D & Dreamed [Archive] - Wizards Community

Post/Author/DateTimePost
boozerker

02-28-08, 09:08 AM
A Fine orc -- who once swallowed a pin of shrinking -- ended up in my trash can. Imagine my surprise one day when I tossed stale cookies and heard a yelp. Then crunch, crunch. I reached in and got bitten. The point of my finger resembled this :cookie: (and another went flying at my head). Since then we became friends.

Orch had a dream somewhat recently. It was about D&D. You see, Orch loves to play and chooses an orc every time, no half-orcs. So anyway, the dream was about our group playing D&D, but in the future. Orch woke up very excited -- not that way perv ;) -- because here was a new set of elegant rules we could toy with if..if..."if only dreams wouldn't fade upon waking!" So Orch had dragged a bunch of paper towels off the roll and jotted down whatever hadn't faded but many parts of the dream are still hazy.

Orch then got online using my account and started the I Dreamed 5th Edition (http://forums.gleemax.com/showthread.php?t=972596) thread.

Orch remembers bits and pieces, let's see if we can help him remember the rest. We'll keep a list of all who helped (and by how much).

But for now, Orch shall accompany me on a journey, we'll post again in less than a week.
boozerker

02-28-08, 09:08 AM
Orch thanks the following.

(list in progress)
boozerker

02-28-08, 09:09 AM
Symbols & Terms


~D~: It means the very next word or phrase is from the dream. For example, the ~D~ PHB glossary refers to the one in the dream, not 4e or 3e.
Optionals: If a rule includes an "Optionals [page number]" tag, the final section of the ~book~ (titled "Optionals") has at least one alternate rule, or something more "accurate", or a flavor option on the noted page[/I]).

What becomes an Optional? Some mechanics that only see the light of day occasionally, or which fewer group types enjoy/use, so they don't clutter the main rules. Players contribute many Optionals through the ~web~.
boozerker

02-28-08, 09:09 AM
This next one isn't easy to translate into 3.5 but here goes.

Busy attacks: They're one or more other checks and one attack combined into one roll. Both must win against a target DC with just that one die, rolling once. If one or the other would have fallen short, both fail (even if one check would've succeeded).


The target number is either the opponent's AC or the check's DC, whichever is higher.

For more than two actions, add +5 per extra action to the final target number. Running down a rope and leaping over a pit to attack someone with 17 AC gets +10 (+5 rope balancing, +5 pit leaping) added to the DC. So if the highest DC is 20 for balancing on the rope, the new target number is 20 + 10 = 30. Don't attempt it unless your balancing, jumping and attack can each roll 30 in on their own.

A better name would be cool, too.
boozerker

02-28-08, 09:10 AM
This next one is somewhat incomplete. The mechanics are smoother and more realistic in ~D~, but we'll return to this one later.

Splash damage: Adjacent squares receive one point damage for each die rolled in a splash weapon's stats, but now treat it as a ranged touch attack (so you might avoid its damage).

With 3.5 you couldn't avoid the damage period, and it's always 1 damage no matter how deadly the splash weapon.
boozerker

02-28-08, 09:11 AM
Chaos Grid:

A method using dice to determine where airborne objects/projectiles would hit.

To represent the affected area, draw a square grid with an even number of rows, using the guideline below.


The number of rows tells us the dice type and how many of them to use. For example, an 8x8 grid needs 8 d8.


Now let's determine which spaces "get it".

1). Roll (all dice together).
2). The die farthest to the left affects your 1st vertical row, the second farthest affects the 2nd row, and so on, and each die's value tells you what square on that row gets hit by an object. (1 = bottom square, 2 = 2nd square, 3 = 3rd square, etc)

If you want extra dimension, for example determining which direction the object came from, then make half the dice a different color. So blue comes from the left, black from the front. If needed, add a third color for the right side and even a fourth one for the rear. Or, use the different colors for random object sizes. Get creative.

The ~D~ book continues on with scattering objects, let's say flinging a handfull of coins on a smooth, expansive floor. Or whipping a bag of pebbles around that scatter when the bag rips. How many coins immeditely fall to slide nearby, and which ones continue to roll and how far away? The formula handles those, but it's not as translatable to 3.5.
boozerker

02-28-08, 09:11 AM
Monk weaps useful:

Monks can use monk weapons as if unarmed, if their appropriate body part is free to move (it's a class ability).


Example: a Necklace of Natural Attacks (from Savage Species) and Amulet of Mighty Fists would supply their bonus to monk weapons that are wielded by monks.


The ability is only good for melee. And you need a full round harnessing your energies for the transfer process to begin. Otherwise, in a surprise encounter, you'll have to rely on your unarmed skills.

Optionals: You get all the benefits, exept the adamantine quality doesn't transfer to slashing-only weapons (or those wielded as a slashing at the time). Piercing and bludgeoning is the way to go vs. Adamantine.
boozerker

02-28-08, 09:12 AM
Weapon sizing: "____-fitting weap".

A Large-fitting broadsword is ideal for a Large creature. A Fine-fitting broadsword is wielded by a Fine creature. Resizing the weapon increases its fit by however many categories specified.

Example: a regular/base dagger (from here on, "just a dagger") is sized for a Medium creature. If that dagger's size would magically increase one size category, it becomes large-fitting (it's now sized for a Large creature, so for Medium creatures the over-sized dagger would instead handle like a *base* short sword).


Optional: Adapted fit.

A mal-fitting weapon sometimes resembles another weapon, thus it might almost be a natural fit if wielded that way. For example, a sword might act as a Huge-fitting dagger in a Huge creature's hand. In such cases, treat the weapon as partially improvised (-1 penalty on attacks with it).

Depending on how far off the resemblance (or if the adapted fit has odd results), you can adjust this to half-improvised (-2 on attacks), or even mostly improvised (-3 to attacks).


Sizing doesn't just apply to weapons. It's a way to track size relativity of practically anything.

A collosal-fit doorway is sized for collosal creatures. A diminutive-fit town has its dimensions set for a diminutive population. A fine-fit bookcase is impractical for a small creature.
boozerker

02-28-08, 09:14 AM
This entry is the closest translation to d20 possible (just like the others).

Defensive Casting:
DC = 10 + Opponent's Base Attack Bonus.


Note: this accounts for variations in the opponent's fighting skill, where 3.5 gives you equal footing against a commoner and an epic level barbarian.

The same kind of change occurred with the tumbling skill.

Tumbling past an opponent safely:

DC = 10 + opponent's BAB.


Optional: +1 to DC for each additional opponent.
boozerker

02-28-08, 09:14 AM
Spell system:

The closest spells translate to...is a point system (however, a lot of spells wouldn't even need them after a while). The conversion to 3.5 goes somewhat as follows.


A mana pool is able to store 20 mana -- that's never alterable.


Each spell's level is its mana cost. (3rd level = 3 mana)


Unprepared spells cost 5 more and one move action (unless they're cast spontaneously).


Casting the same spell in the same day (or within eight hours) costs 1 cumulative mana each.


Mana regenerates 1 per hour, 2 per hour of sleep (after the first one), or all with a full-rested sleep.


For metamagic feats, simply convert the increased spell slot to its relevant mana count.


Shrinking mana costs

- At caster level 5, all spells (known and/or unknown) cost you 1 less mana to cast. Repeat this every five caster levels.

- So by 20th caster level, 9th-level spells cost 5 mana, and 2nd level spells cost 0 mana. Mana costs never go below zero.

- When figuring out the shrinking mana costs of multi-classers.....it's easy. Remember -- similar caster types combine. Arcane caster levels combine for purposes of determining your total shrinking mana costs for each particular caster, and likewise with divine caster levels.



Weighted mana costs

- Immediately, your class spells begin increased by the amount noted.

- Every five caster levels, the weighted amount becomes 1 less. Upon it reaching 0, the weighted cost disappears and after five more levels, becomes shrinking mana costs.

- When placing the shrinking and weighted costs for multi-classers together.....it's easy. If the caster levels usually combine for purposes of downhill mana costs, then subtract the shrinking value from the weighted value and you get the new weighted value (if the shrinking value was greater, convert any negative value to shrinking value).

- A Bard or Cleric begins with a weighted mana value of 1 (so their shrinking mana costs won't normally kick in until level 10).

- Paladins, rangers or those with similar progressions begin with a weighted mana value of 2 (so their shrinking mana costs won't normally kick in until level 15).

- Warlocks of 3.5 (different than ~D~ in many ways) have as a class ability the ability to send Eldritch Blasts off mana fumes, so no mana tracking is needed for them. Any other of their spells do need mana. Compare their spell chart with the classes above to see where they fit.



Shrunken mana cost.

- Immediately, your class spells begin costing 1 less. Treat as a shrinking value 1, so basically, you'll always be 1 value ahead of a spellcasting class with normal shrinking costs.

- A sorcerer begins with a shrunken mana value of 1 (so their shrinking mana costs kick in immediately at caster level "0").



A wizard's unprepared spells cost 5 more. A wizard that loses a spell book makes a DC 10 Knowledge: Arcana check each day. Failure increases the mana cost of unprepared spells from that book by 1. Each week the spellbook is gone adds +1 to the Knowledge: Arcana DC.


Optionals: The DM can adjust magic-use by simply lowering or raising mana costs. But shrinking mana costs can be adjusted too. The following Optional does just that (if you wish a lower power level).

- At caster level 5, only those spells you can already cast now cost 1 less. Repeat this every five caster levels.

- So by 20th caster level, 9th-level spells cost 1 less mana, 5th-level spells cost 3 less mana, and 2nd level spells cost 4 less.

Optionals: School specialization. Spells from a school you specialize in cost 1 less mana. You may cast spells from your restricted schools but they're always treated as if both weighted by 1 cost and unprepared.

Notes: You still have to qualify for casting spells of a base mana cost, regardless of altered costs. Just follow the d20 power rating. A 9 mana spell is a 9th level spell. A 3 mana spell is castable by a 5th level wizard or a 6th level sorcerer (a sorcerer casts more spells but a wizard learns them sooner). But ~D~ handles this aspect more elegantly (no chart needed).
boozerker

02-28-08, 09:15 AM
Each domain spell beyond the first that a cleric casts is treated as unprepared. (so, there are no domain spells per day limit, but at a heavy 5+ mana cost for extras)

There exists no multiple healing spells varying from weak to strong. The methods below give you the same exact amount of healing a spell of that appropriate level would give you.


Healing. When casting a healing spell, choose a number up to a spell level you're able to cast. Heal that many 1d8 points of damage + 1 point per caster level (maximum 5 x the chosen number). The spell's mana cost is the number you chose.


Mass healing. Same as Healing, except give -5 to your chosen number before rolling that many 1d8, but still healing 1 point per caster level (max 5 x your full chosen number).


You pay 1 more for extra castings regardless of amount healed, you also benefit from shrinking mana costs. The base cost of the spell is the number you chose when casting the particular healing spell.
boozerker

02-28-08, 09:16 AM
Rangers and paladins. Their "spells" function as spell-like and/or supernatural abilities in ~D~ games -- though still costing mana. Paladins and rangers aren't spellcasters but do use the shrinking mana progression for those abilities.
boozerker

02-28-08, 09:17 AM
Odds & ends.

Monster Silhoutte next to a silhouette of a medium size humanoid: Each monster block has one per monster entry, to help you see exactly how big (or tiny) a monster is. It's next to the main artwork (but given less book space -- yet it's still very effective).