Character Creation
The first hack I've made for 5e is changing character creation for a West Marches style game. I feel it's really simple, and also it gives more of an OSR feel. This forces players to not rely on their character sheet, but to rely on their own wits. I completely cut out backgrounds because I felt it was too much of a gimme, and far too powerful for the type of game I'm trying to run.
Standard Character Creation
- Roll 3d6.
- 1st level
- PHB and volos races only (Volos is my pick. You can pick any other book or just stick with PHB. But I'd stick with the one extra book only. It makes things simpler).
- PHB classes and most recent UA Ranger (Minor tweak: Primeval Awareness still uses spell slots and is reduced to 1/2 a mile. Just, too strong for my game since my hexes are 6 miles).
- UA classes on a case by case basis (I say this because there's some really cool stuff being worked on that I myself may gloss over. But don't be afraid to say "No" to something broken).
- No exotic languages unless your race/class specifies. For example, Dragonborns get draconic.
- No UA feats
- starting gold is based on class
- There are no backgrounds: any combination of 3 skills, languages, or tool proficiencies.
- Everyone buys their equipment with their starting gold.
Leveling Up
One of the more questionable components I've hacked is the leveling up system. It's way less forgiving than before, but feels more rewarding when you do level up. The requirements are as follows:
- You must have the proper amount of XP
- You must have the proper amount of Gold to level up
- You must spend the time to level up
- You must be back in town.
- You must find someone to train with.
Once you have all five of these prerequisites, you can then level up. It sounds like a headache, and just one more thing to book keep. However, it gives me and my players more verisimilitude. It feels like the world is persistent and real, and that they learn new techniques over time. The former just felt as if they were leveling up in a video game. The point of this is give a little more crunch. I use this at my table and had a lot of success. It breaks up the monotony of the same thing OVER and OVER again. We had some good RP moments that we wouldn't have had if this rule was not in affect, and also helps set a general pace for the party. Eventually, it's wise to just hand wave the RP moments unless the player chooses otherwise. But, it leaves the option on the table for things to be fleshed out if you so choose. Also, it pushes my players to want to explore(we'll get into this later), to want to gather riches, and find these long lost secrets. Because let's face it, if they don't explore, they don't level up. This is all subject to change. I may even go for straight up gold-for-xp in the future. But, for now, this works for me. Hopefully, if you decide to use this, it works for you too.
Character Death
This is pretty inevitable. But to combat the complete loss of a character, everyone has a set starting point if they die: 1/2 xp, 1/2 gold, and roll on the magic items table below that. I chose to do only consumables and rings since I may get a lot of complaints that their wizard wouldn't use a magical great axe.
Conclusion
This is pretty inevitable. But to combat the complete loss of a character, everyone has a set starting point if they die: 1/2 xp, 1/2 gold, and roll on the magic items table below that. I chose to do only consumables and rings since I may get a lot of complaints that their wizard wouldn't use a magical great axe.
For the most part, this is some of the meat and potatoes of my games. It's served me well so far. It makes the players treasure their treasure more, and treasure their PC's all the same. Tell me what you think. Below are the tables I use. Steal them all, and enjoy them.
My next post will probably be on how I reward xp. I do it purely on exploration. Forgive the line spacing at the end. Blogger was really finicky with copying and pasting from docs into here. Until next time!
My next post will probably be on how I reward xp. I do it purely on exploration. Forgive the line spacing at the end. Blogger was really finicky with copying and pasting from docs into here. Until next time!
Starting Wealth by Class
Class
|
Gold
|
Artificer
|
5d4 x 10 gp
|
Barbarian
|
2d4 x 10 gp
|
Bard
|
5d4 x 10 gp
|
Cleric
|
5d4 x 10 gp
|
Druid
|
2d4 x 10 gp
|
Fighter
|
5d4 x 10 gp
|
Monk
|
5d4 gp
|
Paladin
|
5d4 x 10 gp
|
Ranger
|
5d4 x 10 gp
|
Rogue
|
4d4 x 10 gp
|
Sorcerer
|
3d4 x 10 gp
|
Warlock
|
4d4 x 10 gp
|
Wizard
|
4d4 x 10 gp
|
Beyond First Level
Note- This includes living expenses for the time being. This is considered all of your downtime for those days of leveling up.
Level
|
Prerequisites
|
Level 1 to 2
|
200 GP and 2 days of training
|
Level 2 to 3
|
500 GP and 3 days of training
|
Level 3 to 4
|
1500 GP and 3 days of training
|
Level 4 to 5
|
2500 GP and 4 days of training
|
Level 5 to 6
|
3000 GP and 5 days of training
|
Level 6 to 7
|
3200 GP and 6 days of training
|
Level 7 to 8
|
6000 GP and 7 days of training
|
Level 8 to 9
|
9000 GP and 8 days of training
|
Level 9 to 10
|
11000 GP and 9 days of training
|
Level 11 to 12
|
22000 GP and 10 days of training
|
Level 12 to 13
|
50000 GP and 11 days of training
|
Level 13 to 14
|
55000 GP and 12 days of training
|
Level 14 to 15
|
60000 GP and 13 days of training
|
Level 15 to 16
|
70000 GP and 14 days of training
|
Level 16 to 17
|
85000 GP and 15 days of training
|
Level 17 to 18
|
90000 GP and 16 days of training
|
Level 18 to 19
|
100,000 GP and 17 days of training
|
Level 19 to 20
|
150,000 GP and 18 days of training
|
Starting gold beyond 1st level Table
Level
|
Magic Item
|
2
|
1 x common
|
3
|
2 x common
|
4
|
1x common 1x uncommon
|
5
|
2x common 1x uncommon
|
6
|
2x common 1x uncommon
|
7
|
1x common 2x uncommon 1x rare
|
8
|
1x common 3x uncommon 1x rare
|
9
|
1x common 2x uncommon 1x rare
|
10
|
1x common 2x uncommon 1x rare
|
11
|
1x common 2x uncommon 1x rare
|
12
|
2x common 2x uncommon 2x rare
|
13
|
2x common 3x uncommon 2x rare
|
14
|
3x common 3x uncommon 2x rare
|
15
|
3x common 3x uncommon 2x rare
|
16
|
3x common 3x uncommon 3x rare
|
17
|
3x common 3x uncommon 2x rare
|
18
|
3x common 4x uncommon 3x rare
|
19
|
4x common 4x uncommon 3x rare 1x legendary
|
20
|
4x common 4x uncommon 3x rare 1x legendary
|
Magic Item Table by Rarity
Common Magic Items
1d10
1-5
|
Potion of Healing
|
6-10
|
Potion of Climbing
|
Uncommon Magic Items
1d12
1
|
Oil of Slipperiness
|
2
|
Philter of Love
|
3
|
Potion of Animal Friendship
|
4
|
Potion of Fire Breath
|
5
|
Potion of Greater Healing
|
6
|
Potion of Growth
|
7
|
Potion of Hill Giant Strength
|
8
|
Potion of Poison
|
9
|
Potion of Resistance
|
10
|
Potion of Waterbreathing
|
11
|
Bag of Holding
|
12
|
Ring of Warmth
|
Rare Magic Items
1d10
1
|
potion of gaseous form
|
2
|
potion of invulnerability
|
3
|
potion of mind reading
|
4
|
potion of stone giant strength
|
5
|
potion of superior healing
|
6
|
scroll of protection
|
7
|
staff of healing/6 uses then destroyed
|
8
|
Bag of Beans
|
9
|
chime of opening
|
10
|
potion of clairvoyance
|
Legendary Magic Items... still under construction. I have time.
"Beyond First Level" chart is missing
ReplyDeleteLevel 10 to 11. I assumed it is 16,000GP and 9 days.
Thanks for your work!