---------------------------------
I've been thinking lately about customized classes. I made this whole system a while back hoping to help DMs who like to create custom classes but worry about weighting the new xp charts so that they all stay relatively balanced with the original seven classes. When adding a new class with more powerful abilities I always like to make sure that the class also has correspondingly higher xp requirements for leveling up. Some DMs are probably comfortable looking at a list of class abilities and simply throwing out some numbers on an xp chart. I can't really do that. I need a method. My method still has a bit of guesswork involved (especially regarding unique powers and abilities), but I feel like the framework helps to keep me honest and impartial.
Testing out xp charts takes a long time. Over the course of many game sessions you watch the new classes level up beside the regular old fighters and thieves. While I made this system quite a while back, I've only recently decided to be quite proud of it. The classes (and xp charts) that I have made seem to be leveling up characters at appropriate rates. I'm sure that more testing is needed (especially for higher level play), but for the levels below 10 it seems to work quite well.
My old posts about this custom class system are a bit of a mess. I just sort of threw the whole thing out there without a very good explanation of how to use it. I'm sure some people found it to be too frustrating and confusing to make proper use of (Sorry!), so I thought it was high time that I try to put together some kind of walkthrough to help people who are trying to understand it all. I've made some classes and posted them on the blog here, but I probably could have done a better job of explaining how I get from the class concept beginning to the end where I have a whole list of abilities and an xp chart.
I plan to write out two more guides after this one (but don't hold your breath) in which I'll give a kind of rambling stream of consciousness account showing how I make a custom class from start to finish. I hope someone out there finds this helpful, but sadly your guide in this endeavor is just as scatterbrained and descriptively challenged as ever. Best of luck, gentle reader.
---------------------------------
For this first example I thought I'd start with a custom class for a Goblin. When you combine muderhobo tactics and easy access to the Charm Person spell, I find that a party of PCs will eventually pick up a goblin henchman/mascot somewhere along the way. After a few adventures together the players might want their goblin buddy to level up alongside the PCs, so I might as well help to facilitate this by building a custom class for goblins.
So, first thing I'm going to do is pull up my old blogpost "Custom Classes for B/X" in a new tab and kinda flip back and forth as I'm typing this out and building the class. I'm going to go through each of those tables one by one, and then at the end I'll do some math to make the Goblin class xp chart.
Step 1 - Base XP
There are three different Base XP Charts listed at the top there, and I need to decide which one of them to use for the Goblin class. I don't feel like goblins are going to be using spellbooks, so the one on the right is out. I don't really see goblins tithing 10% of their gold to anyone, so not the one on the left either. That leaves me the middle column marked "Standard". Let's go with that. It looks like this...
Standard
0 --------- Level 1
400 ------- Level 2
800 ------- Level 3
1600 ------ Level 4
3200 ------ Level 5
6400 ------ Level 6
12800 ----- Level 7
24000 ----- Level 8
48000 ----- Level 9
~~~~~~~~~~~~~~~~
Level 10+
Add a flat amount to the total based upon hp gained
Standard
+100,000 --- +1 hp/level
+120,000 --- +2 hp/level
+130,000 --- +3 hp/level
OK! I have the Base XP Chart picked out. I'll set this aside for now. In fact, this might work better as the last step. I wanted to start here so that people would have a sense of what this whole process is working toward, but maybe it would serve better if it were at the end. My blog (and brain) needs a better editor.
Step 1.5 - Write down "100%"
Every class starts with 100%. As I go through each step I'll determine things like Hit Dice, Saving Throws, and special abilities; each of these will have a percentage point cost that adds onto this 100% base. At the very end I'll tally up all these percentages and apply that total to the Base XP Chart from Step 1. This will then give us the Goblin Class XP Chart. Can't forget to start with this base 100% though.
I write down "Base: 100%".
Step 2 - Hit Dice
Hmm, how many hit points does a goblin gain each level? Let me grab a drink while I take a moment to think about it.
I'm of the opinion that if you are going to give class levels to monsters then the entries in the monster manuals don't necessarily apply to level 1 monsters only, but show more of an average; like say up to level 2 or 3 at the top end. I'm gonna to be a dick and give goblins fewer hit points than thieves and magic-users. I don't want any PC thieves feeling silent resentment that their class is getting overshadowed by the mechanics of some crappy goblin class (I would absolutely delight in having their individual PC outshined by some crappy goblin NPC, but that is a whole different issue). Looking at the class abilities side by side, I want it to be pretty obvious that goblins have the deck stacked against them. This class needs to suck. I'm gonna say that goblins get d3 hit points each level. Glancing over at my Custom Class Tables I decide that the cost for d3 is +15%.
I write down "d3hp: +15%" underneath the 100% I wrote earlier.
Step 3 - Hit Progression
Goblin combat skills aren't up to fighter caliber for sure, but I still think they should fight better than a magic-user. I'll have them use the Cleric/Thief Hit Progression table. Incidentally, this also shows that goblins would get
I write down "Level Limit 7: +0%
Thief saves: +10%
Padded, Leather, and Goblin Piecemeal: +10%
Oh and shields too: add another +10%
3.35 X 0 = Level 1 ----- 0xp
3.35 X 400 = Level 2 ----- 1340xp
3.35 X 800 = Level 3 ----- 2680xp
3.35 X 1600 = Level 4 ----- 5360xp
3.35 X 1600 = Level 4 ----- 5360xp
3.35 X 3200 = Level 5 ----- 10,720xp
3.35 X 6400 = Level 6 ----- 21,440xp
3.35 X 6400 = Level 6 ----- 21,440xp
3.35 X 12800 = Level 7 ----- 42,880xp
So, now is when I would usually polish it all up and look everything over once I was sober before I posted any of this to my blog, but this is for a crapsack goblin class so whatever. Who cares, it's done.
I hope that this was enlightening, or at least interesting. Not tedious? oh well...
I certainly enjoyed it. Making custom classes is a passion, if you enjoy it too then please say so in the comments. I plan to do two more of these step by step guides. Feel free to suggest new classes if you want to watch me stat them up with xp charts.