| Post/Author/DateTime | Post |
|---|---|
| mshea06-09-07, 11:50 PM | D&D Simplified House Rules These house rules are designed around the following philosophies: 1. Dungeons and Dragons should be fast and easy to play. 2. Combat should go quickly and require very little consulting of any books. 3. The entire game can be played with a single 1d20. 4. Character creation and progression are simplified into linear paths. 5. All character and monster stats can fit on a single 3x5 notecard. 6. Every chance for success or failure in any action can be done with a 1d20 roll + modifiers against a known Difficulty Check (DC). 7. Attacking characters roll against defending characters. Rolling for offense is fun, rolling for defense is boring. Die Rolls: All die rolls are rounded to the nearest 1/2 rounded up. 1d4 = 3 1d6 = 4 1d8 = 5 1d10 = 6 1d12 = 7 1d20 = 11 Abilities: Abilities are recorded as modifiers instead of base numbers. For example a warrior might have Strength +4 and dexterity +2 with no scores for the other four. New characters get six starting ability points but can spend no more than four on any ability. Every eight levels, each player gains another ability bonus point. Hitpoints First level hitpoints are maxed. Each level gains 1/2 the die roll rounded up. Final hitpoints are rounded up to the nearest 5. d4 classes start with 4 and earn 3 every level. d6 classes start with 6 and earn 4 every level d8 classes start with 8 and earn 5 every level d10 classes start with 10 and earn 6 every level d12 classes start with 12 and earn 7 every level Skills All activities are based on skill checks: 1d20 + skill modifier vs. difficulty check + difficulty modifier Skill Checks: Easy (5) Average (10) Tough (15) Challenging (20) Formidable (25) Heroic (30) Skill check = 1d20 + level + attribute modifier. Opposed skill check DC = 10 + level + attribute modifier. A CR 20 very intelligent dragon (+6 int) has a spot / listen skill of 36 A 15th rogue with +5 dex has a move silently / hide in shadows of +20. Saving Throws are removed and replaced with "Save DC" and "Spell Defense" which works much like an AC: Save DC = 10 + Level + Equipment or Feat Bonus. Spell Penetration (SP) = 1d20 + class level or CR + ability modifier When a character casts a spell at another character, the attacker rolls 1d20 + class level + ability modifier (int for mages, wis for clerics). If the number is equal to or higher than the Save Difficulty Check (SDC) of the target, the spell succeeds. This replaces any saving throws. The intent of this rule is to have casters roll for successful attacks instead of defenders rolling to defend. This works hand in hand with spell resistance, forcing an attacker to roll twice, once for spell penetration through spell resistance and once through spell defense. Feats Basic Fighter Feats Starting characters begin with one feat; Human characters gain one additional starting feat. Characters gain one feat every level divisible by three (3, 6, 9, 12, 15, 18); Fighters gain one every other level on top of this (1, 2, 4, 6, 8, 10, 12, 14, 16, 18) Level Feat 1 Weapon Focus (+1 attack) 2 Power Attack 3 Improved Initiative 4 Weapon Specialization (+2 damage) 6 Cleave 8 Greater Weapon Focus (+1 attack) 9 Great Fortitude 10 Improved Critical (double crit threat range) 12 Greater Weapon Specialization (+2 damage) 14 Great Cleave 15 Iron Will 16 Combat Expertise 18 Lightning Reflexes 20 Slay, on crit roll 1d20 + 10 + strength against opponents Save DC Rogue Abilities: 1 Weapon Focus +1 attack, +4 sneak attack 2 Evasion, reduce all damage on reflex save damage attacks 3 Sneak Attack +8 4 Weapon Finesse, Dex bonus to attack score with light weapon 5 Sneak Attack +12 6 Weapon Specialization +2 damage 7 Sneak attack +16 8 Improved Uncanny Dodge, cannot be flanked 9 Sneak Attack +20 10 Greater Weapon Focus +1 attack 11 Sneak Attack +24 12 Two Weapon Fighting -2 primary hand, -4 secondary hand 13 Sneak Attack +28 14 Improved Two Weapon Fighting, extra secondary hand attack at -5 15 Sneak Attack +32 16 Greater Weapon Specialization, +2 damage 17 Sneak Attack +36 18 Greater Two Weapon Fighting, extra secondary hand attack at -10 19 Sneak Attack +40 20 Assassinate, on crit roll 1d20 + 10 +dex against opponents Save DC or assassinated on crit Combat Attack scores: Fighter: +1 per level, extra attacks at -5, cannot be 0 Sorcerer: +1 every two levels, extra attacks at -5, cannot be 0 Rogue / Cleric Base Attack Bonus 1st +0 2nd +1 3rd +2 4th +3 5th +3 6th +4 7th +5 8th +6/+1 9th +6/+1 10th +7/+2 11th +8/+3 12th +9/+4 13th +9/+4 14th +10/+5 15th +11/+6/+1 16th +12/+7/+2 17th +12/+7/+2 18th +13/+8/+3 19th +14/+9/+4 20th +15/+10/+5 Critical Hits: All critical threats are critical hits automatically. Turn Undead: 4 points of holy damage per level (or 1d6), DC 10 + 1/2 cleric level round up Will save for 1/2 Grapple: Basic grappling is eliminated unless it is a core requirement for another ability. When required, a grapple is a regular unarmed melee attack roll. Experience and Loot: Experience is earned at 300 per CR level. Difficult encounters earn 600 per CR level. Gold and magic items are earned at 300 gold per CR. Characters raise levels every four even encounter levels. Starting characters have 300 gold. Character Wealth = (level x 20)^2 from 2 to 14 and (level x 30)^2 from 15 and up. Base magic item bonuses = level / 4 +1 items at level 4, +2 items at level 8, +3 items at level 12, +4 items at level 16, +5 items at 20; Bracers of Armor are at twice that strength. Stat affecting items such as Gloves of Dexterity, Bracers of Ogre Power (up to +2), belts of giant strength (+3 to +4), Parapet of Wisdom, circlet of intelligence, cloak of charisma, and Amulet of Health progress at +2 every five levels; +2 at level 5, +4 at level 10, +6 at level 15, +8 at level 20. Armor AC levels Max Dex Bonus Leather 2 6 Studded leather 3 5 Scale mail 4 3 Chainmail 5 2 Banded Mail 6 1 Half Plate 7 0 Full Plate 8 1 Wood Shield 1 Steel Shield 2 Weapons Damage Min Crit Threat Roll Dagger 3 19 Club 4 20 Rapier 4 18 Longsword 5 19 Mace 5 20 Arrow 5 20x3 Crossbow Bolt 5 20x3 Morning Star 5 20 Bastard Sword 7 19 Greataxe 7 20x3 Greatsword 8 19 Armor Stacking Types: Deflection (ring of protection) Armor (magical armor, bracers of armor) Natural Armor (barkskin, Amulet of Natural Armor) Shield (shield, magical shield) Spells: Warmage Spell Listing 1 Magic Missile, mage hand 5 pound telekenesis, light 2 Shield +4 AC permanent, Floating Disk 3 Scorching Ray, 1 beam every four levels for 15 damage 4 Invisibility +4 attack, 50% concealment, dispels on action; Detect Thoughts 5 Lightning Bolt 4 per level, max 40 6 Haste permanent; Clairvoyance/Clairaudience 7 Fireball 4 per level max 40; tongues 8 Stone Skin DR10, 10 per level max 150; Scrying 9 Dimention Door; Secure Shelter 10 Cone of Cold 4 per level max 60; Teleport 11 Hold Monster 1rd per level, DC will save every round; Sending 12 Disintegrate range touch, DC Fort or 8 per level max 160, 20 on save; Legend Lore 13 Globe of Invulnerability, imm 1-4th level spells; 14 Delayed Blast Fireball 4 per level, max 80; Mage’s Magnificent Mansion 15 Force Cage, cages one medium creature; 16 Polar Ray, range touch 4 damage per level, max 80; Discern Location 17 Power Word Stun; 18 Meteor Swarm; Gate 19 Power Word Kill; Astral Projection; Ethereal Projection 20 Weird, Fort save or die, 15 damage on save; Wish Cleric Spell Listing: 1 Cure Light Wounds 10hp; light; read magic 2 Bless +1 attack party permanent; comprehend languages 3 Cure Moderate Wounds 20hps; zone of truth 4 Align Weapon; continual flame 5 Cure Serious Wounds 30hps; speak with dead 6 Prayer +1 all rolls, -1 enemy rolls permanent; divination 7 Cure Critical Wounds 40 hps; sending 8 Divine Power Attack score = character level, +3 st bonus, +1 hp per level; tongues 9 Flame Strike 4 per level, max 60, 2sq block; commune 10 Cure Light Mass, 15 heal to all allies; plane shift 11 Heal, 10 pts per level, cure disease and mental conditions; true seeing 12 Cure Moderate Mass, 25 heal to all allies; 13 Resurrection; control weather 14 Destruction DC Fort, 40 damage on save, destruction on fail; greater scrying 15 Cure Critical Mass, 35 heal to all allies; 16 Firestorm 4 per level, max 80 2x 10 foot cubes per level; Discern Location 17 Holy Aura +4 ac, +4 saves, SR 25; 18 Mass Heal, 10 per level to all allies; Astral Projection 19 True Resurrection, Resurrection in combat; Gate 20 Miracle, Fully Heal All Allies and Raise all Dead; Spell Penetration is used instead of a spell DC. A Spell Penetration score = 1d20 + class level + stat modifier and is matched against the opponents Save DC which equals their class level + 10 + feat or equipment modifier. Monster Rules: Damage is rounded up to the nearest five points. Generic BAB: +1 per CR, new attacks every 5. Generic monster hitpoints: 7 per level; total hitpoints are rounded up to the nearest 5 below 100 and 10 above 100. Save DCs are based on CR. A CR 7 orc captain would have a Save DC of 17 Generic spell and ability penetration = 1d20 + 1/2 the level or CR of the creature + stat bonus. DC conversion from D&D 3.5 = original DC -10 + 1d20 = Spell or Ability Penetration So a CR 10 Beholder's death eye has a AP of 1d20+5 against the 10th level cleric's 15 Save DC. Spell Resistance is an extra Save DC specifically for magical spells. SR = 10 + class level vs. 1d20 + class level + ability modifier. |
| Rhialto06-10-07, 03:36 AM | Have you considered the FUDGE rules instead? They may be more suited to this style of play. |
| Knightblde06-10-07, 09:47 AM | It looks like you are playing Introduction to D&D not D&D. Your game is way to simplified for me to play. Half of the fun is that I have so many options to choose from. It would appear that in your game, after about 20 sessions (we play every week) that I would have done it all. When you simplify it so much you take away SO many variables. When doing so each fighter is the same. Each rogue is a copy of the last. I think this will make your game boring. On another note, what happens when someone uses a wounding weapon? Or any other weapon/poison that does an odd number of ability damage? Do you round up or down? What about pre-reqs for feats? Many of those are also odd numbers. Yes, this game appears to lack all that is D&D. But if you and your group like it, that is all that matters. Happy Gaming! |
| mshea06-10-07, 10:48 AM | It is a far simplified version of D&D and I agree that it removes a lot of the flexability that D&D holds - which is a big reason people play D&D. There are a few problems I currently have with my game. We are a bunch of thirtysomethings with jobs and families that manage to get together about once a month to play. Only a couple of us have any time to spend between sessions to work on characters. A couple of people are well versed in D&D rules but a couple of others don't know the rules that well and don't really want to take the time to learn. They'd rather have people just tell them what they need to do and do it. They like moving their guys around on the map. They like rolling the dice. But screwing around with skills? Nah. Figuring out exactly how Turn Undead works? Someone else can figure that out. In a four hour game session, we get maybe two big encounters in, which isn't enough to ever cut through a published adventure in a reasonable amount of time. If a game can only have two encounters and we only play once a month, that isn't enough to really cut through an adventure. I don't know that I'll actually use the rules I posted above. They were a mental excercise for me to see if I could find some bridge between real D&D and the D&D miniatures rules that still included progression, leveling, equipment, and the other things that make D&D fun. I'm guessing that about half of my players would hate these rules for the reasons you mention, they're too simplified and aren't really D&D. The other half wouldn't really care. My goal was to get more encounters in per session, more focus on story instead of characters and stats, a removal of all of the crap we always end up going to the book for, and a removal of anything that isn't really "fun". Limiting this system to four classes obviously sucks but I could easily create four more classes in a similar fashion: Evokers, Enchanters, Blademasters (like rangers but without spells), barbarians, etc. It's pretty easy to convert classes to this simplified system. Anyway, I appreciate the feedback. |
| Knightblde06-10-07, 07:39 PM | Wow, it sounds like you are in a really tough position. I don't have any advice for you other than to find new players that are willing to learn how to play the game. Of course this is harsh, and if they are your friends this won't work at all. I only give this advice because it is the only option that I know. That defently does not mean it is good advice! Good luck! |
| EvilDeathBee06-10-07, 11:03 PM | Not to sound condesending (that's not what I'm going for here), but this seems like a D&D JR. It'd be a good way for the 12 and under crowd with lower attention spans to learn to play. They'll have some basic rules down, such as simple combat and movement, meaning it'll be easier to teach them the full game later, when they're ready. THis isn't a bad idea, just kind of juvenile for the age group D&D is set for. |
| Tequila_Sunrise06-11-07, 12:22 AM | I'm a total believer in making the game simpler. Well, not this simple, but I do sympathize with your goal. My only real criticism is your treatment of HP: I love standardized HP but I think you actually added an element of complication when you wrote "...and then round to the nearest 5." To me, that's an extra unnecessary step. PS: Who are these gamer friends who don't have half an hour between sessions to level up their characters? Okay, so they're not all rules wizzes. If they really don't know what feat to take next level, they could just send a quick email to you for your opinion. Skills aren't hard either; just pick a minimum numer of skills at character creation so they only have to add 1 point to each skill per level. I have a really hard time imagining that they just can't work this into their schedules unless your group plays every day of the week. |
| Hugin06-12-07, 10:02 AM | I can understand the mindset here. For some people the rules just get in the way; to them D&D is about the interaction of the players and DM and rules are there just to guide that interaction. [I'm an odd combination of the two] Perhaps you could make it a little less simple. These rules are far more basic than 'basic', or OD&D was, but keep the spirit of the OD&D rules in mind; the rules are only there to guide you. If during the session you're not sure what the rules are to attempt something, just make it up. Place the emphasis on player-DM interaction and not on the mechanics. Good luck and I hope you all continue enjoying D&D. |
| mshea06-12-07, 07:02 PM | "I'm a total believer in making the game simpler. Well, not this simple, but I do sympathize with your goal. My only real criticism is your treatment of HP: I love standardized HP but I think you actually added an element of complication when you wrote "...and then round to the nearest 5." To me, that's an extra unnecessary step." I agree. I removed the rounding. It was something I saw done with D&D minis and with Dave Noonan's character sheets for the Dungeon Delve at last year's GENCON and I thought it looked like a good idea at the time but your argument makes sense. A lot of the rules in these house rules came from variants of Unearthed Arcana, True 20, and D&D Miniatures. My primary intent is to speed up combat and focus the game around more roleplaying, more character, more story, and more than two combat encounters per game. I think spells end up taking up a lot of time simply because there are so many of them and the players don't have the time to memorize every possible spell at their disposal. Concepts like spell DC are still lost on them a lot of the time. Anyway, I'm still editing these to get them ready for a new campaign I'm likely going to start soon. Thanks for your feedback. |
| ShinoAburame06-13-07, 02:09 AM | I like the simple rules, then again I liked rifts.. But why does the club do 4 damage? Everything else is halved, why not the weapon that's free? Hell, i'd roundoff unarmed damage (1d3 modern version) to 1+str modifier. Thus a club be only a bit better then unarmed, because it's free! |
| Wrathamon06-15-07, 12:52 PM | You should try True20 by green ronin it is a fast and easy system and it only uses a D20. |
| mshea06-17-07, 06:13 PM | I ordered a copy of True20 to see how it plays and see if it can work in a D&D campaign. I have also been reading up on Unearthed Arcana and the new Star Wars Saga Edition rules. There is a bunch of stuff I like in those sets. I think, for a fun and simplified campaign, a combination of these rules could work very well for fast and fun action-based game. Here's a new version of my house rules. Thank you all for the critiques, I am very interested in your thoughts. Mike’s D20 House Rules House Rules Summary Non D20 die rolls are converted to static numbers of 1/2 + 1. 1d4 = 3, 1d6 = 4, 1d8 = 5, 1d10 = 6, 1d12 = 7. (Source: D&D Miniatures) Individual skills do not exist. Instead, roll 1d20 + level + appropriate attribute bonus against a Difficulty Check. (Source: Star Wars Saga Edition but further simplified) Attributes are replaced with attribute bonuses. An 18 strength is a +4 strength bonus. Starting characters receive six bonus points to use across the six attributes. No more than 4 can be spent on any attribute. Racial modifiers can move these higher than 4. (Source: True20) Saving throws are converted to a base Save DC. A Save DC = 11 + level + feats or equipment bonuses to Save DC. (Source: Unearthed Arcana) Spell or ability DCs are converted to Ability Penetration Bonuses. AP Bonuses = level + appropriate ability modifier. A natural 20 equates to a critical blast that doubles spell or magical damage. (Source: Unearthed Arcana) Once per game session, a player may add 1d6 to any d20 roll. This is called an action point. This increases to 2d6 at level 8, and 3d6 at level 15. (Source: Unearthed Arcana and Eberron) Iterative attacks are removed. Instead, the attacker gains a damage bonus equal to 1/2 their character level. (Source: Star Wars Saga Edition) Spell casters learn three spells new spells per level. These spells must be of a spell level equal or lower than 1/2 of the level of the caster rounded up. These are “known spells”. Spell casters can prepare four spells plus one spell every 5 levels. It takes one hour per spell to switch a known spell for a prepared spell. These prepared spells are the spells a caster can use in combat. Casters can cast each of these prepared spells three times per encounter. Die Rolls All published die rolls, except action points, are rounded to the nearest 1/2 rounded up. 1d4 = 3 1d6 = 4 1d8 = 5 1d10 = 6 1d12 = 7 1d20 = 11 Races Any of the races and classes found in the Players Handbook, the D20SRD (http://www.d20srd.org/), or the Eberron Campaign Sourcebook can be chosen. Classes Any of the classes found in the Players Handbook, D20SRD, or Eberron Campaign Sourcebook can be chosen. Because of changes to spell casting, there is no difference between a wizard and a sorcerer except the name. Ability Scores Abilities are recorded as modifiers instead of base numbers. For example a warrior might have Strength +4 and dexterity +2 with no scores for the other four. New characters get six starting ability bonus points but can spend no more than four on any ability. Every eight levels, each player gains another ability bonus point. Races from the Player’s Handbook or other sourcebooks may modify these bonus points after the six points are assigned. This may push an ability bonus above +4 as a maximum and may lower some abilities below 0. Ability bonus modifiers are half of the published ability modifier. For example, +2 dex, and -2 constitution for an elf equals +1 dex ability bonus points and -1 constitution bonus points. Any attribute modifying spell, effect, magical item, racial ability, or class ability adds or subtracts 1/2 of the listed attribute bonus in attribute bonus points. For example, a “potion of bull strength (+4 strength)” equals +2 bonus strength points. An Amulet of Health (+4 constitution) equals +2 constitution bonus. Bonus points can be converted back to base numbers by matching them in the first section of the D&D Players Handbook. Hitpoints First level hitpoints are maxed. Each level gains hitpoints from the chart below: d4 classes start with 4 and earn 3 every level. d6 classes start with 6 and earn 4 every level d8 classes start with 8 and earn 5 every level d10 classes start with 10 and earn 6 every level d12 classes start with 12 and earn 7 every level Add one hitpoint per level per constitution bonus point. Skills All activities are based on skill checks: 1d20 + skill modifier vs. difficulty check + difficulty modifier Skill Checks: Easy (5) Average (10) Tough (15) Challenging (20) Formidable (25) Heroic (30) Skill check = 1d20 + level + attribute modifier. Opposed skill check DC = 11 + level + attribute modifier. A CR 20 very intelligent dragon (+6 int) has a spot / listen skill of 36 A 15th rogue with +5 dex has a move silently / hide in shadows of +20. Save DC Saving Throws are removed and replaced with a “Save DC”: Save DC = 11 + Level + Equipment or Feat Bonus. Spellcasting characters or creatures with special abilities have an “Ability Penetration” score which is how well they can penetrate through an opponent’s Save DC. Ability Penetration (AP) = 1d20 + character level + ability modifier Physical attacks use strength or dexterity bonuses, mental attacks use wisdom or intelligence. When a character casts a spell at another character, the attacker rolls 1d20 + character level + ability modifier (int for mages, wis for clerics). If the number is equal to or higher than the Save Difficulty Check (SDC) of the target, the spell succeeds. This replaces any saving throws. The intent of this rule is to have casters roll for successful attacks instead of defenders rolling to defend. This works hand in hand with spell resistance, forcing an attacker to roll twice, once for spell penetration through spell resistance and once through spell defense. Feats All classes gain one feat at first level and one feat every level divisible by 3 (1, 3, 6, 9, 12, 15, 18). Fighters gain one extra feat every other level (2, 4, 6, 8, 10, 12, 14, 16, 18, 20) from the fighter class feats. Humans gain one bonus feat at level 1. Warforged have armor feats that they can only take at level 1. Choosing one is recommended. The following feats replace saving throw bonus feats. Improved Save: Add +2 bonus to Save DC. Greater Save: Add an additional +2 bonus to Save DC. Superior Save: Add an additional +2 bonus to Save DC. Due to the removal of iterative attacks, the following feat lets characters gain an additional attack. Double Attack: Full round action. Gain one extra attack. -5 to all attacks. Triple attack: Requires double attack. Gain a third attack. -10 to all attacks. Power Crit: x3 damage on critical hits. The following feats are recommended for their simplicity and effectiveness: Improved Initiative: +4 initiative bonus Improved Saves, three levels Power Attack: Transfer attack bonus to damage bonus up to max BAB. Cleave: On a killing blow, gain one extra attack against another close foe. Weapon Focus: +1 attack Weapon Specialization: +2 damage Greater Weapon Focus: additional +1 attack Greater Weapon Specialization: additional +2 damage Power Crit: x3 damage on natural 20 rolls. Weapon Finesse: Use dexterity bonus instead of strength on attack score. Two-weapon fighting: Fight with two weapons, -3 to all attacks. (Note: Improved and greater two weapon fighting are removed). Point Blank Shot: +1 attack bonus within 30 feet Precise Shot: no -4 attack penalty for shooting into combatting foes. Viscous Shot: +5 damage on ranged attack. Note: All multi-shot feats have been removed. Double and triple attack feats count for ranged attacks as well. Quicken Spell: cast spell as a free action. Spell counts as a spell four levels higher. Enlarge Spell: Add 50% more damage to the spell. Increase the spell level by three. Empower Spell: Add 2 damage per level to the affected spell to the maximum damage increasing level of that spell. Increase the spell level by three. Spell Penetration: Reroll on failed Spell Resistance checks. Spell Focus: +1 Ability Penetration on cast spells. Spells Spell casters choose two new spells per level to know. These spells can be cast an unlimited number of times. These spells may be chosen from spell levels 1/2 the level of the caster +1. For example, a level 7 wizard may learn a level 4 spell. A level 15 caster may learn a level 8 spell. A level 4 caster may learn a level 2 spell. Spell casters may cast only three spells from any spell level in each encounter. For example, a 5th level wizard can cast three 3rd level spells, three 2nd level spells, and three 1st level spells in any combat. There is no difference between wizards and sorcerers save the name. Spontaneous Metamagic These metamagic feats can be used on any currently known or memorized spell. The highest level spell affected by a metamagic feat is the highest spell level that class can cast minus the level adjustment of the metamagic feat. For example, quicken spell has a spell level adjustment of 4. A 9th level caster, who can cast a maximum of fifth level spells, can cast a first level spell quickened three times per day. Ranges on spells are always “within sight” or “touch”. D&D Into Pokemon Spellcasters may have a limited amount of spells prepared based on memorized passages, spell components, and physical preparedness. The number of total prepared spells equals four plus one every five levels (5 at level 5, 6 at level 10, 7 at level 15, 8 at level 20). A 10th level sorcerer may have six spells prepared at any given moment. A 15th level cleric may have 7 spells prepared. With an hour of study, a spellcaster may switch prepared spells with known spells. These prepared spells can include spells modified with metamagic feats. Spellcasters can only cast each of these spells three times per combat encounter. It takes one hour per spell to switch prepared spells with known spells. Items, Weapons, Armor, and Equipment All characters start with one masterwork weapon, one suit of armor, and 100 gold pieces. All characters start the game with the following items: cloak traveling clothes backpack 10’ pole 50’ rope 5 two-hour torches 1 bedroll 1 skin of water 1 skin of wine 10 days of salted meats, cheese, and flatbread Armor / AC levels / Max Dex Bonus Leather / 2 / 6 Studded leather / 3 / 5 Scale mail / 4 / 3 Chainmail / 5 / 2 Banded Mail / 6 / 1 Half Plate / 7 / 0 Full Plate / 8 / 1 Wood Shield / 1 Steel Shield / 2 Weapon / Damage Dagger / 3 Club / 4 Rapier / 4 Longsword / 5 Mace / 5 Arrow / 5 Crossbow Bolt / 5 Morning Star / 5 Bastard Sword / 7 Greataxe / 7 Greatsword / 8 Combat Action Points Every play session, each character has one action point he or she can spend. This action point equates to a single 1d6 roll every six levels added to any 1d20 roll they make. This does not count towards critical hits or critical blasts. A sixth level character can roll 2d6; a 12th level character can roll 3d6. Critical Blasts Any penetration attack roll of a natural 20 will double the damage inflicted by that spell or ability. Speed All characters have a base movement of 6 and a hasted bonus of 12. Charge is removed as an action. Base Attack Bonus Fighter: +1 per level, extra attacks at -5, cannot be 0 Sorcerer: +1 every two levels, extra attacks at -5, cannot be 0 Rogue / Cleric: BAB = .75 x level (I know, it’s weird). Iterative Attacks Iterative attacks are removed. Instead, attacking characters gain a damage modifier equal to 1/2 their level rounded down. New feats can add additional attacks, as can Haste. Critical Hits All critical threats are critical hits automatically. Any critical roll is an automatic critical hit. Attacks only ever crit on a natural roll of 20. All normal crits are double damage unless a character possesses the Power Crit feat. Turn Undead 4 points of holy damage per level to all undead in the area, ability Penetration fail to 1/2 damage. Grapple A grapple is a regular unarmed melee attack roll. Touch Attacks Any touch or ranged touch attack is a regular attack against AC10. Touch and flat footed ACs do not need to be kept track of. Flat footed combatants receive -2 to their AC. Combatants are flat footed if surprised or until their first round of combat. |
| Tequila_Sunrise06-18-07, 03:17 AM | I like a lot of these, don't like some of them. My favorite, which I have also come up with, is the reversal of saves and DCs. I'm not sure why spellcasting is so passive in that regard; maybe the designers have always figured that casters have enough dice to roll with all the fireballs and SR checks flying around. My least favorite is your treatment of skills, which removes a ton of individuality from the characters. I'd prefer to tell each player to choose a number of skills equal to class base (2, 4, 6 or 8) + Int bonus + 1 if human, and assume max ranks in each of their chosen skills. But whatever, I don't play in your game. |
| mshea06-19-07, 05:36 PM | The Save DC came from Unearthed Arcana. If you're going to round damage scores, you want casters to roll something so the Penetration roll is the spellcasting equivalent to an attack roll. I think the skill system in Star Wars Saga edition is probably the best I've seen. It still defines what skills someone knows and what skills they don't but it doesn't bother with the whole point spread that we have in D&D now. I much prefer a simple system for determining skills. It shouldn't be any harder to figure out than an attack roll. I'm not a fan of skills in general because feats feel so much more powerful to me, so in my games the level + ability means we don't have to keep track of the rest of it. |
| Wrathamon06-25-07, 09:09 PM | Green Ronin over the weekend was giving True20 away for free on their website. Not sure if that FreeRPG day gift is still available. I have used TRUE20 for D&D, they have conversion rules in the back. Depends on how much D&D you want with your TRUE20 or how much TRUE20 you want in your D&D if you want all the classes (including PRC) and all the feats... there might be some heavy conversions needed. If you are just doing the SRD... then not many are needed. The main difference with TRUE20 and D20 is the damage system and magic system. Stats are just the bonus Skills are simplified You dont have hitpoints - just a damage track <-- conviction pts make this more survivable. Weapon Damage & Crits are flat - no rolling damage just applying Magic is more like Powers - you make fatigue rolls to cast magic. Classes - there are only three classes. But, this wouldnt be too hard to change to D20 class structure (just modify some of the feats) only one attack (unless you have a feat) SAGA I think you could use the Damage System, and Combat System straight from the book - magic items and spell buffs might need to be altered that affect defenses. I see a lot of conversions trying to use the SAGA classes and I dont think that is needed. I would just modify the Core D*D classes to fit the SAGA system. you could modify D*D magic to be more like Force Powers, if so I would use the magic system in TRUE20 or check out True Sorcery (but this is a bit more complicated) |
| Holy_Beholder08-12-07, 04:57 PM | Have you considered the FUDGE rules instead? They may be more suited to this style of play. Yeah. It doesn't get much simpler. Combat is fast, although it is really deadly for my taste(although I play, I just reduce the amount of dice, and weaken weapons a bit ) You can finish a fight in a few minutes, small fights can be over really quickly. I would keep some D&D things, turns, movement of minis, abilities, skills(although you have to add combat in here) but remove others(level, Flanking) which are either unneeded or replaced already. D&D works better when you have more time, you just have to accept it. On the other hand, since you can wing FUDGE(just make a couple archetypes of characters, for instance Guards would start at higher strength than most people) and roll from there. That allows different guards and such to be different easily. You can also play D&D with a group that can meet more often. Its what I do, and it works for me. Except for the FUDGE group meets more often, its just that they are all younger than me, and are intimidated by the size and rules of D&D. But get a new group, and keep getting D&D stuff, even if you have to convert it. Things like the warlock and their abilities make stuff very fun(even though I already had eldritch blast, I played an Avatar Campaign, made rules, and now leave them open as a form of magic. On the other hand, stealing the invocations was fun, along with the DR abilities.) D&D has lots of material, and it is fun to play, but if you can't steal it all, port it over, and play pseudo D&D, which is pretty fun. You can even convert the current characters over(see Fudge Factor for how. Its like dragon and dungeon, but online, and much lower quality.) |
| Rustmonster08-12-07, 06:41 PM | D&D Simplified House Rules These house rules are designed around the following philosophies: 1. Dungeons and Dragons should be fast and easy to play. 2. Combat should go quickly and require very little consulting of any books. 3. The entire game can be played with a single 1d20. 4. Character creation and progression are simplified into linear paths. 5. All character and monster stats can fit on a single 3x5 notecard. 6. Every chance for success or failure in any action can be done with a 1d20 roll + modifiers against a known Difficulty Check (DC). 7. Attacking characters roll against defending characters. Rolling for offense is fun, rolling for defense is boring. For me, 1 and 2 are already true. The game is fast and easy enough for me. I disagree with you on 3, 4, and 5, especially on 4. One thing I like about D&D is that I actually get to (for the most part, baring silly and outdated alighnment crap) make a very cutomized, complex character. That's really what D&D is: a complex, customizable RPG. You can perform a number of complex actions. Yes, there is something to be said for simple, pick-up and play games that require less paperwork, but that's not really how D&D works. I would suggest, if your group is having real time issues, finding a simpler game to play. |
| ragoftag08-13-07, 04:43 PM | The best solution for a group that meets irregularly and has a number of informal or 'I'm just here to play' players is to allow a much more informal game where the players can help each other with decisions. Most LARPs follow this plan, helping new players to fully play their parts. Being able to casually chat out a fight makes it so much easier on the less-hardcore players and raises the 'fun' factor. OK, your game will be much less intense, but it will be worth it. |