My Idea for weapons and Armor. There are 3 types of each: Light +1 Martial/Medium +2 Two Handed/Heavy +3 For a Weapon add you STR or DEX and for the Armor your KON. For an Attack just compare the Weapon with the Armor and deal damage like this: Weapon - Armor = 0 or less 1d4
So there is still a chance for low level threats and one shot kills are not that common. Polearms would be slashing a melee weapon with range and fall into the two-handed category.
Well how about training Slashing-weapons. That way you can either swing an axe or a sword, but need another proficiency for spears and clubs.
Just like schools give access to multiple spells. This way you gain access to multiple weapons.
I remember taking the special Damage Reduction of the Armor more into account. (Like plate is good vs slashing)
Also the critical options for weapons are available for all. So if you like knocking your target prone with a hammer and then kicking them arround with your second hand club. You definitly want a legendary offhand ^^.
Thanks for the comment. I will think about it. Inspired by Unicore i changed a lot today: Its now: U 0
So the step G to L costs just twice as much as U to T. If the max Proficiency at a ceartain Level stays like this; T lvl 1
Then you have a very limited number of skills anyway. So maxing one weapon and then the saves wont be that much of an issue. Even if, powergamers will be confronted with powerbosses and will be killed by their achillespoint. ^^ And dont forget, that feats also cost ep. For the second Weapon thing: thats a very good point and i will come up with something. Thanks for commenting :D
Yes my first idea was to overcome the classbased system. It's not:
It should be:
EPs should be earned stepwise for good roleplay or advancement in the story. Not for every Monster slaughtered. It should be about the story anyway. I see that my system could encourage powergaming, but i hope it allows for diverse charakter builds. A Jack of all trades should be possible, but the highly specified freak also and everything in between. You can increase 15 things from trained to expert before you can increase to master. So i have the option between 6 saves, different weapon types (you train swords or axes for example), 8 magic schools, your spell repertoire, your spell dc/attack, your spells/day (yes, everybody can cast spells) and lots of skills including languages and lore.
I will consider making the choice to go Legendary definitly viable. If you are little patient, I can finish writing my Hombrewsystem PDF (and translate it to english).
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Untrained +0
You can point by your proficiency directly with the EP you get. The price is scaling like this for Skills and everything that uses a d20 roll (like casting in my world): U 0 ep
A level is made up of 10 ep and you need a minimum level to increase to ceartain proficiencies: U lvl 1
If I want a skill/feat/talent/ability to be harder to learn I start with 2 EP or more and go like this: U 0 ep
So this time a Legendary Proficiency is worth 2 levels of ep. This is my approach to easily classify feats and adjust them if needed. My goal is not a fully balanced system, but a system that can integrate and dynamicly adapt to the special features the players wish to have for their characters. Thanks for the feedback :)
For my Homebrewmix of DnD 5, PF2 and my own leveling system i chose proficiency to work like this: Untrained +0
You can point by your proficiency directly with the EP you get. The price is scaling like this for Skills and everything that uses a d20 roll (like casting in my world): U 0 ep
A level is made up of 10 ep and you need a minimum level to increase to ceartain proficiencies: U lvl 1
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