OGC – Natural Improvement

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Although realism and D&D mix as well as boiling oil and water, the idea that characters only gain hit points and improved accuracy each level is ridiculous.  Gygax proposed a system in Unearthed Arcana in which the cavalier could improve his scores through percentage rolls.  I’ve taken that idea, as well as several others from more “realistic” RPGs such as RuneQuest, and adapted them into a system I believe works well. Everything below the line is open game content.

–Natural Improvement–

When generating ability scores, roll d% for each score to generate a level of improvement between 0-99%.  Consider 00 to be 0%.  Indicate this percentage in parentheses after the ability score e.g., Strength 16 (45%).

Improvement Points

Every level after the first a character receives 3 improvement points (IP).  One IP can be spent to increase the improvement percentage by 1d10+1%.  If IP is spent on a prime requisite, it improves by 1d12+1%.  When the improvement percentage reaches 100%, the ability score increased by 1 and leftover percentages are rolled over.

IP can also be spent on improving proficiencies.  One IP is enough to grant a +1 bonus to a proficiency as if a proficiency point had been spent.  When improving weapon proficiencies or specializing, multiple points must be spent as if the character was specializing with weapon proficiencies.  Only one proficiency can be improved per level: if a fighter specializes in great swords he can’t also become proficient in riding during the same level.  Improvement points represent dedicated focus and self training to the exclusion of almost everything else.  There is no limit to how many points can be spent on ability scores.

All limits to specializing apply.  A character can’t become proficient in a forbidden weapon and only single-class fighters can specialize.  A character can never improve an ability score beyond its natural maximum e.g., humans can never improve an ability score beyond 18 while elves could never naturally increase their dexterity beyond 19.

Warriors and Exceptional Strength

Only warriors can obtain exceptional strength.  Each rank of exceptional strength counts as a separate ability score.  For example, a fighter may have strength 18/33 (95%).  He spends one IP and gains +8% to his strength.  His new strength score improves by one rank becoming 18/51 (3%).

Training Time

Training requires months of dedication and practice.  It takes one month per current level to apply all earned improvement points.  Time spent adventuring or traveling is included.  If a mentor or trainer is hired, the process takes half as long.  Players can mentor each other but a mentor’s ability score must be at least two points greater or two more ranks in a non-weapon proficiency.  Only warriors can mentor other characters in weapon proficiencies and they must be specialized in a particular weapon to mentor a character by weapon group or type.

Limits and Restrictions

These rules generally lead to more skilled player characters at the expense of long downtime spent training.  It’s assumed that, after every level, the players take an extended break where they spend their gains and train their abilities.  Even with mentors at every level, it would take about 8-18 years for players to level up from 1 to 20.  In a more hectic, tightly controlled campaign this might not be possible!  Regardless, the time spent training matches many late-game activities including building strongholds, managing domains, and researching/creating spells and items.  A good middle ground for training time is 3-4 months regardless of level.  Adventurers will spend an entire season, usually the winter months, reflecting on their past successes (or failures).

Magic items or spells (such as wish) that improve ability scores should be tightly regulated to balance the potential of characters possibly maxing their prime requisites throughout their careers.  Improvement via magic is counted separately, does not alter a character’s improvement percentage, and is still bound by its normal restrictions.

 

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