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Basic d20 is a simplified version of the d20 system suitable for use in any d20-based campaign. This system has been designed for quick character generation and ease of play. The focus is to make it simpler for players. The GM, however, must be well-versed in the d20 system to make use of this set of rules. The normal Basic d20 system uses the concept of Power Points from Mutants & Masterminds for player character advancement. This document details a simple, alternate advancement system for characters.
DEVELOPING ABILITIES
After each adventure, the GM should give each player twelve d4s to distribute among his characters six ability scores. The GM may choose how many dice are assigned to each ability or he can allow the player to assign dice. The number of dice assigned to each score is rolled and added to the advancement total for that ability score. When the campaign begins, the starting advancement total for all of the characters ability scores is zero. When a score reaches or exceeds 100, the ability score is raised to the next higher value and 100 is subtracted from the advancement total for that score. The maximum ability score modifier for a character is equal to his starting ability score modifier plus three. For example, a characters ability score modifiers and advancement total are as follows: Ability Strength Dexterity Constitution Intelligence Wisdom Charisma Modifier +2 +2 +3 +0 -1 +2 Advancement Total 87 23 45 0 51 0
After an evening of play, the GM awards the player twelve four-sided dice to distribute among his six ability scores. The player could assign two dice per ability score, but he really wants to raise his Strength. He assigns six dice to Strength and three dice to both Dexterity and Constitution each. He rolls 6d4 and gets 15 as a result. He adds 15 to 87 for a new total of 102. After notifying the GM, he changes his Strength to +3 and subtracts 100 from his advancement total, leaving it at 2. For Dexterity, he rolls 3d4 and gets a 7 which he adds to 23 for a new total of 30. For Constitution, he rolls 3d4 and is lucky to get a 10 which makes his new total 55. The modifiers above represent the characters starting ability score modifiers. Since the player has raised his characters Strength by one, he can only add two more before reaching his characters maximum ability score modifier. Ability score modifiers can be raised to values higher than Starting Value + 3 through magic or other means, but cannot be naturally developed higher with advancement d4s.
Example: a character successfully uses his Fight skill area during an adventure. He currently has 10 ranks in Fight. The GM allows the player to make an advancement roll for Fight after concluding the nights adventure. The DC for the roll is 16. The player rolls a 13 on a d20. Since this is lower than the DC, the characters Fight skill remains at 10 ranks.
GAINING ADVANTAGES
At the discretion of the GM, a character may gain a particular, desired advantage when they would have gained a Power Point under the old system if the roleplaying narrative allows for it. For example, if a tracker is traveling with the characters and one of the characters convinces the tracker to teach him the secrets of tracking, the GM can award that character the Track feat at the end of the adventure. Or perhaps a player says that he wants his character to develop the Power Attack feat. The GM decides to apply the penalty from Power Attack to that characters attack rolls (without an increase in damage) for the entire adventure. Should the character survive, the GM will grant that character Power Attack. Spot awards of advantages are always at the discretion of the GM and under his terms. Otherwise, gaining an advantage costs time and money, just like skill training. Gaining one advantage takes one quarter of the year and 50 to 200 gp per month during those three months of training. The master can teach a number of characters equal to one-fourth his Profession (teach) rank and must possess the advantage being taught. A character may work on an advantage the same quarter they work on a broad skill area as long as he is working under the same master.
Current Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
For example, a character with 7th level cleric spellcasting successfully uses his spells during the adventure. The GM says that the player is entitled to an advancement check. The DC for this check is 12. The player rolls a 17 which is a successful check. Since cleric spellcasting normally costs 3 PP per level, the player will need two more successful checks before 8th level cleric spellcasting is attained. For exceptional use of powers during an adventure, the GM can authorize up to three checks for each power. In the example above, if the character had saved the partys bacon three times through clever use of clerical spellcasting, the GM might allow three checks instead of only one. As with advantages, the GM always has the option of granting a level in a power outright as an adventuring reward. For example, a character discovers the Disks of Mishakal and spends time studying them. The GM then awards that character one spellcasting level in cleric (the equivalent of a 3 PP award).
Current Level 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
To use the table, find your characters current level in the power. Cross-reference to the cost per level and note the number in the table. Next, find the desired level, cross-reference to the cost per level and note this number. Subtract the lower number from the higher and this is the number of quarters your character must train to reach your desired level. The cost is 50 to 200 gp per month. A suitable master must be found, one who will train the character and has, at a minimum, the level desired. For example, a character knows nothing of wizardry, but wishes to learn. He finds a suitable master. The master says he can train him for three years at a price of 3,000 gp and he will be a wizard spellcaster of 2nd level at the end of training. Even though it should only take 30 months, the character agrees.
ACCELERATED ADVANCEMENT
If the GM desires accelerated advancement for characters, simply change all training quarters to months (or even weeks for extremely accelerated advancement). Monthly costs should remain the same, unless the time interval is changed to weeks. In this case, training costs should always be 50 gp per week.