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| JimProfit02-22-08, 03:07 AM | http://www.nongnu.org/nethack-el/nethack-thumb.png Based on the epic game nethack, I designed a 3.5 campaign with some very differant rules, rules that could change the way you look at PCs forever. The only classes avaliable are the npc classes. They're much more versatile though. So I'll get right to the rule changes. Spellcasting: All spellcasters cast spontanously. Spellcasters also have a limit to how many spells they can "remember" at a time, the limit is equal to thier intelligence score. You can however relearn a spell via a spellbook. All spells demand a spellcraft check DC 10+the spell's level. Failure can be catastrophic. Learning Spells: All characters can learn and cast spells. To learn a spell consult a spellbook and make a knowledge (arcana) or knowledge (religion), depending on the spell check DC 5+the spell's level to learn it. Failure makes something wierd happen or destroys the spellbook. Spellpoints: All characters have a spelldie per level, GMs may decide wether they have to roll each level, or gain a set amount just like HP. Even if there are penalties to your spellpoint stat, you gain atleast 1 spellpoint per level. Spells cost a number of spellpoints equal to the spell's level x2. (0 level spells cost one spellpoint) The spelldie's modifier is always the class'es key stat for spell DC's/maximum level castable. Prayer (Wisdom): 1/day you can attempt a prayer, ussualy demanding of a specific ritual depending on your diety. (Failure to meet ritual requirements results in a -7 penalty) Prayer can serve as a request to your god for aid, if your god is pleased with your prayer. Good stuff may happen, if they are not, you will either be ignored or have something bad happen to you. If you pray more then 1/day you suffer an additional -1 penalty (stacking with the -7 if you fail to meet ritual components) for every additional time you pray within the day. A class skill for the adept. Gamble (Wisdom): Just an RP skill that should exsist. Track (Wisdom): Now a class skill. Starting Gold: Equal to character's wisdom score x100. Bonus Feats: All characters get an additional number of bonus feats equal to charisma modifier. (No less then 0) Vitality: You use the vitality system from unearthed arcana with hit points and vitality points equal to constitution score. Massive Damage: Massive damage is now equal to constitution score. Instead of death, it results in you becoming fatigue, if already fatigue exhausted, if already exhausted unconciouse. If undead, wisdom score represents massive damage threshold. Hunger: All characters need food, however, some more then others. A character not adequitely fed must make a fortitude save DC 17 or become fatigue, the next time he gets hungry, he makes another fort save DC 17 or becomes exhausted, the next time he becomes hungry he makes a fort save DC 17 or falls unconciouse. Appeasing one hunger lowers it by one stage. So if someone feeds you while unconciouse, you go back to exhaustion, then if fed again fatigue, and so on. All characters need to be fed 3/day. A meal equivalent is up to the GM, but a day's ration can cover food for the entire day. Otherwise you must consult the GM when food satitizes your hunger individualy. 1=Fail 20=Win: In all checks.. saving throw, skillcheck, attack roll, etc. 1 is a automatic failure, 20 is an automatic success... Durability: All weapons have a durability score independant of hardness and hp. For example a club has durability 1/1 (DC 15) Meaning when ever the club is used the character must roll a d20 and get 15 or higher or the club wears and tears going down to 1/0 and thus breaking. Craft checks can be issued to repair damages, the mending spell will also do. Weapon Group: Use the weapon group system from unearthed arcana. Weapon Focus/Weapon Specilization: As a house-rule, weapon focus/weapon specilization now applies to all weapons within a weapon group and can stack. Any character can take weapon specilization. Animal Companion: All characters startout with an animal companion as a druid. Class Changes: For the sake of balance and power as there will be no prestige classes or multiclassing, each class has been given a bit of a boost. COMMONER: Bonus feat every even level. +1 massive damage threshold per level. Deals an extra +1d4 attack/damage on all attacks with a weapon or unarmed attack. Animal companion deals an extra +1d4 attack/damage on all natural attacks. One weapon group. Spelldie 1d8+wisdom modifier. WARRIOR: Hit die d12. Bonus feat 1st and every even level. +1 to all damage rolls with weapons or unarmed attacks per level. Five weapon groups. Spelldie 1d4+wisdom modifier. ADEPT: Bonus feat 1st and every 5th level. +1 on prayer check per adept level. +1 on all knowledge (Religon) checks per adept level. Diety's favored weapon. Spelldie 1d12+wisdom modifier. ARISTOCRAT: Bonus feat every level. Four weapon groups. Spelldie 1d4+wisdom modifier. EXPERT: Bonus feat 1st and every 4th level. Hit die d8. +1 AC per level. Four weapon groups. Spelldie 1d8+wisdom modifier. |