Anyway, been thinking about character leveling up recently. Inspired heavily by Zak S's d100 table of leveling up for various classes, but I wanted to polish it some more to fit my specific taste.
Dragon Bride Killing Drakes: A piece from my upcoming book, a Heaven Bless'd & Burned. |
I'm thinking something like this:
Every class has the following-
Level: Goes up whenever your game system or house rule says it goes up. You'll roll on the below Class Advancement Table. You add your level to any checks dealing with hirelings, meaning Charisma no longer needs to be a stat, but it can be.
HD: Depends on class.
Proficiency and Proficiency Bonus: I'm stealing from 5E and applying this to the OSR. Every class lists out a number of things it is proficient at (Fighter: Using Weapons, Attacking, Endurance) and d6 things you roll for as an additional proficiency. (Fighter d6: Animal Husbandry, Commanding Troops, Saves, Intimidating, Remaining Focused, Survival). You add your Level to rolls that would fall under these categories. If this ever overlaps with hireling checks, you are basically doubling your HD bonus.
Saves: This is standard to most OSR stuff. I'm a big believer in 5 categories that fit the world.
Plausible Starting Equipment: Have a d20 and roll the d20 a number of times equal to what the Ref says the table's starting wealth is (which is a number 1-10, with 1 being vagabonds and 10 being filthy rich). Each class has a number of unique pieces of equipment.
Class Advancement Table: This is a d100 table. The first 50 #'s are the same between all classes; the next 50 are unique to each class. The first fifty are
1-20: HD increases by 1. Roll again and add 20 to the roll unless you choose this option from #50.
21-30: Add +1 to all saving throws.
31-40: 1+your level of hirelings are attracted to you by reputation alone.
41-49: Roll your d6 for an additional proficiency, rerolling until you have one you don't already have. If you have all, then whatever you roll, double your bonus in.
50: Choose any of the below options, then roll again, adding +50 to your roll if it's 50 or below.
Then after this, there would be another set of options specific to class. Options should take up more slots if they are weaker, and fewer slots if stronger. Any roll that ends up being over 100 is just considered 100.
Radiant Saint of Tiamat: A piece for my upcoming book, mentioned above. |
This isn't for making a balanced game, but it does make a form of character generation that I think puts a focus on player skill and gives buttons at the same time for the player's to potentially hit, because I just like having buttons to hit.
At level 1, you are given an automatic 50, so you start with any option below 50, and then re-roll and get an option above 50. Starting characters are thus pretty decent in terms of power compared to something like a level 1 DCC character, but not so much that it's like dropping a 5E character into an OSR adventure.
I plan on testing this idea with my homegroup and seeing where it leads.
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