I'm working on a homebrew system that I'd like to get some help with and, hopefully, test-run here.
In terms of races, I'm fairly open to ideas. With classes, however, I believe keeping it to fighter, marksman, magus, healer and rogue, since keeping it simpler will probably make it easier to find what needs balancing.
Note that all percentage are simplifying dice probabilities. For example, 85%=1d20>3, 50%=1d20>10 _____ Updates
Experience can be earned through several means. Fighting gives experience depending on the threat ranks of the enemy. Ranks are determined by the enemy's level relative to the party's average level. Note that threat rank does not account for the number of enemies. F: 20+ LVLs less E: 15-19 D: 10-14 C: 5-9 B: 4 more or less A: 5-9 more S: 10+
On level up, each stat increases by 1d2 and 5 points are given to advance a stat or Proficiency of choice.
Unlike character level, which needs 200 exp to advance, Profiencies use points(20 skill exp=1 point). Every 2 levels, the point cost to advance it increases by 1(1&2 cost 1, 3&4 cost 2, etc).
In the world(out of combat), characters venture through the world and will be able to interact with most of it. In many cases, a stat may need to be at a certain level before something can be interacted with, or noticed(WIS)/reached(SPD).
These "feats" have difficulty grades. In order to notice or clear the interaction, the required stat(IE Body, SPD) is added to a 1d20 roll and must be greater than or equal to a value(Stat+1d20>Difficulty). Some proficiencies provide bonuses to certain rolls. Simple: 15+ Easy: 22+ Average: 30+ Trained: 38+ Challenging: 47+ Heroic: 56+ Legendary: 64+ Godly: 75+
The environment can also affect combat in multiple ways. Field Effect - If the area's "element" matches a spell's or creature's, it may get bonuses(Dryads get more powerful in a forest, summoning a leviathan requires less charges near the sea). The terrain may also negatively affect characters(Harder to run in sand, attempting to climb a wall in heavy armor).
Interaction/Hazard - The terrain can be altered or used to gain an upper hand(A narrow passage limits who can be attacked, kicking down a table to act as cover). Depending on location, there may also be hazards(lava pit, brambles) that can inhibit--if not just simply killing--anyone who gets caught in them.
Though some Profiencies are conventionally only used in the world, they may also be applied during combat(Hunting Proficiency's tracking skill against an invisible enemy) which gives skill experience.
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Body: Health(2x Body), physical strength, chance to deal and resist stun, weight capacity
Mind: Spell reserve size(+1 per 3x Mind), knowledge, spell power cap
WIS: Spell power, area perception, resistance to mental statuses
SPD: General speed, movement finesse
CHA: Communication, chance of applying Charm, and get reduced prices in shops
Every character gets a turn in order of highest SPD to lowest, with the exception of sneak attacks. In that instance, the ambusher has priority unless the defender's DEX and SPD is higher than the ambusher's SPD(Ambusher A has 24 SPD, B has 20. Defender A has 25 DEX, but only 22 SPD, B has 20 DEX & 25 SPD. The combat order is Ambusher A, Defender A, Ambusher B, Defender B). Once each character has taken a turn, the combat order reverts to normal.
Each character has 1 action on its turn, except in 2 situations: SPD is 0(no actions) or SPD is at least 2x that of the character below it on the combat order. In the second instance, that character has as many actions as the one below it, plus 1, up to a maximum of 4 actions(A has 5 SPD, B: 10, C: 20, D:40, E: 80. A has 1 action, B: 2, C: 3, D: 4, E: 4).
An action can be any of the following: Attacking - Non-magical strike by sword, bow, etc.
Casting - Uses a spell for either offensive or supportive purposes.
Skill - Offensive or supportive abilities usable due to Proficiencies.
Equipment - Change equipment or use the ability of a piece of equipment.
Guard - Takes damage for an ally.
Defend - Either halves damage or allows for evasion, but must be the first or second action of the turn and ends the turn.
Tension - Increases tension by 1(max 10, once per turn). Each stack of tension increases crit rate by 5% and both defenses by 3. Lasts until something other than Tension, Item or Defend is chosen, or until the end of combat.
There are 2 types of damage(physical and magical), along with a corresponding defense(armor and magic resist). In the case of hybrid damage, both defenses are added together, then halved.
Melee attacks(normally physical) are calculated with Body+weapon's power - defender's armor(unless magic damage).
Ranged weapon attacks(bows, slings) are calculated by DEX+weapon's power - defender's armor(unless magic damage), and get a 5% accuracy bonus for every 12 DEX.
Spell power is calculated by WIS+base spell power - defender's magic resist. Ranged magic gets a 5% accuracy bonus for every 20 DEX. A spell's damage/healing cap is 2x Mind.
In addition to a damage cap, there's a limit to the number of spells that can be cast without penalty(1 per 3 Mind, some take multiple spell charges). Exceeding this limit requires a 1d6 roll(which can be upgraded via Proficiencies).
For example, 18/20 charges(60 Mind) are used, and a 6-charge spell is used. The roll must be greater than 4. Attempting to cast it again will fail, as 1d6 cannot exceed 6(the 2 remaining charges were used after first cast). Failing an overloaded spell roll causes mana burn, dealing damage equal to the charges over maximum.
Weapons have 3 stats: Power, accuracy and crit rate(usually appearing in that order as xx/xx/xx). Staves and wands, though having the lowest attack power, always have an ability, such as casting spells when used, or draining a few spell charges on hit.
Critical hits occur when the roll is within a certain value(If the crit rate is 15%, then a Critical Hit is 18, 19, 20). Damage is increased by 1d20 before being doubled when a Critical occurs.
When a character defends, it can choose to evade instead by rolling 1d6 and getting greater than a 3. Successful evasion changes damage to 0, while a failed roll causes damage to be taken as if the character were not blocking.
Proficiencies are a character's experience with a type of tool, class, or activity. During fights or from some actions, skill experience is earned(also dependent on threat rank) and can be applied to a Proficiency to increase its level. Every level, a skill or passive upgrade is earned(L. Sword normally has 85% hit, L. Sword Proficiency gives 5% bonus. Accuracy is now 90%). Characters are limited to 6 proficiencies.
Some proficiency skills allow for unused actions to be used as an interrupt. Interrupt skills can be used at anytime, but require a roll(1d4>1). Effects vary depending on order(If Perfect Evade is activated after Perfect Aim, the attack will miss. If Perfect Aim is activated after Perfect Evade, the attack will hit).
Statuses come in 3 degrees: light, normal, and severe. Statuses are divided into groups of how they affect a character, as some races may be able to recover or resist them better. Most statuses are inflicted through a 1d4 roll, but may vary.
Physical: Stun - Reduces SPD by 1d8/3d8/2d20(modified by attacker's Body - defender's Body) for 2/3/4 turns/actions(whichever is faster) or until end of combat.
Shock - Temporarily reduces DEX by 1d6+2/2d8+8/1d20+1d6+14 every other turn(T1, 3, ... reduced DEX. T2, 4, ... normal DEX.)
Burn/Poison - Deals 1d2/1d4+1/1d6+2 damage every turn. Does not cure over time.
Mental: Dim - Reduces Mind by 2d10/2d20+5/5d20+11( - defender's WIS)
Illusion - Reduces all accuracy by 25/40/55%( - 5% for every 10 of defender's WIS).
Charm - Varying effects and accuracy. Accuracy improves by 5% for every 5 CHA, but is decreased by 5% for every 5 WIS the defender has.
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User - (The creator, A.K.A. you) Name: Race: (Can be anything within reason, but I'll be determining what modifiers it will give. PM a description of it, unless it's obvious enough as to what it is.) Class: (Limited to Fighter, Marksman, Magus, Healer and Rogue for now) Gender: --- Stats - HP: Level: EXP: Armor: (Starts as 0, unless natural) Magic Resist: (Same as Armor) --- (Determined by 1d20 rolls, assigned as chosen) Body: (10 minimum) Mind: (10) DEX: (8) WIS: (8) SPD: (8) CHA: (8) --- Equipment - (To be purchased with starting funds from store) - - --- Passives - (Innate abilities from race, class or proficiency) - --- Skills - - --- Spells - (Same as race's creation system. A skill may be made instead of a spell.) Spell Cap: Spell Power Cap: - --- Proficiencies - (6 max) (Proficiency 1 Name) - Level: Points to advance: --- (2) - Level: Points to advance: --- (3) - Level: Points to advance:
A rare species occasionally born from the spilled blood of beings with large amounts of magical power. They are unique in that they have high intelligence compared to their normal counterparts and can utilize magic, usually either hemomancy or corresponding with the blood slime's "parent". Particularly powerful hemomancers can intentionally create blood slimes and control them, but there are few that have actually achieved this.
Class: Short-range mixed attacker with minor healing abilities
Physical Description: Though Lura has taken on a humanoid form to better fit into human society, his body is still made of the translucent, crimson gel iconic to his race. His hair and eyes, while still the same gooey substance, are simply a darker shade of red. While unable to understand why people are adverse to his slimy features, Lura still takes the courtesy to hide them underneath his grey, hooded cloak. The cloak, along with his dressy outfit, has several pockets which hold his belongings. He normally stands at a short 5'6" with an average frame.
Skillset: Hemomancy - Lura's hemomancy is incredibly potent due to the amount of blood he has, but is short-ranged because his level of mastery is still relatively low. He can also use it to mend minor wounds and preform a transfusion.
Mimicry - Lura can copy the movements of others after seeing them, but not their magic or innate abilities.
Natural Abilities: Lura's form is malleable, allowing him to morph into anything he can see with less mass than him. Absorbing blood temporarily increases his mass and allows him to regenerate lost body parts.
Magic Type: Fell
Magic School: Hemomancy - The caster's blood is used to attack other beings and drain their life-forces. It can also be used to give blood and seal wounds.
History: There was once a powerful archmage named Lucius Virem, exhausted from years of fighting. Deciding that he wouldn't fight any longer, the mage hung up his robes and retired to his tower. Relaxing for a few years certainly helped him, but now he was wondrously bored. "I suppose a hobby or two would help," he said to himself as he pondered what he could do. He'd never cooked his own meal in a while, so the archmage told the golem that normally made his meals to take a break, and he himself took up a knife for the first time in a long time. Shaking from something between enthusiasm and muscle deterioration, Lucius accidentally cut himself. Normally unfortunate, this actually turned out to be a stroke of luck for the old mage.
As his blood dripped, it took the form of a small, putty-like blob. Fascinated by this more than trying to do something he was bad at, the archmage brushed the minuscule slime into a cup and brought it to his study. He decided to name it Lura. Everyday, he fed Lura some of his blood and watched it grow, graduating from a cup to a bowl. Lucius carried it from room to room with him, chatting to it as if it were a close friend as he read or took a bath; Lura seemed to hop or shake a little in response to his words. Being eccentric as usual, Lucius wondered if smarter slimes could learn like people and decided to give him an education.
Along with giving him the necessary knowledge to live in the outside world, Lucius helped Lura learn the art of hemomancy, reaching the point where Lura could change his own form into fine shapes. During the ten remaining years of the archmage's life, he finally came to consider Lura like a son. After the old man was put into a tomb in the tower, Lura adopted the surname Virem and took the cloak put away years ago. Though he wasn't welcomed by most people, he found a home as a mercenary, where no one cared who he was as long as he could get a job done.
Equipment: Grimoires - Lura accepts two types of pay: money and magic tomes. He's still relatively inexperienced at hemomancy, so he tries to learn what he can about it. He can also invoke stronger spells with some of them.
Notebook - Though able to talk, Lura seems to prefer writing down his words rather than actually speaking. He also likes drawing things, but usually ends up making them hyperrealistic.