December 9, 2011

Customized Classes for B/X

Based in part on Paul Crabaugh's excellent "Customized Classes" from Dragon #109, but altered and reworked so that xp values for the seven canonical classes remain unchanged.

Basically you just start with 100%, then add all the percentages for the skills, abilities, and equipment you want the class to have access to.  That's your multiplier for the appropriate base xp chart (the first table), those results are your customized xp table.

10% Tithers    Standard     Base XP     Spellbook Users
0 ------------ 0 --------- Level 1 --------------- 0
300 -------- 400 ------- Level 2 ------------ 500
600 -------- 800 ------- Level 3 ---------- 1000
1200 ------ 1600 ------ Level 4 ---------- 2000
2400 ------ 3200 ------ Level 5 ---------- 4000
5000 ------ 6400 ------ Level 6 ---------- 8000
10000 ---- 12800 ----- Level 7 --------- 16000
20000 ---- 24000 ----- Level 8 --------- 25000
40000 ---- 48000 ----- Level 9 --------- 50000
~~~~~~~~~~~~~~~~~~~~~~
Level 10+
Add a flat amount to the total based upon hp gained
10% Tithers      Standard                 Spellbook Users
+100,000 --- +100,000 --- +1 hp/level --- +150,000
+120,000 --- +120,000 --- +2 hp/level --- +200,000
+130,000 --- +130,000 --- +3 hp/level --- +250,000


Table 2: Hit Dice
d0 - (-20%)
d2 - +0%
d4 - +30%
d6 - +70%
d8 - +120%
d10 - +180%
d12 - +250%


 Table 3: Hit Progression and Hit Points after level 9
Normal Man - +0% (+1hp after L9)
Magic User - +15% (+1hp after L9)
Cleric/Thief - +30% (+1hp after L9)
Fighter types- +70% (+2hp after L9)
Bonus Hp after L9
(in addition to the standard amount listed above, will also raise xp for L10+)
Bonus +1hp - +0%


Table 4: Level Limit
(Level limits grant access to Table 10: Beyond Human Abilities)
7 - +0%
8 - +5%
9 - +10%
10 - +15%
11 - +20%
12 - +25%


Table 5: Saves
Normal Man - +0%
Magic User +10%
Thief - +10%
Cleric - +25%
Fighter - +30%
Elf - +35%
Dwarf/Halfling - +55%


Table 6: Armor
None - +0%
Padded or Leather - +5%
Studded Leather - +5%
Scale or Hide - +5%
Chain - +10%
Banded or Splint - +10%
Plate - +15%
Shield (wood or metal) - +10%
------------------------
Any - +60%
Stealthy armor only (padded, leather, studded) - +10%


Table 7: Weapons
~Very Light Weapons~
+0% - Fist/Finger (brass knuckles, war fan, spiked gauntlet, bagh nakh)
+0% - Thrown Blunt (boomerang, stick, stone, flask)
+0% - Thrown Sharp (dart, throwing knife, shuriken)
+0% - Point & Shoot (blowgun, slingshot, wand)
~Ranged Weapons~
+5% - Crossbows
+5% - Short Bows
+5% - Long Bows 
+5% - Thrown Poles (spear, javelin, trident) 
~One-Handed Weapons~
+5% - Blades (dagger, kukri, sickle)
+5% - Short Swords
+5% - Blunt (club, hammer, mace)
+5% - Flexible (flail, sling, whip, spiked chain, bola, net, nunchaku)
+10% - Choppers (hand axe, light pick, kama, spiked mace)
+10% - Long Swords (long sword, scimitar, bastard sword)
~Two-Handed Weapons~
+5% - Quarterstaff
+10% - Heavy Weapons (heavy version of any used one-handed weapon)
+15% - Pole Arms (pike, glaive, morning star, lance)
----------------------------------------------------------------
+90% - Any Weapon


Table 8: Magic Items
Weapons - +10%
Armor - +5%
Potions - +5%
Rings - +5%
Misc. Magic Items - +5%
Staves&Rods - +0% (but these often have class restrictions)
Protection Scrolls - +0%
Cleric Scrolls - +10%
Magic User Scrolls - +20%
Wands - +10%

  
Table 9: Extras
Common and Native Languages - +0%
Bonus Language - 5%

Student of Linguistics - +20%
(Read Languages 80% at L4 & Arcane Scroll use 10% failure at L9)
Open Locks - +10%
Remove Traps - +10%
Pick Pockets - +10%
Move Silently - +10%
Climb Sheer Surfaces - +10%
Hide in Shadows - +10%
Hear Noise - +10%
Backstab - +10%

Turn Undead - +30%

Armored M-U Spellcasting
None - +0%
Padded or Leather - +5%
Studded Leather - +5%
Scale or Hide - +5%
Chain - +10%
Banded or Splint - +10%
Plate - +10%
Shield (wood or metal) - +10%
-----------------------------
All - +55%


Magic Research at L9 - +25%
(create spells, scrolls, and magical items) 

Custom Abilities
Special Ability (once per day) - +10% per spell level equivalent
Special Ability (multiple per day) - +15 to 25% per spell level equivalent
Special Ability (constant) - +30% per spell level equivalent


Table 10:Beyond Human Abilities
(These abilities require Table 4: Level Limit)

Halfling abilities - 55%
90% Hide in Wilderness (+15%)
Hide 1-2 on d6 in cavern/dungeon (+10%)
AC -2 when attacked by large creatures (+15%)
+1 initiative when alone or with other halflings (+5%)
+1 missile attacks (+10%)

Dwarf abilities - 35%
Infravision 60’ (+15%)
5 languages: Common, Dwarvish, Goblin, Gnome, Kobald (+10%)
Stone Sense: 2 in 6 for detecting masonry traps, false walls,
hidden construction, or sloped passages (+10%)

Elf abilities - 50%
Infravision 60’ (+15%)
5 languages: Common, Elvish, Gnoll, Hobgoblin, Orc (+10%)
2 in 6 for detect hidden and secret doors (+10%)
Connection to Nature: Immune to ghoul paralysis (+15%)

Custom Abilities
Innate Magical Ability (once per day) - +10% per spell level
Innate Magical Ability (multiple per day) - +15 to 25% per spell level
Innate Magical Ability (constant) - +30% per spell level 

Physiology 
Infravision 60’ - +15%
Functional Wings (slow) - +50%
Aquatic Breathing/Movement (slow) - +25%
Shapeshift at will, one form only - +50% per HD
Regeneration - +100% per hp per turn, not fire/acid
Parasitic Host Control (restricted use, painful removal) - +50%
Extended Lifespan (native, common, and 3 bonus languages) - +10% 

Cleric Spell Table - +120%
Magic User Spell Table - +250%

The spell progression values above give results in line with B/X.

Since different people use different charts, I’ll leave it to you to break the spell progression tables down into their component parts and costs if you want to build custom spell progression tables for new classes.  If it was me, I prefer having Clerics get no spell at first level and peak with 7th level spells, Magic-Users peak with 9th level spells.  So, I’d break it up like this.

Custom Spell Progression
Level at which you gain first spell
Level    Cost
 1    70%
 2    50%
 3    35%
 4    25%
 5    20%
 6    15%
 7    10%
8     5%
9    0%

MU spells cost +20% per max spell level attainable
Cleric spells cost +10% per max spell level attainable


Guidelines for Building Custom Spell Progression Tables
Once you begin to learn spellcasting, gain 1 spell each time you level
After learning your second 3rd level spell, gain 2 spells each time you level
After learning your second 6th level spell, gain 3 spells each time you level
After learning your second 9th level spell, gain 4 spells each time you level

The number of spells per spell level must be within 1 of adjacent spell levels
(ignore zeroes)

Only gain a new spell level after learning 2 spells of the previous spell level

------------------------------------------------------

Fighter
100 Base
120 Hit Dice: d8
70   Hit Progression: Fighter (+2hp after L9)
30   Fighter saves
60   Armor: Any
90   Weapons: Any
30   Magic: no wands, no divine scrolls, no arcane scrolls
 

Standard Base Experience X Fighter Class 500%
0 ----------- Level 1 ------------ 0
400 -------- Level 2 ------  2000
800 -------- Level 3 ------  4000
1600 ------ Level 4 ------   8000
3200 ------ Level 5 -----  16000
6400 ------ Level 6 -----  32000
12800 ----- Level 7 -----  64000
24000 ----- Level 8 ---- 120000
48000 ----- Level 9 ---- 240000
________ Level 10+ ________
2hp/Level = +120,000 each
~~~~~~~~~~~~~~~~~~~~~~
Level 20 @ 1,560,000

 ------------------------------------------------------


Thief
100 Base
30   Hit Dice: d4
30   Hit Progression: Cleric/Thief (+1hp after L9)
0     Bonus +1hp after L9
10   Thief saves
10   Armor: Padded, Leather, Studded
90   Weapons: Any
30   Magic: no wands, no divine scrolls, no arcane scrolls
80   Thieving Abilities: all 8 at L1
20   Student of Linguistics (Read Languages 80% at L4 and, L9 arcane scroll use 10% fail)
 

Tithe to Guild Base Experience X Thief Class 400%
0 ----------- Level 1 ------------- 0
300 -------- Level 2 -------  1200
600 -------- Level 3 -------  2400
1200 ------ Level 4 -------- 4800
2400 ------ Level 5 -------- 9600
5000 ------ Level 6 ------  20000
10000 ---- Level 7 ------- 40000
20000 ---- Level 8 ------- 80000
40000 ---- Level 9 ------ 160000
________ Level 10+ ________
2hp/Level = +120,000 each
~~~~~~~~~~~~~~~~~~~~~~
Level 20 @ 1,480,000     

------------------------------------------------------


Cleric
100 Base
70   Hit Dice: d6
30   Hit Progression: Cleric/Thief (+1hp after L9)
25   Cleric saves
60   Armor: Any
25   Weapons: Thrown Blunt, Blunt,
Flexible, Quarterstaff, Heavy Weapons
40   Magic: no wands, no arcane scrolls
30   Turn Undead
120 Spells: Cleric Spell Progression at Lv2

Tithe to Church Base Experience X Cleric Class 500%
0 -----------Level 1 ------------- 0
300 --------Level 2 -------  1500
600 --------Level 3 -------  3000
1200 ------ Level 4 -------  6000
2400 ------ Level 5 -----  12000
5000 ------ Level 6 -----  25000
10000 -----Level 7 -----  50000
20000 -----Level 8 ----- 100000
40000 -----Level 9 ----  200000
________ Level 10+ ________
1hp/Level = +100,000 each
~~~~~~~~~~~~~~~~~~~~~~
Level 20 @ 1,300,000         

------------------------------------------------------


Magic User
100 Base
30   Hit Dice: d4
15   Hit Progression: MU (+1 hp after L9)
10    MU saves
0     Armor: none
15   Weapons:   Blades, Quarterstaff, and Flexible (restricted to light weapons)
55   Magic: no armor, no divine scrolls
25   Magic Research at L9, able to create spells, magical weapons, armor, wands, potions, ect.
250 Spells:
Magic User Spell Progression at Lv1
 
Spellbook User Base Experience X Magic User Class 500%
0 -----------Level 1 ------------- 0
500 --------Level 2 -------  2500
1000 --------Level 3 ------ 5000
2000------ Level 4 ------  10000
4000 ------ Level 5 -----  20000
8000 ------ Level 6 -----  40000
16000 -----Level 7 -----  80000
25000 -----Level 8 ----- 150000
50000 -----Level 9 ----  300000
________ Level 10+ ________
1hp/Level = +150,000 each
~~~~~~~~~~~~~~~~~~~~~~
Level 20 @ 2,050,000   

------------------------------------------------------


Dwarf
100 Base
120 Hit Dice: d8
70   Hit Table: Fighter (+2hp after L9)
0     Bonus +1hp after L9
25   Max Level: 12th
55   Dwarf Saves
60   Armor: Any
55   Weapons: no 2-handed weapons, or longbows
30   Magic: no wands, no divine scrolls, no arcane scrolls
35   Dwarf Abilities


Standard Base Experience X Dwarf Class 550%
0 -----------Level 1 ------------- 0
400 --------Level 2 -------- 2200
800 --------Level 3 -------- 4400
1600 ------ Level 4 -------  8800
3200 ------ Level 5 ------ 17600
6400 ------ Level 6 ------ 35200
12800 -----Level 7 -------70400
24000 -----Level 8 ------132000
48000 -----Level 9 ------264000
________ Level 10+ ________
3hp/Level = +130,000 each
~~~~~~~~~~~~~~~~~~~~~~
------------ Level 10 ---- 394000
-------------Level 11 ---- 524000
-------------Level 12 ---- 654000         

------------------------------------------------------


Halfling
100 Base
70   Hit Dice: d6
70   Hit Progression: Fighter (+2hp after L9)
5     Max Level: 8th
55   Dwarf/Halfling saves
60  Armor: Any
55   Weapons: no 2-handed weapons or longbows
30   Magic: no wands, no divine scrolls, no arcane scrolls
55   Halfling Abilities
Standard Base Experience X Halfling Class 500%
0 -----------Level 1 ------------- 0
400 --------Level 2 -------  2000
800 --------Level 3 -------  4000
1600 ------ Level 4 ------   8000
3200 ------ Level 5 -----   16000
6400 ------ Level 6 -----   32000
12800 -----Level 7 -----   64000
24000 -----Level 8 ----- 120000

------------------------------------------------------


Elf
100 Base
70   Hit Dice: d6
70   Hit Progression: Fighter (+2 hp after L9)
15   Max Level: 10th
35  Elf saves
60   Armor: Any
90   Weapons: Any
60   Magic: no divine scrolls
 
55   Armored M-U Spellcasting (All)
25   Magic/Spell Research
50   Elf Abilities
170 Spells: Magic User Spell Progression at Lvl1, 5th Lvl spells max
 
Spellbook User Base Experience X Elf Class 800%
0 -----------Level 1 ------------- 0
500 --------Level 2 -------  4000
1000 -------Level 3 ------- 8000
2000------- Level 4 -----  16000
4000 ------ Level 5 ------ 32000
8000 ------ Level 6 -----  64000
16000 -----Level 7 ---- 128,000
25000 -----Level 8 ---- 200,000
50000 -----Level 9 ---  400,000
________ Level 10+ ________
2hp/Level = +200,000 each
~~~~~~~~~~~~~~~~~~~~~~
Level 10 @ 600,000

------------------------------------------------------

10 comments:

  1. Interesting! Thanks for sharing, but can you explain why having a level limit should make it cost MORE to play that race? I would think enforcing that limit would give them an XP boon.

    TB

    ReplyDelete
  2. I was determined to avoid negative modifiers altogether, but... that's a great idea TB.

    It's been a while since I looked at it, but I got the impression that the class construction system in the 2nd edition DMG was highly exploitable mainly because of the negative modifiers it used. Still, if anything deserves a negative modifier, it's the level limits.

    My first draft of Table 4 had humans paying 50% to escape the level cap, which I felt was fair to everyone. Then as I struggled to get all the human classes to line up with the B/X xp totals, that "no cap" tax was slowly whittled down to zero. I probably should have considered negative modifiers at that point, but it didn't occur to me to try it.

    Feel free to tinker with the numbers and make improvements. I know I will.

    Something like this might work better.
    L8 -25%
    L9 -20%
    L10 -15%
    L11 -10%
    L12 -5%

    Then raise all the demihuman ability costs if you want to keep the end results the same. Raising the cost of infravision and the other abilities seems reasonable to me.

    Dwarf Abilities 50%
    Elf Abilities 75%
    Halfling Abilities 80%


    Whatcha think?

    ReplyDelete
  3. Okay, since you lined it out above, it appears to be a rather cosmetic change. I appreciate you explaining why you stepped back from negative modifiers. In this contexts, removing negative modifiers makes sense, but the rationalization (appearance) of being limited, and it costing more to level in experience - I had to ask.

    Your numbers above make it more "palatable". Thanks for doing that. Once I run out the numbers I should know better.

    Thanks
    TB

    ReplyDelete
  4. Thanks for the comments. You were right to call me out on it. There were a few times in making this that I sacrificed what I thought would be fair on the altar of "hitting the B/X totals". Humans paying zero for no level limit being the worst of it.

    I'm afraid that what I should do, is lower the costs on most of the tables, charge humans 40% or so for no level cap, and raise the costs of the demihuman abilities and all the saves so that everything balances out to these same totals again. I'll try it out sometime, but right now I lack the stamina to start another major revision.

    My alignment has shifted over to Chaotic Lazy for a while.

    ReplyDelete
  5. Thanks for commenting over on my little blog. I'm going to give your system a test and see if I can use it to create a custom class. I'll post it and link to this when I do :)

    ReplyDelete
  6. Cool, thanks!

    I've been wanting to see someone give this a try. I'm looking forward to seeing how your class turns out.

    ReplyDelete
  7. This is a great set of tables, and I'm getting a lot of use out of them.
    Am I missing something, or does your Magic User only add up to 400%?

    ReplyDelete
  8. Oh, nevermind! I was missing something!

    ReplyDelete
  9. Hello,

    I do not understand the Tithers column from the xp chart, when should I use this one instead of standard, both the cleric and the fighter are pretty standard to me.

    Best regards

    ReplyDelete
  10. Sorry it took me so long to reply.

    The "Tithers" column is used for classes who tithe 10% of their wealth over to some organization (church/thieves guild). Use this column to represent the extra help and training the PC is getting in exchange for handing over the money.

    ReplyDelete