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.