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  1. #1
    Ultimate Completionist
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    Default Challenge Class proposal in detail

    Conversion for the NPC classes:

    SDR D&D reference link
    {This conversion is as close as possible to the pen and paper D&D 3.5 ed ruleset with only three minor changes ~ Commoner weapon proficiency, Expert class skill list, Adept spell progression.}

    Premises for creating NPC classes is that experienced players like new challenges, also this brings more D&D flavor to DDO with a small amount of coding time.
    {Recommend including this in the large upcoming 2017 expansion for more splash goodies.}

    Challenge type classes do not receive enhancement trees but may use existing racial and independent trees.
    {Recommend that there be at least two independent trees before creating NPC classes.}
    {Recommend that there be at least one challenge race created after creating NPC classes.}

    Challenge type classes gain enhancement points at the same rate as normal classes.
    Challenge type classes gain any default feats normally given to other classes, such as attack, defensive fighting, sneak, sunder, and trip.

    Challenge type classes do not gain a purchasable past life feat option.
    Challenge type classes do gain a passive past life feat that stacks up to three times.
    {Recommended the bonus be +1 to a certain skill: Adept: +1 heal skill; Aristocrat +1 bluff; Commoner +1 jump; Expert +1 spot; Warrior +1 intimidate.}
    {This grants small, interesting bonuses that an average player can easily ignore.}

    Challenge type classes do not gain their own epic destinies.
    Challenge type classes default to the epic destiny sphere closest to their class features:
    Adepts default to the divine sphere.
    Commoner, Warrior, Aristocrat, and Expert default to the Martial Sphere

    Challenge type classes do not count towards completionist requirements; this is to prevent undo burden on the average player.


    List of five available NPC Challenge Classes in detail:

    Adept NPC type challenge class
    Hit Die d6
    Poor BAB (as per wizard types)
    Poor Fort Saves (as per wizard types)
    Poor Ref Saves (as per wizard types)
    Good Will Saves (as per wizard types)

    Spell Points equal to amount bards receive

    Skills
    Class Skill List: Concentration (Con), Heal (Wis), and Spellcraft (Int).
    Skill points at first level (2 + Int modifier) x 4
    Skill points at each additional level (2 + Int modifier)

    Weapon and Armor Proficiencies
    Simple weapon proficiency
    No armor or shield proficiency

    Gains Heroic and Improved Heroic Durability as per standard classes.
    Does not gain magical training (similar to a bard).
    If arcane familiars are added to DDO, the adept would gain access to that feature.

    Spell casting abilities are based upon wisdom for DCs and increases in spell points.
    Spell casting is considered divine in nature and is therefore not subject to arcane spell failure.
    The adept may change chosen spell slots at any shrine or tavern.
    The adept is automatically granted access to every spell on the adept spell list.
    To prepare or cast a spell, an adept must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an adept’s spell is 10 + the spell level + the adept’s Wisdom modifier.

    Spell points are 50 points gained at first level, with an additional 25 spell points gained for each additional adept level.

    Spell slots are (used more conservative conversion as it was smoother):
    First Level 1
    Second level 1
    Third level 2
    Fourth level 2
    Fifth level 2/1
    Sixth level 2/1
    Seventh level 3/2
    Eighth level 3/2
    Ninth level 3/2/1
    Tenth level 3/2/1
    Eleventh level 3/3/2
    Twelfth level 3/3/2
    Thirteenth level 3/3/2/1
    Fourteenth level 3/3/2/1
    Fifteenth level 3/3/3/2
    Sixteenth level 3/3/3/2
    Seventeenth level 3/3/3/2/1
    Eighteenth level 3/3/3/2/1
    Nineteenth level 3/3/3/3/2
    Twentieth level 3/3/3/3/2

    Adept spell list (using existing spells and removing anything not existing in DDO):

    0 Level spells are not currently used in DDO

    1st Level spells known:
    Bless as per the level one cleric spell
    Burning Hands as per the level one wizard spell
    Cause Fear as per the level one cleric spell
    Command as per the level one cleric spell
    Cure Light Wounds as per the level one cleric spell
    Obscuring Mist as per the level one cleric spell
    Protection from evil as per the level one cleric spell
    Sleep as per the level one wizard spell

    2nd Level spells known:
    Aid as per the level two cleric spell
    Bear’s endurance as per the level two cleric spell
    Bull’s strength as per the level two cleric spell
    Cat’s grace as per the level two cleric spell
    Cure moderate wounds as per the level two cleric spell
    Invisibility as per the level two wizard spell
    Resist energy as per the level two cleric spell
    Scorching ray as per the level two wizard spell
    See invisibility as per the level two wizard spell
    Web as per the level two wizard spell

    3rd level spells known:
    Bestow curse as per the level three cleric spell
    Contagion as per the level three cleric spell
    Cure serious wounds as per the level three cleric spell
    Lightning bolt as per the level three wizard spell
    Neutralize poison as per the level four cleric spell
    Remove curse as per the level three cleric spell
    Remove disease as per the level three cleric spell

    4th level spells known:
    Cure critical wounds as per the level four cleric spell
    Restoration as per the level four cleric spell
    Stoneskin as per the level four Wizard spell
    Wall of fire as per the level four Wizard spell

    5th level spells known:
    Break enchantment as per the level five cleric spell
    Heal as per the level six cleric spell
    Raise dead as per the level five cleric spell
    True seeing as per the level five cleric spell


    Optional: Adept Caster levels are added to the appropriate Epic Destinies:

    Unyielding Sentinel
    Vigor of Battle: Passive bonuses:
    You gain 40 spell points, and each level of Unyielding Sentinel grants +4 Melee Power, +40 Spell points, and +1 Adept, Cleric, Favored Soul, and Paladin caster levels if you have any levels in those classes.


    Exalted Angel
    Celestial destiny: Passive Bonus: Gain 50 sp. Each additional level of Exalted Angel grants 50 sp and +1 to Adept, Cleric, Paladin and Favored Soul caster levels if you have any levels in the class.


    Divine Crusader
    Just Cause: Passive: You gain Adept, Cleric, Favored Soul, and Paladin Caster Levels equal in your level in Divine Crusader. +25 Spell Points, +10 Hit points, and Your Base Attack Bonus is equal to your total Character Level. Passively Provides: +2 Melee Power.




    Aristocrat NPC type challenge class

    Hit Die d8
    Moderate BAB (as per the cleric class)
    Poor Fort saves (as per the cleric class)
    Poor Ref saves (as per the cleric class)
    Good Will saves (as per the cleric class)

    Skills
    Class Skill List: Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Listen (Wis), Perform (Cha), Spot (Wis), and Swim (Str).
    Skill points at first level (4 + Int modifier) x 4
    Skill points at each additional level (4 + Int modifier)

    Weapon and Armor Proficiencies
    Simple and Martial weapon proficiency
    Light, Medium and Heavy armor proficiency.
    All shield proficiency including tower shields (as per pen and paper rules).

    Gains Heroic and Improved Heroic Durability as per standard classes.



    Commoner NPC type Challenge Class

    Hit Die d4
    Poor BAB (as per the wizard class)
    Poor Fort saves (as per the wizard class)
    Poor Ref saves (as per the wizard class)
    Poor Will saves (as per the fighter class)

    Skills
    Class Skill List: Jump (Str), Listen (Wis), Spot (Wis), and Swim (Str).
    Skill points at first level (2 + Int modifier) x 4
    Skill points at each additional level (2 + Int modifier)

    Weapon and Armor Proficiencies
    Simple Weapon: Club and Dagger (pen and paper rules say choose one simple weapon but this is easier to code).
    No armor proficiency.
    No shield proficiency.

    Gains Heroic and Improved Heroic Durability as per standard classes.




    Expert NPC type Challenge Class

    Hit Die d6
    Moderate BAB (as per the cleric class)
    Poor Fort saves (as per the cleric class)
    Poor Ref saves (as per the cleric class)
    Good Will saves (as per the cleric class)

    Skills
    Class Skill List: All {rules say choose any 10 skills, but this is better coding and not broken}
    Skill points at first level (6 + Int modifier) x 4
    Skill points at each additional level (6 + Int modifier)

    Weapon and Armor Proficiencies
    Simple Weapons
    Light armor proficiency.
    No shield proficiency.

    Gains Heroic and Improved Heroic Durability as per standard classes.



    Warrior NPC type challenge class

    Hit Die d8
    Good BAB (as per the fighter class)
    Good Fort saves (as per the fighter class)
    Poor Ref saves (as per the fighter class)
    Poor Will saves (as per the fighter class)

    Skills
    Class Skill List: Intimidate (Cha), Jump (Str),, and Swim (Str).
    Skill points at first level (2 + Int modifier) x 4
    Skill points at each additional level (2 + Int modifier)

    Weapon and Armor Proficiencies
    Simple and Martial weapon proficiency
    Light, Medium and Heavy armor proficiency.
    All shield proficiency including tower shields (as per pen and paper rules).

    Gains Heroic and Improved Heroic Durability as per standard classes.
    Last edited by Silverleafeon; 10-16-2016 at 08:00 PM. Reason: Added CL for Adept while in Divine Sphere

  2. #2
    Ultimate Completionist
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    Default Topics to debate

    The three changes I made from the Pen and Paper 3.5 D&D Rules are:

    Adepts don't gain a spell slot when the spell slot has zero spells inside of that slot, since bonus spells slots are not awarded for higher ability scores; the higher ability scores grant spell points instead. This present a smoother curve and represent the challenge of the class better.

    Commoners are granted daggers and club instead of being allowed to chose a single simple weapon of their choice (I would be more than happy to entertain other choices/solutions). I guess an intelligent commoner would choose Morningstar or Qstaff instead?

    Experts receive all skills as class skills instead of choosing ten (technically 10 class skills of your choice is equal to all class skills given the finite number of skills in DDO and limited number of skill points to allocate).


    Reasoning for the past life bonuses (which is the only area that I could not follow 3.5 ed D&D ruleset):

    +1 to a skill is about as low as you can make a bonus
    The skills were chosen from the class skill lists from each NPC class
    Bonuses need to be less than standard classes, but worthy of consideration without being "must have".

    Would be open to considering changing to different class skills if any were found objectionable, feel free to list choices.

    Alternative would be +1 hp & +1 sp per PL, but I considered that too trival to be tempting.



    Rational for creating challenge classes

    With Reaper difficulty approaching, the popularity of Permadeath, and the consideration of Kobold as a challenge class there seems to be some interest in increasing challenges for DDO thus this proposal.

    This proposal is heavily tied to D&D lore which reinforces the strong traditions of this game.

    This adds PLs that satisfies reincarnation fan w/o burdening the end game player, by adding these 5 classes it very much expands classes w/o adding extra work towards earning the completionist feat.

    Except for the adept the coding for these classes should be simple.

    The NPC classes could be free to play (with the thought that they are dependent upon independent and racial enhancement trees to provide revenue).

    Any of these NPC classes could be multiclassed with a standard class, thereby providing additional support. In fact for those seeking a PL from an NPC class, a likely route would be 6 arty / 6 rogue / 8 NPC or the like.

    But one could add to the achievement section advertising: "Pure Commoner soloed ______ on elite" and so forth.
    Last edited by Silverleafeon; 10-16-2016 at 08:05 PM.

  3. #3
    Ultimate Completionist
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    Default

    As for the legality of playing an NPC class, the 3.5 ed Dungeon Master's Guide does have a section detailing thus.
    Index should provide page numbers for reference.

    Basically it says that a player may choose to play an NPC class if they desire but the DM should make it very clear that NPC classes are less powerful than standard classes. The DM is too discourage and make it very clear to the player that NPC classes are at a serious disadvantage over standard classes.

    This seems to warrant a challenge rating on these classes, and does make these classes part of the D&D options.

  4. #4
    Ultimate Completionist
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    Default

    Possible spell list of typical pure adept:

    Twentieth level 3/3/3/3/2

    1st Level spells known:
    Burning Hands as per the level one wizard spell
    Command as per the level one cleric spell
    Protection from evil as per the level one cleric spell

    2nd Level spells known:
    Resist energy as per the level two cleric spell
    Scorching ray as per the level two wizard spell
    Web as per the level two wizard spell

    3rd level spells known:
    Bestow curse as per the level three cleric spell
    Lightning bolt as per the level three wizard spell
    Remove curse as per the level three cleric spell

    4th level spells known:
    Cure critical wounds as per the level four cleric spell
    Restoration as per the level four cleric spell
    Wall of fire as per the level four Wizard spell

    5th level spells known:
    Heal as per the level six cleric spell
    Raise dead as per the level five cleric spell



    Adding an Epic Destiny along with Epic Feats would supplement this arsenal.
    Although DCs would be lacking due to Heighten limit of spell level 5, its somewhat usable for end game casting.
    Last edited by Silverleafeon; 10-16-2016 at 05:34 PM.

  5. #5
    Ultimate Completionist
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    Default

    Commoner seems a little less awkward while in Divine Crusader:

    Just Cause: Passive: You gain Adept, Cleric, Favored Soul, and Paladin Caster Levels equal in your level in Divine Crusader. +25 Spell Points, +10 Hit points, and Your Base Attack Bonus is equal to your total Character Level. Passively Provides: +2 Melee Power.

    although your hit points, saving throws, and AC will leave a lot to be desired.
    Last edited by Silverleafeon; 10-16-2016 at 06:07 PM.

  6. #6
    Ultimate Completionist
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    Challenge Epic Destiny


    Purpose: to provide an epic destiny that is more challenging than normal but is easy to code.

    Sphere: Planar Sphere in addition to Artificer and Warlock epic destinies.

    Innate abilities:

    +1 Saving Throws

    +1 Saving Throws

    +1 Saving Throws

    +1 Saving Throws

    +1 Saving Throws

    +1 Saving Throws


    Tier One abilities

    Str/DexCon: Passive bonus +1 to Strength, Dexterity or Constitution; Ranks 1; Cost 2 edp

    Int/Wis/Cha: Passive bonus +1 to Intelligence, Wisdom, or Charisma; Ranks 1; Cost 2 edp

    Toughness: Passive bonus +10/20/30 hit points; Ranks 3; Cost 1 edp


    Tier Two abilities

    Str/DexCon: Passive bonus +1 to Strength, Dexterity or Constitution; Ranks 1; Cost 2 edp

    Int/Wis/Cha: Passive bonus +1 to Intelligence, Wisdom, or Charisma; Ranks 1; Cost 2 edp

    Toughness: Passive bonus +10/20/30 hit points; Ranks 3; Cost 1 edp


    Tier Three abilities

    Str/DexCon: Passive bonus +1 to Strength, Dexterity or Constitution; Ranks 1; Cost 2 edp

    Int/Wis/Cha: Passive bonus +1 to Intelligence, Wisdom, or Charisma; Ranks 1; Cost 2 edp

    Toughness: Passive bonus +10/20/30 hit points; Ranks 3; Cost 1 edp


    Tier Four abilities

    Str/DexCon: Passive bonus +1 to Strength, Dexterity or Constitution; Ranks 1; Cost 2 edp

    Int/Wis/Cha: Passive bonus +1 to Intelligence, Wisdom, or Charisma; Ranks 1; Cost 2 edp

    Toughness: Passive bonus +10/20/30 hit points; Ranks 3; Cost 1 edp


    Tier Five abilities

    Str/DexCon: Passive bonus +1 to Strength, Dexterity or Constitution; Ranks 1; Cost 2 edp

    Int/Wis/Cha: Passive bonus +1 to Intelligence, Wisdom, or Charisma; Ranks 1; Cost 2 edp

    Toughness: Passive bonus +10/20/30 hit points; Ranks 3; Cost 1 edp


    Tier Six abilities

    Str/DexCon: Passive bonus +1 to Strength, Dexterity or Constitution; Ranks 1; Cost 2 edp

    Int/Wis/Cha: Passive bonus +1 to Intelligence, Wisdom, or Charisma; Ranks 1; Cost 2 edp

    Toughness: Passive bonus +10/20/30 hit points; Ranks 3; Cost 1 edp

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