Legendary Abilities

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Design Notes:
Here's the first expansion. It replaces the m20 abilities and skills with a slightly more detailed set, while still keeping it streamlined. This allows for a completely classless system, one that makes it possibly to reproduce any D&D class from a few component parts. One key is Charisma. By having 4 abilities and 4 primary skills, each skill has an associated ability. The four abilities and skills each map to one central game task. This makes it very easy for a player to identify what they want their character to do during the game, and to pick the "right" skills.

EDIT: I realized the original math resulted in lower scores than I expected, so I made a significant tweak to the skills earned per level. I also removed the Perform skill and replaced it with Craft.

Legendary Abilities

At first level, put 6 points in Abilities. One can be lowered to -1 to put an extra point in another ability. 0 is average, 4 is maximum.

Abilities:
Strength (Str) - musclepower, fitness, health
Dexterity (Dex)- agility, accuracy, speed
Intelligence (Int) - mental ability, memory, creativity
Charisma (Cha) - force of personality, leadership, willpower

At first level, put 2 points in Primary skills.

Primary Skills:
Fighting - combat skill, offense and defense
Subterfuge - stealth, sneaking, dirty tricks and thievery
Knowledge - science, magic, history and lore
Social - understanding and dealing with people, art, emotions and intuition

At first level, put 2 points in Secondary Skills.

Secondary Skills:
Athletics - jumping, climbing, swimming, running
Survival - wilderness skills like tracking, hunting, finding shelter
Stealing - picking pockets, sleight of hand
Tinkering - disarming traps, opening locks, building traps and machines
Search - finding or noticing hidden or inobvious things
Healing - treating wounds, poisoning or disease with bandages and medicine
Persuasion - making other people believe lies, including disguises, bluffs, misdirection and salesmanship. Can be used for artistic performances.
Craft - building, fixing, or appraising manufactured goods.

When a character gains a level, they get 2 more points in a Primary skill, and 2 more points in a secondary skill. No skill can ever have more points than the character's level +1.

Background skills: you can allow each character to have a background career, such as Blacksmith or Sailor, which functions as a level 1 skill. The player can add points to it when increasing their level as if it was a Secondary skill.

Non-listed skill: a character can have a Secondary Skill not on the list, if it is not covered by any existing skill. The DM must approve the skill.

High skill option: if you prefer characters to always have some basic level of skill, starting at 3rd level raise all skills with no points by 1 point, and do so again every odd level.

Magic: if using this without Legendary Magic, use Knowledge+Intelligence for arcane (wizard) spells, and Social+Charisma for divine (cleric) spells.

Comments

Just wondered back into the M20 world and like what you are doing with this. Keep up the good work!

Here are some example characters. They include the Fate system I haven't posted yet.

Equivalent of a 5th level Human Fighter:

Str: 4
Dex: 3
Int: 0
Cha: 1
hp: 8
Fate: 30/25

Fighting: 6
Subterfuge: 3
Knowledge: 1
Social: 1

Athletics: 4
Survival: 4
Search: 2
Persuasion: 1

Background: Military Training 1

Traits: Hardened Mercenary 2, Honorable to a Fault 1, Increased Str 1, Increased Dex 1

A 10th level Elven Ranger:

Str: 2
Dex: 4
Int: 1
Cha: 1
Hp: 6
Fate: 60/52

Fighting: 8
Subterfuge: 8
Knowledge: 3
Social: 2

Athletics: 5
Survival: 11
Search: 3
Healing: 1

Background: Woodsman 2

Traits: Elven Senses 1, One With the Wilderness 3, Hatred of Orcs 2, Increased Dex 2

A 8th Level Dwarven Wizard:

Str: -1
Dex: 2
Int: 4
Cha: 1
Hp: 3
Fate: 48/39

Fighting: 3
Subterfuge: 3
Knowledge: 9
Social: 2

Tinkering: 4
Search: 7
Persuasion: 4
Craft: 2

Background: former Tutor to nobility 1

Traits: Keen Wit 1, Surprisingly Tenacious 1, Absent Minded 2, Master of Dwarven Lore 5

Interesting stuff. Any chance you could toss out a few sample characters? Thanks!

Here are how some D&D classes map to the skills:

Fighter: just buy Fighting and whatever secondary skills you want
Thief: buy 2 levels of Subterfuge for each 1 of Fighting, lots of Stealing, Tinkering and Search
Ranger: buy 2 levels of Fighting for each of Subterfuge, and plenty of Survival and Search
Barbarian: buy Fighting and Survival
Cleric: buy 2 levels of Social for each 1 of Fighting, and Healing
Druid: same as Cleric, but buy Survival
Paladin: buy 2 levels of Fighting for each level of Social
Priest: just buy Social and Knowledge (you can finally play realistic priests that can't fight)
Wizard: for a dungeon crawling wizard, buy 3 levels of Knowledge to 1 of Fighting. For a more bookish Wizard, don't buy Fighting
Bard: even split of Fighting, Subterfuge, and either Knowledge or Social.