True20 Adventure Roleplaying

True fun, true excitement, true adventure: True20!

Homebrew: The Flex Point System (removing roles)

Ask your True20 rules questions here, or answer questions from other True20 fans. And don't be surprised if you get official answers as well!

Homebrew: The Flex Point System (removing roles)

Postby Emperor Norton » Fri Aug 12, 2011 5:35 am

Basically, this came about because I was working on a game that didn't use the Adept class. I started to realise that, having basically only two classes was silly. So I came up with the following:

Ability Increases
You have 6 points to divide among your hero’s abilities, which all start at 0, neither a bonus nor a penalty. This means you can have +1 in all six abilities; +3 in one ability, 0 in two others, and +1 in the remaining three; or any combination adding up to 6. The only limitation is you cannot put more than 5 points in a single ability score. If you choose to have a negative value in an ability, you gain bonus points to assign to your other ability scores.

Upon gaining any level divisible by Five (5th, 10th, 15th, and 20th), heroes can increase an ability score by 1. You choose which ability you want to improve, and the improvement is permanent. You can increase the same ability more than once or a different one each time. You can increase an ability score above +5 in this way.

Signature Ability
Heroes receive 1 signature ability at 1st level.

Combat Aptitudes
Heroes receive 10 combat aptitude ranks at 1st level and 2 combat aptitude ranks per additional level. There are 4 combat aptitudes: Melee Offense, Melee Defense, Ranged Offense, and Ranged Defense. The maximum a hero can have in a combat aptitude is his level + 3

Heroes receive 1 save rank at 1st level, and 1 save rank per additional level. There are 4 saves: Toughness, Fortitude, Reflex, and Will. Save ranks cannot be applied to a hero's toughness save. The maximum ranks a hero can have in a save is 3 at 1st level and the maximum increases every two levels thereafter (3rd, 5th, and so on).

Heroes receive 8 + (4 * Int) skill ranks at 1st level (minimum of 4) and 2 + Int skill ranks per additional level (minimum of 1). The maximum a hero can have in a skill is his level + 3

Heroes receive 2 starting feats at 1st level and 1 feat per additional level. All feats are considered general feats.

Heroes start out with a maximum conviction of 3 at 1st level and the maximum increases every two levels thereafter (3rd, 5th, and so on).

Flex Points
Heroes receive 12 flex points at 1st level, and 3 flex points per additional level. A single flex points can be spent to gain a combat aptitude rank, a save rank, 4 skill ranks, or a feat.

Notes: Signature Abilities are the equivalent of Core Abilities in standard True20. Combat Aptitudes replace Combat Bonus. If you want to use Power progressions as well, I would suggest allowing a character to buy an effective 1 Adept level for 2 Flex points, to a max of their level. Anyone with adept levels can gain a power instead of a feat, or can use 1 flex point to buy a power. The adept level would give them a power level of their effective adept level +3, and a dc save of 10 + Key Ability + 1/2 Effective Adept Level.

Overall this, will create characters slightly more powerful than the standard roles, but not outrageously so, while allowing a lot of versatility.

So what do you think?
Emperor Norton
Posts: 2
Joined: Wed Dec 08, 2010 5:52 pm

Re: Homebrew: The Flex Point System (removing roles)

Postby Mach5RR » Wed Aug 17, 2011 1:02 am

Well, in a sense thats all M&M 2nd edition is ... True20 stripped even further until its a build system.

But if you want to stick specifically to True20, I may be able to help you from re-inventing the wheel.

Dreamscarred Press released a supplement a few years ago called Full Control that's available for $3 from DriveThruRPG. It breaks all the abilities, feats, powers, and skills to a point system.
Posts: 21
Joined: Tue Mar 16, 2010 6:37 pm
Location: San Diego, CA

Return to True20 Rules