User:DanielDraco/rules

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These rules are intended for a group of mixed familiarity with the game. They file some edges off both the strongest and weakest character options, while not introducing too much extra complexity – and in many cases, they make things much simpler.

Character Creation and Levelup[edit]

  • Everything on this list does not exist.
  • Starting level 1
  • 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.
  • Starting ability scores are chosen from the elite array (15, 14, 13, 12, 10, 8). Assign those numbers to whatever scores you wish, then either increase one ability by 3 or two abilities by 2.
  • Max HP for every hit die. Also, you get a bonus +20 hit points.
  • You get an extra feat at levels 2 and 4.
  • It always takes only 1,000 XP to go from one level to the next. Because of this change, you may divide all experience costs (for spells, magic item creation, etc.) by your character level.

Replacements[edit]

This material replaces WotC material of the same name, and must be used instead of the original either because it fixes something, or because it is strictly superior to the underpowered original.

Gameplay, for everyone[edit]

  • Any time any rule refers to the number HD a character or creature has, replace it with CR.
  • Most abilities which allow a save have a DC equal to 10 + 1/2 character level (not class level) + relevant ability score. This applies to:
    • Spells
    • Martial maneuvers
    • Other abilities may be given this same DC, but ask me first.
  • Characters die when their hit points reach the lower of -10 and -1/3 * their full number hit points.

Gameplay, mostly for weapon users[edit]

  • Full attacks are completely different, but much simpler.
  • 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.

Gameplay, mostly for spellcasters[edit]

  • 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 ability damage normally dealt, and imposes -2 on all d20 rolls (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 impose -2 on all d20 rolls (skill checks, ability checks, attack rolls, etc) and DCs for a number of rounds equal to the number of negative levels dealt.
  • If wish is somehow cast without its XP component, it lasts 1d12 hours. You will not know the result of this roll until the time expires.

Gameplay, for misc[edit]

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

Possibly Inconsequential[edit]

  • If the campaign goes beyond level 20, it will operate under E20 rules.

Material[edit]

Homebrew Whitelist[edit]

Here's a list of pre-approved material from this wiki that you can feel free to use. For any other homebrew, you have to ask me first. Recommended items are bolded, but all the ones here are approved.

Classes[edit]

  • Gentleman Explorer -- fights with solitary ranged attacks and has some survivalist utility
  • Berskerer -- basically a replacement for the barbarian
  • Marshal -- support character; vaguely like a bard, but infinitely more interesting
  • Sharpshooter -- exactly what it sounds like
  • Flammenwerfer (except that Smoke Blast and the blinding version of Bright Fire are only usable once per encounter each, and Sudden Airblast is not available) -- the Pyro from Team Fortress 2
  • Grimoire Rogue -- a rogue variant that's a little stronger and cleaned up for Grimoire; be sure to read Sneak Attack, because it works a little differently from core
  • Bloodcloud Assailant -- fills the air with blood, then hits harder while standing in it
  • Grimoire Soulknife -- you all know what a soulknife is; here's one that doesn't suck quite so hard
  • Grimoire Tenken -- kind of like a monk, but less sucky, speed-themed, and armed (though there's also an unarmed version)
  • Toxinblade -- in the author's words, "a twist on the defender role"; uses poison to draw blows and soak damage
  • Tome Assassin -- a base class assassin that's more worth taking than the prestige class
  • Halberdier (except that Intuitive Defender's extra AoOs are in addition to the normal one and ones from Combat Reflexes if you take it) -- uses a halberd as a reach weapon to knock people down and then smack them

Feats[edit]

Graylist[edit]

This is material that I think might be suitable based on what others have said and/or on my knowledge of the authors' work, but which I have not yet looked at. Consider them to be likely candidates for approval, but not necessarily pre-approved.

  • Electric Mage -- exactly what it sounds like
  • Shaman -- a replacement for the Druid
  • Schismsoul -- a guy with magical dissociative identity disorder
  • Iaijutsu Master -- fights while repeatedly sheathing and unsheathing his weapon
  • Trapsmith -- exactly what it sounds like