Classless LotFP
This topic is to discuss the concept of classless LotFP.
The purpose is threefold:
1) It's fun! (I love tinkering, like most other gamers)
2) It will help give me a better understanding of the game!
3) It might actually work!
2) It will help give me a better understanding of the game!
3) It might actually work!
I would never suggest though that this is the way it should be done, just how it could be done.
What makes a class?
1) Hit points
2) Skill points
3) Bonus to hit
4) Spellcasting
5) Saving Throws
6) Bonus to attribute
7) Combat technique
8) Armor usage with spells
9) Miscellaneous rules
2) Skill points
3) Bonus to hit
4) Spellcasting
5) Saving Throws
6) Bonus to attribute
7) Combat technique
8) Armor usage with spells
9) Miscellaneous rules
1) Hit Points
Needs to be taken each level to get effect, may be taken once per level
Let's ignore the MU for a moment and say that the default is 1d6
1 pt: d8
2 pt: d10
3 pt: d12
Let's ignore the MU for a moment and say that the default is 1d6
1 pt: d8
2 pt: d10
3 pt: d12
2) Skill Points
May be taken twice at chargen, once per level
Skill points are bought individually
1 pt: 1 skill
3 pt: 2 points in one skill
1 pt: 1 skill
3 pt: 2 points in one skill
3) Bonus to hit
May only taken once during chargen, and only once per level
2 pt: +1
5 pt: +2
2 pt: +1
5 pt: +2
4) Spellcasting
MU or Cleric spells, can't cast while more than lightly encumbered by definition
May only taken once during chargen, and only once per level
Move up a level in spellcasting: 2 pts (use either MU or cleric depending on type taken)
May only taken once during chargen, and only once per level
Move up a level in spellcasting: 2 pts (use either MU or cleric depending on type taken)
5) Saving Throws
May only taken twice during chargen, and only once every other level
1 pt: add 1 to each
1 pt: add 2 to two of the five
1 pt: add 1 to each
1 pt: add 2 to two of the five
6) Bonus to attribute: (like the dwarf or halfling)
Only once every four levels and never on the same attribute
2 pt: add 1
2 pt: add 1
7) Combat technique
Only need to do each once
1 pt: Defense/Parry bonus
1 pt: Push
1 pt: Defense/Parry bonus
1 pt: Push
8) Armor usage with spells
1 pt: Cast spells while heavily encumbered (like an elf)
3 pt: May cast spells with any encumbrance (2 pt if you already have the ability to cast spells while heavily encumbered)
3 pt: May cast spells with any encumbrance (2 pt if you already have the ability to cast spells while heavily encumbered)
9) Miscellaneous
2 pt: to increase encumbrance
2 pt: to allow con bonus to hp after 9th level
2 pt: to memorize and additional spell per level (doesn't affect # of spells that can be cast)
2 pt: only surprised on 1 in d6
2 pt: to allow con bonus to hp after 9th level
2 pt: to memorize and additional spell per level (doesn't affect # of spells that can be cast)
2 pt: only surprised on 1 in d6
Character generation
Characters get 8 points to start and 3 points per level. One point may be saved and carried over into the next level.
Experience point progression is that of the fighter and halfling, since it is somewhat mid-range and it is a nice even number (2,000 XP base).
Everyone starts off with a given set of saving throws:
Pa: 14, Po: 13, BW: 16, MD: 14, M: 15
Pa: 14, Po: 13, BW: 16, MD: 14, M: 15
Spellcasters
One approach with spellcasters is to simply not allow people to be both cleric and MU (this would be in line with current LotFP world view).
If you wanted to do this however, you could simply say that whenever considering if a character is Lawful or Chaotic, you use whichever one is WORSE.
First Level builds:
These don't correlate 1:1 with the levels, but the spirit is there.
I had to add in my house-rule about MUs to get them on a par with the others.
I had to add in my house-rule about MUs to get them on a par with the others.
Cleric
+1 to hit: 2 pts
Spell casting: 2 pts (cleric spells)
Heavily encumbered: 1 pt
Any encumbered: 2 pts
Improve Saving Throw: increase two by 2 (Poison and Magical Device): 1 pt
Spell casting: 2 pts (cleric spells)
Heavily encumbered: 1 pt
Any encumbered: 2 pts
Improve Saving Throw: increase two by 2 (Poison and Magical Device): 1 pt
Fighter
+2 to hit: 5 pts
1d8 hit points: 1 pt
Combat technique: 2 pts
1d8 hit points: 1 pt
Combat technique: 2 pts
Magic User
+1 to hit: 2 pts
Spell casting: 2 pts (MU spells)
Improve Saving Throw: increase 2 by 2 (Paralysis and Magical Device): 1 pt
Increased spell memorization: 2 pts
+1 skill Language: 1 pt
Spell casting: 2 pts (MU spells)
Improve Saving Throw: increase 2 by 2 (Paralysis and Magical Device): 1 pt
Increased spell memorization: 2 pts
+1 skill Language: 1 pt
Specialist
+1 to hit: 2 pts
2 skill pts in one skill: 3 pts
2 skill pts in one skill: 3 pts
2 skill pts in one skill: 3 pts
2 skill pts in one skill: 3 pts
Dwarf
+1 to hit: 2 pts
d10 hp: 2 pts
Bonus saving throw +1 to all: 1 pt
Skill: Architecture 1 pt
Encumbrance increase: 2pts
d10 hp: 2 pts
Bonus saving throw +1 to all: 1 pt
Skill: Architecture 1 pt
Encumbrance increase: 2pts
Elf
+1 to hit: 2 pts
Spell casting: 2 pts (MU spells)
Heavily encumbered: 1 pt
Combat technique: 2 pts
Skill: +1 search: 1 pt
Spell casting: 2 pts (MU spells)
Heavily encumbered: 1 pt
Combat technique: 2 pts
Skill: +1 search: 1 pt
Halfling
Bonus saving throw +2 to all: 2 pts
Attribute increase: Dex +1: 2 pts
2 skill pts in Stealth: 3 pt
1 pt in bushcraft: 1 pt
Attribute increase: Dex +1: 2 pts
2 skill pts in Stealth: 3 pt
1 pt in bushcraft: 1 pt
Monk
+1 to hit: 2 pts
Spell casting: 2 pts (cleric spells)
Bonus saving throw +1 to all: 1 ptSpell casting: 2 pts (cleric spells)
Combat technique: 2 pts
1d8 hit points: 1 pt
Ranger
+1 to hit: 2 pts
Combat technique: 2 pts
1d8 hit points: 1 ptCombat technique: 2 pts
2 skill pts in Bushcraft: 3 pt
Paladin
+1 to hit: 2 pts
Spell casting: 2 pts (cleric spells)
Heavily encumbered: 1 pt
Improve Saving Throw: increase 2 by 2 (Poison and Breath Weapon): 1 pt
1d10 hit points: 2 pt
Heavily encumbered: 1 pt
Increased spell memorization: 2 pts
Improve Saving Throw: increase 2 by 2 (Paralysis and Poison): 1 pt
Improve attribute (Wisdom): 2pts
Spell casting: 2 pts (cleric spells)
Heavily encumbered: 1 pt
Improve Saving Throw: increase 2 by 2 (Poison and Breath Weapon): 1 pt
1d10 hit points: 2 pt
Healer
Spell casting: 2 pts (cleric spells)Heavily encumbered: 1 pt
Increased spell memorization: 2 pts
Improve Saving Throw: increase 2 by 2 (Paralysis and Poison): 1 pt
Improve attribute (Wisdom): 2pts