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View Full Version : Archetypes REDUX: Quantifying class features for a mix-n-match hero.



sengmeng
2013-01-18, 11:12 PM
After looking at a couple threads on here, I decided to try to make a point-buy system for class features which would allow you to replicate core classes or create your own combination hero concept. It works by assigning "archetypes" which are handy descriptors to define your hero and serve as a shorthand for their abilities. So you have a Tough Lightly Armored Martial Half-Caster With a Cool Pet and a Moral Code instead of a Ranger. This is still a work in progress; not all base classes can be created with this yet. That isn't really the goal, however. The goal is to quantify the value of certain class features to create a theoretically balanced hero through this point-buy system, which then allows you to create your own custom class; the core has an Armored, Kinda Tough, Partial Martial, Full Caster with a Moral Code and a Hatred for Undead (cleric), but not a Tough Speedy Martial Ambusher With a Cool Pet and a Strict Moral Code.

This is what I have so far:

The Archetypal hero gains 5-9 archetype points every level (the number of points determine the power level of play). They spend them on archetypes which grant certain benefits and range in cost from 1 to 6 points. They can also take penalty Archetypes which add 1 or 2 points. They may only gain up to 3 points through penalty archetypes.

Each Archetype adds to certain statistics and gives you certain abilities. Before spending his Archetype points, the Archetypal Hero has d6 HD, 1/2 Base Attack Bonus, 2 skill points, no good saves, and proficiency with simple weapons. Frail reduces the hero’s HD to d4. Kinda Tough increases his HD to d8, Tough to d10, and Really Tough increases it to d12 and adds damage reduction at higher levels as a Barbarian. Partial Martial gives him a 3/4 BAB, and Martial gives him full BAB. Lightly Armored gives him proficiency with light armor, bucklers, and light shields, and enables him to use his class abilities in light armor. Armored gives him proficiency with all armors and shields, and the ability to use his class abilities in any armor.

1 point Archetypes: Ambusher, Speedy, Social (?), Resistant to X (?), Semi-Skilled, Kinda Tough, Partial Martial, Lightly Armored, With a Cool Pet, Dislike For X, Half-Caster.

2 point Archetypes: 3/4 Caster, Armored, Skilled, Martial, Tough, Immune to X, Hatred For X, With an Awesome Pet.

3 point Archetype: Full caster

4 point Archetypes: Really Tough

5 point Archetype: Spontaneous Full Caster

6 point Archetypes: Versatile Full Caster.

2 point penalty Archetypes: Unequipped, Strict Moral Code, Frail

1 point penalty Archetypes: Weakness to X, Moral Code, Under-equipped.

Partial Martial increases his BAB to ¾ and Martial increases it to full. Martial grants proficiency with martial weapons or a single exotic weapon. Both grant a good fortitude save.

Ambusher: grants the Hero sneak attack progression as a Rogue. Grants a good reflex save.

Semi-Skilled: +2 skill points

Skilled: +4 skill points.

Armored: Grants proficiency in all armor types and all shields, and allows the use of all class abilities while wearing any armor. Grants good fortitude save.

Lightly Armored: Grants Proficiency with light armor, bucklers, and small shields, and allows the use of all class abilities while wearing light armor. Grants a good fortitude or will save.

Speedy: Grants either an immediate +10 feet of movement, or a scaling movement rate as a monk. Grants good reflex save.

Half-caster: gain spells per day and spells known as either a ranger or paladin.

¾ Caster: You gain spells per day and spells known as a bard. Grants a good will save.

Full caster: Gain spells per day as a wizard. Gain spells known as a sorcerer. Grants a good will save.

Spontaneous Full Caster: Gain spells known and spells per day as a sorcerer. Grants a good will save.

With a Cool Pet: You gain a familiar, or an animal companion as if you were a ranger

With an Awesome Pet: You gain a special mount as a paladin or an animal companion as a druid.

Dislike For X: You gain favored enemies as a ranger or the ability to turn or rebuke a creature type other than humanoid as a paladin turns undead.

Hatred for X: You can rebuke or turn a creature type other than humanoid as a cleric turns undead.

Strict Moral Code: You have an alignment that could cause you to lose class abilities, as a Paladin

Moral Code: You have an alignment restriction that could cause you to lose class abilities, as a cleric.

Social: You gain Bardic Music.

Under-equipped: You are proficient with a number of simple weapons of your choice equal to your intelligence modifier and none of your class abilities function in armor heavier than light armor, and only if you are proficient in it.

Unequipped: None of your class abilities function in armor or while carrying more than a light load, and you don’t have any weapon proficiencies.

Weakness to X: WIP

Resistant to X: WIP

Immunity to X: WIP

If you got through all of that and did the math, you'll see that the wizard is able to be built as a Frail Versatile Full Caster With a Cool Pet for 5 points, but the Cleric is an Armored Partial Martial Kinda Tough Full Caster With a Hatred for Undead and a Moral Code for 9 points, so yeah, still needs work to bring parity.

What I am looking for is: where have I screwed up on equivalency? What Archetypes do I still need? How do I reflect the more minor class features that don't rate an Archetype (trapfinding, uncanny dodge, evasion)? How do I handle feats? How many Archetype points should a feat be equivalent to, if any?

sengmeng
2013-01-24, 02:12 PM
Blatant thread necromancy! Well, it was that or start a new one.

The Archetypes got a readjustment (basic classes are now 12 points, with no half points, and the system SHOULD be able to build all core classes; however, certain minor class features are simply marked as "other" and cost one point).

The Archetypal hero gains 12 archetype points every level. They spend them on archetypes which grant certain benefits and range in cost from 1 to 11 points. They can also take penalty Archetypes which add 1 or 2 point. They may only gain up to 3 points through penalty archetypes.

Archetypes: Ambusher (2), Raging (1), Lightly Armored (1), Armored (2), Half-Caster (2), Skilled (3), Semi-Skilled (1 or 2), Combat Style, Partial Martial (1), Kinda Tough (1), Tough (2), Really Tough (3), Extremely Tough (4), Speedy (1), Resistant to X, Immune to X, Hatred For X(1), Really Hates X (2), With a Cool Pet (1), With an Awesome Pet (2).

Penalty Archetypes: Under-equipped -1, Moral Code -1, Strict Moral Code -1

Toughness: d4=0, d6=1, d8=2, d10=3, d12=4

skillpoints: 2=0, 4=1, 6=2, 8=3

.5 BAB=0,

.75 BAB=1,

full BAB=2

Unarmored=0

Light armor=1

Heavy Armor =2

(cleric) prepared, divine spell list, 4/4/4/4/4/4/4/3/2 = 6 points

(sorcerer) spontaneous, arcane, 6/6/6/6/6/5/4/3/2 = 10 points

(wizard) versatile prepared, arcane, 4/4/4/4/4/4/4/3/2 =11 points

(bard) spontaneous, arcane up to 6th level = 4 points

(ranger/paladin) prepared divine, 4/4/4/4 = 2 points


So a cleric is a Tough (2), Partial Martial (1), Armored (2), Divine Full Caster (6), who Really Hates Undead (2), and a Moral Code (-1) built with 12 points and a 1-point penalty archetype.

A barbarian is a Speedy (1), Extremely Tough (4), Lightly Armored (1), Semi-skilled (1), Raging (1), Martial (2) hero with a couple Other (2) things (12 points).

A rogue is a Kinda Tough (1), Partial Martial (1), Skilled (3), Lightly Armored (1) Ambusher (2), with (4) Other things (12 points).

Monk and druid are problematical, and the ranger's combat styles and the fighter's bonus feats are hard to quantify. PEACH?