Some new rule variants [Archive] - Wizards Community

Post/Author/DateTimePost
JimProfit

03-08-08, 01:07 AM
I had some new rule varaints that seriously change the game, but I think for the better.

Stats:
The stats are brought down to four, this is intended for a more laidback view of D&D that doesn't take itself so seriously..

Cold:
Cold represents your intelligence and is the offical spellcasting stat. "Cold and calculative".

Mean:
Mean represents the strength score, but also represents your massive damage threshold and fortitude saving throw.

****ed Up:
Your wisdom and charisma score.

Relentless:
Dexterity as well as HP, instead of just gaining modifier in HP every level, you also gain bonus HP equal to your relentless score at first character level. (Monsters too)


Weapon Rule:
Weapons now deal multiple damage automaticaly, here's an example... a club deals 1d6 x2 damage. (So 2 to 12) A lightmace might deal 1d6+2 x2 damage. (3 to 8)

Because of this, criticals only represent "auto-hits", so a dagger automaticaly hits on a 19-20 regardless of the foe's AC, where as a club only auto-hits on a 20.


Massive Damage=Dying Not Death:
Massive damage is reset from 50 to your mean score. If dealt more damage then your mean score, make a fortitude saving throw 15. If you fail, you drop to 0hp.


What about monsters?
Use your better judgement, a dragon has a 37 strength and 27 constitution, which do you think should be his mean score? The 37 obviously! Take the higher score to caculate everything..
Talisman

03-08-08, 04:05 PM
I had some new rule varaints that seriously change the game, but I think for the better.

Stats:
The stats are brought down to four, this is intended for a more laidback view of D&D that doesn't take itself so seriously..

Cold:
Cold represents your intelligence and is the offical spellcasting stat. "Cold and calculative".

Mean:
Mean represents the strength score, but also represents your massive damage threshold and fortitude saving throw.

****ed Up:
Your wisdom and charisma score.

Relentless:
Dexterity as well as HP, instead of just gaining modifier in HP every level, you also gain bonus HP equal to your relentless score at first character level. (Monsters too)

I am leery of things like this, evern since a GM of mine combined Wisdom and Charisma into "Spirit." Some of your abilities seem counter-intuitive ("Relentless" indicates both agility and health?) And what, exactly, does "****ed Up" give you?


Weapon Rule:
Weapons now deal multiple damage automaticaly, here's an example... a club deals 1d6 x2 damage. (So 2 to 12) A lightmace might deal 1d6+2 x2 damage. (3 to 8)

Because of this, criticals only represent "auto-hits", so a dagger automaticaly hits on a 19-20 regardless of the foe's AC, where as a club only auto-hits on a 20.

In the first place, it looks like you want people to be dealing huge amounts of damage all the time. Why? What benefit is there?

This is going to nerf the high-crit-range, low-crit-multipler weapons pretty hard...sure, a rapier auto-hits on an 18-20, but chances are extremely good that it would have hit anyway. OTOH, expect everyone in your campaign to be wielding axes or picks...do I want 3d12 damage per hit (greataxe) or TWF with twin picks (4d6 each)?

Also, your light mace example seems to be wrong. Shouldn't that be [1d6+2] x2, for a total of [2d6+4] = 6 - 16?

And what about extras, like flaming burst weapons? Do they always burst? Is the paladin's smite doubled or tripled? What about the rogue's extra dice?

Also, what about spellcasters? Do their touch spells auto-crit?

Massive Damage=Dying Not Death:
Massive damage is reset from 50 to your mean score. If dealt more damage then your mean score, make a fortitude saving throw 15. If you fail, you drop to 0hp.

Meh...on the one hand, the massive damage threshold becomes so low that people will be meeting it on every attack (especially with that mutiplied-weapon-damage rule). On the other hand, the DC is so low that, after a couple of levels, it becomes a case of "don't roll a 1." D&D -> Russian roulette.

If you do this, I'd have your massive damage threshold be either [level + Mean score] or [2x Mean score].