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.
- JSpektr's blog
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Just wondered back into the M20 world and like what you are doing with this. Keep up the good work!
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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
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Interesting stuff. Any chance you could toss out a few sample characters? Thanks!
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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.
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