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| XrP-Leon The Second07-02-05, 04:25 PM | Getting to Know me, and reasons for the changeAlright, first off, I'm Steven, I'm 15, and an avid player of 3.5 D&D. I have never played any other edition, except for 3.0, which I played for about a year, but was younger and didn't grasp the rules. I am posting these hourse rules to be scrutinized, ripped apart, reoganized, and the apraised by the more proffesional rules lawers out there. One of my objectives was to make things more lifelike, while at the same time, more like a fantasy novel. For instance, with the new magic casting, a lowly cleric can, with a high change to himself, bring someone back from the dead, likewise, a 1st level character itsn't quite as weak, and an epic person is easier to bring down. This makes it more life like, because no matter how hard you train, you're still mortal. One of the things I have yet to decide on is the play of armor breaking. Keep in mind that, while reading these house rules, that hitpoints 1 and higher mean you HAVE NOT BEEN HIT YET. Hit points, more ore less, represent your resistance, and ability to continue dodging the blows, or angling yourself to get blades and the like to bounce off and reflect from your armor. When you hit 0 HP, you have run out of stamina, and when you are -1 and lower, you are taking wounds. The exception is Massive Damage. On this note is, when does armor covering you come into play? One of the ideas that I threw around is that once reduced to 0 HPs, your enemy must either score a critical hit (and by pass your armor, such as chopping your head or hand), score a touch attack (like a fireball), or simply, break through your armor (Like a sword). I haven't really thought about this yet, so, much help here. One other thing is that these house rules require a strong, and smart Dungeon Master, they leave a decent amount up to DM approval, and a few things are rather abstract. these rules are laid on top of 3.5 rules. If something in 3.5 is not mentioned here, then assume the books are unaltered on that subject, as interpreted by the Dungeon Master. If they are altered, then ignore the 3.5 Rules, as per the DM's approval, again. Thanks for taking time to read through this, help, constructfully critisize, and anything else you do. While this is Open Game Content, I would enjoy being refered to, Either As XrP-Leon (or the Second), or Steven K. Thanks in advance, Steven K |
| XrP-Leon The Second07-02-05, 04:26 PM | All characters and Weave Points/Divine AuraAll starting characters begin with both Weave Points, and a Divine Aura. Weave Points are equal to the CHARISMA ability score. Wizards, because of their specialist schooling, may elect to start with Weave Points equal to their INTELLIGENCE ability score, which ever is greater. Divine Aura is equal to the WISDOM ability score. On Weave Points Weave Points represents the characters ability to shape the ‘Weave’ (the magical pattern of forces that holds the universe together), and can sometimes be ascribed as unerring luck. The character does not necessarily understand how to use their Weave point’s, it is an Arcanist (those who use Arcane magic) who is trained to recognize the ‘Weave’ and what they can do within it. During the course of the game a character may reach out to some 'invisible' forces, the fates, luck, their own belief in themselves, and change the result of an ability check by 1 point per Weave point expended. The ‘Weave points’ cannot change such results as a fumble or critical, if you roll a natural 1, or 20, adding anything to the end result will not change it. Weave points can, however, be useful in achieving the desired DC. Arcanist's also use Weave points for casting magic, and gain additional points for every level of their class. On Divine Aura Divine Aura represents a characters connection to one god, or a whole pantheon of gods. Divine Aura can be sensed. Sometimes people nearby can feel the aura, and sometimes the emotion of the connection – if it’s the god of war people can feel that you are not to be messed with. If it’s the god of healing, then people will sense that you are a calm and helpful person. You may not be, but your connection with the divine authorities gives people that impression. For every 10 DP’s you currently have, you may add a +1 to Reaction checks versus Reverence. Divinist's, or those who use Divine magic, recognize their connection with a god (or gods) and revere them. In their reverence they grow a closer connection, and thus a higher Divine Aura. Divine Aura is used by the Clerics and other classes to cast Divine Magic spells. Divine Aura can also be used by everyone, provided they accept that there are indeed gods, and that they are in some way serving their wishes, to call upon assistance. Sacrifice Divine Aura points, and then roll a D20+ those points sacrificed, against a DC of 30. Clerics have a DC of 20. Each successive attempt increases the DC by 5. In certain circumstances Divine Aura can be used as a form of Spiritual Hit Points, at which point it falls under the rules regarding Hit Point’s. Divine Aura and roleplaying In reality, Divine Aura is a form of Weave Points. The gods themselves are tied into the Weave, and in turn provide a connection to the character. Alongside this, the character is also directly tied into the Weave, and can use some of this energy first-hand. The gods are extremely aware of those who misuse the Weave, and seek to eliminate such misuse. One form of this is undead. A creature that dies should rejoin the Weave. Instead they call upon a negative force, the dark energies between the forces of the Weave called the “Shadow Weave”, and return to life. Always the trade off is dark and evil. As the Shadow Weave grows in power, it begins to destabilize the Weave. A Cleric, in servitude of his god(s), is required to always look out for such misuse and, where possible, destroy it. Thus, a Cleric fights against the undead, even has power over them. Even those not directly tied to a god can find themselves unknowingly serving or connected to the Shadow Weave. Special: Clerics A Cleric can use their Divine Aura to add additional ‘Hit Dice’ of Undead they turn, 1 extra HD per point expended. Some Clerics, though, serve the Shadow Weave, and instead can control undead, call them to his/her bidding. A Cleric may also use Divine Aura point's to Heal someone's wounds quickly, the Lay on Hands technique costs 1 Divine Aura per Hit Point healed. Howerver, Shadow Weavers can inflict damage on a 1:1 ratio with their Divine Aura. The Paladin also gains this ability but can use Weave Points instead (or with) the Lay on Hands abilty. A class that has the ability to learn magic, gains either Divine Aura, or Weave Points upon gaining each new level in that class. A list of the points gained is shown below. Classes and their DA or WPtsCLERIC Divine Aura: (10+WIS bonus)/level BARD Weave Points: (5+CHA bonus)/level DRUID Divine Aura: (8+WIS bonus)/level PALADIN* Divine Aura: (2+WIS bonus)/level [Domain spells restricted to 4th level] RANGER* Divine Aura: (1+WIS bonus)/level [Domain spells restricted to 4th level] SORCERER Weave Points: (12+CHA bonus)/level [Sorcerers are free to learn any spells] WIZARD Weave Points: (7+INT bonus)/level [A Specialist Mage gains (10+INT bonus)/level] Starting Divine Aura: WISDOM ability score Starting Weave Points: CHARISMA ability score, Wizards are the exception instead getting their INT ability score. *[from 4th level] |
| XrP-Leon The Second07-02-05, 04:27 PM | Arcane MagicArcane Magic is learnt as a skill, each spell is a very specialized knowledge [either using INT or CHA as the ability bonus] that must be learnt separately to any other spell. Because they are so specialized, though, for every 1 Rank normally bought in a skill counts as 2 Ranks in Arcane spells. Each spell is a unique way of manipulating the Weave. However, they do benefit from Synergy bonuses, so having 5 Ranks in 'Burning Hands' can provide a +2 bonus to the skill roll when casting 'Fireball', given a common usage and the GM's approval. Those classes who learn Arcane Magic gain an adjusted bonus number of Skill Points to allow for their spell purchases. Wizards, although, must obtain their spells from which to study. The number of Ranks in a Spell determines whether a spell is ‘Mastered’, and how powerful that spell is. How the Ranks work Ranks replace the ‘Caster level’ of a spell. Thus a spell with 4 Ranks is treated as a spell cast by a 4th level Spellcaster. A Spell is considered ‘Mastered’ (that the caster has achieved a full level of competence with) when the skill Ranks behind that spell equal or are greater than the ‘Basic Cost’ of that level of spell (see below.) Divine MagicDivine Magic is learnt as bundles of spells, Domains. Each Domain a character gains (usually upon initially gaining use of Divine Magic) is learnt as a separate skill. That skill Rank is used for casting all spells within the Domain, and for determining whether that particular spell being cast is 'Mastered' and its strength. Clerics gain 2 Domain's to begin with, Druid's gain 1. Clerical RestrictionsThe initial restriction for a Cleric is that they only get access to those spells available in their 2 starting domains (the GM may extend the list in the Domains on and add hoc basis). However, a Cleric can buy more Domains, either from worshipping other gods in the same pantheon, or new aspects of the same god. The Cleric can either buy the Feat: "Divine Allegiance", and gain the new Domain as a Class skill, and it starts at Rank 0, or they may attempt the Domain at a -4 penalty. They can use the skill, and buy additional Ranks for it, but still incur the -2 penalty (the same ruling as Weapon skills), and treat it as a Cross Class skill. Also, buying the Feat, and thus the Class skill, gives the Cleric the associated benefits of that Domain, whilst just learning to use the Domain without the 'Allegiance' does not give this benefit. |
| XrP-Leon The Second07-02-05, 04:27 PM | To Cast magic...To cast Magic, the effect is no longer instant. There is no guarantee that the spell will work every time. To counter this, though, the spell caster may learn spells of any level they wish. So, a 1st level character may choose to learn a 9th level spell. There are some restrictions to this. Spell MasteryIf a Spell isn’t ‘Mastered’, then it is logically regarded as ‘Unmastered’, and thus prone to fumbles. Fumbles can range from the spell fizzing out, but still costing Weave Points/ Divine Aura, to backfiring on the caster. In extreme circumstances the caster, and those around him/her, could be caught up in some conflagration. An ‘Unmastered’ spell will Fumble on any roll of the D20 (the natural roll – not the adjusted roll), of the Spell’s level of less. 0 level spells are treated as fumbling on a 1. Mastered spells do not fumble. Spell DCsEach spell has a DC in order to cast successfully. This is 10+ the spells Basic Cost. A 4th level spell that costs 8 WP/DA to cast, also has a DC of 18. Divine spells use WIS to cast, Arcane spells use CHA to cast (Wizards again are the exception to this, instead having INT as their spell skill modifier.) The TABLE!WEAVE POINT / DIVINE AURA COST Level Basic Unmastered Ranks req. Of Spell Cost DC Fumble to Master 0 1 11 1 1 1 2 12 1 2 2 4 14 2 4 3 6 16 3 6 4 8 18 4 8 5 10 20 5 10 6 12 22 6 12 7 14 24 7 14 8 16 26 8 16 9 18 28 9 18 10* 21 31 10 21 11 * 25 35 11 25 Epic Spells*This build does not support epic play, and therefore, not epic spell casting. Obviously, there is no 10th or 11th level spell, or slot. This way, you can augment a spell with metamagic to make it "Worth" a 10th level spell, or 11th. ExampleWith 4 Ranks in the skill: Spell (Wall of Fire) and a +2 bonus from CHA, the Sorcerer would have to roll a D20 +6 against a DC of 18 to cast the spell. That’s a roll of 12 or higher, and also because it is ‘unmastered’, the spell will fumble on a nat. roll of 4 or less. Each spell cast costs the spell-caster Weave Points/Divine Aura [WP/DA] equal to the Basic Cost for that Spell’s level. Notice that Feats that move the spell’s level up for casting purposes, will therefore increase the difficulty of casting that spell and risk a greater fumble chance. Arcane Spell FailureArmor "Arcane Spell Failure" is no longer necessary. Instead apply the normal "Armor Check Penalty" to any spell casting the Wizard or Sorcerer is attempting, albeit at a times five penalty rounded up, with 0 counting as 1. Examples Therefor, the check penalty for an armor with a -1 ACP would give an ASF of -1x5 to the modified skill check roll for the spell. So, for full plate you would have a -6x5=-30 to the skill roll. For mithril, the arcane spell check is not lessned by 10% nor do you use the new ACP (which was reduced by 3), instead the check is reduced by 10. Therefore, the mithril full plate would have a Arcane Skill Modifier of (-6x5=30-10=-20). Versus the ASF of mithril fullplate to normally be 35%. Item CreationMake [Item] Feats now also have a Skill for use in creating the Scroll, Potion, or Item. The harder it is, the higher the DC, though you need to buy the feat to get this as a class skill, other wise it's taken as a crossclass skill, with four skills needed to get 1 rank. |
| XrP-Leon The Second07-02-05, 04:28 PM | Basics of RegainingDivine Points and Weave Points regenerate at a rate similar to Healing, 1 point of either (not both) per level of the character per hour. Thus, a 5th level Cleric will regain 5 Divine Aura per hour that they rest and meditate. Being involved in strenuous activity will prevent this from occurring. Any spell-caster needs time to focus their connection with the Weave or their god. This effectively replaces the time needed to rest, and pray, though rest is still needed to live, and Gods will want their clerics to pray. The wizard uses this time to reorganize spells, and memorize them. Side note on WizardsOn this note, the wizard has a big problem. A 4th level wizard with 7 ranks in Spell (Scorching Ray) is casting Scorching Ray as a 7th level caster. The problem here- the attacking wizard is aiming for the other's spell book. Wizards Per DayA wizard does not need to refresh spells every day! They can, at their option (or if it is forced upon them) take a -6 penalty times the number of days since preparing the spell. So, if you are without your book for a week (7 days) then you are taking a -52 penalty on every check involved with the spells from a week ago. |
| XrP-Leon The Second07-02-05, 04:29 PM | Arcane casting without levelsIt is potentially possible for a Rogue, for example, to be taught a Spell which will help him carry out his duties. Spider Climb would be useful. However, rather than select a level of Wizard, a non-Spell Casting class may, with the DM's approval, obtain magic. This can be achieved by purchasing a FEAT called 'Magical Instruction'. It allows the character to begin learning up to 3 Arcane spells of 2nd level or below. The spells are cross-class skills for the purposes of buying Ranks in them. There is no gain of Weave Points per level. Divine Casting without Levels A Devote worshipper to a god may also buy 'Divine Allegiance', and gain access to one Domain. They may not learn a Domain without this feat, and the Domain skill is learnt as a cross-class, for as long as they remain a non-Cleric/Druid. Again, Divine Aura is not gained per level and they can only use Divine spells of second level and under. The Domain benefit is not gained whilst they remain a non-Cleric/Druid*. *Or any other Base Class that uses Divine Aura StackageThese feats may be slelected multiple times, to obtain more spells/domains, but they never can go over 2nd levels spells, nor gain domain powers; the effects do NOT stack to gain higher level spells. |
| XrP-Leon The Second07-02-05, 04:29 PM | Alignment Options and the WeaveAlignments are optional. You need not select an alignment for your character. However, certain classes may require at least one element of an alignment be chosen. Otherwise, your character may remain undecided on exactly where their moral standpoint exists. This also has additional implications. Spells such as Detect Alignment, Protection from Evil, Protection from Good, will not work if the character hasn’t actually rested on a natural alignment. The true indicator is how a character serves the Weave. Those who have begun to serve the Shadow Weave are likely to show up as ‘Evil’ for the purposes of spells. Those serving the Weave are likely to show up as ‘Good.’ This in no way reflects the character’s true nature, this may remain undefined. So, if you have begun calling on the Shadow Weave, and have lost half of your Weave Points (You now would have, let's say, 1/2 Weave and 1/2 Shadow Weave), you would be seen as neutral by spells. |
| XrP-Leon The Second07-02-05, 04:30 PM | What skills doSkill points now buy many more things. Using a Weapon is now part of 'Weapon Skill'. Languages are now also a skill, each slot giving you ranks in a Language. Arcane spells and Domains are also now skills. So, as an adjustment to all this each class gains the following additional skill points: • +2 extra to allow for Languages, although these can be spent on any skill, as can any other skill points. • Depending upon the Attack Bonus gain - High, Medium, or Low – the class gains an additional +4/+2/+1 skill points. • Arcane spell-casters require an additional 12 [Wizards], 8 [Sorcerers], 6 [Bards] points to buy their Spells, but at the double point ruling, only half of these are required, +6 [Wizard], +4 [Sorcerer], +3 [Bard]. • Divine spell-casters gain +1 Skill point per Domain they start off with. Thus, +2 [Clerics], +1 [Druids]. • Monks gain an additional +2 skill points, for their extra Attack Bonus gain in Unarmed Combat. New Skill Points per LevelThe new adjusted skill points per level is shown below. These skills, although they may have been granted for attack bonus or spells, they are gneral skills, and may be spent on anything, as can the normal skills for the class. Class Skill Points Barbarian 10 Bard 11 Cleric 8 [Start with 2 Domains, and gain an additional Domain every 3rd level] Druid 9 [Start with 1 Domain, and gain an additional Domain every 4th level] Fighter 8 Monk 10 [Start with 2 Unarmed Fighting Styles] Paladin 8 Ranger 10 Rogue 12 Sorcerer 9 Wizard 11 |
| XrP-Leon The Second07-02-05, 04:30 PM | The BasicsRather than giving broad categories of Weapon skills, each class now gets to select from the 'class' list certain Weapon Types, for convenience I will refer to them as Weapon Proficiencies (WP). A Fighter gets 4 WP Feats (for example, small sword, medium sword, knife fighting, short bow), plus the usual Shield Use, and Armor Proficiencies. Rogues and Clerics get 2 WP's, whilst Wizards gain only 1. The number of WP's a class provides at 1st level is connected to their Attack Bonus gain. For a High gain (+1 BAB per level), it is 4 WP's. For Medium it is 2 WP's, and for Low it is 1 WP. Furthering your WPsAny further WP are purchased the same way as any feats are. Once a WP Feat is selected, the character begins with a Rank 0 in an associated skill. This skill is treated as a Class skill. Using a Weapon that you do not have a WP in is first used at a -4 penalty. Should the character wish to raise the Weapon skill, then they may do so as a cross-class skill. A penalty of -2 will still exist against that skill, showing the lack of proper training in the use of the weapon. To those training, this character will appear clumsy, and inept. The Weapon skill can be raised with never having bought the WP, and instead concentrating on buying the higher level feats – Weapon Specialization, Improved Weapon Focus. Weapon Focus now acts like the Skill Focus FEAT, adding a +2 to the skill, not a +1 to BAB. Aslo, the feat Skill Focus [weapon] does no tstack with Weapon Focus [weapon] Exotic WeaponsExotic weapons are no longer an issue, each Exotic weapon is now a Weapon Type of its own. Also, depending upon the style of fighting the Weapon Type has been taken in (e.g. Fencing), DEX could be used instead of STR as an ability bonus. This makes 'Weapon Finesse' redundant. the MonkMonks gain 2 WP's, plus 2 additional Unarmed WP's. These are the 'special' fighting styles* taught by the Monk's Monastery, eg. 'Divine Crane', and they benefit from the Unarmed Damage given as the Monk progresses in level. For example, a 20th level Monk who has mastered the "Divine Crane" Fighting Style, is doing 1d20 base damage. Different Fighting Styles can be learnt by the Monk, and they may gain alternative benefits rather than higher damage, a WP will be necessary to provide this. Different Fighting Styles may provide synergy bonuses to each other. AC bonuses remain the same. *this may change to types of stikes, such as fist, foot, knee, etc. Side NoteSynergy bonuses are no longer possible with Weapon skills, references made to this should be ignored, even if they're mine. |
| XrP-Leon The Second07-02-05, 04:32 PM | Starting CharactersA starting character begins with 10 Ranks in their Cultural languages (Homeland, Racial), and 5 Ranks in all Bonus Languages provided to those with a higher INT. Any other languages must be purchased, and raised using Skill Points. Being able to Read and Write is also tied in with the Language skills. Barbarians are the only class that are illiterate, and thus cannot use their Language skill for Reading and Writing tasks, but, if he takes extra ranks in the language (or dismisses illiteracy by some other means) then he can read and write in that specific language. Language skill Ranks are not restricted by Level as are the other skills. All beginning languages are regarded as class skills, all others are cross-class. the Table Ranks Level of Speech 1 A few basic words 2 the important words and phrases 5 competent speech but clearly not a native speaker 10 Can speak as if a Native speaker 12+ Refined speech, more complex ideas and concepts can be communicated The Common ToungeThere is a common tongue, called 'Merchants Tongue', and is commonly accepted in areas that accept trade from other countries. Humans do not start with this, though, as do any of the other races. You may spend a language slot to gain this at Rank 5. This is usually enough. Only Merchants may need to learn this language at any higher level, or any charact that does a large amount of traveling. Side Note/ExampleNote: This replaces Common, so if your starting Languages are Common, Regional, you now have Merchant Tounge, 5 ranks; Regional, 10. Versus, let's say, an elf which would have Merchant, 5; Elven, 10; and Regional (Chondothan), 10. Expanding Think of regional as "German" and "Swedish", just because you speak the language of Human doesn't mean you can speak to everyone else.... Beucase, as far as I know, the only universal language is "Money". |
| XrP-Leon The Second07-02-05, 04:32 PM | Starting HP, and the BasicsA character starts with Hit Points equal to CON + the usual starting Hit Points (Hit Dice for the class, and any CON bonus.) There is no -10 Hit Points. You can go down to a minus equal to your CON. At this point, your character is unavoidably dead, as if (in normal rules) he had hit -10. The Example PhaseSo, your Elven Wizard with 6 Con has, at first level, 4-2+6, or, 8 hit points., but can only go to -6, intsead of -10. Also, your Dwarven Barbarian with 18 Con, at first level, will have 12+4+18, or 34 hitpoints. Also, that pesky Kobold with 1d8 hp and 10 Con now has 14 HP (using average roll). This part is shamelessly stolen and modified from this useless place. (http://boards1.wizards.com/showthread.php?t=455833) For the most part this is unmodified, so don't begin using it, as I'm too lazy to finish it, however it is a good idea! [sblock] Sample places one may take injury.... Biped Creature with 2 arms: d6 1. L. Leg 2. R. Arm 3. L. Arm 4. R. Leg 5. Torso 6. Head Four Legged Creature: d6 1. Leg 2. Leg 3. Leg 4. Leg 5. Torso 6. Head Centaur Like Creature: d6 1. Leg 2. Arm 3. Arm 4. Torso 5. Torso 6. Neck Winged Humanoid: d6 1. Leg 2. Arm 3. Arm 4. Torso 5. Wing 6. Head Snake like: d4 1. Tail 2. Torso 3. Torso 4. Head Simply put, a character is incapable for using the part that takes dmage, until apropriately healed (Or, in the case of a head injury, make a fortitude save VS a bad effect (paralisis, momory loss, mental problem/disorder, anything apropriate)). Say, for instance, you where hit in the Torso, you now may have trouble breathing, taking a -2 on Con checks to keep yourself underwater. You may also bleed profoundly, taking 1 damage per round, as if you where hit with a Wounding weapon. You may also have anything else, as per DM aproval. After taking ANY AMOUNT of wound damage, you take all Wisdom, Charisma, or Inteligence based check/save/skill/ability/ect. at a negative equal to one fourth of damage dealt, minimume 1. You take Wound damage when the following happens: A critical hit is scored on you, in which case the damage takes you r HP as normal, and 1/2 of the average for the weapons damage dice is added to your Wounds. You get hit for Massive Damage, for this, your Wounds go up 1 per every point that you fail your Fortitude save, in addition to the other ill effects of the failed save. On a succesful save, you take 1 wound damage in the apropriate place, and the rest is normal HP damage. Falling to 0 HP and Lower: You are now no longer deflecting and dodging blows, they hit you. Your attacker chooses where to hit you, although a place ungarded by armor (if you have any) can only be hit on a critical. Otherwise, roll the attack as normal, versus the AC, as normal, plus the ill effects of getting hit for Wound damage. Treat your Wounds as equal to your Con, when reduced to '0' you being acting as if you where reduced to 0 HP under the old system published in 3.5, except at a double rate, and can only be stablized after appropriate healing (that's 2 HP per round) I haven't forgotten subduel here, either. For each round of combat that you exert yourself, weather mentally or phsyically, you take 1 subdual damage. If you Run at 2, three, or 4 times your speed, you take 1 point of damge that round times the run modifyer. (4 for x2, 6 for x3, 8 for x4[unless you have the run feat, in which case, reduce this by half]) Anything else I can add to this will be apreciated, I'm tired. Wound Effects (I just C&Ped this, I need to alter it still) ----------Effects: 1-3 Wound Damage (each lasts 3 rounds) Leg: Painful Injury, you cannot move faster then your base speed (so no runing or charging). You also take -4 to move silently and jump checks and -2 to balance, tumble and swim checks during this time. If the creature has more then two legs you might want to reduce the penelties or even elimnate them depending on the state of the creatures other legs. Arm/Tentacle: Painful Injury, you take a -2 penelty to attack rolls with that hand (-1 if you are weilding a weapon with that hand together with another). You also take a -2 penelty to swim, perform (any innstrument that needs this hand) and sleight of hand checks. Torso: Severe pain, you take a -1 to attack rolls, skill checks (Other then knowledge, listen and spot) and saving throws. Head: Same effect as a torso injury except that the penelty also applies to listen and spot checks and you gain a 10% arcane spell failure that cannot be overcome by any means (not even a stilled or silent spell). You must pass fort save DC 10+Wound Points lostor be dazed for 1 round. Wing: Your fly speed is decreased by 10ft and your manevrability is reduced by one step. Tail: May halve swim speed and grant a -2 penelty to balance checks if the tail is used for either. -----------4-9 wound damage: (each last until healed at least 2 wound points or restored to full wounds points). Leg: Very Painful Injury, you cannot move faster then half your base speed (so no runing or charging). You also take -8 to move silently and jump checks and -4 to balance, tumble and swim checks during this time. If the creature has more then two legs you might want to reduce the penelties to the ones listed above. Arm/Tentacle: Very Painful Injury, you take a -5 penelty to attack rolls with that hand (-3 if you are weilding a weapon with that hand together with another). You also take a -4 penelty to swim, perform (any innstrument that needs this hand) and sleight of hand checks. Torso: Severe pain, you take a -3 to attack rolls, skill checks (Other then knowledge, listen and spot) and saving throws if it was a crushing or piercing weapon. The penelty is -2 for slashing weapons but the foe startrs to bleed losing 1 wound point per round (does not cause any penelties though) until at least 1 point of wounds have been restored or someone stops it with a DC 10 heal check, you also have a 10% chance each round that it stops bleeding by itself. You must also pass a fort save DC 5+Wound Points lost or go into a dying state (see below), regardless of damage type dealt. If you fail by five or less you autmotically stabilize. If you pass by 5 or less you are dazed for 1 round. Head: Same effect as a torso injury except that the penelty also applies to listen and spot checks and you gain a 30% arcane spell failure that cannot be overcome by any means (not even a stilled or silent spell). You must also pass a fort save DC 10+Wound Points lost or go into a dying state (see below), if you fail by five or less you autmotically stabilize. If you pass by 5 or less you are stunned for 1 round. Wing: Your fly speed is decreased by 30ft and your manevrability is reduced by one step, you lose the ability to fly if you have two or fewer wings. Tail: May reduce swim speed to 1/3 and grant a -4 penelty to balance checks if the tail is used for either. ----------10+ wound damage: (each last until healed at least 5 wound points or restored to full wounds points). Leg: Leg is rendered useless, if you try an action standing you must pass a balance check (DC: 15) or fall prone, you recive -8 to resist trip attacks and overuns, and -4 to resist bull ruches, you become unable to move faster the half your base speed. If you fail a fort save (DC 5 + Wounds lost) the leg is useless until special healing is applied (a simple cure spell wont heal this injury, a regenrate spell will do), if the attack was slashing your leg is severed instead and you begin bleeding, see torso above. If the creature has more then two legs you might want to reduce the penelties to the ones listed above. Arm/Tentacle: The arm is rendered useless, you lose all shield bonus to ac for any shield you carry in that arm and you become unable to use any weapons weilded in it, unless you have two working arms after this injury you become unable to use two handed weapons and wont be able to cast spells with somatic components. You also take a -6 penelty to swim, perform (any innstrument that needs this hand) and sleight of hand checks. If you fail a fort save (DC 5 + Wounds lost) the arm is useless until special healing is applied (a simple cure spell wont heal this injury, a regenrate spell will do), if the attack was slashing your arm is severed instead and you begin bleeding, see torso above. Torso: Severe pain, you take a -6 to attack rolls, skill checks (Other then knowledge, listen and spot) and saving throws if it was a crushing or piercing weapon. The penelty is -4 for slashing weapons but the foe startrs to bleed losing 1 wound point per round (does not cause any penelties though) until at least 1 point of wounds have been restored or someone stops it with a DC 10 heal check, you also have a 10% chance each round that it stops bleeding by itself. You must also pass a fort save DC 10+Wound Points lost or go into a dying state (see below), regardless of damage type dealt. If you pass by 5 or less you are stunned for 1 round. Head: Same as the head injury above except you enter a dying state automatically. Wing: Your fly speed is decreased by 30ft and your manevrability is reduced by one step, you lose the ability to fly if you have two or fewer wings. If you fail a fort save (DC 5 + Wounds lost) the wing is useless until special healing is applied (a simple cure spell wont heal this injury, a regenrate spell will do), if the attack was slashing your wing is severed instead and you begin bleeding, see torso above. Tail: May remove swimming ability and grant a -8 penelty to balance checks if the tail is used for either. If you fail a fort save (DC 5 + Wounds lost) the tail is useless until special healing is applied (a simple cure spell wont heal this injury, a regenrate spell will do), if the attack was slashing your tail is severed instead and you begin bleeding, see torso above. DYING: One who enters a dying state is uncouncius and bleeds one wound point per round. One has a 10% chance to stabilitze, you stabilize if at least 1 wound point is restored or someone stabilizes you with a DC 15 heal check. If you are stabilized you are still uncouncius until you have gained a total of 5 wound points restored since you got stabilized (includíng any restored wound points that stabilized you) or restored to full woundpoints Again, unaltered as of yet. Wound inguries for higher and lower wound point creatures WOUND AND INJURY RELATION: The minor, medium and serious injury table above assumes a character has 11 - 20 wound points, you might want to use these values for creatures with differend amount of wound points instead: Wounds: 5-10 Minor 1-2, Medium 3-7, Serious 7+ Wounds: 3-4 Minor 1, Medium 2-5, Serious 6+ Wounds: 2 or less Minor n/a, Medium 1, Serious 2+ Wounds: 21-30 Minor 0-4, Medium 5-12, Serious 13+ Wounds: 31-50 Minor 0-7, Medium 8-15, Serious 16+ Wounds: 51-100 Minor 0-14, Medium 15-24, Serious 25+ Wounds: 100+ Minor 0-25, Medium 26-50, Serious 51+ |
| XrP-Leon The Second07-02-05, 04:33 PM | How it WorksAnyone taking from a single hit equal to or more than their CON suffers a Massive Wound. A Fortitude save DC 15 is required to remain in action – otherwise be incapacitated until healing is received. A Critical hit which delivers a Massive Wound, may kill the defender. However, the usual result of a failed Fortitude save is that the damage has immobilized the character. This may be a crippling abdominal wound, or having the characters hand cut off. Certain Armor bonuses can be added to the Massive Damage Threshold, thus reducing the chance of damage actually killing the character in a single blow. Also, when the hit goes over the con equal to a number times the con ,the Fortitude save is increased by +5. ExampleFor instance, your mage with 52 Hp and 12 Con gets hit for 24 damage, that's 2x his Con, so he needs a Fortitude save of 20 to remain unhindered. Bad EffectsSome effects the DM could impliment from the Massive Damage could be being stagered for 1 round per point they failed the save by, moving randomly 5 feet per round for 2 rounds, and only be able to take a half round action, being dazed for 1d8 rounds, being knocked out, being stabbed in the eye, continually loose 1 hp until healed, or a collection of these at once, or others he/she may come up with. |
| XrP-Leon The Second07-02-05, 04:33 PM | Attempting ParriesYou can attempt a Parry. By sacrificing one of your normal attacks during a round you may block your opponent's attack. This is above and beyond the usual defending accounted for within the AC total. To Parry, roll to attack as normal with your choice of parrying weapon. If your result is equal to or greater than the opponents attack roll, then their attack has been blocked. Parrys must be declared and carried out at the same time as your attack – not after. If the opponent rolls a nat. 20 then the attacking weapon may break the parrying weapon – roll resist versus destruction equal to the second attack roll. If the defender makes a nat. 20 when parrying, then the same applies for the opponent’s weapon. If the opposition wins the Parrying roll, he uses the same roll to see if it by passes armor, and deals damage normally. In escence, your are replacing your AC with your Parry roll, against one attack, unless the roll is lower, in which case you've waisted an attack, and your normal AC applies. Shield ParryA Shield can be used to Parry, although it requires a weapon skill roll with “Shield.” A Shield has a higher resistance versus destruction, and thus cannot be so easily broken. Also, the shield bonus also applies into the shield parry roll. Note that you're making an attack roll with the shield, so you would have to have ranks in Weapon [Shield] (Which for shield bashers wouldn't be bad as they do it already). |
| XrP-Leon The Second07-02-05, 04:34 PM | Getting Multiple AttacksNormally, once a BAB (Basic Attack Bonus) went over +5, it allowed multiple attacks. Now it falls to the number of Ranks in that Weapon Skill that determines how many attacks may be made with that weapon in a single round. Thus, when 6 Ranks are bought in a Weapon Skill, you are allowed one Attack at the full Skill, and a second Attack at a -5 penalty. Fighting with 2 weapons, both either parrying and attacking, the standard penalties apply. By default a -8 on the primary attack, and a -4 on the secondary weapon attack. A Shield Parry counts as a second weapon, if used alongside another weapon that is being used to attack. The secondary weapon gets 1 attack/parry additional to the attacks provided for by the Ranks of the primary weapon. |
| XrP-Leon The Second07-02-05, 04:35 PM | WP slotsyou may opt to specialize further in a WP slot. Rather than allocating, for example, all 4 WP slots for a Fighter, you may allocate one or more of those WP’s onto a pre-existing one. For Fighter classes (Full BAB progression) they may allocate up to 4 slots on to a single WP Weapon Type. All other classes are restricted to only 2. The progression goes thus; 1. Weapon Proficiency [Weapon Type is regarded as a Class skill, there is no longer a -4/-2 penalty for inexperience.] 2. Weapon Focus [Weapon Type gains a +2 to the Attack Roll] 3. Weapon Specialization [Weapon Type gains a +2 for damage] 4. Weapon Mastery [Weapon Type Skill now has maximum Ranks increased by an amount equal to the WIS bonus.] WP slots and FeatsFeats may be used to move up this progression. The only adjustment this adds to the Feats section is Weapon Mastery: Prerequs are Weapon Specialization, benifits are posted above this. A Fighter who has all 4 Feats on a particular Weapon Type is regarded as a Master. Monks of course are likely to Master their Unarmed Fighting Style. |
| XrP-Leon The Second07-02-05, 04:41 PM | Damage: Changed the calculation, making it more simple. - July 1st Hit Points/Wounds: Attempted a halfhearted addition to this, trying out Wounds, unfinished. - July 3rd Compressed things to make the page shorter - July 7th Began posting the altered class skills. - July 8th, 2005 |
| Szatany07-02-05, 05:06 PM | Man, this is like new rulebook. Sorry but that's too much for me to swallow. Good luck with the thread anyway. |
| XrP-Leon The Second07-02-05, 05:15 PM | the BasicsYour attack roll is couped with your damage roll. To calcualte this is very simple. d20+ Weapon Ranks + Feats + damage + Strength/Dex (x.5, x1, and x1.5 respectfully for off hand and two handed weapons) = Damage dealt minus AC. Umm... This is more simple than it sounds. An ExampleYou roll an attack with your Great sword. that's a d20, rolled as a 10 let's say, Ranks of 5 (Two handed swords), stength or 18 gives you +4 x1.5, which is +6, +2 for Skill Focus (GreatSword), and +2d6 [AVERAGED]. The average would be 6.5+6.5=13/2= 6.5. You ALWAYS use the average, rounded down. 1d4 = 4/2= 2. 1d3 = 3/2 = 1.5 = 1., etc. Example (Read!) Therefore, with a roll of 10, you would have.. 10+5[ranks*]+4x1.5(6)** + 2#+(6x2)" Or, without the funky marks... 10+5+6+2+(6x2)[12](critical, mutiply weapon damage)= 35 Therefore, you deal damage equal to 35- Armor Class, let's say AC is 20 35-20=15 damage dealt This can be acomplished by a second level character. *effectively BAB with this weapon **Ability modifier # Skill focus (Two handed) " Average dmage of weapon, rounded down Further ExplenationThe maximum here, with the same numbers, would be 20+5+6+2+[12]=45 45-20=25 damage, against AC 20 The average AC for this level, I will say is 19. So, moving on 45-19=24 damage, maximum. Seems fair to me. But, againsta a wizard, let's say AC=12. 45-12=33 damage, maximum. Seems more life like, a war-trained fighter wielding a giant sword cleaving the man in robes? You betch'ya. Normal great sword would deal... 12x2(maximum for 2d6, critical)+6(Str, twohanded)=, critical would be 30*2=60 damage, on a maximum roll, for a second level character. So, while changing these numbers around, and the MDT and various other things, the all work together, but not one here, one there. Rant?One of the diffrences here, is everything is perfectly linear. While a normal great sword has a bell curve of 6.5 being the high point, and 1 unreachable, the normal great sword will more commonly hit for more dmage than average, and can't hit below a 2. This is true for all 2/3die weapons. (spkied chain, anyone?) In this system, every thing is exactly a straight line of probability. The damage is set at attack minus armor class, and the attack's only variable is the D20, which has an equal probability of a 1 as a 20, ith an average of 10.5 |
| XrP-Leon The Second07-02-05, 06:56 PM | <Reserved for new rules> |
| XrP-Leon The Second07-02-05, 11:57 PM | Some of the classes' skill lists have been altered. The list follows. This was added This is the same The BarbarianThe barbarian’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), spot (Wis), Survival (Wis), and Swim (Str). Skills dropped: Ride The Bard The bard’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgrey (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha). Skills removed: Sleight of Hand The Cleric The cleric’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int). The Druid The druid’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently, Sence Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str). Removed: Profession, Ride The Fighter Under Debate The Monk The monk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Diplomacy (Cha), Escape Artist (Dex), Gather Information Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex). Removed: Craft All others yet to come |
| XrP-Leon The Second07-02-05, 11:58 PM | <Reserved for new rules> |
| shiffd07-03-05, 03:49 AM | That is a lot of new rules. Its kinda like reviving 2nd ed & OGD&D with the weapons skill being put back. I actually like them better as feats. A lot simpler that way, to just group it all together and consider seperate from the other skills. Also the cost & buying is a lot simpler. Alhtough normally I'm no fan of feats. Anyway with weapons it ends up being more complicated than its worth. I think its better to have classes and a simple system for getting familar with swords, simple weapons etc. as a generality. LIke in the current 3.5 feat system. magic- Interesting idea to put it into skills. I like that idea. But its very calculation heavy. So not to get many interested to learn such a new number burdened system. Anyway the reason the old X spells per level thing works is its simple with simple numbers. Simple progression etc. The reason many don't like psionics, channeling and maybe the skills aproach to spells is that its too many number crunching and calculation and such. A simple you got 3 spells of that level to use is just easier to manage track etc. Although I agree that your proposal as far as magic goes is probly more lifelike. Attack & damage. some good ideas but way too complicated. Synergies and skills etc. I don't know if its necessary to implement so many changes of rules and whatnot. Arguably those things are already their as modifiers but you've presented new vocab & ideas for the same things, well mabye taken old ideas and reimplemented etc. But just simpler the way it is, I don't see much gotten out of the change of what modifiers are used. On lifelike- You haven't really accomblished anything more lifelike than 3.5. Well saying you aren't hit untill HP is gone, but you don't really need all those other changes. Just simply saying no real hits untill 0hp is enough. Then just use 3.5 besides that change. I think the reason no one responded is that they weren't drawn to the thread, adn if they started reading it it was too long to concern themself with. Theres nothing really wrong with it, but it might just be too much trouble for little change in overall effect. Another concern is balanced. Sure you've got good ideas, but how would it pan out in play, is it balanced. Hard to say without trying. Problem is what is the motivation in trying? Is there anything really new or exciting being offered, any new dimension of play possible that isn't already with basic d20? No not really so not likely to get anyone besides yourself to try it. |
| XrP-Leon The Second07-03-05, 05:00 AM | That is a lot of new rules. Its kinda like reviving 2nd ed & OGD&D with the weapons skill being put back. I actually like them better as feats. A lot simpler that way, to just group it all together and consider seperate from the other skills. Also the cost & buying is a lot simpler. Alhtough normally I'm no fan of feats. Thanks. I've never played 2nd Ed, and don't know what OG&G (Original?) But, as far as your statemnts here, they are kinda.. incoherant to me sorry. Anyway with weapons it ends up being more complicated than its worth. I think its better to have classes and a simple system for getting familar with swords, simple weapons etc. as a generality. LIke in the current 3.5 feat system. The classes are still in effect, but instead of every fighter knowing how to use a rapier, fighters use what they are familiar with. I've had 20th level fighters that where proficient with over 50 weapons, he only used 6, maybe 7 his whole life, bhe never even encountered a sling. Yes, 3.5 is more simple, as I said, this is a more complex way of handling things, and requires good players and a compitent DM magic- Interesting idea to put it into skills. I like that idea. But its very calculation heavy. So not to get many interested to learn such a new number burdened system. Anyway the reason the old X spells per level thing works is its simple with simple numbers. Simple progression etc. The reason many don't like psionics, channeling and maybe the skills aproach to spells is that its too many number crunching and calculation and such. A simple you got 3 spells of that level to use is just easier to manage track etc. Although I agree that your proposal as far as magic goes is probly more lifelike. I've never played with psionics, so I can't counter what you say there, it may be true. Yet again, this is more number crunching, but it's not that hard, more able to be personalized, and, as far as my play testers where concerned, more fun, albiet it took slightly longer to role u the characters, after reading the new rules. And again, mnore intersting because of the versetility, a smarter Wizard will get more spells, a wiser cleric can pray, and the Gods will be more likely to give him better things, and the sorc that is *really* intune with the magic around him get's more benifit from it. Attack & damage. some good ideas but way too complicated. Synergies and skills etc. I don't know if its necessary to implement so many changes of rules and whatnot. Arguably those things are already their as modifiers but you've presented new vocab & ideas for the same things, well mabye taken old ideas and reimplemented etc. But just simpler the way it is, I don't see much gotten out of the change of what modifiers are used. It's not that complicated. You take the average of your damage die (d6=3, d12=6, d2=1, 1=1, ect), plus any bonuses (weapon focus, specialization, magic), and add in your skill ranks instead of BAB. Thie synergies where hard to work out, and are completely up to the DM, and not needed for this ruleset. On lifelike- You haven't really accomblished anything more lifelike than 3.5. Well saying you aren't hit untill HP is gone, but you don't really need all those other changes. Just simply saying no real hits untill 0hp is enough. Then just use 3.5 besides that change. I think that I did, becuase, even if you're still at 68 health after a hit, let's say you only have 9 con, because you're a wizard, then if any attack does 9 damage or more, you take physical damage (a slashed knee, stabbed eye, hair pulled off, crushed rib bone, etc), and are impeded by it. Aso, whlie the fighter wll glance blows off his armor more frequantly (more HP), he *can* get hit hard, let's say his con is 22. Well, a 10th level character can do 22 damage, and a DC of 20 isn't low, albeit not hard for a 20th level fighter. This effectively scales things to your level... When you have 500000 hitpoints, 50 damage isn't massive. Likewise, when you have 51 hitpoints, it is, but so is 27, or 30. I think the reason no one responded is that they weren't drawn to the thread, and if they started reading it it was too long to concern themself with. Theres nothing really wrong with it, but it might just be too much trouble for little change in overall effect. Another concern is balanced. Sure you've got good ideas, but how would it pan out in play, is it balanced. Hard to say without trying. Problem is what is the motivation in trying? Is there anything really new or exciting being offered, any new dimension of play possible that isn't already with basic d20? No not really so not likely to get anyone besides yourself to try it. It balances ameplay in a very diffrent way than normal. I've play tested this with a group of 3, from 1st through 16 level (rogue, wizard, barbarian/ranger), and it played well. I've tested it with a group of 8 (Cleric, fighter, barbarian/cleric, Wizard, sorcerer, rogue, bard, and a paladin) from 2nd to 17th level, and again, I played in a group of 4 (myself as a rogue, with a cleric and a paladin), and the other DM seemed to handle it well. Still on balancing; while it *really* buffs up first level characters (HP=to Con + con bonus+ hit die) it doesn't do much for higher level character, as the con is static, and doesn't et readded with level, if con goes up, hp goes up, and con down ,hp down. This effectively eliminates "low level characters", while the higher ones keep the advantage. Anything new and exciting? Yes. Apart from using the Paragon Build (I don't have a link) this is a very versetile and interesting way to play D&D. Any new things for a d20 system? cleric of 2nd level effectlivly casting a "Mirical" spell. Pure and simply, it's more fuin, becuase it's more personalized, assuming you can cope with the new numbers. And I didn't expect too many replies, I just wanted some scrutinization, maybe some fine tuning. Thanks. |
| XrP-Leon The Second07-03-05, 01:03 PM | Man, this is like new rulebook. Sorry but that's too much for me to swallow. Good luck with the thread anyway. Yeah, I know. It's a lot. :P My players and I like it, I was just looking for some back up from the community. |
| shiffd07-03-05, 08:59 PM | Well met, ON the first commment about 2nd edition. Well it was more with skills & powers and combat & tactics.- Anyway there were weapon prof. and non-weapon prof's. You also had character points with which to buy either at your discretion, you could also buy Ability scores etc. I think that the reason that the char point system was abandoned when 3.5 came out was that it balanced better. Giving people X room to fudge with feats, ability scores, and non-weapon profs (skills) ensured that they couldn't dump all of their char points into one area where they might be able to totally geek-out their char (find a rule loop-hole to make their character have a hugely unfair advantage that wasn't intended inteh original rule forging). Also in the first D&D's 'advanced' version weapon prof's were there. You picked weapon by weapon. With the Feat system you can just assume that the PC really only knows how to use those weapons they've used for realism. SO lets say that you've got a fighter who uses hammers nad bows. Technically they are also proficient with Rapiers and such, but if they never us it its neither here nor their. I think its just tedious overall to say "I'm prof with this, and that and that and that" because as a fighter or whatever you are gonna easily be able to buy those 6-7 prof's anyway. So with hte feat thing we just start out saying "You know how to use 'everything'" if the PC actually went around using everything it woudl be a little ridiculous, but probly they just specialize in this or that and stick with it. Anyway I'm sure hte PHB or DMG has a better explaination for why and how they simplified the weapon proficiency system to feats. Anyway the system you are using is a throwback to earlier versions of D&D where weapon proficiencies were skills where specialization etc. was possible. Also with throwing magic into skills you've got a very GURPS like system. With Balance you are going to need a very attentitive DM, which you've already stated so no problems there. Most DM's don't have the tiem or energy to micromanage their PC's on that level. The great thing about 3.5 is compared to any earlier version it is extremely baolanced. I think they spent a lot of time making it as such. They wanted to make sure that tournement play and beginner play was still fair, or as close to fair as possible. Fairness was practically impossible in older systems where huge rule loopholes were available on practically every page. Not to say there aren't holes in 3.5, just a lot less than ever before, in my opinion atleast. |
| XrP-Leon The Second07-04-05, 01:36 AM | Well met, Thanks ON the first commment about 2nd edition. Well it was more with skills & powers and combat & tactics.- I dunno, never played it :P Anyway there were weapon prof. and non-weapon prof's. You also had character points with which to buy either at your discretion, you could also buy Ability scores etc. can't buy ablility scores here. I think that the reason that the char point system was abandoned when 3.5 came out was that it balanced better. Giving people X room to fudge with feats, ability scores, and non-weapon profs (skills) ensured that they couldn't dump all of their char points into one area where they might be able to totally geek-out their char (find a rule loop-hole to make their character have a hugely unfair advantage that wasn't intended inteh original rule forging). Yes, that's why I don't someone's Paragon builld, which gave you Character Points Per level, which you used to buy skills, feats, spells, spell slots, saves, and anything else asociated with your character, and the rest going to HP. The only thing this does is Allows more skills. Skills now also include: skills, spells, and weapons. Quite simply, if your wizard has 100 spells, and only uses 7, he will only have ranks in 7 of them, this is understandable, as he is essentially raising his BAB for those spells, which reflects how he is accustomed to them. The same goes for the fighter, while he can be proficient with a decent set of weapons (4, such as "One handed swords", "two handed swords", "shaft weapons [spears/polearms/Qstaffs]", and have Weapon Focus "Two Handed" Or any other combo (read up) And yes, while with this system a wizard can load everything into spells, instead of knowledge concentration and blalance. That's when the DM steps in, and gets archers to shoot him on the rope bridge (Balance check equal to normal (10) plus damage done), or he falls. The DM, as in any other D20 system, needs to know when to exploit a character's weakness, and when to grant them things that are weak to the PCs. Also in the first D&D's 'advanced' version weapon prof's were there. You picked weapon by weapon. Alright, that's this, but you pick "group by group, except for exotics. With the Feat system you can just assume that the PC really only knows how to use those weapons they've used for realism. SO lets say that you've got a fighter who uses hammers nad bows. You can still buy feats, such as Weapon Focus, Improved critical and Specialization (But these will render the skills you get reflecting these to be null) Technically they are also proficient with Rapiers and such, but if they never us it its neither here nor their. I think its just tedious overall to say "I'm prof with this, and that and that and that" because as a fighter or whatever you are gonna easily be able to buy those 6-7 prof's anyway. So with hte feat thing we just start out saying "You know how to use 'everything'" if the PC actually went around using everything it woudl be a little ridiculous, but probly they just specialize in this or that and stick with it. Right. This jsut enforces this tiny bit of realism. Anyway I'm sure hte PHB or DMG has a better explaination for why and how they simplified the weapon proficiency system to feats. If so, I can't find it. Anyway the system you are using is a throwback to earlier versions of D&D where weapon proficiencies were skills where specialization etc. was possible. Also with throwing magic into skills you've got a very GURPS like system. Yes, it is Generic, but not GURPS, as it's laid ontop of 3.5 rules. With Balance you are going to need a very attentitive DM, which you've already stated so no problems there. Most DM's don't have the tiem or energy to micromanage their PC's on that level. In which case, those DMs shouldn't be reading this post, or even be in this forum, they should be on the "DM help" page. The great thing about 3.5 is compared to any earlier version it is extremely baolanced. I think they spent a lot of time making it as such. They wanted to make sure that tournement play and beginner play was still fair, or as close to fair as possible. Fairness was practically impossible in older systems where huge rule loopholes were available on practically every page. Not to say there aren't holes in 3.5, just a lot less than ever before, in my opinion atleast. Yep, you're right. This, while not worded perfectly yet, keeps it ballanced, as everyone (Even monsters and NPCs) get the same benifits. It also adds a very nice customability to your character, while at the same time punishing you if you exploit the cutomability (Massive spells and knowledge checks, but not one single skill point in a weapon? Hello Mr. Dead Magic zone.) And... I've run out of things to argue. I have some updates for the Hit Points, so I'm'a edit those now. |
| XrP-Leon The Second07-07-05, 01:14 AM | ..A :bump:, if you please? Dorry, being lazy. I need to update everything, I've been PMed a lot of ideas. Thank you everyone, especially my friend Chris! |
| rbrt_Spade07-07-05, 11:25 AM | have you tested these things?-looks like your rewriting d&d system-this is why i do raw!-good luck! your rules make my head hurt! :confused: :eek: :embarrass |
| XrP-Leon The Second07-07-05, 06:16 PM | Yes, as I posted above, Ihave play tested these rules with a few 4-5 groups. I'm not rewritting everything, jsut some of it. |
| XrP-Leon The Second07-18-05, 01:04 AM | Well, I think it's about time to bump these needlessly complicated rules... soo.. :bump: |