Character classes

There are only 3 character classes in my campaign; Fighters, Mages, and Thieves. Each of these classes does what you would expect, except that Mages also have the standard D&D Cleric spells available to them.

=FIGHTER= Good combat skills; fighters have a better initial chance to hit and their to-hit chance goes up quickly with level.

=MAGE= Magic.

=THIEF= Stealing things, of course, but they’ve also got some of the ranger skills (tracking….)

Any character may mix or match any character classes, so it is possible to have a Fighter-Mage-Thief if you really want. However, when you create the character, you only get one free character class (a second class costs you $500.), and if you decide to pick up another character class after you’ve established your character class, it will cost you 1000+ experience points to get first level in that class.

As you get higher level, it takes more experience to gain another class.

Awarding experience points

I don’t award experience points for killing monsters; I don’t award experience points for gold. My ep system is based on DragonSlayer, SPI’s (wonderful, but overly complex) RPG, where you get experience points based on your accomplishments during a mission.

At first level, expect to get 75-125 experience points/mission if everything worked out properly; less if you screwed everything up.

Experience points needed for level advancement

MAGEFIGHTERTHIEF
levelEP neededlevelEP neededlevelEP needed
10*10*10*
225022002150
355034503300
490047504500
51300511005750
617506150061050
722507195071400
828008245081800
934009300092250
104050103600102750
114750114250113300
12++900/level12++800/level12++700/level

If an established character is given a new class, it costs 1000 ep to attain first level in that class.

To-hit tables for character classes

FIGHTERMAGETHIEF
levelHAC0levelHAC0levelHAC0
119121121
219221221
318321321
418421420
517520520
617620620
716720719
816820819
915919919
1019-1/2 levels19191018
 11191118
1219-1/4 levels1219-1/3 levels

Armour class starts at 10 and works its way down from there. AC10 is bare skin, AC2 is the equivalent of platemail & a shield. To figure out what you need to roll (on a d20, natch), you add your opponent’s AC to your HAC0 and try to roll that number or less on a d20.