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| elven warriorXX03-23-06, 10:25 AM | True D&D Game System The True D&D system is what I have done to balance the game. I have posted on many boards that if people don’t like some rules or like some rules from AD&D then they should add them but they want the rules in books. So I have taken The AD&D players handbook, Combat & Tactics, AD&D tome of magic, 3.5 Players handbook, and the Spell compendium and mashed them together to make the Ultimate D&D game based system. I have taken the best rules from these books (so that means no return of the THAC0) and fixed them into Balancedness. Yea I know not a word but Blah. So Here will be the Final fixes to the Races, Classes, Combat system, and Magic system. And You will be happy that there will be NO Spell slots for Sorcerers, wizards will use something new. Clerics and Druids will now cast as the Sorcerer :) Hope you like it. Feel free to add rules you want to make it better. ALL THIS HAS BEEN PLAY TESTED SO IT ALL WORKS IN GAME. Classes Okay Still messing around with the Races so Classes will be first. I will NOT be posting the entire class nor will I be posting classes other then Core. I will only post the changes. Barbarian As is unless somebody wants to change it. Bard Seems balanced as is. Cleric Saves that are good are powered down to Average (see below). Casts spells as a Sorcerer. Clerics start out with 4 level 0 spells, and 4 level 1 spells know. When he gains a new level of spell casting he can learn 4 more spells of either the level of spell he just gained or of a lower level. EXAMPLE: So a level 2 cleric just became level 3. He picks 3 level 2 spells and 1 level 1 spell as spells known. Druid Good saves are now Average. Casts as Cleric above but only gets 3 spells. (tried it with 4 spells and it overpowered the Cleric). Fighter As is. Seems balanced. Monk Same Paladin Gains a Bonus feat at 8th, and 14th level. Ranger Combat Style (Ex): At 2nd level, a ranger must select one of 4 combat styles to pursue: archery, two-weapon combat, Feral, or Ambush. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. If the ranger selects feral he can do a slam attack with a fist for bludgeon damage. Her unarmed strikes do 1d6 damage if she is medium, and 1d4 damage if she is a small creature. She gains the improved unarmed strike as a bonus feat. If the Ranger Selects Ambush then they can sneak attack for 1d6 just like a rouge can. Ranged attacks can count as ambushes only if the target is within 30 feet. The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor. Improved Combat Style (Ex): At 6th level, a ranger’s aptitude in his chosen combat style improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. If the ranger selected feral she can choose to do a rake attack for slashing damage. Her unarmed strikes do 1d8 damage if she is medium, and 1d6 damage if she is a small creature. She is treated as having the Two-Weapon Fighting feat but only when fighting unarmed. IF the ranger selected Ambush then the Ambush damage increases to 2d6. As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor. Combat Style mastery (Ex): At 11th level, a ranger’s aptitude in his chosen combat style improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat. If the ranger selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. If the ranger selected Feral she can choose to do a claw attack for piercing damage. Her unarmed strikes do 1d10 damage if she is medium, and 1d8 damage if she is a small creature. She is treated as having the Improved Two-Weapon Fighting feat but only when fighting unarmed. If the Ranger Selected Ambush then the ambush damage increase to 3d6. As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor. Rogue Gains a Bonus feat at 6th, 14th and 20th level. Fort save is no Average. Sorcerer Gains a Bonus feat at 6th, 10th, 16th and 20th level. Uses Spell points based in UA. Wizard Bonus feat table changes to 4th, 8th, 12th, 16th and 20th. Losses Bonus feats for Special Specialization abilities based on The Ultimate wizard by Szatany. Uses new magic system below. Has same SpD table. Saves I bring you a new save. Average. Other classes may get it but I will have to work on it. Idea came from Lotus Crane Save +1 +1 +2 +2 +3 +3 +3 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +9 +9 Combat A Combat round is 6 seconds, these 6 seconds split into 5 phases: Very fast, Fast, Average, Slow, very slow. Weapons that are light go on the Fast phase. Weapons that are One-handed go on the Average phase. And weapons that are two-handed go on Slow. Spells go on phases based on there casting time. A swift action spell goes on Fast. A Standard action spell goes on Average, and a 1 round spell goes on Slow on the next round. Attacks go for round for round. So that means if a Fighter has 3 attacks that round using a great sword he get one on Slow then 2 on Very slow. A creature using 2 weapons or more goes on the Phase of the Slower weapon with both attacks. All creatures move at Phase based on there size Gargantuan-Colossal=slow Large-Huge=average Small-medium=fast Smaller=very fast. Each side (the Party and the monsters) roll a d20 and who every gets higher goes first on hte Phase it takes its move/attack on. New Combat actions This is using the Facing rules found in UA. Parry You can either sacrifice your AoO or an attack that round to parry a melee attack. Or roll a normal attack against your Attackers roll and if you equal it or more then you take no damage. Falling back If you are hit or Hit your opponents Touch AC or higher and he/you does not hit you/him back by hit his Touch AC or higher you/him must fall back into a random rear space that the one pushed back chooses. If he can not move back like there is a ledge or something or a wall he is Knocked prone. Variant Falling back This one is not based around the old AD&D one. When you are hit with a attack(s) that hits your Touch ac or higher you can either stand your ground (taking a -4 to AC) or step back 5ft (counts as your 5ft step, if you already took one then you lose one for next round.) in a rear space. With this your opponent moves up for free by losing a move action next round. If you can move back then you can only stand your ground. Other Rules Movement Creatures with a minus 2-3 to dex lose -5ft to there movement, creatures with a minus 5 or more lose another 5ft. Creatures with a +2-3 or gain 5ft to there movement, creatures with 5 or more gain another 5ft. Every +5 you go up one Phase (fast becomes Very fast). Magic The Wizard spellcasting 1 The wizard cast spells normally, but have the effect of only a caster of its minimum casting level (1 for magic missile, 3 for fireball). The Wizard can power up the spells by using Mana. A wizard gets 4+cha Mana points per level. He must spend 1 point to boost the spells effect by one level. HE cant spend more points then his caster level, add the spell level for to the point spent. The wizard casting 2 The wizard can cast any spell he knows but uses up a spell slot to do so. The Wizard uses the power of Arcane words to cast a spell and he has a chance of messing them up. He must roll a Spellcraft check with a DC of 15+spell levelx2. IF he fails then he takes 1d4/level of spell Nonleathal damage. He Uses spell points as in UA. This is also posted on the general D&D board. Please post what you think we should add to the True D&D system. |
| gbnogkfs03-23-06, 05:46 PM | an average save progression already exists in d20 system: it's the +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 |
| elven warriorXX03-23-06, 06:35 PM | Ah thanks Did not know ther was one. Update with some Movment rules. |
| starfire31103-23-06, 10:33 PM | Most of it seems fine with me... I don't think it necessarily balances is it or not... but the following would be a gamebreaker for me Combat[/U] A Combat round is 6 seconds, these 6 seconds split into 5 phases: Very fast, Fast, Average, Slow, very slow. Weapons that are light go on the Fast phase. Weapons that are One-handed go on the Average phase. And weapons that are two-handed go on Slow. Spells go on phases based on there casting time. A swift action spell goes on Fast. A Standard action spell goes on Average, and a 1 round spell goes on Slow on the next round. Attacks go for round for round. So that means if a Fighter has 3 attacks that round using a great sword he get one on Slow then 2 on Very slow. A creature using 2 weapons or more goes on the Phase of the Slower weapon with both attacks. All creatures move at Phase based on there size Gargantuan-Colossal=slow Large-Huge=average Small-medium=fast Smaller=very fast. Each side (the Party and the monsters) roll a d20 and who every gets higher goes first on hte Phase it takes its move/attack on. Two points, Weapons speeds are needlessly complicated and rarly accurate do what they are intended to do.... it is a big time headache for a monk that may go through 3 different weapon speed classes in one round. Especially when you don't knoiw what you will be doing untill you act. What happens when everyone starts out unarmed? Do they all go on very fast... or do you make everyone declare their actions at the beginning of the round, and then must follow through with it.... for example Rogue has short sword drawn, and a high dex, so acts on very fast, but he wants to charge, but he doesnt get to move until fast, so he moves on fast, now it is already past very fast so he doesnt get to attack with his short sword again until the very fast phase of next round. That whole moving and attacking at different times is just out of whack in 3.5 it really makes charging wierd or moving to attack... Also will you be using attacks of oppurtunities? Will people get to move around in the initiative order just by changing weapons.... what if I move up this could allow one to get several attacks in a round I attack with a very fast weapon, the drop(free action), then with my quick draw, I draw my fast weapon attack during the fast phase, then drop, the quick draw my medium weapon, attack on the medium phase, drop it and quick draw my slow weapon and attack during medium phase. And the whole 1 round spell goes slow on the next round is way needlessly harsh... this will give anyone that acts after you on the average phase, and before you in the slow phase 2 actions before you get to go again. One other note about basing speed of dexterity... just don't, it doesn't make sense. Dexterity is a combination of hand eye coordination, reflexes and flexibility, not how fast you are. Big difference between quickness and speed. It would make more sense to base speed of strength than dexterity, but that is still a bad idea. Example... women tend to be equally or more dexterous than men, but men tend to be faster than women. I cant really think of an example, where someone was fast because they were dexterous, I can think of examples that link speed and strength... most if not all olympic sprinters are damn strong.... I have a feeling that they are not the most dexterous in the world or they would be making millions as NFL Wide Recievers. Even Carl Lewis, how was one time the fastes man in the world, failed to make the Dallas cowboys as a wide reciever, because he lacked the ability to make quick cuts, and catch a ball |
| elven warriorXX03-24-06, 10:06 AM | Thanks for your tips and really looking at my rules. No if you are Unarmed you always go on fast (after you move) (for a medium size creature). They must say what there doing before they roll a d20 to see who goes first. Just like in AD&D. Yes AoO are used but you can give it up to Parry a Attack. Charging works like it Did in AD&D, you move half your maxium feat in 1 round, then the other half the next round and as soon as you get to the Target you can attack At that time not waiting for your Attack Phase. |
| mrurbanitesmiley03-24-06, 06:01 PM | Things: 1: the "True D&D Game system" is the one WoTC puts out. They own the rights, so theirs is the true one, and I'm sure that some people will take offense at your hubris for claiming to have the "True D&D game system" despite the flaws in your balance. 2: Clerics and Druids are, generally, the two best classes in the game. You removed their old casting and gave them sorcerer spellcasting, except with twice the number of spells known? That makes them more balanced how? (Sorcerers get 1 or 2 spells known/level) They effectivley know every spell they need to know, only they can cast spontaneously and have more spells/day. 3: These combat speed rules are to complicated, and don't actually improve gameplay at all. 4: So, effectivley, Combat Reflexes and a good Dex mod allow you to ignore half the attacks each round? (Given that at any given level, any given PC will have roughly the same to hit bonus as any given enemy, the chances of the parry attempt being successful is 50%). That's far too powerful. 5: Falling Back: How does it work, and how does it make sense? You hit my armor, so I have to move backwards? I don't get it, and the first Falling Back rules make no sense. |
| elven warriorXX03-24-06, 06:22 PM | Things: 1: the "True D&D Game system" is the one WoTC puts out. They own the rights, so theirs is the true one, and I'm sure that some people will take offense at your hubris for claiming to have the "True D&D game system" despite the flaws in your balance. 2: Clerics and Druids are, generally, the two best classes in the game. You removed their old casting and gave them sorcerer spellcasting, except with twice the number of spells known? That makes them more balanced how? (Sorcerers get 1 or 2 spells known/level) They effectivley know every spell they need to know, only they can cast spontaneously and have more spells/day. 3: These combat speed rules are to complicated, and don't actually improve gameplay at all. 4: So, effectivley, Combat Reflexes and a good Dex mod allow you to ignore half the attacks each round? (Given that at any given level, any given PC will have roughly the same to hit bonus as any given enemy, the chances of the parry attempt being successful is 50%). That's far too powerful. 5: Falling Back: How does it work, and how does it make sense? You hit my armor, so I have to move backwards? I don't get it, and the first Falling Back rules make no sense. 1. This is a both AD&D and D&D together. There for it should either be called True D&D or maybe Elven warriors True D&D. The only person that has ever thought of this so far is you. 2.I will tone down there spells. But just so you know the Druid Wildshape has gotten a major downgrade in my hous rules. 3. Nope but make it real. Read AD&D. 4. Yes you can parry attacks all you want but you lose your own attacks. 5. It is real. If you get close to getting hit or you parry an attack it helps to fall back. Like in all the Sword fighting movies. They always move back. The Touch AC rule is just there as there parry AC or the like. |
| magicchupacabra03-24-06, 11:41 PM | 1. This is a both AD&D and D&D together. There for it should either be called True D&D or maybe Elven warriors True D&D. The only person that has ever thought of this so far is you. 2.I will tone down there spells. But just so you know the Druid Wildshape has gotten a major downgrade in my hous rules. 3. Nope but make it real. Read AD&D. 4. Yes you can parry attacks all you want but you lose your own attacks. 5. It is real. If you get close to getting hit or you parry an attack it helps to fall back. Like in all the Sword fighting movies. They always move back. The Touch AC rule is just there as there parry AC or the like. Actually, this should be called "Elven Warriors RPG based on xD&D". I have to agree that true D&D is determined by the copy right holder and if they want to turn D&D into a card game and end production of all books, the card game would now be 'true' d&d. People wouldnt like it though. Your rules are a meshing of AD&D and 3.x. If you are not liking the 3.x system it would be alot easier to introduce some 3.x elements into 2nd edition than it would be to try to mesh 2nd edition into 3rd edition. A mod of 2E would be simple. Make all good rolls high and bad ones low and modify things accordingly. This leaves all the 2E goodness that you're trying to mesh into it intact and gives it a much simpler mechanic. Or you can stick with your RPG based off of D&D. But honestly, it aint D&D or true D&D. its a hybrid and is its own abomination. |
| Silverthumb12803-25-06, 05:28 AM | So, as opposed to giving critique to the content, we're picking at the title? Semantics, bah. Who cares what its called, I'd still play D&D if it were called Goblins and Greenbay Packers. If the title offends you, just ignore that much of the post. :rolleyes: Elven Warrior, I'd like to see what you think of skills and their balance with the entire game. It seems like most skills are for out-of-combat use, while everything else is used during combat(aside from select feats, namely those that offer bonuses to skills, which really hardly count). Thoughts? |
| elven warriorXX03-25-06, 10:21 AM | So, as opposed to giving critique to the content, we're picking at the title? Semantics, bah. Who cares what its called, I'd still play D&D if it were called Goblins and Greenbay Packers. If the title offends you, just ignore that much of the post. :rolleyes: Elven Warrior, I'd like to see what you think of skills and their balance with the entire game. It seems like most skills are for out-of-combat use, while everything else is used during combat(aside from select feats, namely those that offer bonuses to skills, which really hardly count). Thoughts? Skills should stay out of Combat like as in AD&D. I use the 3.5 Skill system though. I also want skills to play more of a part in Combat as well, like jumping up a wall, backfliping, and stabing the guy, this could give a Sneak attack (if the opponent makes fails a dex check) or maybe a +2 damage or some bonus. This would use Jump check, Tumble check/dex check. All DCs should be set by the DM. This way Skills are not only things that you use outside of combat, but they help you do cool stuff in Combat. |
| magicchupacabra03-25-06, 12:22 PM | So, as opposed to giving critique to the content, we're picking at the title? Semantics, bah. Who cares what its called, I'd still play D&D if it were called Goblins and Greenbay Packers. If the title offends you, just ignore that much of the post. :rolleyes: I did comment on the content. He's trying to turn 3.x into 2nd ed. The 3.x rules are not going to work well being changed that way. It would be much easier to just make all the numbers in 2e go in the same direction of higher is better. Now if you want my full opinion, I can post that, but it would be of no help honestly. In the future though you can try reading everything before you respond. :) |
| Silverthumb12803-25-06, 05:11 PM | Now if you want my full opinion, I can post that, but it would be of no help honestly. In the future though you can try reading everything before you respond. :) I don't suppose you saw the other posts nitpicking the name? If you want to think I was talking directly to you, go ahead, but you weren't the only one, and that still doesn't make it any more of a worthy subject for critique, by that I mean to be brought up at all. You just happened to be the post above mine. |
| elven warriorXX03-26-06, 08:21 PM | Anymore comments on what I should change? |
| mrurbanitesmiley03-29-06, 12:36 AM | The combat speed rules don't make the game more realistic: A character with a longsword is ALWAYS going to attack before a character with a two-handed sword, regardless of training, experience, agility, or other factors? That's just dumb. If you insist on bogging the game down with arbitrary combat speed rules, have each weapon have it's own initiative modifier, and then use initiative as normal. As for falling back, I might consider the rules for it not ludicrous if they were written using coherent english. Might i recommend: "If you make an attack roll against an opponent and surpass his touch AC, he must make an Attack Bonus check, DC equal to your touch AC, or move 5 feet away from you. If he is unable to move away from you, he falls prone", although these rules are still ludicrous. Look at the following example: Player A: Ahah! Now it's my turn. I make a full attack against you, my first attack gets a 18, and deals 12 points of damage, leaving you at 2 HP! NPC B: Well, you surpassed my touch AC, so now I get to see if I beat your touch. I choose to fail that roll, and move 5 feet away from you. Player A: I... umm.... use my remaining attacks to... umm... NPC B: My turn! I move forward and attack. repeat ad nauseum. |