Sunday, May 31, 2009

True20 I: House Rules

I played around with the True20 ruleset for a little while. I really like it, but ultimately drifted away - it was really close to what I wanted, but not quite perfect (I wanted the simplicity of True20 and the mechanics of D&D...and here I am with S&W!) These posts are from a thread of mine on the True20 boards.

ABILITY SCORES
Characters begin with 6 points to distribute between their six ability scores. Each score starts at +0, and players cannot put more than 4 points, plus racial bonuses, into a one score at character creation.
Every character has a primary ability score. This ability score is added at first level to a character’s good save (Will for adepts, Fortitude for warriors, Reflex or player’s choice for Experts) and known skills. Primary ability scores do not need to be the same as a character’s key spellcasting ability, though they often are.
All progressions that advance by level (combat, saves, skill ranks, reputation) work off of the same basic scheme: fast (+1/level), medium (+¾/level), slow (+½/level), very slow (+¼/level). Combat advances as listed for the role. Known skills advance as fast. Saves advance at slow. Reputation advances as very slow.

PATHS
Paths are suggestions only.

MULTI-ROLE HEROS
There is no save penalty for multi-role heros. Heros gain one new skill the first time they take a new role. Characters gain one new skill each time they take an Expert level until they have 8+Intelligence skills (not counting any skills gained from backgrounds or the Skill Training feat). Multi-role characters cannot switch their primary ability score bonus from one save to another (though I might write a feat that lets them do so).

SKILLS
(updated 4/25) Skills as Pathfinder Alpha B: Characters select known skills, which have fast advancement. Class skills get a +3 bonus.
Climb and Jump are combined into Athletics. Diplomacy and Intimidate are combined into Persuasion. Escape Artist is folded into Acrobatics. Pilot is folded into Fly (flying conveyances), Ride (wagons, chariots), Swim (boats & ships). Fly is added as a new skill (cf. Pathfinder).

FEATS
Characters must take a supernatural source feat (Arcanist, Binder, Petitioner, Priest) to learn supernatural powers. Arcanist grants arcane powers; the default key spellcasting ability is Intelligence. Binder and Petitioner grant occult powers; the default key spellcasting ability is Charisma. Priest grants divine powers; the default key spellcasting ability is Wisdom.

RULES CHANGES
Poison (cf. MC’s BoXM); grappling (cf. Pathfinder)

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