Difference between revisions of "User:DanielDraco/sandbox"

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(Replaced content with "==Gentleman of Science== *traps *stages of retrofuturism: :*steampunk ::*Steam Rifle (3.5e Equipment) :*dieselpunk :*atompunk")
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==Gentleman of Science==
+
====Character Creation and Levelup====
*traps
+
*There are no alignments. This means, for example, that Smite Evil becomes simply Smite -- and you can use it against whomever you want.
*stages of retrofuturism:
+
*All standard races are replaced with [[Simplified Races (3.5e Variant Rule)|these]].
:*steampunk
+
*We are using [[Grimoire_of_the_Balanced_Wheel_(3.5e_Sourcebook)/Changes_to_Character_Creation_(or_Who_Are_We%3F)#Point Buy|this]] point buy system.
::*[[Steam Rifle (3.5e Equipment)]]
+
*Max HP for every hit die. Also, you get a bonus +20 hit points.
:*dieselpunk
+
*You gain a bonus to AC based on your BAB, and miscellaneous bonuses are nerfed a bit, as detailed [[Grimoire_of_the_Balanced_Wheel_(3.5e_Sourcebook)/Changes_to_Character_Creation_(or_Who_Are_We%3F)#Bonuses to AC|here]].
:*atompunk
+
*If you have a Medium BAB (like a rogue), you get [[Grimoire_of_the_Balanced_Wheel_(3.5e_Sourcebook)/Changes_to_Character_Creation_(or_Who_Are_We%3F)#Attack Bonus|some goodies]] to compensate. For classes that aren't detailed there, consult me.
 +
*Save bonuses are [[Grimoire_of_the_Balanced_Wheel_(3.5e_Sourcebook)/Changes_to_Character_Creation_(or_Who_Are_We%3F)#Saves|completely different]].
 +
*You [[New Level-Dependent Benefits (3.5e Variant Rule)|automagically get bonuses]] as you level up, but those bonuses from magic items [[Simplified Items (3.5e Variant Rule)|are gone]].
 +
*Experience-to-level thresholds don't scale quadratically. It always takes only 1,000 XP to go from one level to the next.
 +
 
 +
====Gameplay====
 +
*Size bonuses/penalties to special attacks and Hide checks scale at a rate of 1 per size category, instead of the silly quadratic bullshit of the standard rules.
 +
*Any time an effect refers to HD, replace it with CR.
 +
*Spells, maneuvers, and powers have a DC equal to 10 + 1/2 character level (not class level) + relevant ability score. Other abilities may be given this same DC, but ask me first.
 +
*Taking 10 and 20 [[Alternative Take X (3.5e Variant Rule)|works differently]].
 +
*You can retry Knowledge checks, but it takes 1 round, consuming all your actions -- you can't think of it off the top of your head, so you have to stop and focus on trying to remember. This can be used in concert with the previous rule.
 +
*You can [[Taking Stock (3.5e Variant Rule)|take stock]] of your situation as a standard action to gain a smallish bonus.
 +
*You gain an ability to [[Healing Surges (3.5e Variant Rule)|increase the effectiveness]] of any healing effect on you; in exchange, healing effects are limited outside combat. Can also be triggered (with limits) when taking stock.
 +
*Falling below 0 HP [[Grimoire of the Balanced Wheel (3.5e Sourcebook)/All About Combat (or Round One... Fight!)#Death and Dying|works a little differently]].
 +
*Full attacks are [[Alternative Iterative Attacks (3.5e Variant Rule)|completely different]], but much simpler.
 +
*Concentration and Tumble are [[Grimoire of the Balanced Wheel (3.5e Sourcebook)/All About Combat (or Round One... Fight!)#Scaling Concentration and Tumble Checks|harder to use]].
 +
 
 +
====Buffed are the Weak, for Theirs is the Kingdom of Celestia====
 +
*Stone Dragon maneuvers do not care whether you and your target are touching the ground.
 +
*Stone Dragon stances do not end when you move.
 +
*Sneak attack (and other sources of Precision-based damage such as Sudden Strike and Skirmish) deals 1/2 damage to creatures immune to critical hits.
 +
 
 +
====Sin Queso====
 +
*Efreeti's ''wish''es last 1d12 hours. You will not know the result of this roll until the time expires.
 +
*Everything on [[User:Ghostwheel/3.x_Banned_List|this list]] does not exist.
 +
*Save-or-die effects instead deal 10 damage per level.
 +
*Ability damage or drain instead deals damage equal to the target's level for each point of damage dealt, and grants -2 to all checks (skill checks, ability checks, attack rolls, etc) and DCs dependent on the targeted ability score for a number of rounds equal to the amount of ability damage/drain dealt.
 +
*Negative levels instead deal damage equal to twice the target's level for each negative level dealt, and grant -2 to all checks (skill checks, ability checks, attack rolls, etc) and DCs for a number of rounds equal to the number of negative levels dealt.
 +
*When a critical hit is achieved, multiply the base damage of the weapon (including enhancements it might possess) by its multiplier. Sneak attack, Strength damage, and other sources of damage outside the base weapon damage and enhancements are not multiplied. The main effect of this is that high-strength monsters won't one-hit you on a crit.
 +
 
 +
====Possibly Inconsequential====
 +
*If the campaign goes beyond level 20, it will operate under [[E20 (3.5e Variant Rule)|E20]] rules.
 +
*If you die, [[Failure is not the End (3.5e Variant Rule)|divine providence restores you]]. But bad shit still goes down, because [[Dying_is_Serious_(3.5e_Variant_Rule)#The_Reaper|this dude]] gets to kill whomever he wants in order to bring you back.
 +
*Healing spells are Necromancy, not Conjuration.

Revision as of 13:47, 27 December 2012

Character Creation and Levelup

  • There are no alignments. This means, for example, that Smite Evil becomes simply Smite -- and you can use it against whomever you want.
  • All standard races are replaced with these.
  • We are using this point buy system.
  • Max HP for every hit die. Also, you get a bonus +20 hit points.
  • You gain a bonus to AC based on your BAB, and miscellaneous bonuses are nerfed a bit, as detailed here.
  • If you have a Medium BAB (like a rogue), you get some goodies to compensate. For classes that aren't detailed there, consult me.
  • Save bonuses are completely different.
  • You automagically get bonuses as you level up, but those bonuses from magic items are gone.
  • Experience-to-level thresholds don't scale quadratically. It always takes only 1,000 XP to go from one level to the next.

Gameplay

  • Size bonuses/penalties to special attacks and Hide checks scale at a rate of 1 per size category, instead of the silly quadratic bullshit of the standard rules.
  • Any time an effect refers to HD, replace it with CR.
  • Spells, maneuvers, and powers have a DC equal to 10 + 1/2 character level (not class level) + relevant ability score. Other abilities may be given this same DC, but ask me first.
  • Taking 10 and 20 works differently.
  • You can retry Knowledge checks, but it takes 1 round, consuming all your actions -- you can't think of it off the top of your head, so you have to stop and focus on trying to remember. This can be used in concert with the previous rule.
  • You can take stock of your situation as a standard action to gain a smallish bonus.
  • You gain an ability to increase the effectiveness of any healing effect on you; in exchange, healing effects are limited outside combat. Can also be triggered (with limits) when taking stock.
  • Falling below 0 HP works a little differently.
  • Full attacks are completely different, but much simpler.
  • Concentration and Tumble are harder to use.

Buffed are the Weak, for Theirs is the Kingdom of Celestia

  • Stone Dragon maneuvers do not care whether you and your target are touching the ground.
  • Stone Dragon stances do not end when you move.
  • Sneak attack (and other sources of Precision-based damage such as Sudden Strike and Skirmish) deals 1/2 damage to creatures immune to critical hits.

Sin Queso

  • Efreeti's wishes last 1d12 hours. You will not know the result of this roll until the time expires.
  • Everything on this list does not exist.
  • Save-or-die effects instead deal 10 damage per level.
  • Ability damage or drain instead deals damage equal to the target's level for each point of damage dealt, and grants -2 to all checks (skill checks, ability checks, attack rolls, etc) and DCs dependent on the targeted ability score for a number of rounds equal to the amount of ability damage/drain dealt.
  • Negative levels instead deal damage equal to twice the target's level for each negative level dealt, and grant -2 to all checks (skill checks, ability checks, attack rolls, etc) and DCs for a number of rounds equal to the number of negative levels dealt.
  • When a critical hit is achieved, multiply the base damage of the weapon (including enhancements it might possess) by its multiplier. Sneak attack, Strength damage, and other sources of damage outside the base weapon damage and enhancements are not multiplied. The main effect of this is that high-strength monsters won't one-hit you on a crit.

Possibly Inconsequential

  • If the campaign goes beyond level 20, it will operate under E20 rules.
  • If you die, divine providence restores you. But bad shit still goes down, because this dude gets to kill whomever he wants in order to bring you back.
  • Healing spells are Necromancy, not Conjuration.