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getdele == Fantasy M&M == Many people think that M&M has more advanced system, that gives player less number crushing because it lacks hitpoints, powerpoints and one use spells. There comes the idea of replacing D&D with M&M system. * this is quite easy because M&M is D20 system so there is quite little to change. == Freeform D&D == * Fantasy system by Atori, based on M&M forum ideas. Basic campaings, start with power level 4. Heroic campaints, start with power level 6. Base Character classes * for each level, player must choose a basic character class that sets maximum ranks. * base classess are Fighter, Rogue, Semispell user and Magic user. * all other limits as normal M&M rules. Fighter * Attack maximum 1/level, so with starting level of 4, with 4 fighter levels character's maximum attack score is +4. Tradeoffs can variate this. * Defense maximum 3/4 per level. (round up.) * magic power maximum 0 Rogue * Attack maximum 3/4 /level * Defense maximum 1/level * magic power max 0. Semispell user * Attack maximum 3/4 /level * Defense maximum 3/4 per level. * magic ranks 1/2 per level Magic user * Attack maximum 1/2 /level * Defense maximum 1/2 per level. * magic ranks 1 per level Multiple professions * no problem, just mix and match * magic, magic ranks limitation is per profession( magical training . ) Example: 4th level magic user Arabus has 4 magic user levels. * Wizard * Illusionist * Bard (emotion controller) * Darkmage Each power can have max rank of one, because each magic user level is one. * so he has magic at rank 1, Illusion at rank 1, Emotion control at rank 1 and Darkess control at rank 1, great for multi use... == Professions == * each class is only a frame set. Player should define a profession rank for each powerlevel, and perks and quirks that come with it. Fighter * Perk: good combat training * quirk: must invest one point per rank into fighting skills or feats. Thief * perk: good in hiding * quirks: must invest one point per rank into subterfuge, stealing or similar feat or skill. Bard * perk: semispell user, charming. * quirk: must invest one point into social skills or feats. Wizard * perk: powerful magic * quirk: must invest a point into magical feats or skills. and so on. '''Magical training''' * Wizard - classic magic power * Illusionist - Illusion * Bard - emotion control * Darkmage - Darkness control * Cleric - power based on Deity's power * Druid - Shapeshifting - limited to animal forms Magic has heavy limitations. (draft) Flaws Wizard magic : Action [Full; -1], Distracting [-1], Fades [-1] = cost 3 ranks / 1p Flaws semi spell: Action [Full; -1], Fades [-1] = 2 ranks/cost 1p Wizard Drawbacks: (draft) Action (Magic, requires 1 hour to change allocation; -4pp), Power Loss (Magic, cannot change allocation or recover without spellbooks; Uncommon, Minor; -1pp), Power Loss (Magic, when unable to cast spells or when without spell components; Uncommon, Minor; -1pp) Sorcerer Drawbacks: (draft) Power Loss (Magic, when unable to cast spells or when without spell components; Uncommon, Minor; -1pp) '''Suggested drawbacks for professions''' Sorcerer Drawbacks Γ’ΒΒ Can only use Quarterstaff, Dagger, Darts, Cannot wear Armor; Rogue Γ’ΒΒ Limited weapons list, can wear only Leather or Chain armor Cleric Γ’ΒΒ Can wear any armor, Limited weapons list; a limited weapons list (no +3 weapons) would be a -1 Drawback no weapons at all would be a -2 Drawback a limited armor list would be a -1 Drawback no armor at all would be a -2 Drawback == Races == (by Joshua) Dwarves Native Language: Dwarf Skills: Craft/Trade 4 Powers: Super Senses 4 (Dark Vision, Detect Stone work Constructs (ranged); Immunity [Poison; Flaw: Limited (save required)] Total Cost: 6 pp Elves Native Language: Elven Powers: Super Senses 2 (Low LIght Vision, Acute Hearing); Immunity 4 [Sleep, Magical Fatigue, Disease, and Cold Environment; Flaw: Limited (Save required)]; Super Movement 1 (Sure footed; limited to Woodlands) Total Cost: 6 pp Halflings Native Language: Halfling Powers: Shrinking* 4 [PF: Innate; Flaw: Permanent]; Super Senses 1 [Low Light Vision] Total Cost: 4 pp (*) Halflings have the following adjustments to their stats thanks to their size: +1 Attack/Defense Bonus, -4 Strength, -4 Grapple Mod, +4 Stealth Modifier, -2 Intimidation Modifier, x 3/4 carrying capacity. == Prestige classes == At certain powerlevel character can take prestige class. Archmage * Requirements: To qualify to become an archmage, a character must fulfill all the following criteria. * Skills: Knowledge (arcana) 15 ranks * Feats: Skill Focus (Spellcraft) * Spells: Ability to cast 7th-rank spells, knowledge of 5th-level or higher spells from at least five schools (plant control, earth control etc.) Benefit * can trade one magic skill rank per Archmage level into magic Variant power (5p/rank=one power at a time.) Ideas from Atori, JoshuaDunlow, Setothes http://www.atomicthinktank.com/viewtopic.php?t=16531&highlight= == Charactersheet == This Excel character sheet can be opened with excel or with [http://www.openoffice.org/ open office]. [http://atori.suntuubi.com/datafiles/userfiles//FD%26DSheet.xls Charactersheet] Benefits from Excel sheet is easy update, automatic point calculation and easy printing. ''Suggestions and extra ideas for Freeform D&D are welcome.''
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