Getting Started
Rules and stuff
4W is currently on development hiatus. I am fairly pleased with the Martial Exploits and the Fighter. Though how subclasses should work are not obvious to me. Development is on hiatus as I don’t know where to go with the game. This initially started as “my version” of Dungeons and Dragons 4th Edition. But fixing some of the bugs in that game. I didn’t like that you picked powers that you later lost. I wanted you to be able to upgrade those powers and keept them for the life of the game; which means fewer powers. I wanted choices to be meaningful rather than: well, I want to be a good swordsman so after I picked this power at 1st level, I need to pick these other 5 powers and upgrades to keep that power relevant. As I write this, I better understand Pathfinder 2e, 13th Age, Dungeons and Dragons 5th Edition, and Stars Without Number. “Meaningful choices” below refering to character creation and advancement choices.
- 13A says you can’t make 20 meaningful choices and increasing your bonuses every other level is wonky so lets shoot for 10 meaningful choices and increase bonuses every level. You don’t get to play to “level 20” but there aren’t as many, if any, dead levels where you get more HP and a few more bonuses but no meaningful leveling choices.
- 5e says you can’t make 20 meaningful choices and that’s not the important thing and increasing bonuses means goblins stop being a threat so we have to make a new, higher-level “goblin” that fills the same role. Instead of lots of power choices as you level, let’s give the player fewer but more meaningful choices.
- PF2 says you can’t make 20 meaningful choices so lets give 10 power choices that appear meaningful but let’s make power chains so that you make 1 or 2 choices early on and then pick the upgrades. Or you can, I guess, diversify. Spellcasters gets more choices.
- SWN says you can’t make 20 meaningful choices and 20 hit dice is too many anyway. So lets give 4-8 feat/focus/power picks and only go to level 10. Of course some classes will be given more choices.
- Most of these games say that just giving numeric bonuses in feats/powers is just too strong or required.
However, all of that means that I’m not sure where Fourth World fits in the game design space. Going from level 1 to level 20 is a lot of game design required and choices that would need to be made and providing the player with interesting choices that don’t just become required is challenging. I don’t see how 4W meaningfully differentiates itself from the existing games. A game design “idea” doesn’t have to be meaningfully different but this sounds like a lot of work for something that another game would probably do better - since it already exists.
Design Goals
- The version of D&D 4e, D&D 5e, PF 2e, and 13A that I would want to play.
- Dynamic/Temporary bonuses and penalties are dice (advantage/disadvantage, maybe +dice). Static/Permanent bonuses and penalties are +/- modifiers.
- You outscale monsters (so no bounded accuracy).
- Initial best bonus is +5 = + 0 (half Level) + 1 (Tier) + 3 or 4 (Ability Score Modifier).
- Final best bonus is +23 (or so) = + 10 (half Level) + 4 (Tier) + 6 (Modifier) + 3 (Item)
- Names are unique rather than reused. So no Levels and Spell Levels.
- Powers, spells, and abilities are powered via source/class specific points/Effort. Mana for Arcane, Grit for Martial, etc.
- Can only gain single bonus to stat? So +2 Vitality belt and +1 Vitality helmet don’t stack?
Open Questions
- Is this going to be d20 or 2d10?
- Doubles or crit ranges (20, 19+, etc.)?
- How is proficiency handled?
- No proficiency is same numeric but always at disadvantage?
- Proficiency starts at -1/0 and then training adds +Tier?
- Only adds to dice rolls?
- Is there a proficiency bonus thing?
- How to simplify action economy? Without being too simple. And without making unbreakable combos.
- Action Economy: Action, move, on your turn, instant.
- Is Templar different than Fighter/Wizard? Do only base classes exist or also hybrid ones? Does dual classing exist to allow hybrid hybrids? Is there only 1 class per source? Is Fighter/Wizard the same as Wizard/Fighter?
- Fighter (Martial)
- Wizard (Arcane)
- Cleric (Divine)
- ? Rogue (Shadow?)
- ? Druid (Primal)
- Pactmage (Eldritch)
- ? (Psychic)
- Gunslinger (Gunpowder/Technological)
- Archetypes? Mighty, Swift? etc. Or these are Feats/Exploits/Upgrades?
- Roles? Defender, Controller, Striker, Leader, etc.
- How far does advantage go?
- 1? 2? 3? 4? Tier? Unbounded?
- Is advantage + dice? So advantage 1 is +d4, if increase, change to +d6, etc?
- Does it stack?!?!
- How do ability score advances go?
- +2 to 1 or +1 to 2
- +2 to 2
- +1 to 2/3/4 *
- +1 to all *
- +2 (or +1 if 18 or above) to 4
- +1 to 3 and +1 to all (at tier 3 start?)
- Save DCs
- Status effects
- Stop getting HD at level 10? and just get flat bonus to HP?
- HP is Vitality + HD, reroll all HD at level up, increase by at least 1 HP?
- HP is Bloodline HD + HD per Level (max 10) + 1 additional for each level over 10?
- Bulk? Load? Stowed? Readied?
- Should powers just be called feats?
- How to handle just 1 “temporary” bonus? Like not just one but one from a power/potion/spell/etc. Sustained?
- How to handle wasted upgrades/powers that aren’t useful anymore?
- How do feats/upgrades build on each other?
Old Advancement Table
Lvl | Ability Scores |
Class Features |
Feats | Prof. Bonus |
Powers | ||||||||||||||||||||||||
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | ||||||||
1 | starting | +1 | 1 | +1 | 1 | +1 | 1 | 2 | 1 | 1 | 1 | At-Will | |||||||||||||||||
2 | 1 | +1 | 2 | 1 | 2 | 1 | 1 | 1 | 1 | Encounter | |||||||||||||||||||
3 | 1 | 2 | 1 | 2 | 2 | 1 | 1 | 1 | Daily | ||||||||||||||||||||
4 | +1 to 2 | 1 | +1 | 3 | 1 | 2 | 2 | 1 | 1 | 1 | 1 | Utility | |||||||||||||||||
5 | +1 | 2 | 3 | 1 | 2 | 2 | 2 | 1 | 1 | 1 | |||||||||||||||||||
6 | 2 | +1 | 4 | +1 | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 | Mortal | ||||||||||||||||
7 | 2 | 4 | 2 | 2 | 3 | 2 | 1 | 1 | 1 | 1 | Hero | ||||||||||||||||||
8 | +1 to 2 | 2 | +1 | 5 | 2 | 2 | 3 | 2 | 1 | 1 | 1 | 1 | 1 | Ascension | |||||||||||||||
9 | 2 | 5 | 2 | 2 | 3 | 3 | 1 | 1 | 1 | 1 | 1 | Apotheosis | |||||||||||||||||
10 | +1 to all | +1 | 3 | +1 | 6 | 2 | 2 | 3 | 3 | 1 | 1 | 1 | 1 | 1 | 1 | ||||||||||||||
11 | 3 | +1 | 7 | +1 | 3 | 2 | 3 | 3 | 1 | 1 | 1 | 1 | 1 | 1 | |||||||||||||||
12 | 3 | +1 | 8 | 3 | 2 | 3 | 3 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | |||||||||||||||
13 | 3 | 8 | 3 | 2 | 3 | 3 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | ||||||||||||||||
14 | +1 to 2 | 3 | +1 | 9 | 3 | 2 | 3 | 3 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | |||||||||||||
15 | +1 | 4 | 9 | 3 | 2 | 3 | 4 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | ||||||||||||||
16 | 4 | +1 | 10 | +1 | 4 | 2 | 3 | 4 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | ||||||||||||
17 | 4 | 10 | 4 | 2 | 4 | 4 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | ||||||||||||||
18 | +1 to 2 | 4 | +1 | 11 | 4 | 2 | 4 | 4 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | |||||||||||
19 | 4 | 11 | 4 | 2 | 4 | 4 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | |||||||||||||
20 | +1 to all | +1 | 5 | +1 | 12 | 4 | 2 | 4 | 4 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Character Creation
To create a character follow these instructions:
- Roll 3d6 six times and assign each roll to one of your character’s ability scores.
- Select a bloodline. This will increase three ability scores by 1.
- Select a background. This will increase three ability scores by 1.
- Select a class. This will increase three ability scores by 1.
- No ability score may be increased above 17 for a starting character.
- Record ability modifiers:
(ability score / 2) - 5
- Record AC and Physical, Evasion, and Mental saves.
- Record attack, skill, ability, and damage rolls and checks.
Bloodlines
- Android
- Draconic
- Dwarf
- Elf
- Forgeborn
- Halfblood
- Halfling
- Human
- Orc
- Troll
Backgrounds
Acolyte
You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same thing as channeling divine power.
Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your GM to detail the nature of your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny.
- Or -
You spent your early days in a religious monastery or cloister. You may have traveled out into the world to spread the message of your religion or because you cast away the teachings of your faith, but deep down you’ll always carry within you the lessons you learned.
Ability Score Increase. Choose 1 of
- Intelligence
- Wisdom
- Charisma
Proficiencies.
- Skills. Choose 1 of
- Linguistics
- Religion
- Tools. None.
Apprentice
You were apprenticed to a local craftsman.
Ability Score Increase. Choose 1 of
- Strength
- Dexterity
- Intelligence
Proficiencies.
- Skills. None.
- Tools. Choose 1 of
- Smith’s Tools
- Brewer’s Supplies
Merchant
Ability Score Increase. None.
Military
Ability Score Increase. None.
Noble
You come from aristocracy or nobility.
Ability Score Increase. Choose 1 of
- Intelligence
- Wisdom
- Charisma
Proficiencies.
- Skills. Choose 1 of
- Deception
- Diplomacy
- Intimidate
- Society
- Tools. None.
Sailor
Ability Score Increase. None.
Student
You have been studying at a college or university.
Ability Score Increase. Choose 1 of
- Intelligence
- Wisdom
Proficiencies.
- Skills. Choose 1 of
- Arcana
- History
- Linguistics
- Medicine
- Nature
- Religion
- Science
- Technology
- Tools. None.
Vagabond
Ability Score Increase. None.
Classes
Cleric
- TODO:
- Any martial variants?
- +Level to spell damage rolls?
- Domain like fighter subclass at 1, 4, 8, 12, 16? Or 1 bonus per tier at 1, 6, 11, 16? Does it grant extra prayers? Extra Bond? Some of the domains make sense to grant non-divine prayers but what about ones that mostly/only give divine prayers?
- Do prayers have “levels” or just tiers?
- Is Bond named Favor?
Deities work their will upon the world in infinite ways, and you serve as one of their most stalwart mortal servants. Blessed with divine magic, you live the ideals of your faith, adorn yourself with the symbols of your church, and train diligently to wield your deity’s favored weapon. Your spells might protect and heal your allies, or they might punish foes and enemies of your faith, as your deity wills. Yours is a life of devotion, spreading the teachings of your faith through both word and deed.
Requires Discernment 14 or Presence 14
Alignment Your Deity’s
Hit Points Vitality score?? + d8 per Level (max 10) ???
Recoveries 4
Proficiencies
- Defenses
- Pick either Physical or Mental saves.
- Damage
- None.
- Equipment
- All simple weapons, light armor, and shields.
- Skills
- Religion and four others.
- Save DC
- Divine Save DC (10 + higher of Discernment and Presence score + half Level + Tier).
Starting Equipment
Pick from some options?
Progression
Level | Hit Dice | Ability Score Improvement | Prayers | Features |
---|---|---|---|---|
1 | 1d8 | +1 to Discernment or Presence and two others | +1 | Bond, Prayers, Domain |
2 | 2d8 | +1 | ||
3 | 3d8 | +1 | ||
4 | 4d8 | +1 to three | +1 | |
5 | 5d8 | +1 | ||
6 | 6d8 | +1 | Domain Feature | |
7 | 7d8 | +1 to three | +1 | |
8 | 8d8 | +1 | ||
9 | 9d8 | +1 | ||
10 | 10d8 | +1 | ||
11 | 10d8+1 | +1 to all | +1 | Domain Feature |
12 | 10d8+2 | +1 | ||
13 | 10d8+3 | +1 | ||
14 | 10d8+4 | +1 to three | +1 | |
15 | 10d8+5 | +1 | ||
16 | 10d8+6 | +1 | Domain Feature | |
17 | 10d8+7 | +1 to three | +1 | |
18 | 10d8+8 | +1 | ||
19 | 10d8+9 | +1 | ||
20 | 10d8+10 | +1 |
Features
- Bond. You gain 3 (2 + Tier) Bond that you can use to call on your deity through divine prayers. Any spent Bond refresh after a long rest.
- Divine Prayers. You gain Divine Prayers as you level to gain new powers or to upgrade existing ones. Instead of gaining a new Divine Prayer or upgrading an existing one, you may pick a General Feat, or you may upgrade a power granted to you by your domain even if it is not a Divine Prayer.
- Domain You select a domain aligned with your deity’s that grants additional class features at levels 1, 4, 8, 12, and 16. You may spend Bond instead of Mana or Blood for powers granted by your domain. If you already have some domain feature, replace it with an equivalent, DM-approved power or upgrade.
- Divine Insight You make divine prayer attack rolls with Discernment?
Cleric Domains
Contest/War
Fire/Flame
Level 1 You gain Firebolt.
Level 6 You gain Ignite.
Level 11 You gain Fireball as an upgrade to Firebolt. Or: You upgrade one Thermal Primal Evocation.
Level 16 You gain Inferno/Cataclysm/Upgrade Firebolt/Ignite?
Grave
Level 1 You gain .
Level 6 You gain .
Level 11 You gain .
Level 16 You gain .
Life
Level 1 You gain Heal.
Level 6 You gain Bless.
Level 11 You gain .
Level 16 You gain .
Strength
Level 1 You gain .
Level 6 You gain .
Level 11 You gain .
Level 16 You gain .
Sun
Level 1 You gain .
Level 6 You gain .
Level 11 You gain .
Level 16 You gain .
Truth
Level 1 You gain .
Level 6 You gain .
Level 11 You gain .
Level 16 You gain .
Fighter
- TODO:
- +Level to weapon damage rolls? (+half Level to weapon damage rolls)
- HP includes Vitality modifier per Level? Or Vitality score per Tier? Or Vitality modifier per Tier?
- Gunslinger is fighter subclass?
- Are there subclasses? Subclass is instead of exploits at 1, 4, 8, 12, 16?
- Or is subclass extra an unnecessary complexity? I like the idea of picking at least one continuous thematic thing and it enables out-of-class features.
Fighting for honor, greed, loyalty, or simply the thrill of battle, you are an undisputed master of weaponry and combat techniques. You combine your actions through clever combinations of opening moves, finishing strikes, and counterattacks whenever your foes are unwise enough to drop their guard. Whether you are a knight, mercenary, sharpshooter, or blade master, you have honed your martial skills into an art form and perform devastating critical attacks on your enemies.
Requires Might 14 or Agility 14
Alignment Any
Hit Points Vitality score + hit dice (d10 per Level (max 10) + 1 for each level past 10)
Recoveries 4
Proficiencies
- Defenses
- Pick either Physical or Evasion saves.
- Damage
- Melee and ranged weapon damage rolls.
- Equipment
- All weapons, armor, and shields.
- Skills
- Combat and two others.
- Save DC
- Martial Save DC (10 + higher of Might and Agility score + half Level + Tier).
Starting Equipment
Pick from some options?
Progression
Level | Hit Dice | Ability Score Improvement | Exploits | Features |
---|---|---|---|---|
1 | 1d10 | ?? +1 to Might or Agility and two others | +1 | Grit, Exploits, Subclass |
2 | 2d10 | +1 | ||
3 | 3d10 | +1 to three | +1 | |
4 | 4d10 | Subclass Feature | ||
5 | 5d10 | +1 | ||
6 | 6d10 | +1 to three | +1 | |
7 | 7d10 | +1 | ||
8 | 8d10 | Subclass Feature | ||
9 | 9d10 | +1 to three | +1 | |
10 | 10d10 | +1 | ||
11 | 10d10+1 | +1 to all | +1 | Second Action |
12 | 10d10+2 | Subclass Feature | ||
13 | 10d10+3 | +1 to three | +1 | |
14 | 10d10+4 | +1 | ||
15 | 10d10+5 | +1 | ||
16 | 10d10+6 | +1 to three | Subclass Feature | |
17 | 10d10+7 | +1 | ||
18 | 10d10+8 | +1 | ||
19 | 10d10+9 | +1 to three | +1 | |
20 | 10d10+10 | +1 |
Features
- Grit. You gain 3 Grit that you can use to fuel powerful martial exploits. Any spent points refresh during a short or long rest.
- Martial Exploits. You gain Martial Exploits as you level to gain new powers or to upgrade existing ones. You may pick a General Feat instead of a Martial Exploit.
- Subclass You select a subclass that grants additional class features at levels 1, 4, 8, 12, and 16.
Level 11 Second Action On each of your turns, you gain a second action.
Fighter Subclasses
Gunslinger
TODO: Something that interacts with Misfire?
Level 1 You start with a rare firearm.
Level 4 You gain Up Close And Personal or Sniper.
Level 8 You gain Twinshot.
Level 12 You gain Deadshot.
Level 16 Twinshot upgrades to Volley.
Pactmage
You have made bad decisions for magical power.
Roboticist
You make awesome robots. What could go wrong?
Source. Technological
Role. Support
Key Ability Score. Intelligence
Ability Score Increase. Choose 1 of
- Dexterity
- Intelligence
- Wisdom
Alignment. Any
Hit Die. d8
Recoveries. 4
Prerequisites.
- Intelligence 13
Proficiencies.
- Equipment.
- Simple Weapons
- Light Armor
- Medium Armor
- Heavy Armor
- Implements. None.
- Skills. Choose 3 of
- Arcana
- Athletics
- Endurance
- Medicine
- Nature
- Religion
- Science
- Survival
- Technology
- Tools. None.
Features.
-
Technological Brilliance. You make Technological attacks using your Intelligence.
-
Robot Ally.
Rogue
You are a sneaky man.
Shaman
While some heroes speak to gods or consort with otherworldly muses, shamans commune with the spirits of the world and the energies that exist in every living thing. These primal adventurers draw upon their power to shape the world and expand the influence of their spiritual patrons. Shamans have strong ties to natural spirits. They form powerful bonds with particular spirits, and as their power grows they learn to call upon other spirits in times of need.
Shamans make for potent primal spellcasters, capable of using primal spells and the power of their spirits to aid their allies and destroy their foes. While they aren’t the healers that clerics are, they can fill that role when needed.
Source. Primal
Role. Support
Key Ability Score. Wisdom
Ability Score Increase. Choose 1 of
- Constitution
- Wisdom
- Charisma
Alignment. Any
Hit Die. d8
Recoveries. 4
Prerequisites.
- Wisdom 13
Proficiencies.
- Equipment.
- Simple Weapons
- Light Armor
- Medium Armor
- Implements.
- Totems
- Skills. Choose 3 of
- Arcana
- Athletics
- Endurance
- Medicine
- Nature
- Religion
- Survival
- Tools.
- Herbalism Kit
Features.
-
Primal Awareness. You make Primal attacks using your Wisdom.
-
Primal Spellcasting. You may choose Primal Evocations requiring Implements as your At-Will, Encounter, and Daily Powers.
-
Primal Companion Spirit. You gain a companion primal spirit. Choose 1 of
- Spirit of Battle (Primal Companion Spirit)
- Spirit of the Heavens (Primal Companion Spirit)
-
Spirit of Battle (Primal Companion Spirit). A shaman who selects the spirit of battle gains scars from every wound she takes, and the grit of battle always seems to cling to her body. When she calls upon one of this spirit’s abilities, she grows in stature—becoming taller and more muscular, with a grimace of rage stretching across her face.
-
Spirit of the Heavens (Primal Companion Spirit). A shaman who selects the spirit of the heavens has eyes that sparkle like starlight, giving her an aura of otherworldliness. When she calls upon one of this spirit’s abilities, her eyes turn pitch black and the colors around her drain for a brief moment.
Templar
The templar stands wrapped in armor ready to protect his allies with might and magic.
Source. Arcane
Role. Defense
Key Ability Score. Intelligence
Ability Score Increase. Choose 1 of
- Strength
- Constitution
- Intelligence
Alignment. Any
Hit Die. d10
Recoveries. 6
Prerequisites. None.
Proficiencies.
- Equipment.
- Simple Weapons
- Martial Weapons
- Light Armor
- Medium Armor
- Heavy Armor
- Implements. None.
- Skills. Choose 2 of
- Arcana
- Athletics
- Endurance
- Society
- Tools. None.
Features.
-
Arcane Brilliance. You make Arcane attacks using your Intelligence.
-
Martial Brilliance. You make Martial attacks using your Intelligence.
-
Limited Arcane Spellcasting. You may choose Arcane Spells requiring Implements as your At-Will and Encounter Powers.
-
Arcane Weaponry. You may choose Arcane Spells requiring Weapons as your At-Will, Encounter, and Daily Powers.
-
Martial Experience. You may choose a Martial Exploit as 1 of your At-Will Powers.
-
Templar’s Threat. When you hit an enemy with an attack, that enemy is goaded by you until you end your turn unengaged from them.
-
Templar’s Blast. When an enemy you engage attacks an ally without attacking you, that enemy suffers Level + INT plasmic damage.
-
Spellstrike. When you cast a melee touch arcane spell targeting AC or Reflex, you may place it into a melee weapon you are wielding. In the next round, the next melee weapon attack you make delivers the spell. If successful, this melee weapon attack deals its normal damage as well as the damage and effects of the spell. This attack uses the weapon’s critical range. A weapon can only hold a single spell as a result of Spellstrike.
-
Spellstrike II. Starting at level 5, you may use your Spellstrike when you cast a ranged arcane spell targeting AC or Reflex.
-
Templar Order. Choose 1 Templar Order.
-
Order of the Dagger (Templar Order). You gain proficiency in Daggers and may use them as Implements.
- Spell Dagger. You gain a +2 per tier class bonus to Implement damage rolls while wielding a Dagger.
-
Order of the Shield (Templar Order). You gain proficiency in Shields and may use them as Implements.
- Defensive Arcane Spell Casting. You may spend 1 Action to cast your next Arcane Spell this turn without provoking an Opportunity Attack.
-
Order of the Wand (Templar Order). You gain proficiency in Wands and may use them as Implements.
- Wand Accuracy. You gain a +1 class bonus to Implement attack rolls while wielding a Wand.
Wizard
Beyond the veil of the mundane hide the secrets of absolute power. The works of beings beyond mortals, the legends of realms where gods and spirits tread, the lore of creations both wondrous and terrible—such mysteries call to those with the ambition and the intellect to rise above the common folk to grasp true might. Such is the path of the wizard. These shrewd magic-users seek, collect, and covet esoteric knowledge, drawing on cultic arts to work wonders beyond the abilities of mere mortals. While some might choose a particular field of magical study and become masters of such powers, others embrace versatility, reveling in the unbounded wonders of all magic. In either case, wizards prove a cunning and potent lot, capable of smiting their foes, empowering their allies, and shaping the world to their every desire.
Source. Arcane
Role. Control
Key Ability Score. Intelligence
Ability Score Increase. Choose 1 of
- Dexterity
- Intelligence
- Wisdom
Alignment. Any
Hit Die. d6
Recoveries. 3
Prerequisites.
- Intelligence 13
Proficiencies.
- Equipment. None.
- Implements.
- Orbs
- Rods
- Staves
- Wands
- Skills. Choose 2 of
- Arcana
- Dungeoneering
- History
- Linguistics
- Medicine
- Nature
- Religion
- Science
- Technology
- Tools. None.
Features.
-
Arcane Brilliance. You make Arcane attacks using your Intelligence.
-
Arcane Spellcasting. You may choose Arcane Spells requiring Implements as your At-Will, Encounter, and Daily Powers.
-
Wizard School. Select Elementalist, Illusionist, Librarian, or Purist (?).
-
Elementalist (Wizard School). You gain Primal Brilliance and Primal Spellcasting.
-
Illusionist (Wizard School). You gain ?
-
Librarian (Wizard School). You gain something that lets you have Implement Powers from any Source and requires you to have as many different Sources for At-Will, Encounter, or Daily as possible. (So if you have 1 Daily Arcane Spell, you cannot take a second Daily Arcane Spell but must select a Daily Primal Evocation or a Daily Divine Spell, etc.).
-
Purist (Wizard School). You can only cast Arcane Spells, but …
Skills
If you are trained in a skill, add your Tier to all relevant rolls.
Skill check = 2d10 + ability score modifier + Tier if trained in relevant skill + item bonuses + etc.
Or ability check (modified by a skill)?
Unlike other similar games, Fourth World has no Perception skill. When looking for something, either rule as the GM or have the PC make a Discernment check with the most relevant skill modifying it. For example, checking for an ambush could be modified by Combat or Survival, checking for a trap might be Thievery, checing to see if someone was lying would be Deception, etc.
Group checks - Everyone rolls. Success covers 1 failure. Critical covers 2 failures or 1 botch. Two successes are requires to cover 1 botch. If any failures/botches weren’t covered, the group fails; otherwise the group succeeds.
Leader checks - A variant take on group checks. But the leader’s check is used as the result?
Chivalry instead of Civilization or Persuasion or Performance?
- Athletics
- Your Might+Athletics check covers difficult situations you encounter while climbing, jumping, or swimming. Your Agility+Athletics check covers your attempt to stay on your feet in a tricky situation, such as when you’re trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship’s deck.
- Civilization
- Your Cognition+Civilization check can help you understand the people and systems that make civilization run, and you know the historical events that make societies what they are today. Further, you can use that knowledge to navigate the complex physical, societal, and economic workings of settlements. Your Cognition+Civilization check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.
- Combat
- Your Might+Combat check involves making melee weapon and unarmed attack. Your Agility+Combat check involves making ranged weapon attacks.
- Deception
- Your Presence+Deception check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone’s suspicions with false assurances, or maintain a straight face while telling a blatant lie.
- Engineering
- Your Cognition+Engineering check can be used to understand primitive and technological items, buildings, and other constructions. Your Agility+Engineering check can be used to create or repair such items.
- Intimidation
- When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Presence+Intimidation check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.
- Performance
- Your Presence+Performance check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.
- Persuasion
- When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Presence+Persuasion check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.
- Religion
- Your Cognition+Religion check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults. A Discernment+Religion check lets you try to stabilize a dying companion, diagnose an illness, or attempt to heal body and spirit. You also use Religion to make Divine Prayer attack rolls.
- Spellcraft
- Your Cognition+Arcana check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes. You also use Arcana to make Arcane Spell attack rolls.
- Stealth
- Make a Agility+Stealth check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.
- Survival
- The GM might ask you to make a Discernment+Survival check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards. Your Cognition+Survival check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles. You also use Survival to make Primal Evocation attack rolls.
- Thievery
- Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Agility+Thievery check. The GM might also call for a Agility+Thievery check to determine whether you can lift a coin purse off another person or slip something out of another person’s pocket.
Feats
Classes grant you certain feats. Usually a class will grant you a specific feat, say a Fighter granting only Exploits. Usually, these specific feats can be exchanged for a general feat. Perhaps all Exploits, Spells, etc. granted at a single level may be traded for a general feat.
General Feats
Do these exist?
A specific feat for each skill? Which means that a class with a lot of feats could become proficient in every skill.
- Skilled Requires: Cognition 13?
- Gain proficiency in 2/3 skills.
- Resilient
- Gain proficiency in Physical, Evasion, or Mental saves.
- Exosuit Proficiency
- Gain proficiency in the use of exosuits.
- Armor Proficiency
- Prerequisites. None.
- Mortal. You become proficient with light armor. If you already were proficient with light armor, you gain proficiency with medium armor, if you were proficient with both, you gain proficiency with heavy armor, and if you were proficient with in all three, you gain proficiency with exosuits.
- Special. You can select this feat more than once. Each time you select this feat, you become proficient with the next type of armor as appropriate (first light armor, then medium armor, then heavy armor, then exosuits).
- Brutal Flank (maybe Vital Strike?)
- Prerequisites. None.
- Hero. When you flank the target of your melee weapon attack, gain a +1 bonus to your critical range.
- Deadly Flank (maybe Distracted Defender?)
- Prerequisites. None.
- Hero. When you flank the target of your melee weapon attack, gain a +1 per tier bonus to damage rolls.
- Combat Reflexes
- Prerequisites. None.
- Ascension. At the start of each turn, you gain an additional reaction that can be used only to make an Opportunity Attack.
- Great Fortitude
- Prerequisites.
- Strength 13 or Constitution 13
- Mortal. Gain a +2 per tier feat bonus to Fortitude.
- Implement Expertise
- Prerequisites.
- Proficiency with the chosen implement category.
- Mortal. Choose an implement category. Gain a +1 per tier feat bonus to attacks rolls made with Implement Powers when wielding implements in that category.
- Implement Focus
- Prerequisites.
- Proficiency with the chosen implement category.
- Mortal. Choose an implement category. Gain a +1 per tier feat bonus to damage rolls made with Implement Powers when wielding implements in that category.
- Improved Defenses
- Prerequisites. None.
- Mortal. Gain a +1 per tier feat bonus to Fortitude, Reflexes, and Will.
- Incredible Initiative
- Prerequisites. None.
- Mortal. Gain a +2 feat bonus on initiative checks.
- Iron Will
- Prerequisites.
- Wisdom 13 or Charisma 13
- Mortal. Gain a +2 per tier feat bonus to Will.
- Lightning Reflexes
- Prerequisites.
- Dexterity 13 or Intelligence 13
- Mortal. Gain a +2 per tier feat bonus to Reflexes.
- Power Attack
- Prerequisites.
- Strength 13
- Mortal. When making a melee attack, you may take a -2 penalty to the attack roll. In exchange, gain a +2 per tier bonus to the damage roll (or a cumulative +3 bonus to the damage roll when wielding a two-handed weapon).
- Shield Proficiency
- Prerequisites.
- Proficiency with light armor
- Mortal. You become proficient with shields.
- Skill Expertise
- Prerequisites.
- Proficiency with the chosen skill.
- Mortal. Choose a skill. Gain a +1 per tier feat bonus to skill checks made with that skill.
- Skill Proficiency
- Prerequisites.
- Intelligence 11
- Mortal. You gain proficiency with the skill of your choice.
- Special. You can select this feat multiple times, choosing a new skill to gain proficiency with each time.
- Tool Expertise
- Prerequisites.
- Proficiency with the chosen tool.
- Mortal. Choose a tool. Gain a +1 per tier feat bonus to skill checks made with that tool.
- Tool Proficiency
- Prerequisites.
- Intelligence 11
- Mortal. You gain proficiency with a tool of your choice.
- Special. You can select this feat multiple times, choosing a new tool to gain proficiency with each time.
- Toughness
- Prerequisites. None.
- Mortal. Gain 1 hit point per level.
- Weapon Expertise
- Prerequisites.
- Proficiency with the chosen weapon category.
- Mortal. Choose a weapon category. Gain a +1 per tier feat bonus to attacks rolls made with that weapon.
- Weapon Focus
- Prerequisites.
- Proficiency with the chosen weapon category.
- Mortal. Choose a weapon category. Gain a +1 per tier feat bonus to damage rolls made with that weapon.
- Weapon Proficiency
- Prerequisites. None.
- Mortal. You gain proficiency with all simple weapons. If you were already proficient with all simple weapons, you gain proficiency with all martial weapons. If you were already proficient with all martial weapons, you gain proficiency with one exotic weapon of your choice.
- Special. You can select this feat more than once, each time you select it, you gain proficiency with additional weapons as appropriate (first all simple weapons, then all martial weapons, then one exotic weapon each additional time).
Arcane Spells
- Plasmic Dart. You send a magical dart streaking toward a creature that you can see.
- Arcane, Attack, Spell, Ranged, Plasmic
- Level 0/1/2, Common
- Time: 1 Action
- Range: 100'
- Target: 1/2/3 Creatures
- Attack: Automatic Hit
- Hit: 1d4 + 1 plasmic damage
- Miss:
- Plasmic Touch. A touch from your hand, which glows with blue energy, blasts the target creature.
- Arcane, Attack, Spell, Melee, Touch, Plasmic
- Level 0, Common
- Time: 1 Action
- Range: Melee Touch
- Target: 1 Creature
- Attack: ATTR vs. Reflex
- Hit: 1d8 + ATTR plasmic damage
- Miss:
- Shield. Shield creates an invisible plasmic shield that hovers in front of you. Additionally you take no damage from Plasmic Dart.
- Arcane, Utility, Spell, Implement, Plasmic
- Level 1, Common
- Time: 1 Action or 1 Reaction
- Range: Self
- Target:
- Effect: +2 Shield Bonus to AC and Reflex; no damage from Plasmic Dart
- Duration: Sustain 1 Action
- Mage Armor
- As an Action, spend Mana. Target a willing creature within 30'. Once during the next 8 hours, when an attack hits the creature, it may force the attacker to reroll its attack with disadvantage.
-
- Upgrades:
- Better
- The targeted creature may force the reroll up to twice your Tier.
-
Divine Prayers
Focus on buffs, debuffs, defense, protection, healing, divination, truth, reality vs direct damage, illusion, etc. Support and social rather than combat; in general. Where do rituals show up?
Prayer List
- Augury
- Bane
- Banish
- Beacon
- Bless. You bless the actions of one you touch, aiding their goals.
- Divine, Utility, Spell, Touch
- Rank 1, Common, for Tier 1
- Cast Time: 1 Action, 1 Minute?
- Duration: 1 Day, Sustained?
- Cost: 1 Bond Point
- Range: Touch
- Target: 1 Creature
- Effect: The creature gains a pool of 1 + your Tier d4 dice. After making an attack roll or skill roll, but before finding out the result, the player may add 1 dice to the roll.
- Feats:
- More Powerful:
- The pool of dice is composed of d6s rather than d4s.
- Even More Powerful:
- Requires: More Powerful, Tier 3
- The pool of dice is composed of d8s rather than d6s.
- More Dice:
- Requires: Tier 2
- The pool is now composed of your Level + your Tier in dice.
- Aid The Allies:
- Requires: Tier 2
- You may Bless as many creatures as you can touch in 1 minute (or within 30'). The pool of dice is shared between them.
- More Powerful:
- Calm
- Circle of X
- Cleanse
- Command
- Cure
- Dawn/Daylight/Glow/
- Detection
- Despair/Fatigue/Debilitate/Cripple
- Dispel
- Dominate
- Doom
- Enflame
- Famine
- Farsight
- As an action, spend Bond, while sustained for the next X, you may peer through a point your physical eyes could see.
- Feats:
- Scrying
- You may view a location anywhere on the planet instead of anywhere within your normal line of sight.
- Pierce The Veil
- You may view the physical and the spiritual simultaneously.
- Y
- With something connecting you to the target, you may determine the location of a creature or item and thus observe that location.
- Scrying
- Snack/Meal/Feast
- Exhale
- Forbiddance
- As an action, spend Bond, draw or trace a 10' straight line on the ground, and name a creature type. For the next day, creatures of that type who attempt to cross the line must make a Mental saving throw. On a success, the creature takes d6+your Level plasmic damage. On a failure, the creature takes d6+your Level plasmic damage and cannot pass through the line for one minute.
- Feats:
- Circle
- You may trace up to 40' on the ground in any shape.
- Ritual
- You may spend an hour casting this spell instead of spending Bond.
- Circle
- Guardian
- Guidance
- Bonus on attack rolls? Advantage or more specific +Dice (ala Bless)?
- Hallow
- Harm
- Heal
- As an Action, spend Bond, a creature you see within 20' may spend a recovery.
- Feats:
- Quick Cast:
- You may cast this spell once on your turn instead of spending an action.
- Pulse
- You may spend an additional Bond to allow all creatures within 20' of you to spend a recovery.
- Quick Cast:
- Hope
- Bonus on saves?
- Inhale
- Inspire
- Lifelink
- As an Action, spend Bond and touch a creature. While Sustained, damage dealt to either creature is halved with the other creature suffering the same amount of damage.
- Locate
- Malfeasance
- Nightfall/Darkness/Darkfall/Dusk
- Plague
- Protection
- Purge
- Purify
- Raise
- Rebuke/Turn Undead
- Resist
- As an Action, spend Bond. While Sustained, a creature you see within 20' gains resistance to one non-kinetic damage type.
- Restore/Restoration
- Sanctuary
- Sear
- Shield
- +AC or temporary HP?
- Shield
- As an Action, spend Bond. Target a willing creature within 30'. Once during the next 8 hours, when an you would take damage, you may gain temporary HP equal to 10 per your Tier.
-
- Upgrades:
- More Frequently
- The targeted creature may gain temporary HP a number of times up to twice your Tier.
-
- Silence
- As an Action, spend Bond. A creature you see within 20' makes a Mental save. On a failure, that creature cannot speak. On a success, that creation can only whisper this round. Mental save ends.
- Smite
- Once per turn (once on your turn?), spend Bond to infuse a weapon you wield with divine energy. The next time that weapon hits with an attack, deal an extra d8 radiant (only?) damage.
- Spiritual Weapon
- Strengthen
- Bonus on X skill checks?
- Summon?/Convoke/Conjure/Call/Beckon/Moot
- Warding
- Zone of Truth/Testify/Compel
Feat List
These may be applied to specific
- Lengthen
- Increase the range of the spell to the next bracket: Touch, 20', 50', 100', 250', 500', 1000'.
- Quicken
- When you begin casting this spell, you may increase its point cost by 1 to cast in one faster bracket: 8 hours, 1 hour, 10 minutes, 1 minute, 1 action, once per turn, instant.
Martial Exploits
How in the world do feats work here? What is there to upgrade?
Should there be more differentiation between base and upgraded block, dodge, and parry?
Crits/doubles/failure/miss/other triggers
Weaken?
- Strike
- As an action, make a melee attack against a target you engage (rolling MIGHT vs AC, dealing WEAPON + MIGHT damage on a hit, and MIGHT damage on a miss).
- Shot
- As an action, make a ranged attack against a target in your weapon range (rolling AGILITY vs AC, and dealing WPN damage on a hit).
- Aim
- Sacrifice your movement. Make the first ranged attack this turn with advantage.
- Beatback
- Once per turn, after hitting with a melee attack, spend Grit to push the target 5' away from you and to maneuver 5'.
- Block
- Once per turn, spend Grit to raise your shield, forcing your enemy to reroll its attack against you with disadvantage.
-
- Upgrades:
- Defend
- When an adjacent ally is attacked, you may Block to protect them.
-
- Bravery
- Something
- Bloodthirst
- The first time during a combat that you become Winded, regain Grit.
-
- Upgrades:
- Bloodlust
- Once per round, when an enemy deals damage to you with an attack, regain Grit.
-
- Charge
- As an action, move up to your speed and make an attack.
- Cleave
- Once per turn, when you defeat a foe with a melee attack, spend Grit to make another attack.
-
- Upgrades:
- Followthrough
- Once on your turn, when you defeat a foe with a melee attack, you may make another attack.
-
- Clobber
- As an action, spend Grit and make an attack. On a hit, the target makes a Physical save. On a failure, the target is dazed. (A dazed target cannot act.) Physical save ends.
-
- Upgrades:
- What A Stunner Requires: Tier 3
- On a failure, the target is stunned. (A stunned target cannot act, attacks against him have advantage, and its Evasion saves have disadvantage.)
-
- Crescendo
- Once per turn, you may exchange/spend Doubles/Crit on a weapon hit for Grit.
- Deadly
- You may spend Grit to reroll an attack roll, keeping the second.
- Deadshot
- When making a ranged attack, you may make your attack roll with disadvantage. If you hit, deal an additional WEAPON? + AGILITY + Level? + Tier? damage.
- Disarm
- As an action, spend Grit and make an attack. On a hit, the target makes an Evasion save. On a failure, the target drops a weapon of your choice.
- Dodge
- Once per turn, spend Grit to dodge out of the way of an attack, maneuvering 5' and forcing your enemy to reroll its attack against you.
- Upgrades: Evade : When you fail an Evasion saving throw, you may use Dodge to reroll it with advantage.
- Follow
- Once per turn, when an enemy you engage advances, spend Grit to make a full advance toward him.
-
- Upgrades:
- Intercept
- You may Follow when any enemy moves within 30' of you.
-
- Goad
- Once per turn, spend Grit after hitting an enemy. While you engage that enemy, it is Goaded (a Goaded enemy suffers disadvantage on all attacks that do not include you.).
- Hamstring
- As an action, spend Grit and make an attack. On a hit, the target makes a Evasion save. On a failure, the target cannot maneuver and cannot move more than 5' per round. Physical save ends.
- Mighty
- You may spend Grit to reroll a damage roll, keeping the second.
- Off-hand Strike
- Once per turn, when you hit with a melee weapon held in your main hand, spend Grit to make an attack with the weapon in your off hand.
- Onslaught
- Once per turn, when you score a critical hit/hit with double, you may make an additional attack/spend the crit to make an additional attack.
- Opportunity Attack
- Once per round, when an enemy you engage moves out of your melee range, you may make an attack against him.
-
- Upgrades:
- Magekiller Requires: Tier 2
- You may Opportunity Attack when an enemy you engage casts a spell.
-
- Parry
- Once per turn, spend Grit to parry with your melee weapon, forcing your enemy to reroll its melee attack against you with disadvantage.
- Upgrades: Retaliate : If the attack misses, you may make a melee weapon attack targetting it.
- Power Attack
- When making a melee attack, you may make your attack roll with disadvantage (roll an additional d6 and subtract it). If you hit, deal an additional WEAPON? + MIGHT + Level? + Tier? damage.
- Precision
- When making an attack, spend Grit to roll with advantage.
-
- Upgrades:
- Boost Requires: Tier 3
- Roll an additional d10 instead of with advantage.
-
- Pugilist
- Your unarmed attacks deal d4 kinetic damage instead of 1 kinetic damage.
- Riposte
- Once per turn, spend Grit to make an attack at a target that just attacked you.
- Reckless
- You may make all attacks this round with advantage. If you do, all attacks targeting you have advantage, and you roll your Evasion saves with disadvantage.
- Rising Tide
- Once per round, regain Grit when you defeat a foe.
-
- Upgrades:
- Endless Tide Requires: Tier 2
- You may regain Grit once per turn instead of only once per round.
-
- Second Wind
- Once per long rest/short rest/encounter, you may spend a recovery.
- Sniper
- You do not suffer disadvantage on ranged attacks at distant targets.
- Sidestep
- Once per turn, spend Grit to maneuver 5'.
- ?? Smite
- Once per turn, spend Grit to roll a number of additional WEAPON dice equal to your Tier.
- Terrify
- Once on your turn, spend Grit. An enemy who can see and hear you within 30' makes a Mental save. On a failure, the target is frightened. Mental save ends.
-
- Upgrades:
- Bellow Requires: Tier 2
- Each enemy within 30' makes a Mental save instead of just one.
-
- Throw
- As an action, spend Grit. An enemy you grapple makes a Physical save. On a failure, roll a Might+Athletics check, the target lands prone that many feet away in a direction of your choosing, taking d6 damage for every 5' of distance, rounded up. On a success, the target is knocked prone.
- Trip
- As an action, spend Grit and make an attack. On a hit, the target makes a Physical save. On a failure, the target is knocked prone.
- Twinshot
- As an action, spend Grit, select 2 creatures within 10' of each other in your weapon range and make a ranged attack with disadvantage against each.
-
- Upgrades:
- Volley Requires: Tier 2
- You may target all creatures in a 10'-diameter circle instead of just two.
-
- Up Close And Personal
- You do not suffer disadvantage on ranged attacks while engaged in melee.
- Whirlwind
- As an action, spend Grit and make a melee attack with disadvantage against every creature in weapon range.
- Wrastle
- As an action, if you have a free hand, spend Grit and make a melee attack. On a hit, the target makes an Evasion save. On a failure, you grapple the target.
Primal Evocations
- TODO:
- Do upgrades replace what they upgrade or add on?
- To what extent should upgraded spells just replace earlier ones?
- Firebolt
- As an action, spend Blood, an enemy within 100' makes an Evasion save (or you make a ranged spell attack). On a failure (or a hit), target takes 2d6 thermal damage per Tier. On a success (or a miss), half damage.
-
- Upgrades:
- Scorching Ray
- As an action, spend Blood, two enemies within 100' make an Evasion save (or you make a ranged spell attack). On a failure (or a hit), target takes 3d6 thermal damage per Tier. On a success (or a miss), half damage.
- Fireball Requires: Tier 2
- A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame.
As an action, spend Blood, each creature in 20'-radius sphere within 100' makes an Evasion save. On a failure, target takes 4d6 thermal damage per Tier. On a success, half damage. - Inferno Requires: Tier 3
- As an action, spend Blood, each creature in 25'-radius sphere within 200' makes an Evasion save. On a failure, target takes 5d6 thermal damage per Tier. On a success, half damage.
- Cataclysm Requires: Tier 4
- As an action, spend Blood, select four 50'-radius spheres within a mile. Each creature therein makes an Evasion save. On a failure, target takes 6d6 thermal damage per Tier. On a success, half damage.
-
- Ignite
- As an action, spend Blood, a weapon you can touch blossoms into flame. While sustained, hits with the weapon deal an additional d6 thermal damage (per Tier). Alternatively, an item you touch bursts into flame. While sustained, the fire is almost impossible to put out and quickly consumes the item and whatever it touches.
-
- Upgrades:
- Quick Cast
- You may cast this spell once on your turn instead of spending an action.
- Extend
- You may target a weapon or item you can see within 30' rather than one you can touch.
-
- Acid Arrow. An arrow of acid springs from your hand and speeds to its target.
- Primal, Evocation, Chemical, Implement, Attack
- Level 2/3/4/5, Common
- Time: 1 Action
- Range: 100'
- Target: 1 creature
- Attack: ATTR vs. Reflex
- Hit: 4d4/5d4/6d4/7d4 chemical damage and ongoing 5/6/7/8 chemical damage (save ends)
- Miss: half damage
- Frost Blast. Cold and ice blasts from your hand in a cone, slicing and freezing those before you.
- Primal, Evocation, Glacial, Implement, Area, Attack
- Level 3/5/7/9, Common
- Time: 1 Action
- Range: 25' cone
- Target: each creature in area
- Attack: ATTR vs. Reflex
- Hit: 4d4/5d4/6d4/7d4 + ATTR glacial damage and slowed (save ends)
- Miss: half damage and slowed for 1 round
- Lightning Bolt. You release a powerful stroke of electrical energy in a line blasting out from you in a direction you choose.
- Primal, Evocation, Electrical, Implement, Line, Attack
- Level 3/5/7/9, Common
- Time: 1 Action
- Range: 100' line
- Target: each creature in line
- Attack: ATTR vs. Reflex
- Hit: 3d6/4d6/5d6/6d6 + ATTR electrical damage
- Miss: half damage
- Enlarge Person. This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8.
- Primal, Evocation, Implement, Polymorph, Utility
- Level 1, Common
- Time: 1 Action
- Range: 25'
- Target: 1 willing, humanoid creature
- Effect: The target’s size increases 1 category. (The target’s size gains a +1 power bonus—increasing its size by 1 category.)
- Duration: Encounter
- Rime. A weapon you touch becomes coated with ice.
- Primal, Evocation, Glacial, Implement, Utility
- Level 1, Common
- Time: 1 Action
- Range: Melee Touch
- Target: 1 weapon
- Effect: The weapon gains a +1 power bonus to attack and damage rolls and deals glacial damage.
- Duration: Encounter
- Envenom.
- Irradiate.
- Wind
- Summon/Conjure
- Sleep?
- Thorn Armor
- Barkskin
- As an Action, spend Blood. Target a willing creature within 30'. During the next 8 hours, you gain resistance to kinetic damage.
-
- Upgrades:
- Better
- You also gain resistance to 2 of …
-
Technological Wonders
Equipment
- TODO:
- Rarity - Common, uncommon, rare, unique
- Coin - Copper, silver, gold, ?, gems
- Max Tier permanent worn magic items?
Weapons
- A simple weapon starts at d6. An advanced weapon starts at d8.
- Make the weapon two-handed to increase the dice one step.
- Pick one trait for a simple weapon. Pick two traits for an advanced weapon.
- Traits:
- Thrown - The weapon can be thrown 20 feet.
- Ranged - Decrease the dice one step. The weapon gains a range of 100.
- Accurate - Decrease the dice one step. +1 to attacks made with this weapon.
- Heavy - Increase the dice one step. Small creatures attack with disadvantage with this weapon.
- Light - Decrease the dice one step. This is small enough to be used effectively in your off-hand.
- Critical - Roll an additional weapon dice on a critical hit. (Or d8/d10/d12?)
- Reach - Increase the range of a melee weapon by 5'.
Other traits? Firearms? What else?
Name | Price | Damage | Category | Group | Traits |
---|---|---|---|---|---|
Dagger | 1d4 | Advanced | Blade | +1 attack, Thrown | |
Shortsword | 1d6 | Advanced | Blade | +1 attack | |
Longsword | 1d8 | Advanced | Blade | +1 attack | |
Greatsword | 1d10 | Advanced | Blade | +1 attack, two-handed | |
Javelin | 1d6 | Simple | Spear | Thrown? | |
Spear | 1d6 | Simple | Spear | Thrown? | |
Longspear | 1d10 | Simple | Spear | Reach, two-handed | |
Handaxe | d6 | Simple | Axe | Thrown? | |
Battleaxe | 1d8 | Advanced | Axe | Two-handed | |
Greataxe | 1d12 | Advanced | Axe | Two-handed | |
Hammer | d6 | Simple | Hammer | Thrown? | |
Warhammer | 1d8 | Advanced | Hammer | Two-handed d10 | |
Maul | 1d12 | Advanced | Hammer | Two-handed | |
Club | 1d4 | Advanced | Club | ||
Greatclub | 1d8 | Simple | Club | Two-handed | |
Mace | 1d8 | Advanced | Club | Two-handed d10 | |
Flail | 1d8 | Advanced | Flail | ||
Quarterstaff | 1d6 | Simple | Staff | Two-handed d8 |
Shortbow Longbow Greatbow
Hand Crossbow Light Crossbow Heavy Crossbow Arbalest
Javelin Dagger Dart Atlatl/spear-thrower Sling
Pistol Derringer Pepperbox Revolver
Arquebus Musket Rifle
Dragon Blunderbuss
Armor
Light and heavy armor? Need medium?
Name | Category | Bonus | Traits |
---|---|---|---|
Gambeson | Light | +1 | |
Hauberk/byrnie | Medium | +2 | |
Brigandine | Medium | +3 | |
Cuirasse | Heavy | +4 | |
Plate harness | Heavy | +5 | |
Shield | Shield | +1 or +2 |
Gear
Consumables
Magic Items
-
TODO:
- How to make all magic items have a curse/doom?
-
Amulet of Protection
-
X
-
Belt of Alacrity. An iridescent belt with tiny opals woven into it.
- While wearing this belt, the wearer gains +2 to his Agility ability score and cannot be knocked prone?
- Can reroll failed Evasion saves? Advantage on Evasion saves?
-
Belt of Humility. A simple leather belt with a bronze clasp.
- While wearing this belt, the wearer gains +2 to his Discernment ability score and cannot be frightened/provoked/goaded/intimidated/…
- Can reroll failed Mental saves? Advantage on Mental saves?
-
Belt of Sobriety. A woven silver belt with a single brilliantly-cut amethyst at the clasp.
- Expensive, Attuned?, Magical, Rare, Belt
- While wearing this belt, the wearer gains +2 to his Vitality ability score and suffers no ill effects from intoxication.
- Reroll failed Physical saves? Advantage on Physical saves?
-
Ring of Armor
- You gain a +1 item bonus to your AC.
-
Ring of Resistance
- Expensive, Magical, Rare, Ring
- You have resistance to one energy type while wearing this ring. The gem in the ring indicates the type, which the GM chooses or determines randomly.
- d10, Energy Type, Gem
- 1, Psychic, Jade
- 2, Temporal, Opal? - Or remove and make this a d8.
- 3, Plasmic, Sapphire
- 4, Glacial, Aquamarine
- 5, Thermal, Garnet
- 6, Radiant, Topaz
- 7, Electrical, Citrine
- 8, Entropic, Jet
- 9, Chemical, Amethyst, Pearl?
- 10, Pick Another, As Picked
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Ring of Turning
- When an attack hits you, roll a d20. On a roll of 1, the attack misses at the last moment. If the attack still hits you, increase the roll threshold by 1. If the attack now misses, reset the threshold to 1.
Artifacts
All artifacts are unique and have a doom laid upon them.
- Excalibur
- 3d8
- Carnwennan
- Rhongomyniad
- The Sword in the Stone
- Spear of Longinus/Lance of Longinus/Spear of Destiny/Holy Spear
- 2d12
- The Grail
- Those who drink worthily are raised to life eternal; those who drink unworthily, drink damnation upon themselves.
- The Ruling Ring
- Pulls the wearer into the Unseen Realm, making him invisible to those in the Seen Realm.
- Slowly corrupts the wearer.
- Longs to return to its master.
- Bestows great power of X on the wearer.
- Stretchs the wearer’s life.
- Allows dominion over wearers of any of the other great rings.
- Ring of Fire
- Those you consider companions cannot be frightened within one day of your encouragement.
- Something about Fire
- Ring of Water
- Ring of Air
- Snowspear, Icicle, the Elven Spear, Rimespear, Frostspear, Icespike, Rimehorn, Frostlance,
- 2d12?
- Rimesorrow, frostgrieve, rime’s lament, icelament,
- Memory
- Sorrow
- Thorn
- Ouroboros Ring
- Something about eternal life/reincarnation but …
- Dragnipur
- Nightblood/
Men And Beasts
Most commoners are level 1. A soldier who has seen combat is level 2. A veteran of war is probably level 4. A lesser noble is level 4-8. A king is level 8-10. The levels beyond 10 are exceedingly rare, especially for mortals. A ruler whether noble or king cannot be, certainly could not remain first level, as they are not worth following without the strength to lead. Middle-earth (Mercury?) is a brutal place. Bureaucrats or weak men will be replaced with those who have the strength to deal with the evil in the world.
- Avalon and Camelot
- King Arthur
- Lady Guinevere
- Sir Lancelot
- Sir Gawain
- Sir Galahad
- Sir Percival
- Sir Yvain
- Sir Kay
- Sir Calgrenant
- Fisher King
- Merlin
- Morgan le Fey
- Mordred
- Zimiamvia
- Lessingham
- Mary
- Duke Barganax
- Fiorinda
- King Mezentius
- Duchess Amelie
- Horius Parry
- Doctor Vandermast
- Campaspe
- “England”
- Robin Hood
- Maid Marian
- Richard the Lionheart
- Little John
- Friar Tuck
- Sherriff of Nottingham
- Prince John
- Demonland
- Lord Juss
- Lord Spitfire
- Lord Goldry Bluzco
- Lord Brandoch Daha
- Queen Sophonisba
- Witchland
- King Gorice XXIII
- Lord Gro
- Goblinland
- Pixyland
- Impland
- The Foliot Isles
- Red Foliot
- The Gods
- Aphrodite
- Zeus
Definitions
- ability score
- Each creature has six ability scores: Might, Vitality, Agility, Cognition, Discernment, and Presence. These scores represent a creature’s most basic attributes. The higher the score, the more raw potential and talent your character possesses.
- ability score increase
- increase three ability scores by 1
- ability score modifier TODO: Is there a clearer name for this?
- = (ability score / 2) - 5
- AC
- = 10 + half Level + Tier if proficient + higher of Agility modifer and Cognition modifier + armor bonus + shield bonus + ?
- advantage
- roll an additional d10 and sum the highest 2, cancels disadvantage
- attack
- a type of Power intended to hurt, demoralize, or kill an enemy; – ?? a creature can only Attack once per turn
- botch
- when your natural roll equals 2, you botch—failing the roll (dealing no damange and inflicting no effects, even if specified by an attack power used) and possibly suffering additional consequences
- Grit
- You gain access to a pool of 3 Grit. These points all refresh during a short rest.
- critical range
- each increase of 1 to your critical range decreases the natural roll needed by 1 to critical (e.g., a +1 bonus to critical range means you would critical on a natural 19–20, by default).
- critical
- when you roll a natural 20, you critically succeed; if on an attack, you deal maximum damage.
- dazed
- A dazed target cannot act or move.
- disadvantage
- roll an additional d10 and sum the lowest 2, cancels advantage
- Evasion save
- = 10 + half Level + Tier (if proficient) + higher of Agility modifer and Cognition modifier + shield bonus
- flat-footed
- a flat-footed creature suffers a -2 penalty on defenses
- frightened
- a frightened creature suffers disadvantage on attack rolls (and more?) and cannot willingly move closer to the source of its fear.
- goaded
- a goaded creature suffers disadvantage on attack rolls when making attacks that do not include the goader
- grappled
- a grappled creature cannot move without escaping the grapple.
- half
- when you divide by 2 or take half of a value, round down
- hit points
- = Vitality score + hit die per Level + other bonuses
- hit
- when your modified attack roll equals or exceeds the target’s defense, you hit—dealing damage and inflicting effects.
- incompetence penalty
- when not proficient, roll with disadvantage; if another effect would add disadvantage, you cannot make the roll
- lasts one round
- an effect lasting one round lasts until the end of that character’s next turn
- Level
- a fine-grained indication of the general power level of a character - rated 0 to 20 (possibly 30)
- long rest
- a rest of at least 8 hours during which you regain half of your recoveries
- maneuver
- a maneuver is a voluntarily move that does not provoke opportunity attacks
- Mental
- = 10 + half Level + Tier (if proficient) + higher of Discernment modifer and Presence modifier
- miss
- when your modified attack roll is less than or equal to the target’s defense, you miss—dealing no damange and inflicting no effects, unless specified by the attacking power
- Physical save
- = 10 + half Level + Tier (if proficient) + higher of Might modifer and Vitality modifier
- proficiency bonus
- when proficient, gain a +1 per Tier bonus to the check, roll, or score
- recoveries
- A character has a number of recoveries each worth a quarter of his maximum HP that may be spent to heal in certain situations. You regain all spent recoveries during a long rest/downtime. If you were taking to 0 HP and had 0 recoveries remaining, you regain neither HP nor recoveries during rest.
- recovery value TODO: This name is duplicated.
- A character’s recovery value is worth a fourth of his total HP.
- round
- each creature in a combat has one turn to act in a round
- save ends
- an effect lasting until save ends continues until the effected creature rolls a successful save against the original DC. These are usually rolled at the end of its turn.
- short rest
- an uninterrupted rest of an hour? (10 minutes?) during which you may spend recoveries.
- slowed
- a slowed creature has 1 less Action and 1 less Reaction per round, cannot voluntarily move out of its turn, and cannot maneuver
- stunned
- A stunned target cannot act or move, attacks against them have advantage, and its Evasion saves have disadvantage. Supersedes dazed.
- summon
- a Summoning Power creates a creature with HP equal to your Winded value and Defenses equal to your base defenses - 1. You control this creature. When you take an Action to move, you may have this Creature move.
- Tier
- a coarse-grained indication of the general power level of a character - rated 1-4 for each group of 5 Levels
- threaten
- a creature threatens another when it is able to act, has another creature in its melee range, and is an enemy to that creature.
- turn
- a creature gets to control combat on its turn; a creature has 2 Actions to spend on its turn; and 1 Reaction to spend, generally on another creature’s turn, during each round
- winded
- a creature is winded when its current hit points equal half or fewer of its maximum hit points
License
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artworks, and trade dress. (Elements that have previously been designated as Open Game Content are not included in this declaration.)
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Wee Knight Games game product are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission.
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
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Definitions: (a) "Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b) "Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) "Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts, creatures, characters, stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
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The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
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Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
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Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
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COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.
? Pathfinder Roleplaying Game Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Reference Document. Copyright 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC.
Pathfinder Core Rulebook (Second Edition). Copyright 2019, Paizo Inc.; Designers: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.
Fourth World System Reference Document. Copyright 2018-2020, Matthew O’Connor; Author: Matthew O’Connor.
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