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hizzard
2019-06-15, 05:07 PM
Hey, what's up, so like it says on the tin, I'm building a feature complete homebrew system based around d100 dice and skill points rather than XP and Classes. Like, If you've ever played Morrowind or Oblivion, this will be super familiar. You don't get XP to Level up, you gain Skill points by rolling 95 or better on a d100 when you use a given skill, and you gain a level for every 10 skill points.

Spell creation and item enchanting are a thing. It uses a mana point system in which you spend your actions to gather it up on your turn. One mana point allows you to cast one level of spells that you know... So, spending two actions gets you two MP and you can cast one level 2 spell or 2 level 1 spells however you see fit.

Originally it used PF2's "3 actions Period" mechanic, but it was updated to us an Action Point system that you can roll over to your next turn (With a cap, of course. We don't want one guy taking 30 actions at the end of combat.)

Here's the issue I'm facing: None of my guys in my discord channel want to help with ideas and critique.

Is there anyone here who isn't afraid to rip my work apart online in the interest of making it better?

I'd be glad to post a link directly to my discord, or just copy/paste the work here wholesale, whichever works best.

Thanks in advance fellas!

JNAProductions
2019-06-15, 05:26 PM
Hey, what's up, so like it says on the tin, I'm building a feature complete homebrew system based around d100 dice and skill points rather than XP and Classes. Like, If you've ever played Morrowind or Oblivion, this will be super familiar. You don't get XP to Level up, you gain Skill points by rolling 95 or better on a d100 when you use a given skill, and you gain a level for every 10 skill points.

Spell creation and item enchanting are a thing. It uses a mana point system in which you spend your actions to gather it up on your turn. One mana point allows you to cast one level of spells that you know... So, spending two actions gets you two MP and you can cast one level 2 spell or 2 level 1 spells however you see fit.

Originally it used PF2's "3 actions Period" mechanic, but it was updated to us an Action Point system that you can roll over to your next turn (With a cap, of course. We don't want one guy taking 30 actions at the end of combat.)

Here's the issue I'm facing: None of my guys in my discord channel want to help with ideas and critique.

Is there anyone here who isn't afraid to rip my work apart online in the interest of making it better?

I'd be glad to post a link directly to my discord, or just copy/paste the work here wholesale, whichever works best.

Thanks in advance fellas!

I'd paste your work here. Be more likely to get results.

hizzard
2019-06-15, 08:58 PM
Here it is... I hope it worked right. I'm not familiar with spoiler tags. This is all I have so far, and is essentially a first draft with no cohesive a->b progression. I started with skill based leveling, then added Mana based magic, then from there added AP and Spell creation. This is more a stream of consciousness.

Have at it!

Every action uses a d100 to perform. If you get over 100, you succeed, if not, you fail the attempt.
All skills start at 15. and the skill level is added to your roll. If you roll above a 95 on the actual dice, the skill you exercised goes up by one. In addition, the GM may give out skill points in lieu of more traditional XP.

In addition, you have five attributes, Strength, Dexterity, Constitution, Charisma and Luck. To determine these, roll 3d6 for each attribute. You can put them in any order you desire.

You have a modifier based off of your stat score. (Regular D&D 5e modifier rules apply here.)

Each skill falls under the purview of one of the first four attributes, and the modifier of that attribute is added to your skill rolls.
The Luck modifier is added to EVERY skill roll.

For Example, if you roll a 70 on an acrobatics check, with a 15 skill and a +2 Dex modifier and +2 Luck mod, your total for that roll equals 89, and therefore fails.
You would need to roll a minimum of 81 before bonuses to succeed the check.

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Magic is mana based, in that you spend actions to raise the required mana to cast the spell. Spending one action raises one mana point at level 1. Once your CON and CHA attribute scores reach 20, you gain an additional MP per action every time either of those attributes increases by 5 points.
No skill is required to raise mana, however, the mana is lost if you fail the roll to cast the spell.

(EDIT: Removed 5E spell usage and "Added Effects." This is because of spell creation. Just make a spell with the effects you want...)

Scrolls of learning vs single use scrolls:
Scrolls of learning are available for purchase/discovery and allow you to cast more spells. Single use scrolls are simple scrolls that cast the spell with 100% success. You cannot use single use scrolls to learn new spells.
Scrolls of learning are TECHNICALLY also single use in that they are destroyed in the learning of the spell. This means you can't buy one spell and teach it to everybody.


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Damage, both physical and magical are simply your skill level and modifiers added together on a successful hit.

Parrying/Dodging/Blocking, etc. The target's skill in the chosen move (Parry, Dodge, Block) as well as relevant modifiers are subtracted from your to hit roll, however, they ALSO roll to successfully perform the maneuver. If the maneuver is successful, but the hit STILL lands, the attacked only takes the remaining amount of damage OVER 100 instead of the full damage. This means it can be reduced to 0 with damage reduction from armors applied.

If you roll above a 95 on the actual dice attempting to hit an enemy or cast a spell, it is a critical hit, and the damage is doubled.
A critical hit with a spell that causes no damage bypasses the targets' resistances and automatically succeeds.

You cannot Parry or Dodge a ranged attack with less than 75 in those respective skills.

Since there are skills that exist for which you may never roll, namely the armor types and use of mounts (This does not apply to skills you merely choose not to use, only those that don't have dice rolls associated with their use), You gain 1d4 skill points to each of those skills when you level up. This only applies to skills you use. You do not get to add 1d4 skill points to Medium Armor if you are wearing Light Armor. The same applies to all skills that fall under this category.
The 1d4 skill points you add for each skill do NOT count toward your next level. No exploding levels to be had here.
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Choose 1 favored attribute and 1 secondary attribute. All skills governed by these attributes are given +5 bonus. In addition, roll 3d4 and choose that many skills to which to give a +10 bonus (They do NOT have to be part of your favored or secondary attributes.) You can add this +10 bonus to any skill you choose, even those that have been boosted by racial traits or your background training. The only limitation here is that you cannot add this +10 bonus to the same skill twice. <--------------------(EDIT: Clarification of the +10 bonus)
Skills that fall under your favored attribute increase on d100 rolls of 90 or better

The magic resistances, Reflect, Absorb, and Deflect SKILLS are to magic as Parry, Dodge, and Block are to melee attacks.

HP (Start with 100 at level 1, gain 10 + CON modifier every time any ten skills increase) Also, no such thing as hit dice. Better find a potion, spell, or scroll.

(EDIT: Removed reference to 5E AC and Armor bonuses. Making my own armor tables in the near future.)

For every 10 points in a given armor skill (Light, Medium, Heavy), you add one to your damage reduction bonus only if you are wearing that type of armor.

(EDIT: Removed 5E weapon usage. Will create my own weapon tables in the near future)

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Since everything is based on d100 rolls, when the GM asks for a "Strength check" or any check based on one of the 5 base attributes, you determine a skill that could logically apply to that check. For example, If someone drops a pot on your head, you might jump out of the way and the GM would ask for a DEX Save if not an outright acrobatics save. You might logically deduce that acrobatics is an appropriate skill to use to get out of the way! Dodge could also be used in this case (maybe even Parry if the object is light enough and you want to look like a badass…) even though you're not strictly in combat.
"Can I use my shield to block it," you might ask. Sure, but Shields is a Strength based skill, so in this case you would apply your Dexterity bonus instead of Strength. This is because The GM called for it, mainly. Further, it's a reflex action and not your character bracing themselves against an incoming attack.

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Actions in combat:

There are no dedicated movement, attack or other specific types of actions in combat in this game. Everything is an action. You get two Action Points that recharge at the beginning of your turn. You expend Action Points to perform actions, and you can perform the same action repeatedly if you so choose.
Any unused Action Points you have at the end of your turn are added to your total at the beginning of your next turn. For example, if you have one AP left over at the end of your turn, you will have 3 at the beginning of your next turn.
You always regain your 2 Action Points at the start of your turn, but the maximum you can have is 5 or your Dexterity Modifier, whichever is lower. In other words: Minimum of 2, but you can save up to a max of 5. Any saved AP beyond 3 is lost at the start of your turn and you end up with 5 if your Dex allows it.

Repeated attacks and spellcasting:

For every action you use to attack in succession on a single turn, each attack beyond the first adds a -7 penalty to your skills bonuses and your target gains +2 to damage reduction bonuses. These bonuses and penalties revert to 0 at the beginning of your next turn. (EDIT: Clarification of the preceeding statement.)
This rule also applies to spellcasting of any kind. You can raise mana for a turn or more and then use your following turns to cast multiple spells. This is mentally draining, and you take the same -7 penalty per successive spell on your turn. Note that this applies to all spells outside of restorative magics (Cure/Heal/Etc are not affected by this rule.)

Poise Breaker:

If your weapon skill is strength based and you use three actions to attack in a single turn:
If All three attacks would land but your opponent successfully blocks, parries or dodges all of them:
You break your opponent's poise and leave them staggered. In this condition, they cannot apply their
Block, Parry or Dodge bonuses to additional attacks until the end of their next turn.

Aetheric overload:

If you would make 3 magical attacks against a single target in a single turn:
If all three attacks would land but the target successfully Deflects, Reflects or Absorbs them:
The target suffers from Aetheric Overload.

When suffering from Aetheric Overload, the target cannot Deflect, Reflect or Absorb any additional magical attacks until the end of their next turn. The target also loses any mana they had gathered up to that point and take damage equal to their Constitution plus Charisma Modifiers for each Mana Point lost in this fashion. (EDIT: No such thing as INT or WIS...)
Finally, they are mildly disoriented, taking a -4 penalty to all skills until the end of their next turn.

Each character starts with 1d4-1 first level spells at level 1. (EDIT: Removed 5E reference to cantrips.)

-----------------------------------Spell Creation--------------------------------------------------------------
There are certain locations throughout the world that will allow you to create your own spells if you so choose. This can be a costly and expensive endeavor in more ways than simply financially: For each effect you would add to your spell, it will cost you one skill point from any skill you choose, with the caveat that your spell creation shall bring no skills below the base 15. Each spell level will also cost a minimum of 100 gold. (EDIT: Removed stupid prose.)
Below is a list of all the effects available for use in your spells, and following that is a full mechanical explanation of creating your very fist spell!

Alteration

*Encumber
*Levitate
*Slowfall
*Feather
*Lightning Shield
*Swift Swim
*Fire Shield
*Lock
*Water Breathing
*Frost Shield
*Open
*Water Walking
*Jump
*Shield
*Dispel
*Telekinesis
*Detect Creature
Detect Humanoid
Detect Magic
Detect Undeath
Time Dilation (EDIT: Added Detect Undeath and Time Dilation. Removed "Fatigue" spells. No such thing.

Conjuration

Aetheric Battle Axe
Aetheric Great Axe
Aetheric Battle Hammer
Aetheric Great Hammer
Aetheric Spear
Aetheric Whip
Aetheric Leather Armor
Aetheric Chain Armor
Aetheric Scale Armor
Aetheric Plate Armor
Aetheric Shortsword
Aetheric Longbow
Aetheric Shortbow
Aetheric Longsword
Aetheric Zweihander
Aetheric Mace
Aetheric Shield (EDIT: Removed a Summoning spell effect (Teleportation))

Destruction

*Drain Health
*Damage Health
*Damage Mana
*Damage Skill
*Disintegrate Armor
*Disintegrate Weapon
*Fire Damage
*Frost Damage
Curse (EDIT: Added Curse to Destruction List.)
*Poison
*Shock Damage
*Weakness to Fire
*Weakness to Frost
*Weakness to Magic
*Weakness to Poison
*Weakness to Shock
*Absorb Health
Absorb Mana
*Absorb Skill

Illusion

*Blind
*Calm Creature
*Calm Humanoid
*Chameleon
*Charm
*Demoralize Creature
*Demoralize Humanoid
*Frenzy Creature
*Frenzy Humanoid
*Invisibility
*Light
*Night Eye
*Paralyze
*Rally Creature
*Rally Humanoid
*Silence
Turn Undead
Command Creature
Command Humanoid

Restoration

*Cure Paralyzed
*Cure Poison
*Bolster Attack
*Bolster Skill (EDIT: Changed from "Attribute" to "Skill.")
*Bolster Health
*Bolster Mana
*Remove Curse
*Resist Fire
*Resist Frost
*Resist Magic
*Resist Normal Weapons
*Resist Paralysis
*Resist Poison
*Resist Shock
*Restore Health

You might notice that the School of Summoning is not represented in this list. This is because Summoning magics cannot be created as it follows a different set of rules than the rest of the schools of magic. You can find the rules for summoning at the end of this section.

Other spell attributes will include variables such as Range, Duration, Projectile, Area of Effect, Strength, and Chainfire.

Range: How far does the spell travel? Ranges can be Self, Touch, or multiples of 20 feet from the caster.

Duration: How long does the Spell last? Durations include Instantaneous, a number of rounds in multiples of 3, a number of rounds determined by dice roll, a number of minutes in multiples of 10 a number of minutes determined by dice roll, a number of hours, or a number of days.

Projectile: Does the spell leave the caster's hands and track a visible path through the area? This is a simple Yes/No check. If "No," then the spell manifests directly at the location at which the caster desires instantaneously rather than traveling through space to get there. Projectile based spells are cheaper than direct manifestations. If the range of the spell is "Self," This attribute does not apply to the creation of your spell. (EDIT: Added the last sentence for clarification.)

Area of Effect: Does the spell radiate from the initial trigger point in any way? Areas of effect can include spheres in multiples of 10 feet, cones in multiples of 10 feet, and lines in multiples of 20 feet.

Strength: The strength of a spell is its magnitude. This can represent the damage a Destruction spell does, the benefit of Restorative magics, the amount of damage Aetheric armors reduce or the bonus damage granted by aetheric weapons… It can match specific skill point levels in spell effects such as "Open," it can be the number of feet in multiples of 10 at which you can see creatures with the "Detect Creature" effect. This spell attribute can affect a wide variety of effects, so if you are unsure how this attribute affects a particular spell effect, ask your GM for a ruling. (EDIT: Added the previous sentence.)

Chainfire: Chainfire is a special subset of the Area of Effect attribute. This effect allows spells to jump from one target to the next. It has its own attributes. The Range of a Chainfire effect is given in multiples of 5 feet, and is the maximum distance the effect can jump between targets. The Number of Targets of a Chainfire effect is exactly what it says on the tin: It's the maximum number of targets that can be affected, or the maximum number of times the spell can jump.
The Chainfire effect can travel down a line of targets beyond the initial range. Each new target sets a new jump range to the next. However, Chainfire does not follow one path of targets to conclusion before moving to the next. If your target is surrounded by other creatures that can be affected by chainfire, it bursts out of the initial target in a clockwise rotation from the front of the target, then moves down any viable paths in the same clockwise rotation. Think of it as expanding in layers. The entire first layer takes the force of the spell before it radiates outward to any second, third, and more layers.
Chainfire costs nothing if you do not use it. (EDIT: Almost completely rewrote the Chainfire effect to make it more clear as to how it works.)

Below is a table that lists the cost and spell level increase for each of these attributes. (Omitted)


Please note that you cannot create spells with effects that you do not already know. This means you will likely purchase weak versions of the spells with effects you want to use, or find learning scrolls in the wild with new and exciting effects.

Also note that You can opt to forget any spells you know and recover the Skill Points you spent to create them. This is tracked on your Character sheet in the "Acquired/Spent Skill Points" section. You can also forget spells that you learned from Scrolls of Learning, but these spells do not give any skill points for forgetting them.

Finally, Spending skill points you acquired does NOT cause you to lose character levels.

Summoning Magics:
The School of Summoning has no spells or effects of its own. Instead, the summoner is allowed to summon any creature he or she has previously seen in the wild. At level 1, you will likely be very limited in what you can summon. Probably only farm animals and vermin, depending on your GM.
Summoned creatures are summoned as minions. Minions differ from regular creatures in that they don't have a regular stat block. Instead, they have a number of hits they can take, determined by the number of Mana Points the summoner expends to summon them. So a level 1 summon can take a single hit before it disappears, a level 2 summon can take 2, and so on.
Further, the summoned minion's hit and damage bonuses are simply triple their summoning level.
Finally, Summoned creatures remain with the summoner for a number of minutes equal to their summoning level.
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Reverse Summoning, otherwise known as "Teleportation," Is a subset of spells that fall directly under the purview of the Summoning School of Magic, and thus none of the effects are available for spell creation.
In general, it costs 1 mana point per person per 10 feet of teleportation and causes a -1 penalty to the summoner's attempt roll.
It costs half as much (Rounded up) to simply open a portal and shove an item through.
---------------------------------------Item Enchanting-------------------------------------------------------

Much like with creating your own spells, you are allowed to create Enchanted Items. The mechanics for item Enchanting are nearly identical to spell creation, except that there is no monetary cost involved beyond acquiring the item you wish to enchant, and you can attempt an enchanting at any time of your choosing. This is, however, a very time consuming process, sometimes taking multiple days to complete a single enchantment.
Reprinted below is the list of spell effects available in the game. (OMITTED for space)

Enchanting may or may not include all the Spell Creation Attributes. Enchanted Items can cause constant effect magics to affect the wearer, in which case, only the Strength attribute is used, and the default parameter for the strength is "per round," and will cost 1 skill point per point in the Strength parameter.
Constant effect enchantments take 3 days per effect enchanted on the item, and costs 1 skill point per effect.

Some Enchanted items allow the user to cast spells directly from the item, and these spells are cast with 100% success, but grant no skill progression. This type of enchantment will use the full list of Attributes from the Spell creation section, and will take the skill cost directly from the table, which is reprinted below.
Spellcasting Enchantments take one day per skill point spent from the Spell Creation Table.

The third type of enchantment causes an added effect to trigger on enchanted weapons only when they land a strike. These enchantments are unlikely to use Area of Effect or Chainfire or a Range beyond Touch, but there may be certain circumstances in which it may be appropriate. The Duration and Strength of this type of enchantment will come directly from the Spell creation table.
Added Effect Enchantments take one day per skill point spent from the Spell Creation Table.

-----------------------------------Quick Races-----------------------------------------------------------------
Tortle: <---Change the name
+10 to Spell Reflecting, Bushcraft, Foraging, and Hand to Hand
+15 to unarmored. Use an action to withdraw into your shell and gain additional +20 to unarmored
while inside.
Claws: Your claws deal slashing damage and double your Charisma mod bonus when used in hand to hand combat.

Dwarf:
+10 to Two Handed, Heavy Armor, Block, Spell Absorption, Intestinal Fortitude
+5 to Battle Hammers and War Hammers
Dark Dweller: Dwarves can see out to 60 feet in the dark

Wood Elf:
+10 to Archery, Tracking, Bushcraft, Animal Handling, Sneak, Light Armor
Elvish Sight: Can see out to 10 feet in complete darkness. This is a magical sense and not subject to normal blindness.

High Elf:
+10 to Alteration, Illusion, Destruction, Restoration, Enchanting
+5 to Spell Reflection and Deflection.
Elvish Sight: Can see out to 10 feet in complete darkness. This is a magical sense and not subject to normal blindness.

Dark Elf:
+10 to Destruction, Sneak, Acrobatics, Dodge, Short Swords.
+5 to Spell Reflection, Thrown Weapons, Alertness
Elvish Sight: Can see out to 10 feet in complete darkness. This is a magical sense and not subject to normal blindness.

Human:
+10 to Diplomacy, Mercantile, Craftsman, Alchemy
Synergy: Humans gain +1 to every skill and attribute for every other human within 20 feet of them.

Humanzee:
-5 to Diplomacy, Mercantile, Craftsman, Smithing
+10 to Acrobatics, Dodge, Unarmored, Intestinal Fortitude
Pack Savagery: Humanzees can nearly pass for human in most cases, but when they gather in numbers, each one loses 1 point of Constitution and Charisma (and associated skills) but gains one point in Strength and Dexterity (and associated skills) for every Humanzee within 20 feet.

Orc:
+10 to Smithing, Shields, Heavy Armor, War Hammers
+5 to Great Axes, Zweihanders, Great Clubs, Craftsmen
Pack Savagery: Orcs cannot in any way pass for human, but still share this trait with Humanzees. When they gather in numbers, each Orc loses 1 point of Constitution and Charisma (but not the associated skills), and gains 1 point to Strength and Dexterity (and associated skills) for every Orc within 20 feet.


Gnome:
+10 to Smithing, Craftsman, Enchanting, Alteration
+5 to Diplomacy, Alertness, Investigation, Persuasion
-10 to Intimidate
Diminutive: Gnomes, most of which are barely 3 feet tall, are not allowed to use heavy armor or two handed weapons AT ALL. They can use one handed weapons, but for them, they count as two handed in that they cannot use their off hand to hold something else at the same time.
Tinker: Gnomes start with a set of tools that allow them to swiftly construct clockwork creatures and items. Given enough time, resources and money, no project is out of reach of the Gnomish Tinker. Some ideas may include: a man (or larger) sized suit of armor for the gnome to ride in, steam powered horseless carriages, airships, dirigibles, zeppelins, ornithopters, clockwork animal companions, etc.

Caniform:
+15 to Tracking, Foraging,
+10 to Intestinal Fortitude, Intimidate, alertness, Investigate
-5 to Alteration, Conjuration, Enchanting, Alchemy, Illusion, Destruction, Summoning, Restoration
Pack Mentality: These upright, doglike creatures gain an additional +5 to Intimidate, Tracking, and Investigate in the presence of at least one other Caniform.

Feliform:
+10 to Sneak, Acrobatics, Athletics, Alertness, Tracking, Hand to Hand
Loner: These upright felines gain an additional +5 to the above skills when there are no allies within 25 feet of them.
Claws: Feline claws deal slashing damage and double your Charisma mod bonus when used in hand to hand combat.

-------------------------------------------More to Come----------------------------------------------

Skills by Attribute

Strength

LongBow
Crossbow
Long Swords
Zweihanders
Battle Axes
Great Axes
Clubs
Great Clubs
Battle Hammers
War Hammers
Med. Armor
Heavy Armor
Athletics
Shields

Dexterity

ShortBows
Short Swords
Whips/Flails
Spears
Thrown Weapons
Light Armor
Acrobatics
Sneak
Pickpocket
Lockpicking
Parry
Dodge
Smithing
Craftsman

Constitution

Alteration
Conjuring
Alchemy
Enchanting
Unarmored
Investigation
Intestinal Fortitude
Intimidate
Tracking
Foraging
Bushcraft
Spell Reflecting
Spell Deflecting
Spell Absorption

Charisma

Illusion
Destruction
Summoning
Restoration
Hand-to-hand
Alertness
Mercantile
Persuade
Mounts
Land vehicles
Sea Vehicles
Diplomacy
Disguise
Animal Handling