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Saturday, March 16, 2013

It Had to Happen: Random Classes

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How could a game built on a foundation of platonic solids not have random classes? It's inconceivable (and yes, the word does mean what I think it means).

Now, a completely random class is, on the face of it stupid. I know this. But, let's think about this. Some people set out in life with a goal, and they stick to it and eventually become what they set out to become. A young Merlin (well, old Merlin I guess - it's confusing with that guy) decides he wants to be a magic-user, he works hard, gets a few lucky breaks, and eventually makes it to 1st level and heads off into a dungeon.

But some folks play it by ear. They don't know where their going, and on their way to 1st level, maybe they pick up a wide array of skills. You know, somebody like ... Conan the Freaking Barbarian. How many jobs did that kid have? Started out a barbarian in Cimmeria, became a thief, then later a pirate, etc. Guy was all over the place. Thus - random classes.

Here's the way it works. First roll puts you into a broad category of fighting skills and saving throws - warrior, mage or rogue. This role impacts your additional rolls, which will determine what weapons and armor you can use, and what special abilities and/or skills you managed to pick up. Some of those special skills introduce ability score requirements. If you don't have a high enough ability score, you have to roll again.

One note: These tables assume you're using Blood & Treasure. You can probably adapt them to your favorite system.

On to the random nonsense ...

ROLL ONE - KNOW YOUR ROLE

Roll D6

1-2. Warrior - advances as Fighter


3-4. Rogue - advances as Thief; rogues add +15% to all future percentile rolls.

5-6. Scholar - advances as Magic-User; scholars add +30% to all future percentile rolls.

ROLL TWO - GIRD YOUR LOINS

Roll D%

ARMOR PERMITTED
01-5. All
6-10. Platemail, banded mail, splint mail, breastplate, chainmail, scale mail, chainmail shirt, studded leather, ring mail, leather armor, padded armor
11-20. Banded mail, splint mail, breastplate, chainmail, scale mail, chainmail shirt, studded leather, ring mail, leather armor, padded armor
21-30. Splint mail, breastplate, chainmail, scale mail, chainmail shirt, studded leather, ring mail, leather armor, padded armor
31-40. Breastplate, chainmail, scale mail, chainmail shirt, studded leather, ring mail, leather armor, padded armor
41-50. Chainmail, scale mail, chainmail shirt, studded leather, ring mail, leather armor, padded armor
51-60. Scale mail, chainmail shirt, studded leather, ring mail, leather armor, padded armor
61-70. Chainmail shirt, studded leather, ring mail, leather armor, padded armor
71-80. Studded leather, ring mail, leather armor, padded armor
81-90. Ring mail, leather armor, padded armor
91-100. Leather armor, padded armor
101-115. Padded armor
116-130. No armor permitted

SHIELD PERMITTED
01-30. All shields
31-50. Shield and buckler
51-80. Buckler
81-130. No shields

ROLL THREE - GRAB A POINTY STICK

Roll D%

01-30. All weapons, melee and ranged
31-80. Medium and light melee weapons, light crossbows, short bows and thrown ranged weapons
81-130. Light melee weapons, light crossbows, short bows and thrown ranged weapons

ROLL FOUR + - GET SPECIAL!

Characters are permitted 1d3+2 rolls on the special abilities table. Abilities that are “as” a character class use the rules for that class’s ability and gain that ability or enhancements to that ability at the same levels as that class does.

Roll D%

1. Smite Chaos (Lawful, Wis 13+)
2. Favored enemy as ranger (Wis 13+)
3. Whirling Frenzy (Dex 13+)
4. Rage as barbarian (Con 13+)
5. Sixth sense as barbarian
6. Weapon specialization as duelist, though you may choose any weapon
7. Add Intelligence bonus to AC (Dex 13+)
8. Spring into combat as duelist (Dex 13+)
9. Riposte as duelist (Dex 13+)
10. Roll with lethal blow as duelist (Dex 13+)
11. Dominate foes as fighter
12. Multiple attacks as fighter
13. Steadfast as defender [fighter variant] (Con 9+)
14. Alertness feat as a class ability
15. Bull Rush feat as a class ability
16. Cleave feat as a class ability
17. Disarm feat as a class ability
18. Dodge feat as a class ability
19. Expertise feat as a class ability
20. Grapple feat as a class ability
21. Great Fortitude feat as a class ability
22. Iron Will feat as a class ability
23. Lightning Reflexes feat as a class ability
24. Power attack feat as a class ability
25. Sunder feat as a class ability
26. Two Weapon Defense feat as a class ability
27. Two Weapon Fighting feat as a class ability
28. Weapon Finesse feat as a class ability
29. Bend Bars as class skill
30. Break Down Doors as class skill
31. Find Secret Doors as class skill
32. Jump as class skill
33. Riding as class skill
34. Survival as class skill
35. Tracking as class skill
36. Swimming as class skill
37. Trickery as class skill
38. Balance as class skill
39. Climb Sheer Surfaces as class skill
40. Escape Bonds as class skill
41. Find Traps as class skill
42. Hide in Shadows as class skill
43. Listen at Doors as class skill
44. Move Silently as class skill
45. Open Locks as class skill
46. Pick Pockets as class skill
47. Remove Traps as class skill
48. Decipher Codes as class skill
49. Legend Lore as bard (Int or Cha 13+)
50. Haggle as a venturer (Cha 13+)
51. Add +1 to reaction rolls (Cha 13+)
52. Get 15 gp per point of Charisma at character creation instead of 10 gp per point of Charisma (Cha 13+)
53. Backstab as thief
54. Use poison as assassin
55. Concoct explosives as anarchist (Int 13+)
56. Paralyze foes as assassin (Dex 13+)
57. Improve AC as monk (Dex 13+)
58. Increased attacks as monk (Dex 13+)
59. Increased unarmed damage as monk (Wis 13+)
60. Increased speed as monk (Con 13+)
61. Deflect arrows as monk (Dex 13+)
62. Damage creatures only harmed by magic as monk (Wis 13+)
63. Slow fall as monk (Dex 13+)
64. Immune to disease (Con 13+)
65. Feign death as monk (Wis 13+)
66. Heal own wounds as monk (Con 13+)
67. Immune to poison (Con 13+)
68. Quivering palm attack as monk (Con 13+, Dex 13+, Wis 13+)
69. Speak with all creatures (Wis 13+)
70. Fascinate as bard (Cha 11+)
71. Suggestion as bard (Cha 13+)
72. Break enchantment as bard (Cha 13+)
73. Detect evil at will as paladin (Wis 13+)
74. Lay on hands as paladin (Wis 13+)
75. Immune to fear (Cha 13+)
76. Summon warhorse as paladin (Cha 13+)
77. Cure disease as paladin (Wis 13+)
78. Resistance to acid (Con 13+)
79. Resistance to cold (Con 13+)
80. Resistance to electricity (Con 13+)
81. Resistance to fire (Con 13+)
82. Resistance to sonic and +2 vs. song-based abilities (Con 11+)
83. Vampire slayer - +2 save vs. undead abilities
84. Dragon slayer - +2 save vs. dragon abilities
85. Turn or rebuke undead as cleric (Lawful or Chaotic, Wis 9+)
86. Turn elementals (Wis 9+)
87. Turn oozes (Wis 9+)
88. Turn dragons (Wis 9+)
89. Rebuke animals (Cha 13+)
90. Move through undergrowth as druid or ranger (Wis 13+)
91. Leave no trail as druid (Wis 13+)
92. +2 save vs. all energy attacks (Con 9+)
93. Change shape as druid (Con 13+, Wis 13+)
94. Protection from evil effect as paladin (Lawful, Wis 13+)
95. Darkvision to a range of 60 feet
96. Gain a psychic power as a psychic (player’s choice)
97. Cast a single 0-level spell 1/day (roll list and actual spell randomly)
98. Cast a single 0-level spell 3/day (roll list and actual spell randomly)
99. Cast a single 1st level spell 1/day (roll list and actual spell randomly)
100. Cast a single 1st level spell 3/day (roll list and actual spell randomly)
101-120. Cast spells, up to level 3*
121-125. Cast spells, up to level 6*
126. Cast spells, up to level 9*
127-129. Cast spells as sorcerer
130. Roll twice on this table, ignoring this roll

* The first time you gain spellcasting abilities, roll randomly to decide which list you use. If you gain the ability to cast higher level spells, use the same list.

1. Assassin (only up to 3rd level)
2-3. Bard (only up to 6th level)
4-9. Cleric
10-12. Druid
13-18. Magic-User
19. Paladin (only up to 3rd level)
20. Ranger (only up to 3rd level)

And there you have it. It could be a fun way to roll up NPC's - though the short hand of the existing classes is pretty convenient, or a way to throw together a really interesting party for a one night delve into a classic dungeon. Just remember to roll your dice responsibly.

JMS

6 comments:

  1. I'm not seeing how characters get the 101-130 (the spellcasting) results on the final table. I'm guessing it ties in to the first table (warrior/rogue/mage)?

    ReplyDelete
    Replies
    1. Sorry - there was a copy/paste error in there. Fixed now - but rogues add +15% to their percentile rolls, while scholars add +30% to theirs. That would be to rolls for armor permitted, shields permitted, weapons permitted and special abilities.

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  2. When I saw this at the top of my blog reading list I was intrigued and thrilled by the title IT HAD TO HAPPEN: RANDOM CLASSES just above a picture of some iconic PCs with a couple additions, undoubtedly random. One of these immediately excited me. Even while eating dinner, I rolled up a Rogue Treasure Chest with whirling frenzy, bull rush feat, break down doors and fascinate as special abilities. Ever since I've read THE COLOUR OF MAGIC when it first came out, I've wanted to play a treasure chest. Leave it to you to supply the opportunity. You're really thinking along my lines now, and I can't wait to play-test my new character. I've named it already: Portmanteau.

    ReplyDelete
    Replies
    1. Heh. I expect most people don't know this bit of trivia, but Terry Pratchett has stated that he originally invented the Luggage...for a role playing game! Now I don't know if it was a character or just carried stuff. I'll have to ask sir Terry if I ever see him.

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  3. I created an excel file with the above tables, haven't figured out how to avoid double specials or add maximum spell levels of the same class but then again a new class is an F9 button-click away:
    base class: Scholar
    armour: Studded leather, ring mail, leather armor, padded armor
    shield: Shield and buckler
    weapon: Medium and light melee weapons, light crossbows, short bows and thrown ranged weapons
    special 1: Add +1 to reaction rolls (Cha 13+)
    special 2: Paralyze foes as assassin (Dex 13+)
    special 3: Increased unarmed damage as monk (Wis 13+)
    ___
    *F9*
    __
    base class: Scholar
    armour: No armor permitted
    shield: Shield and buckler
    weapon: Medium and light melee weapons, light crossbows, short bows and thrown ranged weapons
    special 1: Cure disease as paladin (Wis 13+)
    special 2: Feign death as monk (Wis 13+)
    special 3: Dragon slayer - +2 save vs dragon abilities
    special 4: Cure disease as paladin (Wis 13+)
    special 5: Lay on hands as paladin (Wis 13+)
    --
    *F9*
    ---
    base class: Scholar
    armour: Breastplate, chainmail, scale mail, chainmail shirt, studded leather, ring mail, leather armor, padded armor
    shield: Shield and buckler
    weapon: Medium and light melee weapons, light crossbows, short bows and thrown ranged weapons
    special 1: Power attack feat as a class ability
    special 2: Dragon slayer - +2 save vs dragon abilities
    special 3: Use poison as assassin
    special 4: Swimming as class skill
    special 5: Dodge feat as a class ability

    Shall I send it to your email account?

    ReplyDelete
    Replies
    1. Very cool! Email along. I'd love to look at it, and if it's okay with you maybe put it up on the blog as a download for folks.

      Delete