I'd love feedback on these rules/adjustments to see if this would fit with a power scaling heavy campaign. My biggest concern with the idea so far is that it would require too much resource tracking.
Intent: give players more dramatic power scaling with each level up, with a higher total power ceiling, incorporating elements from the “solo leveling” setting and lore.
Character creation: players start with the “commoner” stat block, except all ability scores are 8 instead of 10.
flexibility option. Players can add 4 ability score points as they choose with an appropriate background/backstory
Characters start with 1 simple item. No other items.
Players are all human.
Story motivation: players must come up with a reason for their character to be undergoing Hunter training in the dungeons. Motivation should be strong enough to incentivize completion of the double dungeon.
Players start by running through a “double dungeon”. This ends with each PC dying.
Reawakening:
Players pick a class, and are now at lvl 1
Players get 2 ability score point increases
Players can pick an Origin feat
“The System”:
DM gives players “daily quests” with rewards for completion that can include:
The system “store” contains basic items & potions for sale using GOLD currency per D&D 5e costs.
Leveling: Each level up gives players 2 ability score points in addition to class abilities and bonuses.
level ups that would normally generate ability score points instead give the +2 ability score increase and a feat
There is NO CAP to ability score increases. Scores over 20 are allowed.
Level - ranking associations
1-3 =-E Rank
4-6 = D Rank
7-9 = C Rank
10-12 = B Rank
13-15 = A Rank
16-20 = S Rank
Leveling:
LEVEL
XP required
Proficiency Bonus
1
0
+2
2
60
+2
3
180
+2
4
540
+2
5
1300
+3
6
2800
+3
7
4600
+3
8
6800
+3
9
9600
+4
10
12800
+4
11
17000
+4
12
20000
+4
13
24000
+5
14
28000
+5
15
33000
+5
16
39000
+5
17
45000
+6
18
53000
+6
19
61000
+6
20
71000
+6
Multiclassing prerequisites will not apply.
Upon reaching rank A (level 13), players MUST multiclass and they gain a “TITLE” that corresponds with their multiclass combo.
Players may create a custom class/multiclass at level 13 with DM
Death & Dying:
When a player hits 0 HP, instead of rolling death saves they roll “resilience saves” as a bonus action. On their turn, they can still take 1 action but they have disadvantage on all d20 rolls and their move speed is 5.
Player death… Permanent? Needs feedback
Party TPK. The party “reawakens” at half their current level (rounded down). OR… restart from scratch?
Mana & Mana Crystals:
all rechargeable abilities (spell slots, rage, ki, second wind, etc) are referred to as mana draining abilities
Short and long rest benefits can only be gained if players have enough “mana crystals”.
Resting without mana crystals regenerates HP, but grants no other benefits
Items:
Items collected from dead monsters & bosses can be crafted into magic items using Gold & mana crystals
Items outside of dungeons must be purchased with $, which is tracked and earned separately from GOLD.
Resource tracking will always be terrible if you want to make it feel like a JRPG. I think that the optional mana points rule could work better than spell slots.
Rollback Post to RevisionRollBack
Just a goober doing my own work when I want to. I like the idea of not just high fantasy dnd.
You can reach me over discord as well, Handle is royalsupsi as well
I am open to work on joint homebrew projects, just DM me.
All my projects so far are in the extended signiture
So I'm working on solo leveling game but I'm going be using Dark Energy system it's based off 5e but more modern I'm going be using some of your ideas and some of this guys https://www.worldanvil.com/w/egress-hyperion8088. ideas and write of some of my own. Thanks ill let ya know what I come up with!!
I'd love feedback on these rules/adjustments to see if this would fit with a power scaling heavy campaign. My biggest concern with the idea so far is that it would require too much resource tracking.
Intent: give players more dramatic power scaling with each level up, with a higher total power ceiling, incorporating elements from the “solo leveling” setting and lore.
Character creation: players start with the “commoner” stat block, except all ability scores are 8 instead of 10.
Players start by running through a “double dungeon”. This ends with each PC dying.
Reawakening:
“The System”:
Leveling: Each level up gives players 2 ability score points in addition to class abilities and bonuses.
Level - ranking associations
1-3 =-E Rank
4-6 = D Rank
7-9 = C Rank
10-12 = B Rank
13-15 = A Rank
16-20 = S Rank
Leveling:
LEVEL
XP required
Proficiency Bonus
1
0
+2
2
60
+2
3
180
+2
4
540
+2
5
1300
+3
6
2800
+3
7
4600
+3
8
6800
+3
9
9600
+4
10
12800
+4
11
17000
+4
12
20000
+4
13
24000
+5
14
28000
+5
15
33000
+5
16
39000
+5
17
45000
+6
18
53000
+6
19
61000
+6
20
71000
+6
Multiclassing prerequisites will not apply.
Death & Dying:
Mana & Mana Crystals:
Items:
Please create the ideal to Pathfinder 1e.
Resource tracking will always be terrible if you want to make it feel like a JRPG. I think that the optional mana points rule could work better than spell slots.
Just a goober doing my own work when I want to. I like the idea of not just high fantasy dnd.
You can reach me over discord as well, Handle is royalsupsi as well
I am open to work on joint homebrew projects, just DM me.
All my projects so far are in the extended signiture
Extended Sig
So I'm working on solo leveling game but I'm going be using Dark Energy system it's based off 5e but more modern I'm going be using some of your ideas and some of this guys https://www.worldanvil.com/w/egress-hyperion8088. ideas and write of some of my own. Thanks ill let ya know what I come up with!!