Post by David on Jun 6, 2006 12:57:06 GMT -5
Okay, I think I've now come up with very solid and easy-to-understand rules for learning and changing classes. I'd like to get your thoughts. Assuming no one finds a problem, consider these rules "in effect" immediately.
In order to BEGIN earning eeps in ANY class, a character must be a member of that class. That means achieving zero-level in the class. Zero-level reflects some training, mostly of a hypothetical nature, with some (VERY) limited abilities. It takes a minimum of one year of training to gain the general features of any character class. Often, this training takes several years; decade-long apprenticeships are not unheard of.
In addition, the zero-level character must either be within two points of ALL attributes requirements for the class desired or completely qualify for the parent class (fighter, cleric, mage, or thief). Although choosing a specific character class is important, it is NOT critical for zero-level characters, and some flexibility is allowed. The skills and abilities of zero-level characters do not vary greatly by profession.
All zero-level characters have the following in common:
Zero-level character may also possess certain special abilities based on their training, such as cantips for mages, a chance for spells for priests, stealthy skills for thieves, etc.
From zero-level, the next stage of advancement is half-level. This represents a character who has some training and ability in his craft, but not really enough to operate without a mentor. Such characters are, effectively, skilled apprentices.
To advance from zero-level to half-level, a character must amass a certain number of experience points and THEN train under a master for another year. The number of experience points is equal to 1/4 what is needed for a member of PARENT class to move from first level to second level. Thus, for all fighting class, this is 500xps, while for all clerical classes, this is 375xps, etc. Any surplus experience can be kept for future advancement toward first level (see below).
In addition, the half-level character must now be within one point of ALL attributes requirements for the class desired. If this requirement is not met, then both the experience required and training time is doubled, reflecting that the character in question isn't quite ready to learn the more advanced lessons.
Once a character earns enough experience points to advance from zero-level to half-level, she must return to her trainer, mentor, etc, for at least another year of intense training (often more). At this point, the character gains all the advantages of half-level, detailed below:
Half-level character also gain additional, more specialized abilities based on their training. These abilities are detailed under the entry for the specific class.
From half-level, the final stage is for a character to reach first level. From this point, the character enjoys all the benefits of the desired character class and can be run normally.
To advance from half-level to first level, a character must amass a certain number of experience points and THEN train under a master for another year. The number of experience points is equal to 1/2 what is needed for a member of class to move from first level to second level, although previously earned experience counts into the total. Thus, for a fighter, the 500xps already earned count against the 1000xps needed to reach first level. In the case of a paladin, the 500xps earned also count, but he needs 1375xps total (since that's half of the 2750xps paladin level width from 1st to 2nd).
Once a half-level character gains sufficient experience points to reach first level, the character must again seek her mentor and train for at least another year. At this point the character becomes a first level character, subject all of those restrictions and gaining any missing abilities, proficiencies, etc. The character rolls another d4 for hit points (rangers gain a d8), up to the limits detailed under Trouble Shooting, below. Naturally, a first level character MUST have the attributes to qualify for his class.
Fighters
Fighters are the easiest zero-level characters to understand. In essence, fighters gain no additional abilities at zero-level, but also suffer from no penalties. Fighters are allowed to use any weapon and wear any sort of armor without penalty. Fighters do not gain the benefits of percentile strength or high constitutions until half-level, nor can they use magical items restricted to fighters (potions of giant strength, potions of heroism, etc). The DM may rule that a character does not require as intense training to be considered a zero-level fighter. 60% of all zero-level beings are fighters.
Thieves
Thieves are relatively straight-forward at zero-level. To calculate the percentage abilities of zero-level thieves, calculate the additional percentile skill increase from first level to third and subtract this from the first level percentage. In any event, no percentage should drop below 10%.
The percentile abilities for half-level thieves are calculated by adding the percentage skill increase from first level to second level and subtracting this from the first level skill (subject to the same criteria as above).
For example, pick pockets skill is 30% at first level, 35% at second and 40% at third, so a half-level thief has a 25% and a zero-level thief has a 20%.
The one exception to these adjustments is climbing walls which is 40% for untrained individuals, 50% for zero-level thieves, 65% for half-level thieves and 85% for first level thieves.
Zero-level thieves using the new percentile rules do not have ANY discretionary points to spend, but do have all the indicated abilities. At half-level, the thief gains 30pts or 1/2 of his total discretionary points.
Only half-level thieves may take the +4 backstab bonus, although only for +1 damage.
Mages
Mages-in-training, also known as apprentices, gain a single cantrip at zero-level. They apprentice may have their minimum number of general cantrips chosen at will but checked against percentage chance to know spell. The apprentice may also roll 1 or 2 cantrips from all but the Legerdemain and Haunting cantrip lists, rolling to understand those indicated. Failures are noted and another cantrip is rolled in its place. Re-rolling a previously roll cantrip allows for the character's choice from the list. Success of an apprentice's cantrips is not assured and the character must make an intelligence check each time a given cantrip is cast.
Half-level mages can cast two cantrips per day. They repeat the above procedures for new cantrips, choosing their minimum number of additional general cantrips and rolling 1 or 2 cantrips on all other lists. In addition, after leaving zero-level, an apprentice may reattempt any cantrip which they previously failed to understand (assuming the apprentice still has access to her master). No mage can have more cantrips from any cantrip list than she has points of intelligence. Half-level mages always cast their cantrips successfully.
First level mages may roll an additional set of cantips (and select off the general list if not already full) as well as roll comprehension for all spells on their master's first level spell list.
Zero-level mages may not use any form of specific magical item until half-level. At half-level, an apprentice may use those general magical items open to all magical spell casters (illusionists, 10th level rangers, etc). They may also ATTEMPT to read scrolls, although they must make an understand spells roll modified by the level of the spell. Only first level mages, however, may use magic-user-only items.
Clerics
Clerics and druids may use any weapon permitted to their class and wear armor. At zero-level clerics and druids may memorize a single spell. To cast this spell, the cleric must save vs wisdom at -4 (at par for druids). The casting time of such spells are triple normal as the cleric/druid really has to say ALOT of prayers to get their answer.
Half-level clerics and druids gain bonus spells for wisdom, although they still must roll a wisdom check to bolster enough faith to cast their spells successfully. Half-level priests may also use scrolls.
Half-level clerics can also turn skeletons on a 16 and zombies on a 19.
Half-level druids gain a second first level spell to cast.
Hit Points
The first problem you may run into is how hit points work. "How can all these d4s fairly reflect my thief or fighter's hit points?" They can't. They CAN do better. And this seems fair, since the character has had to scrape their way through the "ranks" usually in bloody combat.
All characters at zero level get a d4 with normal constitution bonuses. At half-level, the character gets another d4, cumulative. If this second d4 gives them too many hit points for their class (mages only at this point), those extra points are saved as a bonus on a future hit point roll (as per Stat Points). A character may earn a maximum of TWO bonus hit points in this fashion. At half-level, fighters now receive their bonus to hit points for 17 or 18 constitution scores.
Changing Classes
While high level characters MUST go through training and have a set goal when changing classes (if for no other reason than because they have to have a goal as they "unlearn" their former classes' skills), neophyte characters may have little or no training. In addition, such characters may "waffle", deciding to change professions. Prior to half-level this is perfectly acceptable. Any experience gained using the skills of a "foreign" class is subject to a penalty of 50%, at the DM's option. To achieve half-level, however, the character MUST have the requisite training (one year).
Accelerated Advancement and Pre-Training
Especially in the case of characters changing classes, the hero in question may not wish to train for a year, go on one wimpy adventure, train for another year, go on another wimpy adventure, then train for one more year. Well, there are other (realistic) options.
First, if a character has the time (usually an issue for children gaining their first class), they may spend TWICE the normal amount of time to satisfy the training requirements for a level (half or first) they do not yet have the experience points to achieve. In this case, when the experience points are gained, the time already devoted is counted as "time served". The character does, however, need to devote twice the normal amount of time to learn hypothetical lessons he may not truly be ready for. Please note that the character must still meet the attribute requirements for the level (half or first) she is doing "advanced" training for.
A character can "accelerate" her training time by earning more experience than needed, effectively burning each multiple. For instance, if a zero-level character needed 500xps to reach half-level but instead earned 1650xps, she has earned three times the eeps required and can cut her training time by a third (from a year to four months). The remaining eeps (150xps) count toward her (eventual) rise from half-level to first level. Note that with this system is certainly possible for OJT to make a big difference and cut training time, but a) the first year is theoretical and therefore cannot be cut, and b) effectively, PCs are probably not going to be able to effectively drop a leveling interval below three months.
Example: Kitty is eager to grow up to be a mariner like her father Raitan. At the age of 7 she will have sufficient attributes to qualify to be a fighter (she won't meet the mariner minimums, even with a +2, until age 10) and can then BEGIN her training. Theoretically, she could have begun training before this, but since she didn't meet the attribute requirements, such time would count for half. Moreover, if a character's other attributes(usually wisdom) are too low, training should wait due to lack of aptitude and attention-span.
So, by age 8, Kitty has completed the requisite theoretical training to be considered a zero-level fighter. At this point, she may begin to amass experience points as a fighter/mariner. Perhaps with a few months she helps her parents slaughter an evil cloud giant, gaining 2300xps. All she needs to reach half-level is 500xps, so she's earned x4 what she needed and could now reach half-level in only three months with 300xps left over for going to first! Then reality sets in; as an 8 year old, Kitty's attributes are too low and she won't have the requirements for half-level until she's 10. Since she's deficient in three attributes, it should take her 8 times as long to train...so, Kitty will have to either slay an ancient red dragon by herself or wait until she's 10 to become half-level.
With these restrictions, it should be fairly rare to see any first level children characters under the age of 12 or 13 and even then usually only if they're members of core classes with low requirements.
Likewise, characters changing classes will usually need a year, two adventures spaced many months apart, and some additional time off in order to really master a second class.
Changing Classes without Adventuring
If a character wants to learn a new class mostly theoretically, that's totally reasonable, although much slower. Such characters must first spend all the normal time prerequisites, then they are allowed to earn a number of eeps per month of full-time training equal to the lowest of their prime requisites for their class (for zero level, only the parent class need be considered).
Thus a teenage fighter with 11 Strength would earn 132xps per year due to training. Thus such a character would need 11 years to achieve first level -- one year to reach zero level, four to earn enough eeps to advance to half-level, one year to reach half-level, four more years to earn enough eeps to advance to first level, and one more year to reach first level.
Even with an 18 Strength, a character would need 8 years to reach first level as a fighter! Heck, a mage would need 9 years! Suddenly decade-long apprenticeships seem more reasonable...!
Generally
In order to BEGIN earning eeps in ANY class, a character must be a member of that class. That means achieving zero-level in the class. Zero-level reflects some training, mostly of a hypothetical nature, with some (VERY) limited abilities. It takes a minimum of one year of training to gain the general features of any character class. Often, this training takes several years; decade-long apprenticeships are not unheard of.
In addition, the zero-level character must either be within two points of ALL attributes requirements for the class desired or completely qualify for the parent class (fighter, cleric, mage, or thief). Although choosing a specific character class is important, it is NOT critical for zero-level characters, and some flexibility is allowed. The skills and abilities of zero-level characters do not vary greatly by profession.
All zero-level characters have the following in common:
- they are not considered members of any character class (and as such do not gain any special benefits such as percentile strength, wisdom-based spell bonuses, constitution-based hit point bonuses, etc)
- they roll one d4 for hit points (plus applicable constitution bonus)
- they have one weapon of proficiency (if at least seven years old)
- they have one skill (if at least three years old)
- they fight as zero-level fighters
- they save as zero-level fighters
- their non-proficiency penalty is -5
Zero-level character may also possess certain special abilities based on their training, such as cantips for mages, a chance for spells for priests, stealthy skills for thieves, etc.
Advancement
From zero-level, the next stage of advancement is half-level. This represents a character who has some training and ability in his craft, but not really enough to operate without a mentor. Such characters are, effectively, skilled apprentices.
To advance from zero-level to half-level, a character must amass a certain number of experience points and THEN train under a master for another year. The number of experience points is equal to 1/4 what is needed for a member of PARENT class to move from first level to second level. Thus, for all fighting class, this is 500xps, while for all clerical classes, this is 375xps, etc. Any surplus experience can be kept for future advancement toward first level (see below).
In addition, the half-level character must now be within one point of ALL attributes requirements for the class desired. If this requirement is not met, then both the experience required and training time is doubled, reflecting that the character in question isn't quite ready to learn the more advanced lessons.
Once a character earns enough experience points to advance from zero-level to half-level, she must return to her trainer, mentor, etc, for at least another year of intense training (often more). At this point, the character gains all the advantages of half-level, detailed below:
- they are considered members of a specific character class (and gain special benefits such as percentile strength, wisdom-based spell bonuses, constitution-based hit point bonuses, etc)
- they roll an additional d4 for hit points (although constitution bonuses do not apply a second time)
- they gain an additional weapon of proficiency (if applicable)
- they gain an additional one skill (if applicable)
- they fight as zero-level fighters
- they make saving throws based on their class, with additional adjustments
- their non-proficiency penalty is -3 or that of their new class, whichever is worse
Half-level character also gain additional, more specialized abilities based on their training. These abilities are detailed under the entry for the specific class.
First Level
From half-level, the final stage is for a character to reach first level. From this point, the character enjoys all the benefits of the desired character class and can be run normally.
To advance from half-level to first level, a character must amass a certain number of experience points and THEN train under a master for another year. The number of experience points is equal to 1/2 what is needed for a member of class to move from first level to second level, although previously earned experience counts into the total. Thus, for a fighter, the 500xps already earned count against the 1000xps needed to reach first level. In the case of a paladin, the 500xps earned also count, but he needs 1375xps total (since that's half of the 2750xps paladin level width from 1st to 2nd).
Once a half-level character gains sufficient experience points to reach first level, the character must again seek her mentor and train for at least another year. At this point the character becomes a first level character, subject all of those restrictions and gaining any missing abilities, proficiencies, etc. The character rolls another d4 for hit points (rangers gain a d8), up to the limits detailed under Trouble Shooting, below. Naturally, a first level character MUST have the attributes to qualify for his class.
Specifically
Fighters
Fighters are the easiest zero-level characters to understand. In essence, fighters gain no additional abilities at zero-level, but also suffer from no penalties. Fighters are allowed to use any weapon and wear any sort of armor without penalty. Fighters do not gain the benefits of percentile strength or high constitutions until half-level, nor can they use magical items restricted to fighters (potions of giant strength, potions of heroism, etc). The DM may rule that a character does not require as intense training to be considered a zero-level fighter. 60% of all zero-level beings are fighters.
Thieves
Thieves are relatively straight-forward at zero-level. To calculate the percentage abilities of zero-level thieves, calculate the additional percentile skill increase from first level to third and subtract this from the first level percentage. In any event, no percentage should drop below 10%.
The percentile abilities for half-level thieves are calculated by adding the percentage skill increase from first level to second level and subtracting this from the first level skill (subject to the same criteria as above).
For example, pick pockets skill is 30% at first level, 35% at second and 40% at third, so a half-level thief has a 25% and a zero-level thief has a 20%.
The one exception to these adjustments is climbing walls which is 40% for untrained individuals, 50% for zero-level thieves, 65% for half-level thieves and 85% for first level thieves.
Zero-level thieves using the new percentile rules do not have ANY discretionary points to spend, but do have all the indicated abilities. At half-level, the thief gains 30pts or 1/2 of his total discretionary points.
Only half-level thieves may take the +4 backstab bonus, although only for +1 damage.
Mages
Mages-in-training, also known as apprentices, gain a single cantrip at zero-level. They apprentice may have their minimum number of general cantrips chosen at will but checked against percentage chance to know spell. The apprentice may also roll 1 or 2 cantrips from all but the Legerdemain and Haunting cantrip lists, rolling to understand those indicated. Failures are noted and another cantrip is rolled in its place. Re-rolling a previously roll cantrip allows for the character's choice from the list. Success of an apprentice's cantrips is not assured and the character must make an intelligence check each time a given cantrip is cast.
Half-level mages can cast two cantrips per day. They repeat the above procedures for new cantrips, choosing their minimum number of additional general cantrips and rolling 1 or 2 cantrips on all other lists. In addition, after leaving zero-level, an apprentice may reattempt any cantrip which they previously failed to understand (assuming the apprentice still has access to her master). No mage can have more cantrips from any cantrip list than she has points of intelligence. Half-level mages always cast their cantrips successfully.
First level mages may roll an additional set of cantips (and select off the general list if not already full) as well as roll comprehension for all spells on their master's first level spell list.
Zero-level mages may not use any form of specific magical item until half-level. At half-level, an apprentice may use those general magical items open to all magical spell casters (illusionists, 10th level rangers, etc). They may also ATTEMPT to read scrolls, although they must make an understand spells roll modified by the level of the spell. Only first level mages, however, may use magic-user-only items.
Clerics
Clerics and druids may use any weapon permitted to their class and wear armor. At zero-level clerics and druids may memorize a single spell. To cast this spell, the cleric must save vs wisdom at -4 (at par for druids). The casting time of such spells are triple normal as the cleric/druid really has to say ALOT of prayers to get their answer.
Half-level clerics and druids gain bonus spells for wisdom, although they still must roll a wisdom check to bolster enough faith to cast their spells successfully. Half-level priests may also use scrolls.
Half-level clerics can also turn skeletons on a 16 and zombies on a 19.
Half-level druids gain a second first level spell to cast.
Trouble Shooting
Hit Points
The first problem you may run into is how hit points work. "How can all these d4s fairly reflect my thief or fighter's hit points?" They can't. They CAN do better. And this seems fair, since the character has had to scrape their way through the "ranks" usually in bloody combat.
All characters at zero level get a d4 with normal constitution bonuses. At half-level, the character gets another d4, cumulative. If this second d4 gives them too many hit points for their class (mages only at this point), those extra points are saved as a bonus on a future hit point roll (as per Stat Points). A character may earn a maximum of TWO bonus hit points in this fashion. At half-level, fighters now receive their bonus to hit points for 17 or 18 constitution scores.
Changing Classes
While high level characters MUST go through training and have a set goal when changing classes (if for no other reason than because they have to have a goal as they "unlearn" their former classes' skills), neophyte characters may have little or no training. In addition, such characters may "waffle", deciding to change professions. Prior to half-level this is perfectly acceptable. Any experience gained using the skills of a "foreign" class is subject to a penalty of 50%, at the DM's option. To achieve half-level, however, the character MUST have the requisite training (one year).
Accelerated Advancement and Pre-Training
Especially in the case of characters changing classes, the hero in question may not wish to train for a year, go on one wimpy adventure, train for another year, go on another wimpy adventure, then train for one more year. Well, there are other (realistic) options.
First, if a character has the time (usually an issue for children gaining their first class), they may spend TWICE the normal amount of time to satisfy the training requirements for a level (half or first) they do not yet have the experience points to achieve. In this case, when the experience points are gained, the time already devoted is counted as "time served". The character does, however, need to devote twice the normal amount of time to learn hypothetical lessons he may not truly be ready for. Please note that the character must still meet the attribute requirements for the level (half or first) she is doing "advanced" training for.
A character can "accelerate" her training time by earning more experience than needed, effectively burning each multiple. For instance, if a zero-level character needed 500xps to reach half-level but instead earned 1650xps, she has earned three times the eeps required and can cut her training time by a third (from a year to four months). The remaining eeps (150xps) count toward her (eventual) rise from half-level to first level. Note that with this system is certainly possible for OJT to make a big difference and cut training time, but a) the first year is theoretical and therefore cannot be cut, and b) effectively, PCs are probably not going to be able to effectively drop a leveling interval below three months.
Example: Kitty is eager to grow up to be a mariner like her father Raitan. At the age of 7 she will have sufficient attributes to qualify to be a fighter (she won't meet the mariner minimums, even with a +2, until age 10) and can then BEGIN her training. Theoretically, she could have begun training before this, but since she didn't meet the attribute requirements, such time would count for half. Moreover, if a character's other attributes(usually wisdom) are too low, training should wait due to lack of aptitude and attention-span.
So, by age 8, Kitty has completed the requisite theoretical training to be considered a zero-level fighter. At this point, she may begin to amass experience points as a fighter/mariner. Perhaps with a few months she helps her parents slaughter an evil cloud giant, gaining 2300xps. All she needs to reach half-level is 500xps, so she's earned x4 what she needed and could now reach half-level in only three months with 300xps left over for going to first! Then reality sets in; as an 8 year old, Kitty's attributes are too low and she won't have the requirements for half-level until she's 10. Since she's deficient in three attributes, it should take her 8 times as long to train...so, Kitty will have to either slay an ancient red dragon by herself or wait until she's 10 to become half-level.
With these restrictions, it should be fairly rare to see any first level children characters under the age of 12 or 13 and even then usually only if they're members of core classes with low requirements.
Likewise, characters changing classes will usually need a year, two adventures spaced many months apart, and some additional time off in order to really master a second class.
Changing Classes without Adventuring
If a character wants to learn a new class mostly theoretically, that's totally reasonable, although much slower. Such characters must first spend all the normal time prerequisites, then they are allowed to earn a number of eeps per month of full-time training equal to the lowest of their prime requisites for their class (for zero level, only the parent class need be considered).
Thus a teenage fighter with 11 Strength would earn 132xps per year due to training. Thus such a character would need 11 years to achieve first level -- one year to reach zero level, four to earn enough eeps to advance to half-level, one year to reach half-level, four more years to earn enough eeps to advance to first level, and one more year to reach first level.
Even with an 18 Strength, a character would need 8 years to reach first level as a fighter! Heck, a mage would need 9 years! Suddenly decade-long apprenticeships seem more reasonable...!