Post by The Bloody Nine on Mar 14, 2018 8:45:05 GMT -5
Planet Eris "Subclasses"
For a long time I've toyed with the idea of new classes in my OD&D game. I currently use only the 3 core classes form M&M and a house-ruled (d6 based) version of the GREYHAWK Thief. I think those 4 classes really represent the pure fantasy archetypes of the game. The only other class that seems to come close is the bard. But, on closer examination, I've decided that the bard should properly be a "subclass" of druid, which itself (IMO) is simply a combining of the MU & cleric.
As always, I like to simplify my rules to the greatest extent possible, and to that end I've defined 4 "sublcasses" (which are constructed much like AD&D multi-classed chracters). Here's my rough outline:
SUBCLASSES
There are 4 subclasses: Paladin, Berserker, Druid, and Bard. All subclasses are a combination of 2 (or more) of the Planet Eris core classes (i.e. Fighting Man, Magic-User, Cleric, and Thief).
PALADIN: Combines the fighting man and cleric classes
BERSERKER: Combines the fighting man and thief classes
DRUID: Combines the magic-user and cleric classes
BARD: Combines the magic-user, cleric, and thief classes.
ABILITY SCORES: When a subclassed character is created he must place his highest 2 (or 3 in the case of a bard) ability score rolls in slots normally considered a prime requisite for the classes that are combined.
EXPERIENCE PROGRESSION: The fighting man table is used for expierence progression. However, the subclassed character will gain the abilities of only 1 class for each level acquired. Thus, a 2nd level druid will have the abilities of a 1st level magic-user and a 1st level cleric.
HIT POINTS: When a new level is acquired, a hit die appropriate to the class abilities gained is rolled and add to the character's total hit points.
SUBCLASS SPECIAL ABILITIES:
PALADIN: Automatically obtain hospitality at any castle, town, cottage or other civilized (i.e. Lawful) locale.
BERSERKER: Combat bonuses for berserk rage. Bonuses to wilderness rolls (i.e. direction ability, foraging, evasion, searching, etc.)
DRUID: Shape change ability.
Bard: Legend Lore ability.
SUBCLASS RESTRICTIONS:
PALADIN: May not accumulate wealth
BERSERKER: May only wear leather armor.
DRUID: May not affect undead. May only wear leather armor.
BARD: May not affect undead. May only wear leather armor.
I went back and forth on some of the names. Originally the paladin was simply a "knight." My idea was that the cleric abilities would be de-emphasiszed to a greater extent than a "paladin," but as I continued to "harmonize" my rules for subclasses, this added too much unnecessary detailing. The paladin, as a straight combination of the fighting man and cleric, was a much more straightforward presentation.
As always, I like to simplify my rules to the greatest extent possible, and to that end I've defined 4 "sublcasses" (which are constructed much like AD&D multi-classed chracters). Here's my rough outline:
SUBCLASSES
There are 4 subclasses: Paladin, Berserker, Druid, and Bard. All subclasses are a combination of 2 (or more) of the Planet Eris core classes (i.e. Fighting Man, Magic-User, Cleric, and Thief).
PALADIN: Combines the fighting man and cleric classes
BERSERKER: Combines the fighting man and thief classes
DRUID: Combines the magic-user and cleric classes
BARD: Combines the magic-user, cleric, and thief classes.
ABILITY SCORES: When a subclassed character is created he must place his highest 2 (or 3 in the case of a bard) ability score rolls in slots normally considered a prime requisite for the classes that are combined.
EXPERIENCE PROGRESSION: The fighting man table is used for expierence progression. However, the subclassed character will gain the abilities of only 1 class for each level acquired. Thus, a 2nd level druid will have the abilities of a 1st level magic-user and a 1st level cleric.
HIT POINTS: When a new level is acquired, a hit die appropriate to the class abilities gained is rolled and add to the character's total hit points.
SUBCLASS SPECIAL ABILITIES:
PALADIN: Automatically obtain hospitality at any castle, town, cottage or other civilized (i.e. Lawful) locale.
BERSERKER: Combat bonuses for berserk rage. Bonuses to wilderness rolls (i.e. direction ability, foraging, evasion, searching, etc.)
DRUID: Shape change ability.
Bard: Legend Lore ability.
SUBCLASS RESTRICTIONS:
PALADIN: May not accumulate wealth
BERSERKER: May only wear leather armor.
DRUID: May not affect undead. May only wear leather armor.
BARD: May not affect undead. May only wear leather armor.
I went back and forth on some of the names. Originally the paladin was simply a "knight." My idea was that the cleric abilities would be de-emphasiszed to a greater extent than a "paladin," but as I continued to "harmonize" my rules for subclasses, this added too much unnecessary detailing. The paladin, as a straight combination of the fighting man and cleric, was a much more straightforward presentation.
Question about levels, and gaining of them. Does the subclass alternate which class's level gets increased? For example, using your example , the second level Druid is 1/1 MU/Cleric. What's a first or third level Druid look like?
I left that intentionally vague because I wasn't sure how I wanted to do it. Originally, I thought they should build evenly (like houses in Monopoly). In which case, a 3rd level druid might be either of the following:
3rd level druid = 2nd level MU/1st level Cleric
or
3rd level druid = 1st level MU/2nd level Cleric
But it might also be interesting to allow a greater spread. Maybe up to 4 or 5 levels. This would allow the player more variation in their character.
This also raises the question of saving throws and "to hit" rolls. My thinking on this is that the character would save at his subclass level on the table for the core class in which he is most heavily weighted. So druid #1 above would save/fight as 3rd level MU, while druid #2 would save/fight as a 3rd level cleric.
That starts to become more messy than I like. Hmm.
3rd level druid = 2nd level MU/1st level Cleric
or
3rd level druid = 1st level MU/2nd level Cleric
But it might also be interesting to allow a greater spread. Maybe up to 4 or 5 levels. This would allow the player more variation in their character.
This also raises the question of saving throws and "to hit" rolls. My thinking on this is that the character would save at his subclass level on the table for the core class in which he is most heavily weighted. So druid #1 above would save/fight as 3rd level MU, while druid #2 would save/fight as a 3rd level cleric.
That starts to become more messy than I like. Hmm.
Here are 3 new classes for Planet Eris.
They are Berserkers, Knights-Errant, and Druids.
(LINK: dl.dropboxusercontent.com/u/97320085/Planet%20Eris/new-classes.pdf )
File is missing
I think the berserker and the druid are pretty solid and should work well.
I'm not entirely sure about the knight-errant.
I'll be play testing these over the next few months in my expanded version of Tony Dowler's Purple Worm Graveyard.
(LINK: planetalgol.blogspot.com/2011/08/micro-dungeon-is-mega-awesom-purple.html )
I'm interested in feedback if anybody has some.
They are Berserkers, Knights-Errant, and Druids.
(LINK: dl.dropboxusercontent.com/u/97320085/Planet%20Eris/new-classes.pdf )
File is missing
I think the berserker and the druid are pretty solid and should work well.
I'm not entirely sure about the knight-errant.
I'll be play testing these over the next few months in my expanded version of Tony Dowler's Purple Worm Graveyard.
(LINK: planetalgol.blogspot.com/2011/08/micro-dungeon-is-mega-awesom-purple.html )
I'm interested in feedback if anybody has some.
I'm in the middle of putting together my OD&D houseruled system, basing off of Planet Eris.
My fighter subclasses are: Justicar, Strider, He-Man. (Paladin, Ranger, Barbarian).
Working up a druid and monk based on the Cleric, a bard and Fortune Hunter based on the Thief, and Witch based on the M-U.
My fighter subclasses are: Justicar, Strider, He-Man. (Paladin, Ranger, Barbarian).
Working up a druid and monk based on the Cleric, a bard and Fortune Hunter based on the Thief, and Witch based on the M-U.
Fighter class write-ups are below. A few things not in the document:
1) I am using Planet Eris general modifiers, but have added an exceptional strength mechanic. Fighter with 18 STR roll 2d6. A result of 10 or 11 gives them +2/+3 to hit/damage, and a 12 gives them +3/+3.
2) Borrowing from another source, I'm implementing a 2d6 "test" for things like: learning new spells, tracking, etc... All of these tests are based on ability scores, and there are two types: Mundane and Extraordinary. So, Bending Bars, etc... is an Extraordinary Test, and busting open doors is a Mundane Test.
3) Only using d20s and d6s. All damage is d6, all hd are d6.
4) Only two advancement charts, one for everyone, except magic-users, and one for them. Both are faster advancement than traditional, but the M-U doesn't "catch up and pass".
5) Only one Saving Throw number, and it is the same across all classes.
Here are the write-ups, I consider them to be Beta.
The Fighter
Minimums:
STR: 7 CON: 7
Fighters are the principle hand-to-hand combatants in most adventure parties. High Strength gives the fighter a better chance to hit an opponent and cause an increased amount of damage. Good Dexterity and Constitution ratings are also highly desirable. Any sort of armor or weapon is usable by Fighters. Fighters may be of any alignment - lawful, neutral, or chaotic. Although Fighters do not have magic spells to use, their armor and weapons can compensate, and they have the most advantageous combat table. Fighters can employ many general-use magical items, including: many potions, "protection" scrolls, many rings, a few items geared specifically for the class. and of course all all forms of enchanted armor, shields and weapons.
Benefits:
5th level: Fighters (including all subclasses) gain an extra attack at the end of every-other round.
9th level: Make 2 attacks every round, with the second coming at the end of the round.
Fighter Subclasses
If a PC meets certain ability score minimums during character generation, he may choose to follow a somewhat different life path than the typical Fighting Man. If the choice is made to take up one of these alternatives, all restrictions must be followed, or the character will revert back to the base fighter type. The DM will decide if it is possible to return to the former path, and what sort of foul things will happen to the PC beforehand. PCs following one of these alternate paths use the Magic-User column for level advancement. In all other respects (besides those given below), the character is considered a fighter for determination of magical device use, etc… Note: Justicars and Striders ARE NOT eligible for Exceptional Strength.
Justicar
A Justicar is a (self?) proclaimed champion of Law, seeking to defeat and undo the destructive forces of chaos, whenever and wherever he can.
Minimums:
STR: 14 WIS: 14 CHR: 15
Restrictions:
May not be neutral or chaotic. May not associate with chaotics on a regular basis. Must destroy all symbols of chaos and chaos-tainted objects, including: chaos-aligned devices, shrines, relics, and artifacts. Must divest himself of all worldly objects and wealth outside of weapons, armor, devices used to fight chaos, and a small amount of currency upon which to survive. In addition, a Justicar must heed the call of known Lawful authorities, and must help the less fortunate, unless, of course, they are chaotic.
Benefits:
1st level: may gain extra benefits when using Law-aligned weaponry
3rd level: may heal 1d6+1 damage a number of times per day equal to half of the Justicar’s level (rounded down). Gains personal Protection from Chaos (+1 vs. various attacks, etc..)
5th level: In addition to healing gained at 3rd level, can now heal 2d6+1 once per day. Saves at +1 vs. Diseases,
7th level: Protection from Chaos +1 extends to all allies in 10 foot radius. Chaotic monsters 1HD and under must save or flee from the Justicar in fear.
9th level: Can Cure disease once per day, Chaotic monsters 4HD and under must save or flee in fear. Can untaint a Chaos-tainted object/place once per month (DM determines chances for success based on method and preparation on the part of the Justicar.).
He-Man
A He-Man is a wild, untamed warrior who seeks to prove his prowess in battle above all else, with looking like a total bad-ass in the process a close second. A He-Man fights hard, plays hard, and parties hard. He expects his compatriots to do the same, and wonders why anyone would want to live life any other way.
Minimums:
STR: 18/10 DEX: 15 CON: 15
Restrictions:
May not be Lawful. Cannot wear any armor, though shields are allowed. A He-Man regards all magic as mystical mumbo-jumbo, and ain’t got time for that. (Unless it is healing from an ally Cleric or village Shaman, or, a magical bling-laden sword or other weapon. That’s cool, Bro’) Will not use missile weapons for combat, unless forced to do so (that’s for children and “civilized” cowards.)
Benefits:
Survives on his own, like a Strider, but can’t/won’t help his companions. Tracks like a Strider, but is too concerned about looking like a coward to bother with traps. He-Men gain level-based AC bonuses, which stack with DEX and Shield bonuses (see below). They also gain an additional +1 to HP rolls (in addition to the +1 from being a Fighter type for a total of +2 per level.) Can avoid exhaustion and drunkenness, by making a Trauma check based on CON. Saves at +2 vs. poison. Can go Berserk (based on level, see below), which lasts one combat, and grants +2 to hit and damage, at the cost of losing 2 points of AC. Should the He-Man run out of foes, he is likely to start attacking allies, because, well, BERSERK. After the Berserk, the He-Man is exhausted (can try a Trauma check to stave it off). The He-Man can try to end the Berserk early, by making a Mundane Test check, based on his WIS score.
Level 1: Berserk 1/day, +1 AC
Level 3: +2 AC
Level 5: Berserk 2/day, +3 AC
Level 7: +4 AC
Level 9: Berserk 3/day, +5 AC
Strider
Striders are often loners, but they join with others of like mind to right wrongs, defend common folk, and destroy common enemies. They are pretty chill about mixing with people of different alignments. Striders possess a healthy conservationist streak, and will not abide wanton destruction of nature.
Minimums:
STR: 13 WIS: 13 INT: 13
Restrictions:
May only own what can be carried on his person and his mount, plus a small amount of wealth. May not use two-handed -only melee weapons (no two-handed swords, polearms, etc.. but bastard swords and short spears are okay). Weapons on hand must include 2 of the following: bow (long or short), sword (including scimitar, short, long, and bastard), Dagger, Spear, Javelin, Hand Axe. No metal armor, excepting studded leather, but may use shields. May not be Lawful.
Benefits:
Can survive in the wild on his own, without making any checks, including foraging for food and water, and finding/building shelter. With companions, the Strider can provide for level + 3 adults and mounts (including himself), if moving at half normal rate. He can alternatively provide for twice as many if no wilderness movement is made during a day. Whether moving or not, providing for companions and mounts requires a check for success. A Strider can find and avoid snares and traps made of natural components, as well as create and set them. The complexity of the device and the materials on hand will affect the time and modifiers for the check, as determined by the DM. Striders can also track in the wilderness and in dungeons (with penalty). All Strider checks are performed using the Mundane or Extraordinary scales, based on INT or WIS, at the DM’s discretion. Finally, Striders enjoy a +1 to hit and damage bonus vs. G.E.H.F. - See DM for details. You might get some info if he is caught off-guard, or in a really, really generous mood.
1) I am using Planet Eris general modifiers, but have added an exceptional strength mechanic. Fighter with 18 STR roll 2d6. A result of 10 or 11 gives them +2/+3 to hit/damage, and a 12 gives them +3/+3.
2) Borrowing from another source, I'm implementing a 2d6 "test" for things like: learning new spells, tracking, etc... All of these tests are based on ability scores, and there are two types: Mundane and Extraordinary. So, Bending Bars, etc... is an Extraordinary Test, and busting open doors is a Mundane Test.
3) Only using d20s and d6s. All damage is d6, all hd are d6.
4) Only two advancement charts, one for everyone, except magic-users, and one for them. Both are faster advancement than traditional, but the M-U doesn't "catch up and pass".
5) Only one Saving Throw number, and it is the same across all classes.
Here are the write-ups, I consider them to be Beta.
The Fighter
Minimums:
STR: 7 CON: 7
Fighters are the principle hand-to-hand combatants in most adventure parties. High Strength gives the fighter a better chance to hit an opponent and cause an increased amount of damage. Good Dexterity and Constitution ratings are also highly desirable. Any sort of armor or weapon is usable by Fighters. Fighters may be of any alignment - lawful, neutral, or chaotic. Although Fighters do not have magic spells to use, their armor and weapons can compensate, and they have the most advantageous combat table. Fighters can employ many general-use magical items, including: many potions, "protection" scrolls, many rings, a few items geared specifically for the class. and of course all all forms of enchanted armor, shields and weapons.
Benefits:
5th level: Fighters (including all subclasses) gain an extra attack at the end of every-other round.
9th level: Make 2 attacks every round, with the second coming at the end of the round.
Fighter Subclasses
If a PC meets certain ability score minimums during character generation, he may choose to follow a somewhat different life path than the typical Fighting Man. If the choice is made to take up one of these alternatives, all restrictions must be followed, or the character will revert back to the base fighter type. The DM will decide if it is possible to return to the former path, and what sort of foul things will happen to the PC beforehand. PCs following one of these alternate paths use the Magic-User column for level advancement. In all other respects (besides those given below), the character is considered a fighter for determination of magical device use, etc… Note: Justicars and Striders ARE NOT eligible for Exceptional Strength.
Justicar
A Justicar is a (self?) proclaimed champion of Law, seeking to defeat and undo the destructive forces of chaos, whenever and wherever he can.
Minimums:
STR: 14 WIS: 14 CHR: 15
Restrictions:
May not be neutral or chaotic. May not associate with chaotics on a regular basis. Must destroy all symbols of chaos and chaos-tainted objects, including: chaos-aligned devices, shrines, relics, and artifacts. Must divest himself of all worldly objects and wealth outside of weapons, armor, devices used to fight chaos, and a small amount of currency upon which to survive. In addition, a Justicar must heed the call of known Lawful authorities, and must help the less fortunate, unless, of course, they are chaotic.
Benefits:
1st level: may gain extra benefits when using Law-aligned weaponry
3rd level: may heal 1d6+1 damage a number of times per day equal to half of the Justicar’s level (rounded down). Gains personal Protection from Chaos (+1 vs. various attacks, etc..)
5th level: In addition to healing gained at 3rd level, can now heal 2d6+1 once per day. Saves at +1 vs. Diseases,
7th level: Protection from Chaos +1 extends to all allies in 10 foot radius. Chaotic monsters 1HD and under must save or flee from the Justicar in fear.
9th level: Can Cure disease once per day, Chaotic monsters 4HD and under must save or flee in fear. Can untaint a Chaos-tainted object/place once per month (DM determines chances for success based on method and preparation on the part of the Justicar.).
He-Man
A He-Man is a wild, untamed warrior who seeks to prove his prowess in battle above all else, with looking like a total bad-ass in the process a close second. A He-Man fights hard, plays hard, and parties hard. He expects his compatriots to do the same, and wonders why anyone would want to live life any other way.
Minimums:
STR: 18/10 DEX: 15 CON: 15
Restrictions:
May not be Lawful. Cannot wear any armor, though shields are allowed. A He-Man regards all magic as mystical mumbo-jumbo, and ain’t got time for that. (Unless it is healing from an ally Cleric or village Shaman, or, a magical bling-laden sword or other weapon. That’s cool, Bro’) Will not use missile weapons for combat, unless forced to do so (that’s for children and “civilized” cowards.)
Benefits:
Survives on his own, like a Strider, but can’t/won’t help his companions. Tracks like a Strider, but is too concerned about looking like a coward to bother with traps. He-Men gain level-based AC bonuses, which stack with DEX and Shield bonuses (see below). They also gain an additional +1 to HP rolls (in addition to the +1 from being a Fighter type for a total of +2 per level.) Can avoid exhaustion and drunkenness, by making a Trauma check based on CON. Saves at +2 vs. poison. Can go Berserk (based on level, see below), which lasts one combat, and grants +2 to hit and damage, at the cost of losing 2 points of AC. Should the He-Man run out of foes, he is likely to start attacking allies, because, well, BERSERK. After the Berserk, the He-Man is exhausted (can try a Trauma check to stave it off). The He-Man can try to end the Berserk early, by making a Mundane Test check, based on his WIS score.
Level 1: Berserk 1/day, +1 AC
Level 3: +2 AC
Level 5: Berserk 2/day, +3 AC
Level 7: +4 AC
Level 9: Berserk 3/day, +5 AC
Strider
Striders are often loners, but they join with others of like mind to right wrongs, defend common folk, and destroy common enemies. They are pretty chill about mixing with people of different alignments. Striders possess a healthy conservationist streak, and will not abide wanton destruction of nature.
Minimums:
STR: 13 WIS: 13 INT: 13
Restrictions:
May only own what can be carried on his person and his mount, plus a small amount of wealth. May not use two-handed -only melee weapons (no two-handed swords, polearms, etc.. but bastard swords and short spears are okay). Weapons on hand must include 2 of the following: bow (long or short), sword (including scimitar, short, long, and bastard), Dagger, Spear, Javelin, Hand Axe. No metal armor, excepting studded leather, but may use shields. May not be Lawful.
Benefits:
Can survive in the wild on his own, without making any checks, including foraging for food and water, and finding/building shelter. With companions, the Strider can provide for level + 3 adults and mounts (including himself), if moving at half normal rate. He can alternatively provide for twice as many if no wilderness movement is made during a day. Whether moving or not, providing for companions and mounts requires a check for success. A Strider can find and avoid snares and traps made of natural components, as well as create and set them. The complexity of the device and the materials on hand will affect the time and modifiers for the check, as determined by the DM. Striders can also track in the wilderness and in dungeons (with penalty). All Strider checks are performed using the Mundane or Extraordinary scales, based on INT or WIS, at the DM’s discretion. Finally, Striders enjoy a +1 to hit and damage bonus vs. G.E.H.F. - See DM for details. You might get some info if he is caught off-guard, or in a really, really generous mood.
Did some of your "He Man" come from
joeskythedungeonbrawler.wordpre ... barbarian/
There are some similarities-- no offense-- and not necessarily bad!
joeskythedungeonbrawler.wordpre ... barbarian/
There are some similarities-- no offense-- and not necessarily bad!
The He-Man came from my friend Wayne's Houserules, but he may have gotten it from the guy you linked, though non of wayne's descriptions read with the same sort of bravado.