Philosophy: This is a rough draft of the Warrior class, the meat and potatoes melee character. The Warrior should be an attractive and effective class, but relatively simple to play.
My goal is to have each class find three attributes relatively desirable.
I will post more later on to-hit and damage by level. The to-hit roll is made on a d20, modified by appropriate attribute (Strength for the Warrior). On a hit, a flat amount of damage is dealt, equal to the weapon's value, plus an appropriate attribute (again, Strength for the Warrior). For now, let me say: what you see is what you get. There are no damage or to-hit modifiers from magic items, feats, etc. Situational bonuses and penalties will apply, but will be no greater than +/- 2.
The Warrior:
The Warrior is a heavily armored character who serves as the front line in combat, the brute force in problem-solving and the "face" in roleplaying.
Attributes:
The Warrior values strength most highly, as it directly affects his chance to-hit and damage. Damage is important to a warrior because he must present a threat to his enemies in order keep their focus on him and away from his more vulnerable allies. The Warrior deals the most consistent damage to his opponents.
The Warrior also values Health as it adds to his Hit Point pool. Hit Points are more valuable to a warrior than to any other class, due to his high Armor.
Finally, the Warrior values Personality. Warriors are stereotypically considered to be loyal and honorable. Your character's personality score will help you to back up this reputation in social challenges. Furthermore, the Warrior relies on Personality to intimidate his opponents.
Equipment:
A Warrior may wear any standard armor and wield any standard weapon.
Maneuvers:
A Warrior has four special maneuvers. A maneuver modifies an attack, and must be chosen before the attack is made. Only one maneuver may be used per round.
Shove: When a Warrior hits with an attack, he may push the target one square.
Cleave: When a Warrior hits with an attack, he may deal damage equal to his Health score to one adjacent enemy.
Rattle: The target is marked as the Warrior's opponent. Any attack that does not include the Warrior as a target suffers a penalty to the to-hit roll equal to the Warrior's Personality score.
Charge: This maneuver may only be used once per encounter. The Warrior may make his attack during the movement phase.
Class Features:
Pinning: When a warrior hits with an Opportunity Attack granted by a moving opponent, the opponent's movement is ended.
Modifiers:
The Warrior gains a bonus equal to his level when making to-hit rolls made with any standard weapon. He gains a bonus equal to half his level, rounded-down, when making damage rolls with any standard weapon. Furthermore, the Warrior adds his Strength score as a bonus to damage when hitting with a melee weapon. The Warrior is the only character who gains this benefit.
Hit Points:
A Warrior starts with 32 Hit Points plus his Health Score. He gains 2 Hit Points every even level, and 3 Hit Points every odd level. At level 5, the Warrior adds his Health score to his Hit Points again.
Will Bonus:
A Templar gains a +2 bonus to his Will when he is the target of an attack which forces him to move against his will.
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Just a few thoughts, big picture to start with. One of the avowed goals is to minimize complicated dice math and mechanical scaling. However, the warrior adds +1 to hit every level. Depending on how many levels are out there this could be quite a bit of adding! Additionally it impacts that monster scaling significantly as well as variability.
ReplyDeleteLevel 9 is the "cap." It should be nearly identical to 1e math.
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