Revised Character Advancement

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I have never liked how 'favored classes' work. They either don't have an effect (single-classing in any class avoids the issue entirely). It does nothing whatsoever to encourage a character of a particular race to take the 'preferred class', but does allow dipping (either a mostly-something-else to dip the preferred class, or a mostly-preferred-class to dip something else). Neither of these appeals to me.

Feat Acquisition

My Class Framework was originally written to provide a class feat at first character level and each even class level thereafter, thereby encouraging a character to stick to a single class. Each character also gets a general feat at first character level and every third level (level divisible by three) thereafter. This adds up to a total of 18 feats at 20th level. Humans get one more feat at first character level.

Looking at this, I was struck by an obvious plan. Grant a feat at each character level. However, constrain them so they fit the nature of the character and his training.

  • At class level (3n+1), give a class feat (one drawn from the feats associated with the class). This models his 'initial training' in the class.
  • At class level (3n+2), give a racial feat (one drawn from the feats associated with the race). This models how 'his nature interacts with his training'.
  • At class level (3n), given a general feat (any feat he qualifies for). This models 'personal interests'.
  • At first character level, gain a bonus racial feat and a bonus general feat.

This has several interesting effects. It can encourage a character to stick to a single class (multiclassing too much means getting lots of 'class feats', but no racial or general feats. The character is 'constantly retraining', possibly losing focus on his natural abilities, and not able to take 'personal interest' feats because he's always focusing on 'professional changes'.

I actually rather like how that fits together.

In addition, it lets me dump the idea of 'favored classes' altogether. If a race's associated feats fit a certain type of character, then members of that race will likely gravitate to a class that those feats suit, or will be mismatched members of another class. For instance, if half-orcs have 'Rage' among their racial feats, half-orcs that take those feats will probably lean toward combat-oriented classes... or bad-tempered rogues, or rather unusual wizards. In other words, they are encouraged to take classes that fit the racial structure.

TODO: Outline the feats associated with the various races. Use Feat Groups to ease assignment, something similar to how the Class Framework does (but do allow singletons that fit. Human 'racial feats' are 'general', I expect.

Character Level

RAW, each character gets a lot at first character level, often in an effort to make a character 'survivable'. This leads, in RAW, to frontloading I don't like and sometimes big benefits for dipping. I'd like to see those go away. My Class Framework already touches on much of that (many feats gained at first character level rather than first class level), but it can mean that once you start in a particular type of character, switching to another focus is painful (a fighter-type becoming a wizard has a lot of work to do to get the magic-related feats he'll need/want). The following things have unusual behavior at first level.

  • Hit Die is maximized at first level in order to have some decent number of hit points.
  • Skill points are multiplied by four at first level (leading to a large difference between classes).
  • Maximum skill ranks are based on 'HD+3'
  • Saving throws have unusual adjustments at low level (+2 for good, +1 for medium, +0 for poor saves... and RAW, they stack)

Instead, I think I'll start 'elite' characters at fourth level, and get rid of most of the items mentioned above. Max ranks is equal to HD, skill points at each level is always the same (not multiplied by four at first level), Hit Dice are rolled the same for all levels (no maximizing at first unless they are always maximized). The following changes will be made:

  • Roll all Hit Dice the same (no maximizing the first HD unless all are maximized); this provides many more hit points than the 'maximize first HD' rule but keeps a more linear progression.
  • Skill points are gained at each level based on the class, with no multiplier.
  • Maximum skill ranks are equal to HD, not HD+3
  • The saving throw adjustments are thrown away and just the basic progression is used (so good start at +2, medium and poor start at +1).

This has the following effects:

  • It lets me reduce the number of feats granted at first character level in my Class Framework (additional feats will be granted for three levels before the character 'starts')
  • It makes it easier to have 'apprentice' characters (weaker than 'starting' characters, without requiring NPC classes and their weird math)
  • Makes a smoother progression for spellcasters (math not shown here, but trust me)
    • Incidentally makes magic item prices much more sane -- no 'half cost' for 0-level items, no x6 difference in cost between 'first-level items' and 'second-level items'), etc.
  • Makes having 'multiclass apprentice' characters easier (DMG3.0 had rules for 'apprentice multiclasses' that went away in DMG3.5 because they were funky, this makes them feasible).
  • Simplifies determination of base saving throws.
  • Puts 'elite' and 'nonelite' characters on the same field, instead of requiring weird rules for them interacting.
TODO: prestige class and feat prerequisites may need revision where they depend on BAB, and it will probably be necessary to examine Challenge Ratings. I suspect adding +1 or +2 to current monster CRs would be about right. A CR2 or CR3 creature would be an appropriate challenge for a 'starting party' now -- the party isn't fourth-level in the old model, but they are more powerful than a first-level old model party.
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