Houses Are People Houses Are People

Old school roleplay musings

Classes and Leveling

https://plus.google.com/+EvlynM Drawing by Evlyn M. https://plus.google.com/+EvlynM

This post mostly exists so I can link to it every time I make a new class. It’s essentially just the GLOG’s rules for classes after some minor edits, but I’m placing my own version here because:

  1. It’s easy to reference instead of buried in a PDF.
  2. It’s concise and clear. (Tell me if I’m wrong.)
  3. I’m planning to continuously edit this for my own needs.


Classes

The GM will choose some classes to offer. This list should probably be short and grow over a campaign to reward exploration of the world, only presenting classes that have been encountered. This might mean beginning a campaign by only offering classes that are skilled in armed combat or it might mean only offering the most basic archetypes (Fighter, Thief, and Spellcaster.)

There are four templates for each class, labeled A through D. A character begins with template A and gains one template per level for the first four levels. (This means that no character can have more than four templates.)

Templates can only be gained in order: you cannot gain Fighter B unless you have Fighter A.

To multiclass, choose a template from a different class (so a Level 4 PC could have Thief A, Thief B, Fighter A, and Spellcaster A.)

Levels

1GP = 1XP. I’m using the currency described by Skerples on his blog.

Whenever a PC gains a Level, they gain a new Class Template (up to a max of 4.) Their Attack, HP, and Save also increase as shown in the Level Chart.

They can also attempt to improve one Stat of their choice by rolling 3D6. If the sum is greater than the Stat, the Stat is permanently raised by +1.


Level Chart

Level HP (20 Max) Class Templates Attack Base Save XP (1GP = 1XP)
1 Con - 4 1 11 6 -
2 Con - 2 2 12 7 200
3 Con 3 12 7 400
4 Con + 2 4 13 7 700
5 Con +4 - 13 8 1000
6 Con + 6 - 14 8 1,400
7 Con +7 - 14 8 1,800
8 Con + 8 - 15 9 2,200
9 Con + 9 - 15 9 2,600
10 Con + 10 - 15 10 3,000
+1 +1 - 15 10 +500

Retirement

At Level 5 a PC can choose to retire from the vagrant adventuring lifestyle at any time. They might buy some land to farm, set up a shop, teach at a college, beg for bread start a ferrying business, among endless other possibilities. The player will describe how their character spends their money and what their plans for the future are. Then their fate will be in the hands of the referee and circumstance.

Forced Retirement

If a player character has ever rolled on the death and dismemberment table, they must, at every level (starting at 5) roll to determine if the character must retire at the next favorable opportunity. Any roll of 10 or less on a D100 causes the character to seek retirement.

If a character seeks retirement, check against the player’s Save every time an attractive possibility for retirement is in reach. For a character with little coin and a 30% chance or greater of forced retirement, a good corner to beg at is attractive. A failure causes retirement to occur.

Every roll on the death and dismemberment table increases the chances of forced retirement by 2.

An epic quest of great importance that is tied to an individual character decreases chances of retirement by 4 or removes the possibility altogether, as the referee decides.

At Level 10, a PC must retire at the first opportunity without need for a roll.