Comments on d20 system- Evolved Heroism
Hey all, i been working on a new d20 system for past few years and just started by 3rd playtest group. I am interested to hear some comments from the ppl on here on the classes section. I will give some background on the system and will attached a pdf of the classes. So far the 4 core ones have been tested alot, but others still need to be looked at.
Why another D20 system?
Well the simple reason is I don’t think the rest do what I hoped things like Pathfinder was to do, fix some of the holes in the game I love. I think taking the best of all the D20 systems out there, this D20 system balances magic and might and makes the 3.5 classes fun to play for everyone. Overall there is little original, just lots of different rules and systems that I edited and make work together. Iron Heroes for their great feat and skill system, Arcane Evolved for its great magic system, Pathfinder for its changes in the classes, and my time to edited all the broken over powered spells to make them, well less broken and I hope balanced them vs each other in their level.
WHAT’S NEW?
This summary for experienced players outlines the main ways in which this games deviate from standard d20 play.
Defence: Characters have a defence score in place of an Armour Class. Armour works differently in Evolved Heroism (see below), so using the term Armour Class would be confusing. In addition, each character class provides a defence bonus to represent your skill in parrying, dodging, and otherwise avoiding blows. Some classes emphasize defences more than others. When wearing amour you use either your defense bonus( 1/2 your BAB plus a class bonus) or the armour's defense(the AC like in 3.5) whatever is higher.
Armour: Armour in Evolved Heroism provides damage reduction (DR), as explained in the “Armour and Shields” section of Chapter: Equipment. In short, when you suffer a hit, you take off how much damage reduction your armour provides against an attack, to a min of 1. You then subtract this result from the damage you suffered. Each armour using wearer level or HD to calculate the DR it grants the wearer, example full plate gives 1 DR every 4 levels.. Shields still provide a bonus to defence. Monsters get something for having Natural Armour, they absorb dmg equal each round equal to their NA( so a + 10 NA means first 10 dmg each round is absorbed before getting hurt.)
Attacks of Opportunity: Attacks of opportunity become much simpler in Evolved Heroism. You only provoke one if you take a nonattack action or if you try to move too quickly through an opponent’s threatened area.
(1) If you take a standard or full-round action that isn’t a melee attack, you provoke an attack of opportunity.
(2) If you move more than one-quarter your speed in a threatened area, you provoke an attack of opportunity. Those are the only two rules you need to remember.
Alignments: We have done away with good and evil and just kept the 3 Law, Neutral, Chaos. You are “evil” if you have taint. Only outsides have good and evil alignments, mortals do not.
Magic: Plus weapons bypass non magic armour DR, as well as count as special material like Silver or iron. There are Different ways to make magic items other than spending XP (using 2e thinking places of power or rare monster bits) . Template for spells helps offer a way to increase the power of spells. No class list of spells, everyone uses two lists, Arcane or Divine, but each is divided into Simple, Complex, and Exotic Spells. Lesser casters cast simple spells only(druids, rangers, paladins, bards), major casters cast simple and complex(Wizards, sorcerers, clerics), and you need feats to cast exotic spells. Added rarity so each spell so Common, Uncommon and rare helps control how well know spells are.
Dying: Removing True Resurrection and putting some perm things to dying even when you are bought back makes dying hurt more.
Evolved Heroism classes start out with one more feat than standard classes, though it is not as powerful as a full feat. The mastery feats allow scalable feats. There are Two types of feats: General that they get one every 3 levels starting at 5th (which are feats like skill focus, or endurance, feats that are low power or taken for RP reasons), and Elite feats that are the powerful ones like power attack and shoot on the run they get as normal( 3rd, 6th, 9th ect).
No Evolved Heroism classes have exclusive skills anyone can trap find but those without trapfinder take a +10 to the DC, that goes for trained skills, you can try to use a trained skill untrained but you have to add +10 to any DC.
Nothing has immunities anymore, where they did they either get +10 to save or a very high resistance (say 100).
Save or die spells now do stat damage on a fail save, you can still be killed by them, just not so easily.
You heal stat damage faster (1/hour instead of 1/day) since so many spells now do stat damage and any spell that does stat damage can’t be empowered to keep things fair.
Opposing checks: You get to roll as many d20’s as your stat modifier, stopping the likeness of a 10 strength wizard beating a 20 strength fighter on a bad roll.
That is a small taste, enough to give you some insight to comment on the classes i attached to the post. I would like to hear what you think of what i did to each of the classes or choose your favorite ones and comment. if anyone wants a full view of the system PM and i can send you the whole book.
Thanks for any comments anyone makes in advance.
Why another D20 system?
Well the simple reason is I don’t think the rest do what I hoped things like Pathfinder was to do, fix some of the holes in the game I love. I think taking the best of all the D20 systems out there, this D20 system balances magic and might and makes the 3.5 classes fun to play for everyone. Overall there is little original, just lots of different rules and systems that I edited and make work together. Iron Heroes for their great feat and skill system, Arcane Evolved for its great magic system, Pathfinder for its changes in the classes, and my time to edited all the broken over powered spells to make them, well less broken and I hope balanced them vs each other in their level.
WHAT’S NEW?
This summary for experienced players outlines the main ways in which this games deviate from standard d20 play.
Defence: Characters have a defence score in place of an Armour Class. Armour works differently in Evolved Heroism (see below), so using the term Armour Class would be confusing. In addition, each character class provides a defence bonus to represent your skill in parrying, dodging, and otherwise avoiding blows. Some classes emphasize defences more than others. When wearing amour you use either your defense bonus( 1/2 your BAB plus a class bonus) or the armour's defense(the AC like in 3.5) whatever is higher.
Armour: Armour in Evolved Heroism provides damage reduction (DR), as explained in the “Armour and Shields” section of Chapter: Equipment. In short, when you suffer a hit, you take off how much damage reduction your armour provides against an attack, to a min of 1. You then subtract this result from the damage you suffered. Each armour using wearer level or HD to calculate the DR it grants the wearer, example full plate gives 1 DR every 4 levels.. Shields still provide a bonus to defence. Monsters get something for having Natural Armour, they absorb dmg equal each round equal to their NA( so a + 10 NA means first 10 dmg each round is absorbed before getting hurt.)
Attacks of Opportunity: Attacks of opportunity become much simpler in Evolved Heroism. You only provoke one if you take a nonattack action or if you try to move too quickly through an opponent’s threatened area.
(1) If you take a standard or full-round action that isn’t a melee attack, you provoke an attack of opportunity.
(2) If you move more than one-quarter your speed in a threatened area, you provoke an attack of opportunity. Those are the only two rules you need to remember.
Alignments: We have done away with good and evil and just kept the 3 Law, Neutral, Chaos. You are “evil” if you have taint. Only outsides have good and evil alignments, mortals do not.
Magic: Plus weapons bypass non magic armour DR, as well as count as special material like Silver or iron. There are Different ways to make magic items other than spending XP (using 2e thinking places of power or rare monster bits) . Template for spells helps offer a way to increase the power of spells. No class list of spells, everyone uses two lists, Arcane or Divine, but each is divided into Simple, Complex, and Exotic Spells. Lesser casters cast simple spells only(druids, rangers, paladins, bards), major casters cast simple and complex(Wizards, sorcerers, clerics), and you need feats to cast exotic spells. Added rarity so each spell so Common, Uncommon and rare helps control how well know spells are.
Dying: Removing True Resurrection and putting some perm things to dying even when you are bought back makes dying hurt more.
Evolved Heroism classes start out with one more feat than standard classes, though it is not as powerful as a full feat. The mastery feats allow scalable feats. There are Two types of feats: General that they get one every 3 levels starting at 5th (which are feats like skill focus, or endurance, feats that are low power or taken for RP reasons), and Elite feats that are the powerful ones like power attack and shoot on the run they get as normal( 3rd, 6th, 9th ect).
No Evolved Heroism classes have exclusive skills anyone can trap find but those without trapfinder take a +10 to the DC, that goes for trained skills, you can try to use a trained skill untrained but you have to add +10 to any DC.
Nothing has immunities anymore, where they did they either get +10 to save or a very high resistance (say 100).
Save or die spells now do stat damage on a fail save, you can still be killed by them, just not so easily.
You heal stat damage faster (1/hour instead of 1/day) since so many spells now do stat damage and any spell that does stat damage can’t be empowered to keep things fair.
Opposing checks: You get to roll as many d20’s as your stat modifier, stopping the likeness of a 10 strength wizard beating a 20 strength fighter on a bad roll.
That is a small taste, enough to give you some insight to comment on the classes i attached to the post. I would like to hear what you think of what i did to each of the classes or choose your favorite ones and comment. if anyone wants a full view of the system PM and i can send you the whole book.
Thanks for any comments anyone makes in advance.





