Mario D20 [Archive] - Wizards Community

Post/Author/DateTimePost
Thomar_of_Uointer

07-09-06, 01:41 PM
I just thought I'd repost this, since the last one still had references to posted material and was bogged down with twenty empty posts.

http://www.kobolds-keep.net/MD20Rules.pdf
(Just click the link. The boards don't support right-click and "save as", and Firefox will open it in an Adobe plugin. You should be able to save the file to disk once you get to it.)

The material is based on Legend of the Seven Stars, Mario&Luigi, Paper Mario, Partners in Time, and The Thousand Year Door. However, without the setting-specific material, it works very well as alternate D&D rules and solves many inherent problems with D&D (such as ECL adjustment hurting spellcasters, fighters lacking high-level class features, and metamagic only being useful for cheesy builds).

Features include:
14 races, all playable from level 1, including Punies and Noki.
A new class system allowing for varied and unique characters.
Combat stances, adding another level of strategy to the game.
An MP system with both magical and nonmagical applications.
Lots of new feats, jumping is a viable attack option.
New items, including mushrooms and rules for making your own mushrooms.
New spells with effects straight from the games, plus a few unique ones.
Every monster entry extended out so that a creature can be pitted against parties of any level.
Templates for both monsters and characters.
And an update at least once a month, I swear!

Of course, it's not done yet. Not all of the tertiary classes are done, and the monsters section may never be done. I think it's about 150 pages from being "done", and another 300 pages from being comprehensive (and that's assuming Nintendo stops making games).

This is all Open Game Content due to legal issues. I don't care what you do with it, just be grateful and let me know how it gets used.

If you have any questions, suggestions, criticisms, or general comments, feel free to post them here. If you want something statted out so you can quickly use it at the table, I'll be more than happy to whip it together for you (I was probably going to slack off anyways.)
Meier_Link

07-11-06, 01:41 AM
I just thought I'd repost this, since the last one still had references to posted material and was bogged down with twenty empty posts.

http://www.kobolds-keep.net/MD20Rules.pdf (The boards don't support right-click and "save as", and Firefox will open it in itself, which is a pain. You should be able to save the file to disk once you get to it.)

The material is based on Legend of the Seven Stars, Mario&Luigi, Paper Mario, Partners in Time, and The Thousand Year Door.

Features include:
14 races, all playable from level 1, including Punies and Noki
A new class system allowing for varied and unique characters
Combat stances, adding another level of strategy to the game
An MP system with both magical and nonmagical applications
Lots of new feats, making jumping a viable attack option
New items, including mushrooms and rules for making your own mushrooms
New spells, with effects straight from the games, plus a few unique ones
Every monster (will be) statted out so that they can be used against parties of any level
A few templates for monsters and PCs alike
And an update at least once a month, I swear!

Of course, it's not done yet. Not all of the tertiary classes are done, and the monsters section may never be done. It's only 70ish pages long right now. I think it's about 100 pages from being "done", and another 100 pages from being comprehensive (and that's assuming Nintendo stops making videogames).

Well I must say...that is magical. Please keep updating. :clap:
Thomar_of_Uointer

08-14-06, 09:08 PM
Sorry about the long update delay. Real life has started carrying two-by-fours with bent nails in them.

New stuff includes: (http://www.kobolds-keep.net/MD20Rules.pdf)

Conjurer class, part of the school specialization cycle, can fake equipment
Knight, the most fun you'll ever have with shields
Transmuter, other school specialization advanced class
Mimic got moved to Prestiege classes
Rules on growing your own mushrooms
Equipment for growing mushrooms
Big, definitive list of mushrooms
A chain of racial feats for Punies who need to compensate
Some subtype-changing spells
Six spells for screwing with time
Complete quadstat for goombas
Complete quadstat for koopas


Again, I'm doing this with no real goals besides getting it up to 200 pages. If there's anything specific you'd like to see done, let me know.
Aryxbez

09-01-06, 08:53 PM
how about statting out the famous hero MARIO?

Also what type of class would he be?

I suggest creating a class like mario that can jump attack enemies, and
keep mushroom powers under pain as fort save dc=1/2 damage?

I have read little of Mario D20, I thank you for what you are doing.
Thomar_of_Uointer

09-04-06, 08:29 PM
September Update! (http://www.kobolds-keep.net/MD20Rules.pdf)

Fixed the Bandit, now has talents comparable to Sneak Attack, but the way it SHOULD be.
Fixed the way the spellcasting advanced classes work.
An advanced class for every spell school.
Added Mana Battery and Meat Shield.
Rewrote the experience point system.
Rewrote Heighten Spell, added Improved Heighten Spell, removed the metamagic cap. It's all balanced now. Spellcaster nova has been kept in mind, but four encounters per day should take care of it.
Added DR and armor and shield proficiency to the Soldier's talents list.
Wrote up held enchantments, added feather charm, fire flower, and maple leaf.
Added spell staffs.
Added spell wands.
Added mushroom building material.
Added boos (needs quadstat).
Added metroids.
Thomar_of_Uointer

09-04-06, 08:33 PM
how about statting out the famous hero MARIO?

Also what type of class would he be?

I suggest creating a class like mario that can jump attack enemies, and
keep mushroom powers under pain as fort save dc=1/2 damage?

I have read little of Mario D20, I thank you for what you are doing.

Thanks.

Mario would be a Basher of some kind. The problem with statting out characters is that they grow and progress over the course of a game (especially for RPGs), so you can never have just one stat block. Jump attack is now several feats. The held enchantment idea will be used as a few feats, thanks.
Cli' San Aquanova

09-14-06, 08:38 PM
Hey Thomar, great work. I've looked at the pdf, and it's awesome; good job dude.

I just wish I could have helped you as I said I would. I had so much stuff written down for you, and then I lost it when my old PC fried.... :weep:
Thomar_of_Uointer

09-18-06, 08:44 PM
New stuff: (http://www.kobolds-keep.net/MD20Rules.pdf)

Core clarification of combat stances
Royal now has a wide selection of combat stances
Added the Sharpshooter advanced class
Added extended prestige classes for the base classes
Fixed caster level issues with classes, though the base classes still progress by their own level
Added Magikoopa, Sensei, and Star Mage prestige classes
Extended some skill descriptions
Added the following feats: Agile Trip, Craft Magic Aura, Dismounting Trip, Focus Strike, Greater Focus Strike, Improved Focus Strike, Improved Smokeless, Improved Superior Spell, Master Alchemist, Overpowering Trip, Recover, Stance Focus, Superior Spell, Tenuous Grasp
Fixed up some feats using MP, renamed a few feats
Added magic auras, the ultimate slotless magic items
Added a sample spell wand
Added the following spells: Hex, Least Star Drop, Lesser Star Drop, Star Drop, Greater Star Drop, Greatest Star Drop
Added two more boos
Tauman_EXE

11-29-06, 02:00 PM
wow. it was some time since you worked on it last. Its sad actually as I like it. And I do miss the last pages, they are in the register but not in the book. mayby my download bugged. but...
Thomar_of_Uointer

02-23-07, 02:29 PM
All right, here it is! Sorry for the wait, college got in the way in a big way, if you know what I mean.
http://www.kobolds-keep.net/MD20Rules.pdf


Added the Lancer class, fun with polearms!
Added the Skill Monkey class, one more for people who just can't seem to get enough points.
Tidied up a lot of the classes, and modified the attack-specific classes so they're less powerful.
Added the following feats: Armor Specialization, Craft Magic Aura, Dragon Breath, Extended Tongue, Greater Dragon Breath, High Jump, Improved Dragon Breath, Open Minded (from the XPH, but necessary for the Skill Monkey), Power Attack (now a stance), Prehensile Tongue, and Savage feats.
Tidied up the feats list. Now very sure on what is [Magic] and what isn't.
Added the healing wand spell wand.
Added the ball and chain (don't say I stole it from ZD20, they stole it from me, :D), boomerang, claw, greathammer, harpoon, longrifle, megahammer, shiv, shotgun, steel staff, and zweihander.
Added redsteel and bluesteel as weapon and armor materials.
Added the following spells: flutter hush, mage shell, the mana gift chain, power leech, soften, static electroshock, the twilight arc chain, and viro plasm.
Changed Megasmalilix's name, same reason I'm not going to stat up Geno.
Added fuzzys.
Added the Titan template. You know, Tiny-Big island?
Thomar_of_Uointer

02-24-07, 02:25 AM
After reviewing the advanced classes, I think I've found a better direction for things. I'm going to drop lancer and sharpshooter and replace them with more generic classes...
I should have something together by next month. This is mostly laying the groundwork for monsters, since many of the main races are going to consist of eight or nine individuals with class levels.

Anyways, here's what my notes look like:

Str: Basher
Dex: Bandit
Con: Soldier
Int: Mage
Wis: Healer
Cha: Royal
Str/Dex: Hurler
Str/Con: Breserker
Str/Int: Steel mage? Weapons master?
Str/Wis: Knight. Samurai?
Str/Cha: Spellblade, Cavalier?
Dex/Con: Acrobat
Dex/Int: Trickster
Dex/Wis: Monk, brawler
Dex/Cha: Duelist
Con/Int: Blood mage!!!
Con/Wis: Nature Mage
Con/Cha: Templar
Int/Wis: Scholar
Int/Cha: Master craftsman
Wis/Cha: Diplomat
j0lt

02-24-07, 08:57 PM
So is all of this based on the Mario RPG? (all new classes, etc?)
Thomar_of_Uointer

02-25-07, 01:12 AM
So is all of this based on the Mario RPG? (all new classes, etc?)

Yes, all of them at once. I know it sounds odd, but look at it, it works.

Seeing how all of the Mario RPG games have lacked a proper class system, this is an attempt at shifting the D&D rules to be closer to the mechanics used in the video games. Timed hits are represented by the ability to spend MP to boost any d20 roll, the same MP system is used for spells, and classes are simplified and give a new ability every level.

It also fixes some classical incongruences between D&D and video games, like rogues actually dealing more damage with fewer attacks than fighters.
j0lt

02-26-07, 01:31 AM
Sounds interesting. With a completely new set of base classes that fit the world, I think it could work. Instead of spending MP for timed hits, take a look at the Action Point system from d20 Modern.
Thomar_of_Uointer

02-26-07, 10:39 AM
Sounds interesting. With a completely new set of base classes that fit the world, I think it could work. Instead of spending MP for timed hits, take a look at the Action Point system from d20 Modern.

I did consider that (it draws quite a few things from D20 Modern). However, the way the MP system currently works makes it very kind to multiclassed spellcasters, and it allows for all sorts of fun feats and class features.
arcanejazz

03-04-07, 02:38 AM
first off, i just want to say, that i think this book is AMAZING O__O

However... do you have any idea when youre going to finish the back part of the book (the "Running a Md20 Game" section)? I would love to see that completed, but i can understand you might be busy with other things XD Im hoping to use this book to start my own campaign very soon.

:D :D :D :D :D :D :D :D :D :D :D :D :D :D
Thomar_of_Uointer

03-04-07, 02:22 PM
first off, i just want to say, that i think this book is AMAZING O__O

However... do you have any idea when youre going to finish the back part of the book (the "Running a Md20 Game" section)? I would love to see that completed, but i can understand you might be busy with other things XD Im hoping to use this book to start my own campaign very soon.

:D :D :D :D :D :D :D :D :D :D :D :D :D :D

If you have any specific questions pertaining to using the rules in a campaign, I'd be happy to answer them.
Thomar_of_Uointer

04-04-07, 03:58 PM
New Update: (http://kobolds-keep.net/MD20Rules.pdf)
Added races: Doogan, Nomadimouse, Penguinfolk, and Ratooey. Fixed a few races' natural attacks.
Classes: Added the Blood Mage and Diplomat. Removed the Lancer.
Feats: Added Illuminating Aura, Improved Scent, Mushroom Magic, Unluck Stance.
Spells: Acid Hurl, Air Morph, Earth Morph, Electrowhip, Fire Hurl, Flame Whip, Shadowbeam, Shadowburst, Water Morph. Changed wording of mana gift chain to avoid abuse with Blood Mage.
Monsters: Very big overhaul of stat blocks. Added Podaboo and Shy.

This looks like it might be my last update for a while...
abraham

04-04-07, 06:17 PM
don't forget the thing mario can do in paper mario!
Thomar_of_Uointer

04-04-07, 07:08 PM
don't forget the thing mario can do in paper mario!

I've been considering some dimensional powers. I'll add them if I ever get to play Paper Mario Wii.
Bladerock

04-04-07, 07:28 PM
Mmm... neither internet explorer nor firefox can open the link, maybe my computer was designed by an Anti-Mario activist...

Do any of you have any idea as to why my computer refuses to open the link?
Thomar_of_Uointer

04-04-07, 07:37 PM
Mmm... neither internet explorer nor firefox can open the link, maybe my computer was designed by an Anti-Mario activist...

Do any of you have any idea as to why my computer refuses to open the link?

The boards do odd things with external links. Copy and past this into your browser.

http://www.kobolds-keep.net/MD20Rules.pdf
Bladerock

04-04-07, 08:00 PM
HAH! it worked! who would have thougt it was that simple.

Will look over it for a while and maybe will coment upon it once i get a hang over the game's system.
johnnyd2

04-06-07, 09:06 PM
are you going to do stats for NPCs (like bowser, bosses or allies (IE Goombella, Lady bow, and koops), or at least tell me how to make NPCs.
Thomar_of_Uointer

04-07-07, 12:14 AM
are you going to do stats for NPCs (like bowser, bosses or allies (IE Goombella, Lady bow, and koops), or at least tell me how to make NPCs.

Specific NPCs will not be statted up, though iconic ones from outside of the series will (you'll notice I have Kirby's stats, the standard Metroid lifecycle, chocobos are forthcoming, etc) However, the rules already exist for making those NPCs. Boos, koopas, and goombas are already PC races. I have yet to do Royal Koopas, but I think a koopa with the Titan template and modified yoshi firebreathing would suffice for now. I'll put together royal koopas in the next revision.

I do have bosses. Megasmallix, King Dedede, and The Big Boo are in there.
Hockey_is_my_life

04-14-07, 07:19 PM
Could you possibly add some SSB characters. I'll give you my ness and sonic if you want them.
Wizardmon

04-14-07, 08:16 PM
That souds interesting. Have you considered adding the Poltergust 2000?
Thomar_of_Uointer

04-15-07, 12:46 PM
Could you possibly add some SSB characters. I'll give you my ness and sonic if you want them.

I've already got Kirby, and various Pokemon are planned (all summonable). However, I've made it a point to not stat out any heroic humans, as as they are not as easily adaptable to campaigns.

That souds interesting. Have you considered adding the Poltergust 2000?

It's already there. Page 82.
Thomar_of_Uointer

04-19-07, 12:21 PM
Okay, don't say I never took requests.

New Updates: (http://www.kobolds-keep.net/MD20Rules.pdf)
Added the following feats: Peril Blast and Swift Strike.
Added the following spells: acid armor, astonish, baton pass, bide, doom desire, dream eater, encore, force screen, hyper beam, zap cannon.
Added the following monsters: pocket monsters (five of 'em, some summonable and available as advancing cohorts), royal koopa.
Thomar_of_Uointer

04-19-07, 09:42 PM
Oh, right. Some guys over here (http://www.giantitp.com/forums/showthread.php?t=41235) are starting a new play-by-post game. Check it out.
MarkerMage

04-19-07, 10:27 PM
Are you going to make it possible to play a character based off of ANY SSB character in this game? Is there going to be some kind of power suit armor that'll give characters that equip it various abilities that would include firing missiles and curling up into a small ball? What about the spells PK Fire, PK Thunder, and PK Flash? Is Mr. Saturn going to end up as a playable race? Have you begun to regret adding the metroids, pokemon, and Kirby to your game?

Have I asked enough questions to drive you insane yet?
Thomar_of_Uointer

04-19-07, 11:32 PM
Are you going to make it possible to play a character based off of ANY SSB character in this game?
Just about.

Is there going to be some kind of power suit armor that'll give characters that equip it various abilities that would include firing missiles and curling up into a small ball?
That is beyond the scope of this project. However, I'm sure that even the existing PHB spells (and possibly some of the XPH powers) could be used with the item creation guidelines and some playtesting to make one.

What about the spells PK Fire, PK Thunder, and PK Flash?
Geh. Mage is comprehensive enough to cover all that. I might put together a psion later on.

Is Mr. Saturn going to end up as a playable race?
Later on. I haven't even gotten around to Earthbound stuff yet.

Have you begun to regret adding the metroids, pokemon, and Kirby to your game?
Not at all.

Have I asked enough questions to drive you insane yet?
No, breaking them up helps.
MarkerMage

04-20-07, 09:02 AM
Is there going to be a class that will focus on speed (for characters from Sonic series)? I would guess that it would recieve extra movement speed, dex bonuses, and some kind of attack that would resemble Sonic's spindash (or the koopa's shell slam). That last one could end up being kept only as a racial ability though.

We all know that people are going to want to try roleplaying a fight between Sonic and Mario with this system. Sonic is one of the characters that everyone is hoping will be in SSBB afterall.
Thomar_of_Uointer

04-20-07, 01:28 PM
Is there going to be a class that will focus on speed (for characters from Sonic series)? I would guess that it would recieve extra movement speed, dex bonuses, and some kind of attack that would resemble Sonic's spindash (or the koopa's shell slam). That last one could end up being kept only as a racial ability though.

We all know that people are going to want to try roleplaying a fight between Sonic and Mario with this system. Sonic is one of the characters that everyone is hoping will be in SSBB afterall.

Sonic is not a core Nintendo character. However, the Bandit has a talent that increases a character's base land speed.
MarkerMage

04-20-07, 05:09 PM
Since you're going to make alot of SSB characters playable in this system, is there going to be rules for SSB-style combat (die from falling off the stage, not from HP loss)? What about Paper Mario: TTYD-style combat (audience participation + scenery falling + special effects + more uses for everyone's favorite dump stat)?

I would imagine that in the Mario universe, there would be a universal (multiversal?) tournament known as Super Smash Bros. It would be a tournament where the best fighters gather to prove their worth without the worry of dieing because of the enchantments placed on the arenas. These enchantments would give the fighters invulnerability, but damage done to them would make their bodies easier to knock away. A character's Con (maybe Str?) and AC bonus from armor would determine their resistance to being knocked around (like bowser), while Dex and jump skill ranks would determine how easy it is for them to ensure they land back on the stage after being knocked off (like Kirby). Also, all attacks would act like touch attacks (being in a big spikey shell wouldn't help Bowser avoid any attacks). In some situations, other abilities could take the place of these things (spellcaster check when Ness uses PK Thunder to propell himself). And also, flight speeds would be disabled, but would give a bonus to checks to land back on the stage.

With the PM:TTYD-style, the key thing would be the audience participation. Every character would have a fame score to determine how many audience members he attracts and a reputation score that would determine how much the audience likes them. If a character has a high fame but low reputation, the audience basically comes to see him/her get beaten. There would also be party fame and rep scores that would determine the total audience number and attitude towards the party. Character level would be a factor in the fame score of course. Characters would mostly change their Rep score durring battles. If a character acts bravely and does amazing attacks against an opponent (Mario), they'll gain rep. If a character combines their attack or defence with a perform skill, they can gain rep. The audience would be randomly determined at the start of each battle, and might be able to change as certain events happen. There could even be a chance of known NPCs being in the audience (Luigi watching Mario's battles). The known NPCs would act according to their normal attitude towards the characters. The audience would do various things based on their attitude towards the characters but would not participate in the fight (besides occasionally throwing rocks).
Thomar_of_Uointer

04-20-07, 09:17 PM
Since you're going to make alot of SSB characters playable in this system, is there going to be rules for SSB-style combat (die from falling off the stage, not from HP loss)? What about Paper Mario: TTYD-style combat (audience participation + scenery falling + special effects + more uses for everyone's favorite dump stat)?

I would imagine that in the Mario universe, there would be a universal (multiversal?) tournament known as Super Smash Bros. It would be a tournament where the best fighters gather to prove their worth without the worry of dieing because of the enchantments placed on the arenas. These enchantments would give the fighters invulnerability, but damage done to them would make their bodies easier to knock away. A character's Con (maybe Str?) and AC bonus from armor would determine their resistance to being knocked around (like bowser), while Dex and jump skill ranks would determine how easy it is for them to ensure they land back on the stage after being knocked off (like Kirby). Also, all attacks would act like touch attacks (being in a big spikey shell wouldn't help Bowser avoid any attacks). In some situations, other abilities could take the place of these things (spellcaster check when Ness uses PK Thunder to propell himself). And also, flight speeds would be disabled, but would give a bonus to checks to land back on the stage.

With the PM:TTYD-style, the key thing would be the audience participation. Every character would have a fame score to determine how many audience members he attracts and a reputation score that would determine how much the audience likes them. If a character has a high fame but low reputation, the audience basically comes to see him/her get beaten. There would also be party fame and rep scores that would determine the total audience number and attitude towards the party. Character level would be a factor in the fame score of course. Characters would mostly change their Rep score durring battles. If a character acts bravely and does amazing attacks against an opponent (Mario), they'll gain rep. If a character combines their attack or defence with a perform skill, they can gain rep. The audience would be randomly determined at the start of each battle, and might be able to change as certain events happen. There could even be a chance of known NPCs being in the audience (Luigi watching Mario's battles). The known NPCs would act according to their normal attitude towards the characters. The audience would do various things based on their attitude towards the characters but would not participate in the fight (besides occasionally throwing rocks).

No. Not really.
Jumpman231

04-23-07, 08:15 PM
So,if I was interested in Mario D20, where could I join the forum?Or find one?
Thomar_of_Uointer

04-23-07, 09:17 PM
So,if I was interested in Mario D20, where could I join the forum?Or find one?

You could probably start a game with these rules on the Real Adventures forums here. Check with LeapingShark first, it's not an open forum.
http://boards1.wizards.com/forumdisplay.php?f=278

Somebody over at Giant In The Playground forums also started one recently.
http://www.giantitp.com/forums/showthread.php?t=41235

Otherwise, if you want to discuss it you do it right here.
Thomar_of_Uointer

04-25-07, 07:10 PM
New Update: (http://www.kobolds-keep.net/MD20Rules.pdf)
Added universal rules clarifications, as suggested by the people running the play-by-post game in the GitP forums. Mostly on what parts of the D&D system to ignore.
Added notes on Craft (Alchemy) to the Skills chapter. Yeah, it's a pitiful chapter, I know.
New feats: Exotic Armor Proficiency, Far Shot, Improved Precise Shot, Point Blank Shot, Superior Weapon Focus, Superior Weapon Specialization. Couldn't be too nice to archers.
New items: Went through D20 Modern and watched Super Paper Mario for ideas. You don't have to use the new items, they're just there for people who will need them. Added briefcase, business suit, camcorder, camera, cannon, computers and accessories, explosives, fire extinguisher, flashlight, formal wear, light stick, luggage, volt shrooms, night-vision goggles, phones, radio, recorder, tear gas, metal cap, power balloon, starman, taser, stun rod, plastic.
New spells: dimension tip and derivatives, electrify, inflation, showdown, star's rampage.
MarkerMage

05-07-07, 03:00 PM
I had decided to try GMing a game of this, but there is a little problem. My computer can't seem to pull up anything on kobolds-keep.net. I've tried what you suggested to the other guy who had this problem, but that didn't work. I even resorted to trying Internet Explorer (I usually just use firefox). Any idea as to why this is happenning to me?
Thomar_of_Uointer

05-07-07, 10:13 PM
I had decided to try GMing a game of this, but there is a little problem. My computer can't seem to pull up anything on kobolds-keep.net. I've tried what you suggested to the other guy who had this problem, but that didn't work. I even resorted to trying Internet Explorer (I usually just use firefox). Any idea as to why this is happenning to me?

My server was down for maintenance this weekend, you should be able to hit it now. Copy and paste the link in the first post into your address bar, then save it to your disk when it gets opened in the Adobe plugin. Alternately, you can go to the downloads page of http://kobolds-keep.net and do a normal right-click and save of the file.

The biggest problem is how Wizards.Community handles external links, sorry.
MarkerMage

05-07-07, 10:35 PM
I'm currently using firefox, and I have copy and pasted both the URL to both places you have given me. I get nothing but the message:

The connection has timed out

The server at kobolds-keep.net is taking too long to respond.

* The site could be temporarily unavailable or too busy. Try again in a few
moments.
* If you are unable to load any pages, check your computer's network
connection.
* If your computer or network is protected by a firewall or proxy, make sure
that Firefox is permitted to access the Web.

Since I copied and pasted instead of using the link, I didn't even get the "You are now leaving blah blah blah..." thing. Are you sure that your server is back up?

I guess I should mention that I plan on GMing a play by post game on digibutter.nerr.biz/. So I'm not the only one that'll need access to the pdf file.
Thomar_of_Uointer

05-07-07, 10:39 PM
I'm currently using firefox, and I have copy and pasted both the URL to both places you have given me. I get nothing but the message:

The connection has timed out

The server at kobolds-keep.net is taking too long to respond.

* The site could be temporarily unavailable or too busy. Try again in a few
moments.
* If you are unable to load any pages, check your computer's network
connection.
* If your computer or network is protected by a firewall or proxy, make sure
that Firefox is permitted to access the Web.

Since I copied and pasted instead of using the link, I didn't even get the "You are now leaving blah blah blah..." thing. Are you sure that your server is back up?

I guess I should mention that I plan on GMing a play by post game on digibutter.nerr.biz/. So I'm not the only one that'll need access to the pdf file.

I just spoke with the admin, and the site is still down. IM me on AIM and I'll send it to you.
MarkerMage

05-07-07, 11:08 PM
I must have missed you, cause after I downloaded AIM, found a username that wasn't taken, and tried IMing you, you weren't online. Do you have any idea of when the server will be back up?

And if you need a new name for Mario D20, I've got one for you, "Pipes & Paragoombas".
MarkerMage

05-12-07, 01:31 PM
It's nice to see that the site is up, but I have to request a little something.

Please tell me that what I see at http://kobolds-keep.net/ is a practical joke, or a mistake, or that you've just forgotten to tell us that you were moving the site to somewhere else.
MarkerMage

05-12-07, 04:36 PM
I also noticed that in the description of shell plates, you mention that plates can be enchanted in the second sentence of the description. In the last sentence of the description however, you say that shell plates cannot be enchanted because a shellplate cannot be a masterwork item. So can they be enchanted or not?
Thomar_of_Uointer

05-12-07, 11:22 PM
It's nice to see that the site is up, but I have to request a little something.

Please tell me that what I see at http://kobolds-keep.net/ is a practical joke, or a mistake, or that you've just forgotten to tell us that you were moving the site to somewhere else.

Hmm... Looks like another bug, I'll yell at the host again. From my end, http://www.kobolds-keep.net/MD20Rules.pdf looks like it works fine. Try this link:

http://www.kobolds-keep.net/index.html
Thomar_of_Uointer

05-12-07, 11:24 PM
I also noticed that in the description of shell plates, you mention that plates can be enchanted in the second sentence of the description. In the last sentence of the description however, you say that shell plates cannot be enchanted because a shellplate cannot be a masterwork item. So can they be enchanted or not?

Ah, another mistake! Shells can be enchanted, which is why shell plates cannot. I'll go fix all that.
abraham

05-22-07, 07:33 PM
how about micro-mushrooms or mega-mushrooms?(this question only applies if you haven't already did them)
Thomar_of_Uointer

05-23-07, 12:13 AM
how about micro-mushrooms or mega-mushrooms?(this question only applies if you haven't already did them)

Yes, I have. They're in the items chapter, page 79.
MarkerMage

07-01-07, 08:44 PM
:bump: Any chance of seeing an update of this soon? Is there anything that I might be able to do to help you with it? I admit that I probably wouldn't be able to come up with much. I doubt that I could successfully create something as complicated as a balanced character class, but if it'll help speed up the updates for Mario D20, I'd be willing to try.
Thomar_of_Uointer

07-04-07, 12:41 AM
:bump: Any chance of seeing an update of this soon? Is there anything that I might be able to do to help you with it? I admit that I probably wouldn't be able to come up with much. I doubt that I could successfully create something as complicated as a balanced character class, but if it'll help speed up the updates for Mario D20, I'd be willing to try.

I just finished Super Paper Mario. Best love story EVAR! I'll see what I can add from it soon.

On the other hand, I have a 9 to 5 intern job and am currently playing through FFX in my spare time.

We'll see. The best thing you could give me is some inspiration or a request for a particular monster.
MarkerMage

07-05-07, 07:26 PM
I've started trying to get used to the combat rules by playing out simple one on one fights that used the Mario D20 rules, and noticed that the Goomba Grunt listed in the chapter 7 seems rather powerful for a CR 1/2 creature. Its Jump Attack does 1d4+1d8+3 damage. That's an average of 9 damage with one single attack. Now, let's take a look at how much HP characters start with. For this we'll assume they have enough constitution for a +1 bonus to HP (rather average amount). The basher would start out with 9 HP. The bandit would start out with 7 HP. The soldier would start out with 11 HP. The mage would start out with 5 HP. The healer would start out with 7 HP. The royal would also start out with 7 HP. You've probably noticed that the only one of those that could survive the average jump attack from a Goomba Grunt was the soldier. It turns out that the mage would be dead even if the damage rolls were both 1s. When you consider that goombas are supposed to be found in groups, it makes them even more deadly.

Is there any chance that I had misinterpreted any of this or that it was a mistake on your part? It's just that it seems as though it would be impossible for a group of 4 level 1 characters to survive the first level of the original Super Mario Bros game.
Thomar_of_Uointer

07-05-07, 08:29 PM
I've started trying to get used to the combat rules by playing out simple one on one fights that used the Mario D20 rules, and noticed that the Goomba Grunt listed in the chapter 7 seems rather powerful for a CR 1/2 creature. Its Jump Attack does 1d4+1d8+3 damage. That's an average of 9 damage with one single attack. Now, let's take a look at how much HP characters start with. For this we'll assume they have enough constitution for a +1 bonus to HP (rather average amount). The basher would start out with 9 HP. The bandit would start out with 7 HP. The soldier would start out with 11 HP. The mage would start out with 5 HP. The healer would start out with 7 HP. The royal would also start out with 7 HP. You've probably noticed that the only one of those that could survive the average jump attack from a Goomba Grunt was the soldier. It turns out that the mage would be dead even if the damage rolls were both 1s. When you consider that goombas are supposed to be found in groups, it makes them even more deadly.

Is there any chance that I had misinterpreted any of this or that it was a mistake on your part? It's just that it seems as though it would be impossible for a group of 4 level 1 characters to survive the first level of the original Super Mario Bros game.

The jump attack only does the extra damage on a charge, a highly situational bonus. It's just like two orc warriors with greataxes being CR 1, it's a dangerous encounter for a party of four level 1 characters, but one that they can get through easily if they choose to use some of their resources and don't make any stupid mistakes or get horribly unlucky.
MarkerMage

07-05-07, 10:17 PM
The jump attack only does the extra damage on a charge, a highly situational bonus. It's just like two orc warriors with greataxes being CR 1, it's a dangerous encounter for a party of four level 1 characters, but one that they can get through easily if they choose to use some of their resources and don't make any stupid mistakes or get horribly unlucky.Those one-on-one fights that I mentioned take place on an empty field where the combatants start out more than 10' but less than 40' away from each other, so it didn't seem so highly situational. Also, weren't two feats needed for the extra 1d8 damage (Jump Attack and Improved Jump Attack)? The entry for the Goomba Grunt only lists Jump Attack, and I'm pretty sure that a level 1 ordinary basher only gets one feat.
Thomar_of_Uointer

07-05-07, 11:20 PM
Those one-on-one fights that I mentioned take place on an empty field where the combatants start out more than 10' but less than 40' away from each other, so it didn't seem so highly situational. Also, weren't two feats needed for the extra 1d8 damage (Jump Attack and Improved Jump Attack)? The entry for the Goomba Grunt only lists Jump Attack, and I'm pretty sure that a level 1 ordinary basher only gets one feat.

Ah, that's what I'm looking for. It'll be fixed in the next revision. Thanks for finding it.
Thomar_of_Uointer

07-17-07, 12:37 AM
Well, it's that time again. Oops, I mean it's been that time again, and now it is. Again.

Anyways...

http://kobolds-keep.net/MD20Rules.pdf
Added Berserker and Mana Bandit advanced classes.
Added Shell Warrior prestige class.
Added Heroic Familiar, Mage's Familiar, Resilient Familiar, and Solicit Familiar feats.
Added sidestep warp and tri-attack spells.
Added mana beasts and pixl monsters.
Fixed inconsistent Jump Attack description.


Have you all seen this?
http://www.gametrailers.com/player/21554.html

In other news, Super Paper Mario is the best love story EVAR.
ArgulFraster

07-22-07, 08:30 PM
BTW, I thought you should know this if you don't already...

Nokis can Tuck. If you doubt me, jump on or spray some in SMS. This gives them access to normally Koopa-only classes.
Thomar_of_Uointer

07-22-07, 08:51 PM
BTW, I thought you should know this if you don't already...

Nokis can Tuck. If you doubt me, jump on or spray some in SMS. This gives them access to normally Koopa-only classes.

What are you talking about? Nokis do have tuck, and they do qualify for the Shell Warrior prestige class.
ArgulFraster

07-22-07, 09:29 PM
Really? Whoops.
MarkerMage

07-22-07, 09:52 PM
Have you thought about adding the blue shell item from the New Super Mario Bros. as a held enchantment that would give access to the tuck ability and maybe a few of the Shell Warrior's class abilities?
Thomar_of_Uointer

07-22-07, 10:33 PM
Have you thought about adding the blue shell item from the New Super Mario Bros. as a held enchantment that would give access to the tuck ability and maybe a few of the Shell Warrior's class abilities?

Items like that are tricky. I'd have to compare it to the belt of dwarvenkind, or something similar, but koopas get racial traits that are basically free armor. Shells as exotic armors are already in there, I just haven't gotten around to a section for specific magic weapons and armors because I've been fleshing out the monsters and classes sections.
Aryxbez

07-25-07, 09:48 AM
If I was to run a Mario D20 game, which is tempting, however the problem would be to find people willing to play Mario D20. As Mario is usually something that is not seen as something serious enough to play as a Role playing game. I would likely base it off of the old Mario games and such, such as Mario Bros 3, and Super Mario world specifically.

I also believe a story idea of mine was thus. That Mario somehow gains the power of something called the Dark star, Giving him Great might, with it, beats bowser and takes over the land. Pretty much acts like a god, as he would turn most creatures such as Koopas in the nearby area into Mario faces. Just like in Super Mario World. Also would suspect that luigi would hide and end up being brave and try to find a way to beat mario, most likely Bowser(wanting his castle back), or PC's would help him in his goal.

PC's I would probably have a couple of different realms, such as one from Zelda, one from a FF based like land, maybe even kirby.

That is all I really have of that story as far as I can remember it right now. So what do you think of my story so far and the idea of using non-rpg mario game ideas?

Also Why did you Quit the Zelda D20 Project? I doubt myself that I would have made a campaign, but just wondering.
MarkerMage

07-25-07, 06:22 PM
Why not rules regarding the various blocks? I'm pretty sure that the way that they stay in the air would be rather close to the way that an immovable rod would. Whenever the block is hit by an attack, half of the damage the attack does to the block (including any damage that is absorbed by the block's hardness) is also done as bludgeoning damage to any creature that is in the space just opposite the block, but a reflex save of DC 15 will negate the damage.

Brick Block
This block is made out of what appears to be floating bricks. It has a hardness of 5 and 5 HP.

? Block
This block is usually yellow with a white question mark on it, but it is sometimes found to be disguised as a brick block. It is able to hold either a held enchantment item or up to 20 gp which will be released from the top of the block when it hit by an attack (if it's holding gp, it will release only one gp with each attack). If the block is destroyed, its contents will fall from the destroyed block. After being emptied, it reverts to a solid brown block, upon which time it loses the ability to transfer damage done to it. Sometimes though, they are used as a switch. When it is used as a switch, it retains it's original appearance. It has a hardness of 15 and 20 HP.

Note Block
This white block with a note on it is very soft and bouncy. Being on top of it gives a +6 circumstance bonus on jump checks. Any damage transfered by it is converted into nonlethal damage. It has a hardness of 5, 10 HP and 15 damage reduction against bludgeoning damage.

Red Note Block
This red-colored variant of the note block functions identically to it except that it gives a +30 circumstance bonus to jump checks.

Spinning Block
This yellow block has what looks like a pair of eyes on it. When it is hit by an attack (whether the damage rolled exceeds its hardness or not) without being destroyed, it becomes incorporeal, allowing anything to pass through it for four rounds. It has a hardness of 5 and 10 HP.

Info Block
This blue block has a speaker in it. When hit by an attack, it will give a predetermined message. It has a hardness of 15 and 10 hit points.

Donut Block
This block with a hole in the middle of it is not held up very well. If anything weighing more than 100 lb. stays on it for a full round, it will begin to fall on the next round. Luckily, it has a teleportation enchantment on it that causes it to return to its previous position 4 rounds later. It has a hardness of 5 and 10 HP.

Vanishing Block
These special blocks resemble brick blocks, but tend to have a silver color. They do not have the ability to transfer damage. They can be moved from their position with a DC 10 strength check. This block will vanish 6 rounds after being moved in this way. It is able to be used as an exotic throwing weapon that does 1d8 damage and a range increment of 5 feet. It has a hardness of 10 and 5 HP.


Now how about some thing else that might be remembered from SMB3.

Hammer Bro. Suit
This enchanted suit of of plate mail is able to summon a throwing mallet in the hand of the wearer as a free action 20 times per day. The throwing mallets obtained this way disappear 10 rounds after they are summoned.

Frog Suit
This enchanted leather armor gives the wearer a swim speed equal to their walking speed and a +6 bonus to jump skill checks.


All that's left is to determine what would be required to make them and the price they would cost. I guess that there's a chance they might need some editing though.

When you decide to stat out bullet bills, I would like you to remember that there's at least one person that thinks that there should be a spell to summon them whether they get their own specific summoning spell or they end up being added to one of the summon lists.
MarkerMage

07-25-07, 08:49 PM
OK, now for me to let out some random ideas/suggestions.

I think that the lakitu is just another koopa trying to specialize. I would imagine one to be a summoner with a couple ranks in ride and handle animal. I think the cloud would be of animal intelligence (then again, even the hills in the mario games have eyes) and might have needed some training just to stop staying in one single spot all the time. The clouds that the lakitues from the games use disappear when they don't have their owner their to ride them, so I would guess that the lakitu has enough ranks in ride to be able to take 10 on a ride check to ride the cloud without damaging it. Mario doesn't have the necessary ranks, which is why the cloud disappears underneath him after enough time has passed.

Thwomps are of course going to have to be added eventually. They would either be a construct or a trap. Maybe both.

The lines of flames that move around those special blocks would certainly be traps.

There are of course going to be players that will want to wield the turnips and radishes from SMB2.

And there is sure to be a player or two that will want to take a koopa shell and ride it like a skate board.

Mustn't forget about the special shoe or boot or whatever from my favorite level of SMB3.

What about a Birdo race? They would get the ability to spit eggs and fireballs or just get access the yoshi's elemental breath ability... Maybe you could change the prerequisites for the Dragon Breath feat to having Con 15 and having elemental resistance 5 to the chosen element? That would give koopas access to the feat, and Bowser is one koopa that certainly took the feat... But it would also give it to the penguinfolk... Wasn't there a penguin in the Kirby games that would breath ice at you?

Shyguys are going to have to be able to get bandit and snifit masks. Shysters from SMRPG would just be shyguys that are using a pogostick as a weapon. Just let me look at Mario Wiki for aWHOA! I didn't realize there were so many kinds of shy guys.

What about the sun that would swoop down at you from SMB3? Maybe a special spell would cause the sun to do it, and there could be places where said spell would be a permanent enchantment on the place. The sun would need a fly speed and would have rather lousy manuevarability. It would also need to be able to do fire damage to anyone who touches it or makes a melee attack against it.
Thomar_of_Uointer

07-25-07, 10:52 PM
OK, now for me to let out some random ideas/suggestions.

I think that the lakitu is just another koopa trying to specialize. I would imagine one to be a summoner with a couple ranks in ride and handle animal. I think the cloud would be of animal intelligence (then again, even the hills in the mario games have eyes) and might have needed some training just to stop staying in one single spot all the time. The clouds that the lakitues from the games use disappear when they don't have their owner their to ride them, so I would guess that the lakitu has enough ranks in ride to be able to take 10 on a ride check to ride the cloud without damaging it. Mario doesn't have the necessary ranks, which is why the cloud disappears underneath him after enough time has passed.

Thwomps are of course going to have to be added eventually. They would either be a construct or a trap. Maybe both.

The lines of flames that move around those special blocks would certainly be traps.

There are of course going to be players that will want to wield the turnips and radishes from SMB2.

And there is sure to be a player or two that will want to take a koopa shell and ride it like a skate board.

Mustn't forget about the special shoe or boot or whatever from my favorite level of SMB3.

What about a Birdo race? They would get the ability to spit eggs and fireballs or just get access the yoshi's elemental breath ability... Maybe you could change the prerequisites for the Dragon Breath feat to having Con 15 and having elemental resistance 5 to the chosen element? That would give koopas access to the feat, and Bowser is one koopa that certainly took the feat... But it would also give it to the penguinfolk... Wasn't there a penguin in the Kirby games that would breath ice at you?

Shyguys are going to have to be able to get bandit and snifit masks. Shysters from SMRPG would just be shyguys that are using a pogostick as a weapon. Just let me look at Mario Wiki for aWHOA! I didn't realize there were so many kinds of shy guys.

What about the sun that would swoop down at you from SMB3? Maybe a special spell would cause the sun to do it, and there could be places where said spell would be a permanent enchantment on the place. The sun would need a fly speed and would have rather lousy manuevarability. It would also need to be able to do fire damage to anyone who touches it or makes a melee attack against it.

Lakitu are are probably their own race. This is evident in Paper Mario 1.

Thwomps are definitely traps.

Mmm... Fire rods are probably less traps and more terrain features. They're not well hidden, and have no effect on a party that's carefully moving through a dungeon. They become more significant when combined with fire-immune monsters that like grappling and bull rushing.

I already have rules on improvised weapons and a class based around throwing them. Also, I don't consider *that game* to be canon.

Riding a koopa shell is absolutely crazy. I'll add a spell right away.

Kuribo's Shoe is weird. I'm thinking an item (read: spell that gets made into a wondrous item) that gives the user a trample attack. That's another spell...

Koopas already get a breath weapon, and Birdo is also from *that game*. However, Birdo also shows up in Legend of the Seven Stars, so it's on the list. Just remember I'm getting Wario monsters done first.

I already have Shy Guys as a race.

The sun? Ugh, I don't know. Actually, it does make sense. Huge Elemental [Fire] and such... It's on the list.

If I was to run a Mario D20 game, which is tempting, however the problem would be to find people willing to play Mario D20. As Mario is usually something that is not seen as something serious enough to play as a Role playing game. I would likely base it off of the old Mario games and such, such as Mario Bros 3, and Super Mario world specifically.

I also believe a story idea of mine was thus. That Mario somehow gains the power of something called the Dark star, Giving him Great might, with it, beats bowser and takes over the land. Pretty much acts like a god, as he would turn most creatures such as Koopas in the nearby area into Mario faces. Just like in Super Mario World. Also would suspect that luigi would hide and end up being brave and try to find a way to beat mario, most likely Bowser(wanting his castle back), or PC's would help him in his goal.

PC's I would probably have a couple of different realms, such as one from Zelda, one from a FF based like land, maybe even kirby.

That is all I really have of that story as far as I can remember it right now. So what do you think of my story so far and the idea of using non-rpg mario game ideas?

Also Why did you Quit the Zelda D20 Project? I doubt myself that I would have made a campaign, but just wondering.

This is really based off of the Mario RPG series (which includes Mario RPG: Legend of the Seven Stars, Paper Mario, Mario & Luigi: Superstar Saga, Paper Mario 2, Mario & Luigi: Partners in Time, and Super Paper Mario). If you play any of those games, you'll know how to run this at a table properly.

Very creative. I find it cute, actually. :D Nah, dont' worry about it, I've already got the full Paper Luigi plot outlined on my hard drive.

The extraplanar creatures are really there for the summon monster lists. What's better than a mage yelling, "Pikachu, I choose you!"

Totally fine. The Mario RPG series drew heavily from the traditional series, and it would be a shame for the MD20 System to fall away from its roots.

I quit the Zelda D20 Project for several reasons, chief among which was that I'm taking a 2 year hiatus and felt it rude not to give them prior notice. I also was suffering at college because of it, and it felt like I was pulling most of the weight there (like rewriting 60% of the PHB spells chapter, adding some significant portions of the XPH to it, and then turning half the magic items in the game into spells so they could be turned around and made back into items, all after the leadership had decided the setting was to be low-magic). I also didn't like having to work chapter-by-chapter on the project when I had ideas for all of the chapters.

Why not rules regarding the various blocks? I'm pretty sure that the way that they stay in the air would be rather close to the way that an immovable rod would. Whenever the block is hit by an attack, half of the damage the attack does to the block (including any damage that is absorbed by the block's hardness) is also done as bludgeoning damage to any creature that is in the space just opposite the block, but a reflex save of DC 15 will negate the damage.

Brick Block
This block is made out of what appears to be floating bricks. It has a hardness of 5 and 5 HP.

? Block
This block is usually yellow with a white question mark on it, but it is sometimes found to be disguised as a brick block. It is able to hold either a held enchantment item or up to 20 gp which will be released from the top of the block when it hit by an attack (if it's holding gp, it will release only one gp with each attack). If the block is destroyed, its contents will fall from the destroyed block. After being emptied, it reverts to a solid brown block, upon which time it loses the ability to transfer damage done to it. Sometimes though, they are used as a switch. When it is used as a switch, it retains it's original appearance. It has a hardness of 15 and 20 HP.

Note Block
This white block with a note on it is very soft and bouncy. Being on top of it gives a +6 circumstance bonus on jump checks. Any damage transfered by it is converted into nonlethal damage. It has a hardness of 5, 10 HP and 15 damage reduction against bludgeoning damage.

Red Note Block
This red-colored variant of the note block functions identically to it except that it gives a +30 circumstance bonus to jump checks.

Spinning Block
This yellow block has what looks like a pair of eyes on it. When it is hit by an attack (whether the damage rolled exceeds its hardness or not) without being destroyed, it becomes incorporeal, allowing anything to pass through it for four rounds. It has a hardness of 5 and 10 HP.

Info Block
This blue block has a speaker in it. When hit by an attack, it will give a predetermined message. It has a hardness of 15 and 10 hit points.

Donut Block
This block with a hole in the middle of it is not held up very well. If anything weighing more than 100 lb. stays on it for a full round, it will begin to fall on the next round. Luckily, it has a teleportation enchantment on it that causes it to return to its previous position 4 rounds later. It has a hardness of 5 and 10 HP.

Vanishing Block
These special blocks resemble brick blocks, but tend to have a silver color. They do not have the ability to transfer damage. They can be moved from their position with a DC 10 strength check. This block will vanish 6 rounds after being moved in this way. It is able to be used as an exotic throwing weapon that does 1d8 damage and a range increment of 5 feet. It has a hardness of 10 and 5 HP.


Now how about some thing else that might be remembered from SMB3.

Hammer Bro. Suit
This enchanted suit of of plate mail is able to summon a throwing mallet in the hand of the wearer as a free action 20 times per day. The throwing mallets obtained this way disappear 10 rounds after they are summoned.

Frog Suit
This enchanted leather armor gives the wearer a swim speed equal to their walking speed and a +6 bonus to jump skill checks.


All that's left is to determine what would be required to make them and the price they would cost. I guess that there's a chance they might need some editing though.

When you decide to stat out bullet bills, I would like you to remember that there's at least one person that thinks that there should be a spell to summon them whether they get their own specific summoning spell or they end up being added to one of the summon lists.

You know, there are many sidescroller mechanics that just don't work very well in a D20 game. Those are some of them, but thanks for reminding me to go steal back more spells from the Zelda RPG project.

I've seen the hammer bro suit already, and I've already got an aquatic morph and incorporeal morph on the list. I'll be adding a magical equipment section when I feel like figuring out magic item prices.

Bullet bills as summons? Hehe. I'll take that one into consideration.
MarkerMage

07-26-07, 02:31 AM
If I remember correctly, shyguys, snifits, and bob-bombs were also from SMB2. There are plenty things from that game that game that ended up becoming canon.

My comments about the shyguys were more about how to get them to fit into the different types that we have seen. There were snifits that would shoot bullets from the mouth portion of their mask. There were also the bandits from Paper Mario (but they seemed rather tall for shyguys). There were also the lovable shysters from SMRPG who jumped around on pogosticks. There were also fryguys (shyguys on fire). And now I'm suddenly thinking of what a shyguy would look like without its mask, and it keeps leading me to a shyguy with a blackmage face which makes me think about the shamen race.

As for the lakitu being a different race than the koopas, it seems that there is currently very few differences between them. If you look at official art of lakitu, you notice that he has what appears to be a koopa shell. The only visual differences between a koopa and lakitu that I can spot are that lakitu wears goggles, has a few hairs on his head, and has a cloud. The way I see it, if you take a koopa, give him a cloud and a spell to summon spiny eggs with, then you'll have yourself a lakitu.

And about the koopas already having a breath weapon...
Koopa
Koopas are an indigenous race of the Mushroom
Kingdom, and the most populous race in the region.
Koopas tend to be laid-back, and those who care for
a profession will take up something slow and easy
like gardening. Koopas who travel do so because
they are outcasts, or because they have acquired a
work ethic.
Koopas are yellow-skinned and hook-nosed with
large colored shells on their backs.
Koopas have the following racial traits:
• Medium Humanoid (Reptilian)
• 20' movement
• +2 Con, -2 Dex
• No speed reduction from a medium or heavy
load.
• Shell (Ex): All Koopas have a soft shell granting
Defense 2, a spell failure chance of 5%
(considered light armor for the Armored Caster
talent), no armor check penalty, no maximum
Dexterity bonus, and Light Fortification (25%
chance to be immune to a critical hit or sneak
attack). Koopas cannot wear armor or robes, or
anything else that would occupy the body slot,
but are always proficient with their own shells.
A shell can be enchanted just like regular armor,
though the Koopa must be present for the entire
process. A koopa is always proficient with his
shell.
• Tuck (Ex): A Koopa may tuck his head, arms,
and legs into his shell as a move action without
provoking an attack of opportunity. However,
this causes the Koopa to fall prone (unless he
already was prone). This grants total
concealment (50% miss chance) and cover (+4
cover bonus to AC and Reflex saves). A Koopa
can remain tucked indefinitely. While tucked, a
Koopa can take no actions involving movement
other than rising from prone. A Koopa retains
his Tuck bonuses while standing up (specifically
against attacks of opportunity incurred), but not
after.
• Natural slam attack dealing 1d4 damage.
• Energy resistance 5 for one of the following
energy types: acid, cold, electricity, or fire,
chosen at 1st level.
• +2 racial bonus to Climb and Jump checks.
The above was copy and pasted from the MD20 rules pdf file. I see no mention of a breath weapon. I see mention of energy resistance, but no mention of a breath weapon. I also remember the dragon breath feat being only available to yoshis. The only koopa that I recall having a breath weapon was the royal koopa which is treated as a separate creature (so no breath weapon for the normal playable koopas). Unless you had made a class that koopas can take for breath weapons?

Oh and another thing about the blocks, they might at least be able to be converted into building materials or something. I recall a specific creature from SMB3 that would disguise itself as a normal brick block until you got close to it, which is when it would jump towards you and attack. Its ability to disguise itself as a brick block can only be useful as long as their are brick blocks around that aren't going to attack. There was another creature from SMB3 called the buster beetle that would grab what appeared to be silver-colored brick blocks (what I had called vanishing blocks, but Mario Wiki calls them ice blocks) and throw them at Mario and Luigi.

I just also realized that there was a weapon that Bowser used in SMRPG that doesn't seem to be listed, and it's the first weapon that he's able to find, the chain chomp!

Oh, and while you're working on the Wario enemies, is there any chance that we'll be seeing some of the powerups too?
Thomar_of_Uointer

07-26-07, 08:57 PM
If I remember correctly, shyguys, snifits, and bob-bombs were also from SMB2. There are plenty things from that game that game that ended up becoming canon.

My comments about the shyguys were more about how to get them to fit into the different types that we have seen. There were snifits that would shoot bullets from the mouth portion of their mask. There were also the bandits from Paper Mario (but they seemed rather tall for shyguys). There were also the lovable shysters from SMRPG who jumped around on pogosticks. There were also fryguys (shyguys on fire). And now I'm suddenly thinking of what a shyguy would look like without its mask, and it keeps leading me to a shyguy with a blackmage face which makes me think about the shamen race.

As for the lakitu being a different race than the koopas, it seems that there is currently very few differences between them. If you look at official art of lakitu, you notice that he has what appears to be a koopa shell. The only visual differences between a koopa and lakitu that I can spot are that lakitu wears goggles, has a few hairs on his head, and has a cloud. The way I see it, if you take a koopa, give him a cloud and a spell to summon spiny eggs with, then you'll have yourself a lakitu.

And about the koopas already having a breath weapon...

Oh and another thing about the blocks, they might at least be able to be converted into building materials or something. I recall a specific creature from SMB3 that would disguise itself as a normal brick block until you got close to it, which is when it would jump towards you and attack. Its ability to disguise itself as a brick block can only be useful as long as their are brick blocks around that aren't going to attack. There was another creature from SMB3 called the buster beetle that would grab what appeared to be silver-colored brick blocks (what I had called vanishing blocks, but Mario Wiki calls them ice blocks) and throw them at Mario and Luigi.

I just also realized that there was a weapon that Bowser used in SMRPG that doesn't seem to be listed, and it's the first weapon that he's able to find, the chain chomp!

Oh, and while you're working on the Wario enemies, is there any chance that we'll be seeing some of the powerups too?

I can definitely see blocks as building materials. Superstar Saga went over the different block types in detail, actually...

Sorry, I meant royal koopas. They're in the monster chapter (as they have a high ECL). They already get a multipurpose breath weapon.

Check out the ball & chain. As for chomps? Hmm... Bowser had a special relationship with the chain chomps he used as weapons, I wouldn't really treat them like normal weapons. Chain chomps are tough, and definitely not something you'd give a low-level player, but I'll give them a cohort entry.

Wario powerups? I'll have a zombification spell, but I don't think a gore attack makes for a very interesting spell...
ArgulFraster

07-29-07, 12:49 PM
The enemies from Woohoo Hooniversity would be interesting to fight, especially Eekers, Viruses, and Yo Bros. Yo Bro would actually make a quite interesting class...chain Yo-Yo +3...
Thomar_of_Uointer

07-29-07, 10:28 PM
The enemies from Woohoo Hooniversity would be interesting to fight, especially Eekers, Viruses, and Yo Bros. Yo Bro would actually make a quite interesting class...chain Yo-Yo +3...

Yo-yos as big as the ones used by monsters like that might as well be ball-and-chains. Viruses could be fun (throw 'em at the party en masse, and let them bull rush them into oblivion), but many of the Mario & Luigi monsters used complex tactics you could take advantage of, and I'm not really up to doing a Bean-centric revision just yet. The next revision will mostly cover the Wario games, as I've been itching to add monsters from them.
MarkerMage

07-30-07, 01:58 AM
Since you believe SMB2 to be noncanon, I've decided to list the things from it that made it into other Mario games.

Albatoss (the king of sky island in the SMB3 remakes was turned into one)
Beezo (became Shy Aways in SMRPG)
Birdo
Bob-omb (although the SMB2 version had them have arms and no wind-up key)
Cobrat (a king from the SMB3 remakes was turned into one)
Hoopster (another transformed king from SMB3 remakes)
Ninji
Pidgit
Pokey
Porcupo (might have inspired the Harry Hedgehog enemy in Yoshi's Island)
Shy Guy
Snifit
Spark
Tweeter (I'm not sure if this counts, but it was originally going to appear in Yoshi's Island but was removed from the final version for unknown reasons)


Also, Luigi's ability to jump "slower" than Mario came from SMB2 along with Peach's ability to float for short periods of time and her ability to pull vegetables from seemingly nowhere.

So while the game itself may not be canon, there are elements of it that became canon.
Thomar_of_Uointer

07-30-07, 10:16 PM
I statted up freezys, tweesters, a sun elemental, and a moon elemental yesterday. I'm definitely going to be leaning towards monsters with tactics lifted straight from the video games (i.e., a Mr I boss that pops off multiple smaller eyes when damaged and they all fire lasers that do more damage if there are more eyes).

Since you believe SMB2 to be noncanon, I've decided to list the things from it that made it into other Mario games.

Albatoss (the king of sky island in the SMB3 remakes was turned into one)
Beezo (became Shy Aways in SMRPG)
Birdo
Bob-omb (although the SMB2 version had them have arms and no wind-up key)
Cobrat (a king from the SMB3 remakes was turned into one)
Hoopster (another transformed king from SMB3 remakes)
Ninji
Pidgit
Pokey
Porcupo (might have inspired the Harry Hedgehog enemy in Yoshi's Island)
Shy Guy
Snifit
Spark
Tweeter (I'm not sure if this counts, but it was originally going to appear in Yoshi's Island but was removed from the final version for unknown reasons)


Also, Luigi's ability to jump "slower" than Mario came from SMB2 along with Peach's ability to float for short periods of time and her ability to pull vegetables from seemingly nowhere.

So while the game itself may not be canon, there are elements of it that became canon.

No, that's fine. I've already got a few spells based off of SMB2 (dimension flip isn't just from Super Paper Mario), and shys are in there as a player race. I've beaten that game, and I won't deny it's a good game. It just doesn't have that "special" feeling you get from most of the core Mario games.

I've got bob-ombs and shy guys. The rest of those monsters will be added eventually, I just can't do them all at once. If you're feeling feisty, why not stat them up for me using the same format I'm using in the book?
MarkerMage

07-31-07, 04:30 AM
Here's an item for you.

Snifit Mask
A snifit mask is a single-round gunpowder weapon which operates in the same manner as a light crossbow. However, its use as a mask allows the person wielding it to have both hands free when not reloading it. It takes up the same inventory space as a mask/lens/pair of goggles. Wearing this also gives a +2 bonus to Intimidate checks while giving a -2 penalty to Bluff and Diplomacy checks. Shy Guys treat the Snifit Mask as a martial weapon.
Cost 50 gp
Damage (Sml) 1d8
Damage (Med) 1d10
Critical 19-20/x2
Range Inc 100'
Weight 3 lb
Type Pierc


And I thought that it might be worth it to come up with an enchanted version of it.

Bullet Bill Mask
This enchanted snifit mask is able to fire bullet bills instead of bullets. Like the normal snifit mask, it requires a move action to reload it (summon a new bullet bill before it is fired).
MarkerMage

08-02-07, 10:01 PM
OK, how about the trianglular block from SMW?

Trianglular Block
This pink, triangle-shaped block with a face on it has proven invaluable in scaling walls. After being installed, any character who runs towards it with a 20 foot running start may continue the rest of their movement for the round along the other surface it connects to. If the character's turn ends while they're on a wall/ceiling, they may make a climb check DC 5 + the wall/ceiling's climb DC to be able to continue their movement on the next round (failing means falling back onto the ground). It can be installed anywhere where the walls/ceiling/floor form a right angle. Installing it takes one round.

I think that the cloud that a lakitu uses is likely to be a familiar.

Cloud
Medium Elemental (Air)
Hit Dice: 1d8 (4 hp)
Magic Dice: 1d8 (4 mp)
Initiative: +#
Speed: fly 30' (perfect)
Armor Class: # (BREAKDOWN), touch #, flatfooted #
Defense: 1
Base Attack/Grapple: +0/+#
Attack: WEAPON +# melee/ranged (DAMAGE)
Full Attack: WEAPON +# melee/ranged
(DAMAGE)
Space/Reach: #'/#'
Special Attacks: SPECIAL ATTACKS
Special Qualities: Can be taken as a familiar
Saves: Fort +0, Ref +2, Will +0
Abilities: Str # Dex # Con # Int # Wis # Cha #
Skills: SKILL MODIFIERS
Feats: FEATS
Environment: any sky
Organization: CREATURE GROUPS
Challenge Rating: CR
Treasure: none
Advancement: HD ADVANCEMENT
Level Adjustment: +#

OK, so I haven't learned how to accurately stat creatures out yet, but this would be a start at least. I hope that you or someone else is able to finish the job.

Now how about the paintbrush that E. Gadd made (the one that ended up in Bowser Jr.'s possession)? Since I'm sure that E. Gadd doesn't do magic, I'm sure that his inventions would have to be treated as being nonmagical for purposes of constructing them.

Paintbrush
If you take the Exotic Weapon Proficiency feat for the Paintbrush, you gain the ability to make it release E. Gadd Paint as a free action, which causes the Paintbrush to be coated with the E. Gadd Paint without any skill checks or chance of poisoning oneself. Otherwise, it is treated as an improvised club. After being coated with E. Gadd Paint, it is possible for the Paintbrush to be used to apply the E. Gadd Paint to an object or 5' by 5' area via an attack. For the effects of applying E. Gadd Paint to an object or area, see the E. Gadd Paint description.

E. Gadd Paint
Type: Contact DC 16
Initial Damage: 1 Str
Secondary Damage: 0
After being applied to an area, the following effects will begin to appear in said area depending on how many HP of the paint have been applied.
2 HP of paint: Grease effect
3 HP of paint: Objects and creatures with a str of 0 which have a size of tiny or smaller sink into the paint.
5 HP of paint: Summons a tiny paint elemental once every 10 rounds.
10 HP of paint: Objects and creatures with a str of 0 which have a size of medium sink into the paint.
15 HP of paint: Objects and creatures with a str of 0 which have a size of large sink into the paint.
20 HP of paint: Objects and creatures with a str of 0 which have a size of huge sink into the paint.
25 HP of paint: Objects and creatures with a str of 0 which have a size of gargantuan sink into the paint.
30 HP of paint: The paint becomes a Paint Piranha Plant and objects and creatures with a str of 0 which have a size of colossal sink into the paint.

Objects and creatures that sink into the E. Gadd Paint are neither killed nor destroyed, and they can be brought back by the removal of the paint that they had sunk into. Water elemental damage will remove an amount of HP of paint equal to the amount of water elemental damage done. Pouring a gallon of water onto an area, object, or creature covered with E. Gadd Paint will remove 1 HP of paint. Completely submerging an area, object, or creature covered in E. Gadd Paint will remove 5 HP of paint per round.
Thomar_of_Uointer

08-02-07, 11:02 PM
OK, how about the trianglular block from SMW?

Trianglular Block
This pink, triangle-shaped block with a face on it has proven invaluable in scaling walls. After being installed, any character who runs towards it with a 20 foot running start may continue the rest of their movement for the round along the other surface it connects to. If the character's turn ends while they're on a wall/ceiling, they may make a climb check DC 5 + the wall/ceiling's climb DC to be able to continue their movement on the next round (failing means falling back onto the ground). It can be installed anywhere where the walls/ceiling/floor form a right angle. Installing it takes one round.

I think that the cloud that a lakitu uses is likely to be a familiar.

Cloud
Medium Elemental (Air)
Hit Dice: 1d8 (4 hp)
Magic Dice: 1d8 (4 mp)
Initiative: +#
Speed: fly 30' (perfect)
Armor Class: # (BREAKDOWN), touch #, flatfooted #
Defense: 1
Base Attack/Grapple: +0/+#
Attack: WEAPON +# melee/ranged (DAMAGE)
Full Attack: WEAPON +# melee/ranged
(DAMAGE)
Space/Reach: #'/#'
Special Attacks: SPECIAL ATTACKS
Special Qualities: Can be taken as a familiar
Saves: Fort +0, Ref +2, Will +0
Abilities: Str # Dex # Con # Int # Wis # Cha #
Skills: SKILL MODIFIERS
Feats: FEATS
Environment: any sky
Organization: CREATURE GROUPS
Challenge Rating: CR
Treasure: none
Advancement: HD ADVANCEMENT
Level Adjustment: +#

OK, so I haven't learned how to accurately stat creatures out yet, but this would be a start at least. I hope that you or someone else is able to finish the job.

Huffs. A boss and his cohort from Paper Mario are cloud monsters, and Super Paper Mario has a lot of them too. Check it out on rpgclassics or gamefaqs.
MarkerMage

08-02-07, 11:22 PM
Darn, it seems that you had posted a reply while I was editting my earlier post.:embarrass
Thomar_of_Uointer

08-02-07, 11:30 PM
Darn, it seems that you had posted a reply while I was editting my earlier post.:embarrass

Paint? Paint!?

Ugh, don't get me started on that. Koopa Kid used the brush to make the Shadow Mario bandanna, it's probably a minor artifact. However, I will be adding the caricaturist to the next revision.
MarkerMage

08-02-07, 11:35 PM
Any chance of huffs as familiars and E. Gadd Paint (or an edited version of it) being added along with that revision or later revisions?

Oh, and I'm not sure that we actually see the paintbrush used to make the Shadow Mario bandana. It could be possible that he got the bandana from somewhere else. I think that the paintbrush that E. Gadd made should be about as powerful as FLUDD or the Poltergust 3000.
Thomar_of_Uointer

08-02-07, 11:37 PM
Oh, and I'm not sure that we actually see the paintbrush used to make the Shadow Mario bandana. It could be possible that he got the bandana from somewhere else. I think that the paintbrush that E. Gadd made should be about as powerful as FLUDD or the Poltergust 3000.

He specifically says he used the brush to make the bandanna.
MarkerMage

08-02-07, 11:41 PM
He specifically says he used the brush to make the bandanna.

OK, so maybe it was used to make the bandana. Would that put it's power at the same level as a talking FLUDD? When you had added FLUDD to the weapon list, you removed its ability to speak. If you are going to have the paintbrush as it was in Super Mario Sunshine, people will expect an intelligent FLUDD that is capable of speech.

I think I really messed up with the effects painted areas would have, but mostly just the HP amounts. Those HP would probably need to be a lot more than the amounts listed. I am sure however that the paint should be treated as a contact poison for purposes of what exposure to it would do. The elemental paints however, I'm not sure of.
MarkerMage

09-03-07, 10:13 PM
I hate having to be the one to :bump: this topic sometimes. So how is the Wario stuff coming along?
Thomar_of_Uointer

09-04-07, 09:55 AM
I hate having to be the one to :bump: this topic sometimes. So how is the Wario stuff coming along?

I have to admit, I've been more concerned with Metroid Prime 3 recently. I'll have something posted this month, don't worry about it.
MarkerMage

09-04-07, 01:47 PM
Well, if you plan on putting stuff from Metroid Prime 3 into Mario D20, I have a few suggestions for how to handle phazon.

First of all, phazon will need to be able to give random mutations. Perhaps the effects of a random transmutation spell would become become permanently given to the mutated.

Then, there's phazon madness. I'm going to have to explain it with spoiler tags though. Phazon would seem to fall under the rules for intelligent items. The planet Phaaze itself is supposed to be a living planet (the Chozo said so) and phazon is just as alive as Phaaze. There have even been bits of phazon that had gained the ability to move on its own. It is even able to take over the minds of those who's bodies are exposed to it, but this can be prevented by having the phazon utilized by special suits that keep the wearer from direct exposure to the phazon (like the kind the GF uses).
Thomar_of_Uointer

09-05-07, 11:02 PM
No, I meant I'm just playing through the game. :D
Thomar_of_Uointer

09-11-07, 10:33 PM
It's the end!

Last update, sorry guys! (http://kobolds-keep.net/MD20Rules.pdf)
Also, here's the source if anyone wants to pick up the torch. (http://kobolds-keep.net/MD20Rules.odt)

Added the caricaturist prestige class.
Added the Creative feat.
Added the spells incorporeal morph, kuribo's tread, somaria's cube, somaria's cube drop, somaria's cube set, undead morph.
Added Wario monsters, freezies, more wario monsters, tweester, Mr. I and a boss version of it. That's more monsters than I've released with anything before, but I think it was worth it. Though I'm suspicious many of the CRs are off...

Anyways, this is officially my last update of this material. Expect something 4th edition compatible in 2010. Thanks for all your feedback and remember, it's just a game!
Hirochicken

10-17-07, 04:14 AM
Well if this isn't... exactly what I needed! Yay! While at work the other day (after playing Paper Mario for a few hours), boredom set in and led to me thinking about a RPG Mario. I started writing down my plans during lunch and when I got home I did a forum search for Mario stuff. Fortunately I found this thread!

I am really liking everything you've done with it! I was just going to do standard classes and such, but this is much truer to the sources. I even have my wife thinking about playing in it....
Da' Vane

01-03-08, 12:41 PM
You know, there are many sidescroller mechanics that just don't work very well in a D20 game. Those are some of them, but thanks for reminding me to go steal back more spells from the Zelda RPG project.


OI! Don't think I can't see what you are up to Thomar! :eek:

If you wanted, we can look towards hosting the Source on the Zelda RPG Forums and keep things alive for you until you get back to it. After all, you're always welcome back on he Legend of Zelda RPG Team any time. If not, well, we'd certainly be interested in continuing to develop Mario D20 and get yet another incosistant Nintendo franchise under our belts!
moosekickedmysisterstoof

03-01-08, 03:14 PM
It timed-out again.

I really want to play this campaign with my friends.

Is there any way that you could just e-mail it to me or something?

- Moose