D&D Point Based Allocation System

This is a system designed to divorce D&D from classes while keeping relative power levels close to the former classesí rate of balance. Keep in mind that this is intended to be used for Church & State, so might not be appropriate for other D&D games.

Basic System

Total character points will be referenced to a Character Level trait, with each character level resulting at a certain amount of points. This is done for two reasons. The first is to serve as a rough gauge to continue to make use of enemy challenge ratings, though they were broken before and will be even more broken now. This is expected, but oh well. The second reason is that even though the rules allow you to buy traits above your character level, this system practices the idea that your character level represents a certain backlog of worldly experience and know-how. Basically, any character that attempts to raise a trait above the level that a regular D&D character could have at that level will have to pay extra or find a teacher of higher skill. This allows characters to transcend their level but keeps them from becoming too terribly inconsistent with the base rules.

Level

Total Points

Max Skills

Max XSk.

Max BaB / Caster Level / Hit Dice

Max Saves

1

100

4

2

1

2

2

120

5

2

2

3

3

150

6

3

3

3

4

185

7

3

4

4

5

225

8

4

5

4

6

270

9

4

6

5

7

315

10

5

7

5

8

370

11

5

8

6

9

425

12

6

9

6

10

485

13

6

10

7

11

550

14

7

11

7

12

615

15

7

12

8

13

685

16

8

13

8

14

755

17

8

14

9

15

830

18

9

15

9

16

910

19

9

16

10

17

990

20

10

17

10

18

1070

21

10

18

11

19

1155

22

11

19

11

20

1245

23

11

20

12

Buying Spells

In this system, a level 5 spell slot costs as much as a level 0 spell. However, there are rules for progression. Think of it as a spell obelisk. To buy a level 4 slot, one must have two level 3 slots, three level 2 slots, and four level 1 slots. "Ah, but thatís a pyramid, not an obelisk," you say. This would be true, but for the fact that at a certain number of slots the support becomes stable and forms a column. For arcane spells this is 4 slots, and for divine spells it is 6 slots. So, for example, a character could have 4 slots each of levels zero through three, three level 4ís, two level 5ís, and a level 6. This seems to be the way it works in the books anyway. You may buy more than four or six slots in a level as long as the levels below it have at least that same amount.

You may also be wondering what a Normal slot versus a Limited slot means. Under this system, any caster can buy a Quick Cast spell, which are the same thing as the Known Spells of Bards and Sorcerers. Quick Cast spells are required to form an obelisk of the same type as the type of spells contained in it (4 for arcane, 6 for divine). Any spell known as Quick Cast can be cast at will, as long as the caster still has spells per day. If all of the casterís memorized slots were full, the caster chooses which spell to discard. Divine casters with Domains are assumed to have their Domain spells of each level as Quick Cast automatically. Where Limited slots come in is that these spell slots can only be used to cast Quick Cast spells, much like a Bard or Sorcerer. Characters without the Touched or Dragon Blooded feats will have to go on a special quest to unlock the ability to buy Quick Cast slots, if they do not already possess them.

Finally, the Develop Spell w/o Research line is for picking up a new Arcane spell through general build-up of intuitive understanding over time, simulating the 2 free spells per level that wizards get. A Quick Cast spell must come from spells that the caster already knows, and does not replace the Develop Spell line.

Meta-Traits

These traits determine how high a character can raise a trait if of sufficient level or with a teacher.

Buy New Class Skill = 3/Skill

Combat Skills Cap (Hit Dice and BaB) +1 = 3/Increase

Mundane Skills Cap (Skills and Saves) +1 = 4/Increase

Caster Level = Highest Spell Level x2 (calculated seperately for Divine and Arcane). If spell list maxed out, = Lvl if higher.

Trait Costs

New Ability Level = Ability Level

Hit Dice 1d4+Con = 4

1d6+Con = 5

1d8+Con = 6

1d10+Con = 7

1d12+Con = 8

Base Attack Bonus = 5/level (Wraps at +6)

Improved Secondary Attack = 3/level (adds to Wrap)

Skills 2+int = 4

4+int = 5

6+int = 6

8+int = 7

Feats/Special Abilities = 6

Worthwhile Special Abilities = 8

Kick-Ass Special Abilities =10

Saving Throws = 5

Arcane Spell Slot, Normal = 5

Arcane Spell Slot, Limited = 3

Divine Spell Slot, Normal = 3

Divine Spell Slot, Limited = 1

Quick Cast/Known Spell = 5

Develop Spell w/o Research = 3

New Divine Domain = 20

Access to Different Spell Lists = To Be Determined

Note that, for example, someone with no Druid abilities canít just pick up Woodland Stride. Keep common sense in mind.