Turning D&D into animé... [Archive] - Wizards Community

Post/Author/DateTimePost
Enchanter_Tom

10-08-07, 11:29 PM
In a moment of weakness yesterday, I watched Yu Yu Hakusho.

It was a horrible, horrible thing to do. However, one good thing came out of it: a way to have hilariously over-the-top battles.

You see, I found the style of fighting to be intriguing, far more interesting than the typical D&D "I full attack" method of combat. the most important thing I found was the speed and agility with which the battles are fought. While I know that this type of fighting isn't "animé" per se, it is a type of fighting that is often seen in animé.

So I started thinking about how this could be applied to D&D. Here are a few things that I thought of while pondering.

Base Speed
All movement rates are doubled. For ease of use, this increase does not affect the Jump skill.

The Jump Skill
The total distance covered by a jump is considered halved when determining a character's movement for the round (thus, a character can jump up to twice his move speed in a single round).

All characters receive a bonus on Jump checks equal to 10 + 1/2 their character level + their BAB, and all characters are considered trained in the jump skill. In addition, characters receive quadruple their Strength modifier as a bonus to Jump checks (superseding the normal bonus from Strength modifier).

If a character wishes, he or she may end his or her action while in mid-air, and characters may direct their jumping in such a manner so as to "dive" upon an enemy (this movement may only be in a descending manner, though the angle is up to the player). This requires a DC 25 Jump check that may be performed at any time, even while in mid-air. If used to adjust movement alone, this is considered a swift action. If used to attack an opponent, it is considered a standard action (in addition to the move action required by jumping). The character receives a +1/+1d6 bonus to attack/damage rolls for that attack for every 10 points by which he or she exceeds the set DC. Failure indicates that the character is unable to adjust his or her position in mid-air.

Characters may react to an attack as an immediate action by making a Jump check; treat the results of the check as the character's AC. If the attack misses, the character leaps out of the way, using the presented rules for the Jump skill; this movement does not provoke an attack of opportunity. If the attack hits, the character is knocked prone and the attacker is considered to have initiated a bull rush (although the attacker does not provoke an attack of opportunity for doing so, and the attacker does not have to move with the defender in order to push him back more than five feet).

This ability can be used by the character when threatened by an attacker at the start of the attacker's turn, but such movement provokes attacks of opportunity as normal. The attacks of opportunity are against the character's AC, not the results of the Jump check.

Attack and Damage
All characters receive a bonus to attack rolls equal to one-half their character level, and they receive a bonus to damage equal to their BAB. These bonuses apply to non-physical sources of damage, such as spells.

Characters may do additional damage by expending their own life force. As a free action, a character may do Constitution damage to himself. For every point of Constitution he sacrifices, he gains a 2d6+2 bonus on damage rolls for all his attacks; this applies even to non-physical sources of damage, such as spells. If a character's reduced Constitution score would normally render him unconscious or dead, he may delay the condition until after his or her attack(s).

Whenever a character does more than 20 points of damage in a single attack, his opponent is knocked flying backward unless he succeeds on a Reflex save equal to the damage dealt. If he fails his save, he is knocked back in a straight line for a number of feet equal to the damage taken. Should he fail his save and be knocked into an obstacle, both he and the obstacle take 1d6 damage per ten feet of knockback he would have suffered.

An attacker may choose to delay this knockback until the end of his turn (for instance, in order to take a full attack action).

Armor Class
All characters receive a dodge bonus to their AC equal to their BAB.

Hit Points
All characters start off with twice their maximum hit points at first level. A character's Constitution modifier is multiplied by two (instead of one) in order to calculate his bonus hit points.

Magic
All spellcasting characters (or characters with spell-like abilities) receive a bonus to damage from their spells or SLAs equal to their key ability modifier.

(This is all I can think of for now...and, yes, it's probably needlessly complicated, but I was bored :).)
calronmoonflower

10-09-07, 03:07 AM
You don't need to make any mechanical changes to make Dungeons and Dragons anime.

http://www.badongo.com/t/640/1840147.jpg

You may also want to ckeck this class out.
Soul Warrior (Essentia Based Class)
Enchanter_Tom

10-09-07, 03:26 AM
If I wanted just a flavor changed, yes. But there is no way to have over-the-top battles in D&D like those that exist in animé. Maybe with ToB--I haven't looked at it that closely, although I know it has ardent supporters who would argued otherwise--but I still don't think it allows one to leap a hundred feet into the air and then dive to the ground, crushing one's opponent.
Rustmonster

10-09-07, 06:43 PM
If I wanted just a flavor changed, yes. But there is no way to have over-the-top battles in D&D like those that exist in animé. Maybe with ToB--I haven't looked at it that closely, although I know it has ardent supporters who would argued otherwise--but I still don't think it allows one to leap a hundred feet into the air and then dive to the ground, crushing one's opponent.

Don't use DnD.

No, I don't mean like "You suck, never play DnD again". What I mean is, for this purpose, do not use DnD. Use a system like GURPS or BESM. You know, something made for this kind of stuff. Trying to twist DnD to be something it's not will just dissapoint you in the end. There are many other RPGs better suited for this.
Enchanter_Tom

10-09-07, 06:58 PM
Aw, but it's soooo fun to make house rules.
Green_eyes

10-10-07, 08:38 AM
Definitely look into Tome of Battle.

Or search for the Iron Heroes book.
Vaalingrade Ashland

10-10-07, 10:44 AM
The Jump Skill
The total distance covered by a jump is considered halved when determining a character's movement for the round (thus, a character can jump up to twice his move speed in a single round).
This rule should already be in effect in the standard game. The DnD jump rules are moronic. I've had halflings stuck in mid air for upwards of three rounds because of them.

You don't need to make any mechanical changes to make Dungeons and Dragons anime.
^ He's right, ya know?
calronmoonflower

10-11-07, 03:04 AM
^ He's right, ya know?

:cool:

I've thought it over and came up with the rules variants that would make a Yu Yu Hakusho style campaign possible.

1. Use gestalt classes.
2. no magic (or at least no primary casters) and low psionics.
3. Use these guild lines Low Magic D&D Made Fun and Easy For Everyone and Stephen “Shoe” Schubert, Developer
It’s You, Not Your Gear: Treasure is reduced 10-15% and permanent ability score boosting items are banned. Instead, characters get a stat increase at every even level (instead of every four levels) and a feat at every odd level. (http://www.wizards.com/default.asp?x=dnd/dd/20051216a)

Just don't stack the treasure nerfs.
4. use the defense bonus (Unearthed Arcana)
5. use action points

Yūsuke Urameshi: fighter/wilder
The energy powers that you can learn take the place of his spirit gun and shotgun.

Kazuma Kuwabara: soul knife/psychic warrior.
use the Mind's Eye variant to get psionic feats instead of Psychic Strike

Kurama: A tough one. savant/psychic warrior
Use the bonded weapon variant from the Mind's Eye to summon that whip-like weapon (I forget the name, but it has glass embedded and deals lethal damage) and the alt class feature from the same that gives you a Mantel (life I think) and choose tap Mantle to get the creation mantel. Then you can learn the Astral Construct and various Fabricate powers.

Hiei: scout/psychic warrior (I'm seeing a pattern)
The scouts skirmish ability and enhancement to speed mimic his style very well. The only part missing is his Jagan
This feat is more power than a normal one. Get the Dungeon Master's permission before using.

THIRD EYE [Psionic]
You have a third eye which represents the mind.
Prerequisite: Character level 1st
Benefit: Your favored class changes to any psionic. That is you highest psionic class does not count against you for determining any xp penalty for multiclassing. In addition your third eye occupies as your magic item space for goggles or other similar magic items.
Also you gain additional benefits based on you psionic class levels, if you have any racial hit die and are naturally psionic add those hit die to this number as well. These benefits only apply with your third eye is open and exposed.

1st Detect Psionics (Su): You may use detect psionics as the power at will, with the manifester level equal to you psionic class levels.

3rd Empathic Insight (Su): You gain a slight ability to sense the emotions of others. Because of this you gain a +1 insight bonus on all bluff, diplomacy, intimidate, and sense motive checks. At 9 psionic class levels and again at 18 psionic class levels the insight bonus increases by another 1.

6th Clairsentient Power (Su): Whenever you manifest a clairsentient power the manifester level is increased by one.

9th Aura Sight (Su): You may use aura sight as the power at will, with the manifester level equal to your psionic class levels.

12th Deeper Focus (Su): After you gain 12 psionic class levels your third eye, in a way gains, somewhat of a mind and will of its own. As a result you may psionicly focus you third eye with a DC 30 concentration check as a 1-round action. You expend this focus in place of your own.

15th Eye of Power (Su): You can store power points in your eye as if it was a recognizance crystal. You may store the power points equal to your wisdom score minus ten. If your wisdom score is lowered you do not lose extra power points stored in your eye.

18th True Seeing, Psionic (Su): You are constantly under the effects of true seeing, psionic as the power with the manifester level equal to your psionic class levels.

Special: Your third eye takes up a item slot as if it was a magic helm or headband, preventing you from using these types of items.
Genkai: monk/psion
Use the Kung-Fu Genius feat.
Holy_Beholder

10-13-07, 10:45 AM
Aw, but it's soooo fun to make house rules.

Use Fudge. You have to make house rules. Lots of house rules. Heck, for that matter you have to pick which ability does stuff, and spells, and magic system, and tons of other stuff. Of course, D&D is a great source for spells, and abilities, and a skill list, although you do have to make a couple changes. If your interested, see you on fudge forum (http://www.fudgeforum.com/) . But if you want detail, stick with D&D. They both have their niche, and D&D is for detail, classes(although I have been able to make them in Fudge) and being able to play monsters right out of a book with all sorts of sweet abilities.

Anyways, if you come to Fudge Forum, send a PM to Knaight, which is my account there. I can help you with making it anime. As for Fudge itself, I can also explain that pretty easily, at least the basics I like. Or you can look at the PDF at Fudge Home Page (http://www.fudgerpg.com) and click download Fudge Now. But still use D&D for what it is good for, and even if you don't you might want to copy stuff over. See you there.

Also about Fudge forum, record the number on the site, then click on the image to get to the actual forum. The number is needed to make an account as an anti spam precaution. But it works.
georgebartonis

10-28-07, 07:50 PM
amazing
Hyooz

10-28-07, 10:08 PM
Just making a note here: Yu Yu Hakusho is awesome and you are a horrible person for disliking it.
pigknight

10-30-07, 08:59 PM
To make this into anime just have the characters talk, alot, change death to -500 and make it so characters dieing are concious but can only talk, you know what I say is true.
Lord_Tirian

10-31-07, 10:15 AM
Try Exalted. It's great for anime-esque play.

Cheers, LT.
Gamellron

11-10-07, 04:53 AM
or, the book of iron might. (not strictly d&d but d20...but it works). it's geared towards melee characters, and has most (if not all) of what you are looking for. Bounding Step, Wave of Mutilation (aka Wind Scar!) and Thousand Blade Strike all feel kinda anime-ish. no class rewriting needed. keep in mind though that for every arcane combat feat you take, there's a 'normal' feat you arent taking.