by default but is determined by the equipment you're wearing, your Dexterity Bonus to AC and other AC-affecting things.

Bonuses
Normally in D&D, when a weapon, spell, ability, feat or something similar offers a Bonus to a die roll (such as the Attack or Damage Rolls), that bonus always applies, no matter the result of the dice rolling itself. In Ascia, that Bonus only applies in equal proportion to the roll of the die; if, for example, a character has +5 to their Attack Roll and rolls a 3, they only get +3 instead of the full +5. If they'd rolled a 2, they'd only get +2. Only if they'd rolled 5, 6 or higher, would they get the full +5. The same can be said of Damage Rolls; your Bonus, no matter how high, won't exceed what you “naturally” roll. This Bonus rule only applies to temporary bonuses to die rolls (as from equipment, beneficial spell effects, etc.); BAB, Fort, Ref and Will and so forth work normally.

Vigor
When a character makes a successful Critical Hit with any attack that doesn't consume VP, they gain one point of Vigor (VP). Vigor represents how “in the zone” a character is in combat and thus their ability to pull off advanced combat maneuvers. Rather than have a system of At-Will, Encounter and Daily Powers, characters Powers are divided up into those that grant one point of Vigor on a successful Critical Hit, and those that consume VP in varying amounts.

In addition to fueling Powers, VP can also be spent to alter the effect of any d20 roll in battle at a rate of +1 per VP. This bonus must be called before the die is rolled.

Characters typically begin an encounter with 0 VP and cannot retain more VP than 10 + their Strength modifier. VP only last for the encounter they're gained in. If one encounter very closely follows another, the DM may allow half of a character's gained VP to carry over.

Magic in Ascia
Magic in Ascia, which works largely like it does in 3.5e, can be fundamentally divided into Divine magic and Earthly magic. Divine magic is that which envokes the power of the Dawnbringer, the God of Ascia. Earthly magic is that which taps into the natural magical energies of the earth.

All the spells from 3.5e that are on the list of Bard Spells, Cleric Spells, Paladin Spells and Sorcerer/Wizard Spells (see http://www.d20srd.org/indexes/spellLists.htm) are considered Divine spells in Ascia. All spells from 3.5e that are on the list of Druid Spells or Ranger Spells but not any other lists are considered Earthly Spells.

The Ascian Sorcerer class casts spells from the 3.5e lists of Bard Spells and Sorcerer/Wizard Spells.
The Ascian Healer casts spells from the 3.5e lists of Cleric Spells and Paladin Spells.
The Ascian Channeler casts spells from the 3.5e lists of Druid Spells and Ranger Spells.

Spellcasting works essentially the same as in 3.5e, with a number of exceptions.

First, any spells in 3.5e which were turned into Rituals in 4e cannot be learned as spells by Sorcerers, Healers or Channelers -- they must be performed as Rituals according to 4e rules.

Second, Intelligence has nothing to do with magic. Sorcerers and Healers gain bonus spells based upon their Faith (the higher the better) and the DC for a Sorcerer or Healer's spells is equal to 8 + the spell level + the Sorcerer or Healer's Faith. Channelers gain bonus spells based on their Faith (the lower the better) and the DC for a Channeler's spells is equal to 8 + the spell level - the Channeler's Faith (thus, negative Faith increases the DC since subtracting a negative is the same thing as adding a positive).

Third, your Caster Level is equal to your Level for a spellcasting class if it's your Primary Class and 1/2 your Level (rounded down, minimum 1) if it's your Secondary Class.

Fourth, Sorcerers and Healers have Spellbooks given to them by the state which contain information on all the Divine spells known to man (a DM can reduce this if he or she wishes, and allow spells to be added later by discovering them in-game). Sorcerers and Healers memorize spells from these books that they can then use the next day. So long as they are of a high enough level to cast a given spell, they can memorize it. They can cast a number of spells per day and spells up to a certain level as indicated in their Class descriptions.

Fifth, Channelers cast their spells on-the-fly, but must learn their spells one at a time as they level up. Each time a Channeler levels up (or every other time, if Channeler is their Secondary Class) they learn two new spells. What level of spells they can learn up to at a given Level and how many spells they can cast per day are listed in the Channeler Class description.

Rituals
As 4e (pp. 296-315) except that not anyone can lead a Ritual -- a Ritual must be lead by a character who has a spellcasting Class (Primary or Secondary, it doesn't matter). Additionally, Rituals that were spells in 3.5e are classified as either Divine or Earthly (see “Magic in Ascia” above) and must be lead by a character with an apropriate Class (Divine Rituals by a Sorcerer or Healer, Earthly Rituals by a Channeler).

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Right now, I've only got one Class completed (the Ascian Knight) and all the Natural Features. I'll need help balancing the point costs of the Natural Features and of course I'll wanna PEACH every Class and so forth, but I'll save things like that for future topics; it'd be too overwhelming right now, this is a massive post as it stands.

So...what do you think?

(Edit: Dammit, the Preview Post has a different width than the actual post in the forums; had to change the length of the line breaks.)

Djinn_in_Tonic
2009-06-26, 11:18 AM
Hmmm...this will take some serious looking through.

I did a brief scan, however, and one thing stood out.

Vigor. I don't like the current mechanic (gaining it from a critical). Whether you gain 1 point or a number equal to your Charisma modifier (you say both in the text at one point or another...I'm not sure which it is), it ties any and all non at-will powers directly to your Critical success rate. This isn't good, as often you won't even score a critical, and are thus stuck with basic powers for an entire fight...or whole session.

Personally, I'd grant maybe 5 + level in Vigor per encounter, regaining 2 points of Vigor for every enemy you drop (or some such mechanic). Then have powers ranging from...oh...2 points of Vigor (lesser powers accessible at level 1) to 15 points of Vigor (big, impressive powers).

Or something.

Forge
2009-06-29, 08:00 PM
Since you just scanned, what you missed was that Powers grant you +1 Vigor on a critical, and the Basic Attack action grants Charisma modifier Vigor on a critical (giving Basic Attack some use, as it has none in 4e). However, you're right, only granting per crit is no good. I'm thinking using a Basic Attack grants you +1 Vigor per use, whether you even hit or not (giving it major use) and simply scoring a critical threat (which, since Ascia uses 3.5e crit rules, could be on a natural 17-20 if you've got the right weapon) with a Power gives +1 Vigor.

Pramxnim
2009-06-29, 08:15 PM
Or you can use the tokens system from Iron Heroes, which I find to be very appealing :smallsmile:
You can see an example of how it works through my current entry in the PRC contest

Mando Knight
2009-06-29, 09:23 PM
Since you just scanned, what you missed was that Powers grant you +1 Vigor on a critical, and the Basic Attack action grants Charisma modifier Vigor on a critical (giving Basic Attack some use, as it has none in 4e).

That's the point of 4E's basic attack. It's meant for opportunity attacks and a few powers grant an extra basic attack, or to let you make an attack you can't with your at-wills (like ranged attacks for Paladins or melee attacks for Wizards). Normally, you're supposed to use the At-Will and Encounter powers, since they usually do something. Like allow a Ranger to use both weapons, or allow a Swordmage to yank an enemy into a spot next to him.