Not-DnD thread

Ah. I guess I assumed this was just a way to keep the disparity between Casters and Martials intact, but it looks like I was wrong.

At the same time, it feels like the system expects me to know a few other systems in order to use it properly.

Also, when they talk about Unearthed Arcana, which one are they referring to? The 2e Unearthed Arcana (Which those were articles, right?), the 3e book, or the 5e testing ground?

>Also, when they talk about Unearthed Arcana, which one are they referring to?
I looked into it and by the way it's referred to in other Basic d20 stuff, it's definitely talking about the 3e book.

Speaking of, the guy who did this has a hell of a lot of companion content and different rules options on his site.
easydamus.com/CustomCharacters.html#BasicD20

>the system expects me to know a few other systems in order to use it properly.
Yeah. I'm the kind of guy that likes learning new RPGs and playing around with those subsystems, and this is pretty intimidating.

I feel like it'd be a lot more comfortable if I was more familiar with Mutants and Masterminds.

I don't mean to discourage you, but be ready to make some stuff up if you plan to use super-natural abilities, i.e. magic, psionics, power armor because winging such things tends to be difficult in the long run.

If you want to those kinds of things in your game I would also suggest reading the Fate Toolkit book

is right; Fate Core is more of a toolkit system. It's good for a lot of things, but depending on how you want the game to express some concepts it can require a lot of under-the-hood finagling. Pulling more finished, pre-made stuff from other Fate books or the Toolkit can save some headaches.

They added a lot of stuff like that to the SRD to help with that, though: fate-srd.com/

I don't think you should buy spells, instead they should come with spellcaster levels. Anyways, I came up with the following for 5e.

>Limit max skill ranks at 2 for 1st level, 3 for 5th, 4 for 9th, 5 for 13th, and 6 for 17th, like proficiency bonuses. This excludes Profession (class), Toughness, and Fight/Shoot for the sake of fighter class feats (but attack bonuses are limited like normal skills). Because of this, skills not mentioned previously now cost 2pp to advance.
>Spells are included when buying a spellcaster level
>Spell Save DC is treated as such: 8 + spellcasting ability + spell level
>The Spell Penetration combat stat is now used instead of spell attack, it is treated as such: current max skill rank + spellcasting ability modifier

I used this to make a 3rd level sorcerer and it seemed fine. I'll make a 3rd level fighter next.

Oh fuck, I forgot to list this under
>Limit max skill ranks

>If you take 2 or more ranks in Profession (Bard), skill rank maximums are now doubled.
should this also make all skills cost 1 pp again? Or keep it at 2pp?

I keep fucking forgetting shit. Last post til someone responds, promise.

>Backgrounds offer no bonus proficiencies, skill ranks, or feats. You have the option to buy your optional background feat, but the main purpose of backgrounds is starting items.
>Racial bonuses cost nothing and are automatically applied to your character.

>I feel like it'd be a lot more comfortable if I was more familiar with Mutants and Masterminds.

Honestly, it'd be a little better if it were more self-contained and just listed out the rules it's referring to, and maybe put like a blurb referring to the book it's from, the page, etc.

I don't know if I'd raise the price of skills across the board. I feel like changing PP required to hit each level seems like more of a sure-thing to balance that, when married with the new rank caps. That's more work, though. Hm. How about increase the standard broad skill cost to two, but also up the 'freebie' PP/session from 1 to 2?

I think, as far as helping push skill-monkey types go, I'd offer a new feat/advantage that raises the max skill rank of a skill category each time you take the feat. The question there is, by how much? I say by 2. Spellcasting level/slots are still capped as they're powers, not skills.

I was going to note that I'd have 5e's Expertise class feature, and 'double proficiency' things in particular, apply only to specialty skills--but then I realized that's already how it works per Basic d20.

>Spell Save DC is treated as such: 8 + spellcasting ability + spell level
Oh, I like this. It makes using higher-level spell slots more valuable than they normally are in 5e.

There's something kind of like that on that Basic 20 page, but it's still vague here and there. The game's apparently based mostly on rules options from M&M's "Mastermind's Manual", along with the D20 System SRD in general. Custom Characters is a kind of less-universal precursor for Basic d20, by the same author. Most of the compatible Custom Characters content was repackaged with Basic d20 in mind in the "Basic d20 Class Advantages" PDF.

Attached is the Rules Checklist, which runs through various mechanics, many with commentary about how they're used, along with page reference numbers from the Masermind's Manual.

>How about increase the standard broad skill cost to two, but also up the 'freebie' PP/session from 1 to 2?
What freebies are you talking about? Do you mean increasing the 10 PP gained at level 0? I think that could work... I actually tried making that 3rd level fighter and after maxing the combat skills (like any player would) and buying the fighter feats, I found little room for armor and weapon proficiencies.

>I think, as far as helping push skill-monkey types go, I'd offer a new feat/advantage that raises the max skill rank of a skill category each time you take the feat. The question there is, by how much? I say by 2. Spellcasting level/slots are still capped as they're powers, not skills.
Yes when I said "when you take 2 or more ranks in Profession (Bard) what I meant to say was "when you take the Expertise bard feature" of which you already noted. However I don't know what you mean by capping spellcasting levels/slots? (I just realized now and will delete everything i was about to say, let me explain how i think spellcasting should work and thought how it worked at first)

You gain spell levels and slots as you progress with buying the spellcasting powers (Wizardly Spellcasting, Druid Spellcasting, etc.) as if you were leveling up a normal 5e spellcaster i.e. gaining slots and spells. However you can only buy a spellcaster level up to the Profession (spellcasting class) skill rank you have. For example if Johan has 1 rank in Profession (Bard) and 2 in Profession (Sorcerer), he can take Bardic Spellcasting one time and Sorcerer Spellcasting two times. Thus he will gain the known spells for a bard at 1st level and the known spells for a sorcerer at 2nd level.
The spell slots in which you are able to cast work just like multiclassing spellcaster classes. The earlier mentioned Johan being 3rd level and putting ranks into Bardic Spellcasting and Sorcerer Spellcasting will have four 1st level and two 2nd level spell slots.

cont.