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Post by Aerin, the half-elf priestess on Aug 27, 2012 9:05:17 GMT -5
I playtested this game for 4 years with friends and strangers. And yet we still find ways to improve the game. Yesterday I sent my design guy more updates for TIER. We improved the use of Bardic Music and Turning Undead.
Anyone who has played D&D 3.5 will love TIER. I tried my hardest to fix all of the issues of 3.5 edition. It was a great game that I played with friends ever since I was 16 years old. But every game has its downfalls and small annoyances. That's why I created TIER. I wanted to create a flexible, simpler, and more balanced version of 3.5 edition.
But I wanted TIER to be unique, which is why I removed character classes all together. I felt that classes were a hinderance that kept players from doing exactly what they wanted. With a system of Masteries, you can take what you want or need at almost any level-up instead of waiting for your "class" to give it to you.
The other major issue with classes is that they have major weaknesses. For example, if I play a rogue, I will have weak fortitude and will saves. That's stupid. Heroes should not walk around with a sign on their head saying "hey bad guys, these are my weaknesses! Please exploit them." A true hero can be anything he wants in TIER. Without character classes, both players and enemies have to fight and figure out each others' weaknesses the hard way. It makes the game more fun by adding surprise and variety.
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Post by Aerin, the half-elf priestess on Jan 11, 2013 9:47:17 GMT -5
I've been very busy with college work, school teaching, and other obligations in life. However, we are finally going to continue our TIER campaign! We just recently hit level 16 and that means transformations! Now we're all stronger than ever and ready to fight the bad guys at a whole new level of awesomeness.
I will also try to create another Monsters update. I promised to continue improving the game and I meant it.
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Post by Aerin, the half-elf priestess on Apr 4, 2013 11:02:38 GMT -5
I am working through a new set of Epic monsters for TIER. These monsters are powerful! There's a monster for a party of level 57! The offical TIER game only goes up to level 40, but I'm sure some gamers may want to take TIER beyond that. Our Nobels, Rebels, and Drillers campaign is going strong now. We are playing another session next week. Our adventuring party is currently level 18. I'm betting they will hit Epic levels by next month. I'm excited and so are they
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Post by Aerin, the half-elf priestess on Apr 28, 2019 12:12:02 GMT -5
TIER 2nd Edition Errata.docx (29.8 KB) TIER 2nd Edition Errata TIER 2nd edition has new improvements! Read below for changes to Masteries and rules.
Lord of Music I: The Pre-req for this Mastery is now 14+ Cha. All other rules of this Mastery still apply as usual.
Lord of Music II: Gain +3 to your character level for all purposes of Bardic Music. You may now use Bardic Music as a move action. Any Bardic Music ability that requires concentration can now be maintained as a move action. You also now apply your highest Perform skill to two other Perform skills of your choice. For example, if you had 13 ranks in Perform (Oratory), you may now apply that value to Perform (Comedy) and Perform (Act) as well. At Epic levels, you can affect all creatures, even those immune to mind-affecting effects. However, these creatures gain a +10 bonus on their Will saves to resist such effects. Pre-req: Lord of Music I.
The following is a rule change for Feint: Feinting in combat is now a move action, and you may perform any kind of attack afterward. All other rules of Feint still apply as usual.
Tricky Combatant: Gain +5 on Bluff checks. You mix in “Feints” with your combat style. When doing a full-round attack action, you may “Feint” any time to replace one of your attacks. You can also now make a “Feint” attempt up to 30 ft. away. In addition to your enemy being denied its Dexterity bonus to AC, your enemy also receives a -3 penalty on all defensive dice rolls used against your next attack. Doing multiple successful feints does not allow penalties to stack. At Epic levels, you can make a “Feint” attempt up to 60 ft. away. Read pages 63 or 96 for more information about “Feint”. Pre-req: 14+ Cha and Bluff 4 ranks.
In all of TIER, any situation that denies you your Dexterity bonus to AC also considers you flat-footed.
Dodge I: Gain +1 Will save. All other rules of mastery still apply as usual.
Dodge II: Gain +2 Ref. save. All other rules of mastery still apply as usual. Shield Bash I and II: You add your shield AC to your attack roll for this unique attack. For example, a heavy shield provides 2 AC, therefore, you add +2 to your attack roll for this unique attack. If you have any magic enhancements or Masteries that increase shield AC, you also add those bonuses to your attack roll for this unique attack. All other rules of Shield Bash I and II still apply as usual.
Shield Bash I: Gain +1 Fort. save and +2 max HP. All other rules of this Mastery still apply as usual.
Shield Bash II: Gain +1 Fort. save and +2 max HP. All other rules of this Mastery still apply as usual.
Shield Master I: If you use your shield as a weapon, you now keep its AC bonus. You also gain +2 max HP and +2 Fort. save. All other rules of this Mastery still apply as usual.
Shield Master II: Gain +1 Will save. All other rules of this Mastery still apply as usual.
Flight King: You also gain +2 Concentration, Diplomacy, Escape Artist, Hide Knowledge (Geography), Listen, Move Silently, Perform, Search, Spot, and Survival checks. At Epic levels, the skill bonuses become +4. All other rules of this Mastery still apply as usual.
Movement I: You also gain +1 Ref. save. Remove the following text: “Special: This Mastery does not affect special forms of movement that have their own preset speed such as fly or burrow.” This means that this Mastery now affects all forms of movement. At Epic levels, the skill bonuses become +4 and the Reflex save and dodge AC bonuses become +2. All other rules of this Mastery still apply as usual.
Movement II: You also gain +1 dodge AC. Remove the following text: “Special: This Mastery does not affect special forms of movement that have their own preset speed such as fly or burrow.” This means that this Mastery now affects all forms of movement. At Epic levels, the skill bonuses become +6 and the Reflex save and dodge AC bonuses become +2. All other rules of this Mastery still apply as usual.
Greatclub (page 123): A greatclub also deals +1 damage when using the Stunning Strike Mastery. All other rules of this weapon still apply as usual.
Elemental Warrior: You also gain +2 Balance, Climb, Concentration, Craft, Disable Device, Escape Artist, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (Nature), Move Silently, Open Lock, Profession, Sense Motive, Sleight of Hand, Spellcraft, Survival, and Use Magic Device. You also gain +2 max HP and +2 Fort. save. At Epic levels, these save and skill bonuses become +4. All other rules of this Mastery still apply as usual.
Master of Alignment: You also gain +2 Appraise, Concentration, Decipher Script, Diplomacy, Intimidate, Knowledge, Profession, Sense Motive, and Use Magic Device. At Epic levels, these skill bonuses become +4. All other rules of this Mastery still apply as usual.
Depression: Any creature with 2 Intelligence or lower may also directly attack you normally. All other rules of this Mastery still apply as usual.
Improves Senses: Gain a +1 bonus on Reflex and Will saves. All other rules of this Mastery still apply as usual.
Evasion: Gain +1 Dodge AC. At Epic levels, this AC bonus becomes +2. All other rules of this Mastery still apply as usual.
Fast Hands: Gain +1 Dodge AC. At Epic levels, this AC bonus becomes +2. At Epic levels, the Reflex save bonus becomes +6. All other rules of this Mastery still apply as usual.
Big Weapon Advantage: Gain +2 Fort. save. At Epic levels, this Fort. save bonus becomes +4. All other rules of this Mastery still apply as usual.
Combat Movement I: Gain +1 initiative, +1 Dodge AC, and +1 Ref. save. All other rules of this Mastery still apply as usual.
Combat Movement II: Gain +2 max HP. All other rules of this Mastery still apply as usual.
Counterattack I: Gain +1 Fort. save and +1 Will save. At Epic levels, these save bonuses become +2. All other rules of this Mastery still apply as usual.
Counterattack II: Gain +2 max HP. At Epic levels, this max HP bonus becomes +4. All other rules of this Mastery still apply as usual.
Damage Boost: Gain +2 Will save. At Epic levels, this Will save bonus becomes +4. All other rules of this Mastery still apply as usual.
Extra Attack I: Gain +1 Fort. save and +1 Ref. save. At Epic levels, the HP and save bonuses double. All other rules of this Mastery still apply as usual.
Extra Attack II: Gain +2 Will save. All other rules of this Mastery still apply as usual.
Improved Special Attack: Gain +2 Fort. save. At Epic levels, this Fort. save bonus becomes +4. All other rules of this Mastery still apply as usual.
Incorporeal Attack: Gain +2 Will save. At Epic levels, this bonus Will save becomes +4. All other rules of this Mastery still apply as usual.
Melee Throwing King: Gain +2 Fort. save and +2 max HP. At Epic levels, these bonuses double. All other rules of this Mastery still apply as usual.
Mounted Ride-by Attack: Gain +2 initiative and +2 bonus on Ride checks. At Epic levels, these bonuses double. All other rules of this Mastery still apply as usual.
Mounted Combat King: Gain +2 initiative and +2 bonus on Ride checks. All other rules of this Mastery still apply as usual.
Opportunity Shot: Gain +1 damage when making attacks of opportunity. Gain +1 Ref. save, +3 max HP, and +2 on Search, Spot, and Listen checks. All other rules of this Mastery still apply as usual.
Ranged Combat King: Gain +3 bonus on Spot checks and +1 bonus on Will saves. All other rules of this Mastery still apply as usual.
Sneak Attack I: gain +5 ft. to your base speed and +2 on Hide and Move Silently checks. At Epic levels, these bonuses double. All other rules of this Mastery still apply as usual.
Sneak Attack II: gain +5 ft. to your base speed and +2 on Hide and Move Silently checks. At Epic levels, these bonuses double. All other rules of this Mastery still apply as usual.
Sniper: Gain +3 bonus on Hide checks and +1 bonus on Will saves. All other rules of this Mastery still apply as usual.
Superior Sneak Attack: Gain +1 on attack rolls and damage when performing a Sneak Attack. All other rules of this Mastery still apply as usual.
Health Boost: You also gain +3 Fort. save. At Epic levels, the Fort. Save bonus becomes +5. All other rules of this Mastery still apply as usual.
Vicious Opportunist: Gain +2 max HP and +1 bonus on Listen, Search, Spot, and Reflex saves. At Epic levels, these bonuses become +2. All other rules of this Mastery still apply as usual.
Limb Shot I: Gain +1 initiative and +1 Fort. save. All other rules of this Mastery still apply as usual.
Limb Shot II: Gain +1 initiative and +1 Will save. All other rules of this Mastery still apply as usual.
Off-Balancing Strike I: Gain +1 initiative and +1 Fort. save. All other rules of this Mastery still apply as usual.
Off-Balancing Strike II: Gain +1 initiative and +1 Fort. save. All other rules of this Mastery still apply as usual.
Stunning Strike: Gain +1 initiative, +1 Fort. save, and +1 Will save. At Epic levels, these bonuses become +2. Stunning Strike can be a melee or ranged attack. All other rules of this Mastery still apply as usual.
Blind-Fighting I: Gain +1 bonus on Will save, Listen, Search, and Spot checks. At Epic levels, these save and skill bonuses become +2. All other rules of this Mastery still apply as usual.
Blind-Fighting II: Gain +2 max HP. Once per combat, you may reroll a failed defensive dice roll. All other rules of this Mastery still apply as usual.
Favored Enemy King: Gain +2 bonus on Will save and all Knowledge checks. At Epic levels, these Will save and Knowledge bonuses become +4. All other rules of this Mastery still apply as usual.
Master Craftsman I: Gain +3 bonus on all Craft checks and +2 bonus on Will saves. All other rules of this Mastery still apply as usual.
Master Craftsman II: Gain +3 bonus on all Craft checks and +2 bonus on Will saves. All other rules of this Mastery still apply as usual.
Dexterity Page 14: Make sure it says the following text, “but not to damage unless combined with Intelligence, Wisdom, or Charisma.”
Telekinesis spell on page 306: Everything stays the same except a few small details: throwing a hard/dense object at an enemy deals 2 points of damage per 25 lbs. (max 30 damage at 375 lbs.). Any masteries that increase your attack roll do apply when making attack rolls using Telekinesis. The Improved Special Attack mastery does apply when performing a bull rush, disarm, grapple (including pin), or trip using Telekinesis. Lastly, if a telekinesed creature is hurled against a solid surface, it takes 2 damage per caster level (max 30 damage at level 15).
Interposing Hand spell on page 244: Everything stays the same except for one small detail: The hand has 3/4 as many hit points as you do when you’re undamaged. This change also affects other spells that are similar, including Clenched Fist, Crushing Hand, Forceful Hand, and Grasping Hand.
Ray of Enfeeblement spell on page 273: Everything stays the same except for one small detail: The subject takes a penalty to Strength equal to 3 + 1 per two caster levels (maximum +3) Symbol of Weakness spell on page 305: Everything stays the same except a few small details: this spell now only deals 6 points of Strength damage. However, it now only costs 3,000 gp.
Poison spell on page 266: Everything stays the same except a few small details: the poison deals 4 points of temporary Constitution damage immediately and another 2 points of temporary Constitution damage 1 minute later. The Fortitude saves to negate poison effects are now equal to the spell caster’s regular spell DC.
Poisons on page 349: Look at the Initial Damage and Secondary Damage for poisons. Any ability score damage that is 9 is now lowered to 6 damage instead.
Half-Dragon: You can now use your breath weapon once per combat as a standard action. All other rules of this Mastery still apply as usual.
Master Cleaver: Gain +2 max HP and +1 bonus on Fort. save, Ref. save, and all attack rolls. As a standard action, you can make a single melee attack roll against everything around you within reach. At Epic levels, you can make two melee attack rolls against everything around you, within reach, as a full-round action. At Epic levels, you can also use ranged weapons, but you can only make one ranged attack against each creature within 30 feet as a full-round action. You must have clear line of sight to your targets. As an alternative maneuver, you can take a full-round action to do the following: make a single melee attack against the closest enemy. If you successfully hit the enemy, you can move and attack the next closest enemy. You keep moving and attacking until you miss an attack or until you finish your movement (whichever comes first). You cannot attack the same opponent more than once. You can only move up to your base speed when using this alternative maneuver. You also do not provoke attacks of opportunity when leaving an opponent’s threat area. At Epic levels, you can charge when using this alternative maneuver. Special: This Mastery cannot be used for attacks of opportunity and cannot be combined or used simultaneously with Unique Defense Masteries. However, it can be combined with one Special Attack (Disarm, Sunder, or Trip) or Unique Attack. Pre-req: 16+ Str or Dex and any two of the following Masteries: Improved Reflex I, Chosen Weapon I and II, Combat Movement I and II, Opportunity Shot, Hyper, or Fast Hands.
Escape Artist skill: Using Escape Artist to escape a grapple or pin is now a move action. All other rules of this skill still apply as usual.
Heal skill: You can now give long-term care to yourself and you can treat yourself for all purposes of the Heal skill. All other rules of this skill still apply as usual.
Ice Storm spell descriptions on page 153, 157, 165, 173: It should say “Hail deals 9 damage in cylinder 40 ft. across.”
Extreme Initiative: You also gain +1 Ref. save. All other rules of this Mastery still apply as usual.
Focused Strike: Gain +3 on Concentration checks and +1 Will save. As a standard action, you focus on your weapon by making a Concentration check. Remove the following text, “You can only use ranged weapons up to 30 feet away from an opponent.” This means you can now use Focused Strike with a ranged weapon at any range. All other rules of this Mastery still apply as usual.
Chosen Weapon Critical: You also gain a +1 bonus on Fort. and Ref. saves. All other rules of this Mastery still apply as usual.
Chosen Weapon 1: You also gain a +1 bonus on Fort. and Will saves. All other rules of this Mastery still apply as usual.
Chosen Weapon 2: You also gain a +1 bonus on Fort. and Will saves. All other rules of this Mastery still apply as usual.
Guided Offense: You also gain +2 on Will saves. All other rules of this Mastery still apply as usual.
Improved Charger: You also gain a +1 bonus on Fort. and Ref. saves. All other rules of this Mastery still apply as usual.
Improved Striking: You also gain a +1 bonus on Fort. and Will saves. All other rules of this Mastery still apply as usual.
Reliable Saves is a Basic Mastery that players can select, and its description is below. Reliable Saves: Rolling a natural 1 for saving throws has the same benefits as rolling a natural 20. Gain +2 on all saves. This Mastery does not change or increase at Epic levels. Pre-req: Any one of the following Basic Masteries: Improved Fortitude I, Improved Reflex I, Improved Will I, or Savior I.
The Diplomacy skill has major changes and should be read as follows: DIPLOMACY (CHA) Check: When talking with people and making negotiations, participants roll opposed Diplomacy checks, and the winner gains the advantage. If you gain the advantage, it means you successfully convinced the other person and got what you wanted for that discussion point. Opposed checks also resolve situations when two advocates or diplomats plead opposite cases in a hearing before a third party. Any use of diplomacy may require 1 or more checks, depending on the complexity of the conversation and what you are seeking to gain (GM’s discretion). The GM may also add a circumstance bonus or penalty between +5 and -5, depending on what you are seeking to gain and what helpful or harmful words you use during the conversation.
Action: Using Diplomacy generally takes at least 1 full minute (10 consecutive full-round actions). In some situations, this time requirement may greatly increase or decrease. A rushed Diplomacy check (only taking 1 full-round action) can be made, but you take a –10 penalty on the check. Try Again: Optional, but not recommended because retries usually do not work. Even if the initial Diplomacy check succeeds, the other character can be persuaded only so far, and a retry may do more harm than good. If the initial check fails, the other character has probably become more firmly committed to his position, and a retry is futile. Special: A half-elf has a +2 racial bonus on Diplomacy checks. Synergy: If you have 5 or more ranks in Bluff, Knowledge (nobility and royalty), or Sense Motive, you get a +2 bonus on Diplomacy checks. Remove the word “Fanatic” and all rulings pertaining to “Fanatic” from the TIER game.
Armor Man: You also gain +3 max HP. All other rules of this Mastery still apply as usual.
Damage Tank: You gain +3 max HP and +2 Fort. save. All other rules of this Mastery still apply as usual.
Regeneration: You gain +2 Fort. save. All other rules of this Mastery still apply as usual.
Improved Ally Protection: You also gain +3 max HP. All other rules of this Mastery still apply as usual.
Spell Reflection: Remove the Will save bonus. Instead, gain +1 on all attack rolls. All other rules of this Mastery still apply as usual.
Helpful Individual: You gain +1 Ref. save and +1 bonus on all class skill checks. All other rules of this Mastery still apply as usual.
Deathless: Remove the +12 bonus on Concentration checks. Instead, you now gain +8 misc. bonus on Bluff, Concentration, Escape Artist, Heal, Knowledge (History, Nature, and Planes), Survival, and Swim checks.
Harden Body I: Gain +1 Will save. All other rules of mastery still apply as usual.
Harden Body II: Gain +2 Fort. save. All other rules of mastery still apply as usual.
Savior II: Once per combat, you may reroll a failed saving throw. All other rules of mastery still apply as usual.
Resilient: Once per combat, you may reroll a failed Fortitude save. All other rules of mastery still apply as usual.
Resolute: Once per combat, you may reroll a failed Will save. All other rules of mastery still apply as usual.
Improved Defensive Fighting: Gain +2 bonus on Concentration, Escape Artist, Handle Animal, Heal, Intimidate, Profession, Ride, Sense Motive, Survival, Swim, and Tumble checks. All other rules of mastery still apply as usual.
Accuracy I: Gain +1 Will save. All other rules of mastery still apply as usual.
Accuracy II: Gain +1 Ref. save. All other rules of mastery still apply as usual.
Lightweight Advantage: You can wield a shortbow and still gain all benefits of this Mastery. All other rules of this Mastery still apply as usual.
Knockback King: You also gain +2 max HP and +2 on Fort. saves. At Epic levels, these bonuses double. All other rules of this Mastery still apply as usual.
Reliable Weapon Skill: You also gain a +1 bonus on Fort. and Ref. saves. All other rules of this Mastery still apply as usual.
Adding a new Personality Mastery to the game! All details are below
Greedy: You are obsessed with money, and you’ll do anything to obtain it. This motivates you to create clever plans and succeed on lucrative adventures. Gain +1 on all dice rolls. At Epic levels, it becomes +2. Pre-req: 12+ Int and neutral alignment. If your alignment changes, you lose this Mastery and can only replace it with another Personality Mastery.
Transformation Masteries have a list of optional Pre-reqs that you can select in order to qualify for taking a Transformation Mastery. Greedy will be added as an optional Pre-req to the following list of Transformation Masteries: Alien, Chameleon, Fire Elemental, Half-Demon, Half-Dragon, Racial Paragon, Shooting Star, and Smoke.
Animate Dead spell now only costs 10 gp per Hit Die of the undead.
Create Undead and Create Greater Undead spells no longer require material components, meaning they do not cost gold and do not need bodies to cast upon.
On Chapter 11, page 356, it should say the following about minions: “Villains should also have minions. Minions are weaker monsters or non-player characters (NPCs) that help the villain. You do not need to develop statistics for minions. Simply choose Masteries that they need and use 1/2 or 2/3 of the same statistics as your villain. For example, if your villain has +30 attack roll, then minions should have +15 or +20 attack roll. If your villain deals 15 damage with an attack, then minions should deal 7 or 10 damage with an attack. Minions should only have 1/8 or 1/4 their leader’s HP. For example, if your villain has 80 HP, then minions should have 10 or 20 HP. If you want a lot of minions, then they should have lower stats. If you want very few minions, then they should have higher stats.”
Changing Pre-reqs for a few Epic Level Masteries. Epic Guided Offense now only requires 22+ Wis, Int, or Cha and Guided Offense. Epic Striking now only requires 22+ Str or Dex and Improved Striking.
All magic weapons now cost half price! This means that magic weapons cost the same price as magic armors, and you can use the magic armor chart on page 1 of the magic items pdf to calculate the cost of magic weapons. This change is an important way to balance the game and make all physical attack characters (swordsmen, archers, etc.) more competitive and viable in TIER.TIER 2nd Edition Errata.docx (29.8 KB)
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