When I was throwing characters together at the start of my actual play experiment, I came across two problems with Fluidity Project.

The biggest problem was that none of the characters I created had enough skill ranks to go around. To solve this problem, I proposed that every time a player spends CP on skill ranks, instead of getting one skill rank for 3 CP during character advancement, they receive a number of ranks equal to their Intelligence bonus. Although high level characters will have more skill ranks and thus higher skill bonuses than their d20 counterparts, I think that after a certain point a high-int character will  just stop buying ranks and focus on Skill Level instead. I’ve found, so far, that the characters built using this change sink a more appropriate amount of CP into skills which allows them to be far more well-rounded.

The second problem is something fundamental to making a point-buy version of the d20 system. In short, the system is geared too much towards combat and there are far too many fiddly pieces that are essential for survivability. Although I though that the biggest hurdle with FP would be min-maxing playing buying too much BAB and gaining access to powerful feats at game-breakingly early points in character development, the opposite is appearing true. I feel that there is a serious risk that players will neglect vital areas of their character like hit dice and saving throws in order to gain more utility and ‘coolness’ through feats and skills. More playtesting will reveal the truth, but I think that characters with crippling weaknesses have the potential to make the game un-fun.

As much as it pains me to move away from point-buy, to solve this problem, I proposed a level-based system that retains the core ideal of Fluidity Project. At character creation, players choose their character’s level load-out. CP are earned as described in the Fluidity Project rules and every 20 CP characters gain a new level. Each level characters gain increase statistics just like normal d20.

Starting characters have a baseline of: d4 hit dice, 1/2 base attack, 1/2 base defense, all poor saves, 4 skill levels and 2+int skill points. Characters have a total of 8 upgrades to raise their level-based statistics. Upgrades are cumulative, so d4 HD to d12 HD costs 4 upgrades. The upgrade cost for each statistic is listed in parentheses below:

Hit dice (full hit points at first level): d6 (1), d8 (2), d10 (3), d12 (4)

Base attack: 3/4 (1), full (2)

Base defense: 3/4 (1), full (2)

Fortitude save: good (1)

Reflex save: good (1)

Will save: good (1)

Skill points: 4+int (1), 6+int (2), 8+int (3)

Characters get 2 feats at first level and another feat every level.
Characters have one class and one class only, no multi-classing necessary. However, each level, characters get to swap one upgrade. So, a character with full base attack and d6 hit dice could drop the base attack to 3/4 for a level and pick up d8 hit points for a level. The following level, the character could keep the 3/4 and d8, change them back or change something else. If a character doesn’t opt to swap an upgrade, they can’t save the opportunity: either they use the swap or they don’t. Characters can only swap one upgrade per level.

I really like the way core FP handles skills, to port that over use the following: Skill level becomes equal to character level plus 3 (4 at 1st level, 23 at 20th). Characters start with skills ranks equal to Intelligence bonus and increase as so: 2+int (1), 4+int (2), 6+int (3). I think very quickly characters will max out their desired skills, so some combination of skill tricks from Complete Scoundrel (each trick costs one skill rank) and high DC/penalty skill challenges (from Iron Heroes) should be used to provide an outlet for excess skill ranks.

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