I have been working on a home-brew D&D ruleset that is a hack of the systems and subsystems of 10 other retro clones. The main thing I am stealing for characters is the GLOG's awesome character classes and multi classing rules. Right now I’m working toward having enough of a manuscript to get my players through character creation and understand the basics of the rules.
Even though there are some major differences between my hack and the Arnold K. / Goblin Punch and the Skerples / Coins and Scrolls hack of the whole GLOG system, I figured this variant on the fighter class might be worthwhile to throw up here for public consumption.
Fighters
Gain XP: Defeat an enemy 2 HD above your level.
Skills: Move (Proficient)
Weapons & Armor: Fighters can use any weapon or armor.
Starting Equipment: Chain Mail, Any 1 weapon from the weapon list. 1d6 trail rations, a token of your first vanquished opponent.
# Of levels
|
Additional HP
|
Attack Bonus
|
Abilities
|
1
|
4
|
+1
|
Weapon Specialization, Sunder shields & weapons, Shake it off
|
2
|
4
|
+1
|
Additional Attack
|
3
|
4
|
+1
|
Weapon Specialization, Move (Expert)
|
4
|
4
|
+1
|
Additional Attack
|
Description of Abilities
Weapon Specialization - Whenever you gain weapon specialization you increase the damage die by one step on the dice chain and increase the crit range by one of that weapon while you are using it.
Sunder Shields & Weapons - When a fighter would take damage, he may instead choose to sunder his sheild and prevent all damage from that source this turn. When a fighter would deal damage, he may choose to sunder his weapon and deal max damage.
Additional Attack - Every combat round the fighter gains an additional attack.
Shake it off - Once, as an action during a combat encounter, the fighter can heal 1d6 damage for each level of fighter he has as an action.
Move (Expert) - Your move skill goes to expert level, meaning you gain advantage on all move checks.
There are a few differences here that are worth noting that are specific to my system...
XP and Levelling
First, the XP system in my hack is milestone based with caveats. First, the GM should allow the party to level after every 'adventure' however he deems that. Optionally you can use literally any other method (gold for xp, etc) that you want, but the one thing this system asks is that you keep track of specific leveling requirements for the classes you possess. Each time you want to gain a level in a specific class, you have to accomplish their specific XP goal. If you have a check-mark in that box when the DM says you can gain a level, you can gain a level in that class specifically.
Each class that is available to the players has a different XP mechanic. To level as the thief you need to steal something valuable without getting caught. To level as the witch you need to place a curse on someone, and provide healing to someone else. To level as the wizard you need to uncover some ancient arcane secret.
Skills
This game does use a skill system that is borrowed heavily from the Stars without Number rules. Skill rolls are 2d6 + modifier. Proficiency means you don't incur a -1 penalty to the roll. Expertise gives you 'advantage' on the roll (roll 3d6 keep 2).
Item Quantities
I stole item quantities from The Black Hack. It's an elegant and fun way of making equipment and inventory management more abstract and simple. If you aren't familiar with it, the way it works is by utilizing the dice chain. The dice chain is the sequence of dice in descending order from a d20 down to a d4. If you have 1d6 trail rations, whenever you use that item, you roll the quantity die. If you roll a 1, the quantity die goes down one step on the dice chain; so in this example, you would have 1d4 trail rations remaining.
Upcoming
I plan on posting some more classes and details of the game as I build it out. I hope to play test this monstrosity some time soon as well. I fully expect it to go well since I'm just using well worked pieces from already great games, but the best laid plans...
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