User:Havvy/Farmer

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Fumbles by Level

Some of the following are facts that fumble charts usually ignore. Not all charts ignore all details, but all ignore at least one.

  1. They ignore skill. A level 20 has the same chance to fumble as a level 1.
  2. They hurt iterative attacker. A level 20 fighter has four times the chance to fumble (actually closer to six times due to how math works) than a level 1 fighter.
  3. They ignore spellcasters.
  4. They ignore the difference between natural weapons and manufactured weapons.
  5. They ignore the difference between ranged and melee weapons.

To create a fumble chart that does not have these flaws, one needs to make two distinctions. The first is to target the attack option specifically instead of just each individual strike. As such, the following is done.

At the beginning of each attack option or spell cast under pressure, roll on the appropriate fumble chart. To roll, roll a d20 and add the appropriate modifier. For melee attacks, use BAB. For magical attacks, use caster level. Higher rolls are less severe than lower rolls, or at least, are suppose to be.

Skills

As you level up, you gain ranks. These ranks can (amongst other things like skill-tricks depending on the GM) give a stacking +1 competence bonus to any skill. Characters are limited to their level plus 3 for a total competence bonus. At first level, you choose a number of skills equal to the amount of ranks you gained that level, and for each one get a +3 stacking competence bonus. No other competence bonus may be greater than +3 nor may it stack.

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As you level up, you gain ranks as normal. This is determined by the formula INT + class bonus. When you gain ranks, you must immediately spend them. You may buy skill tricks with them or anything the GM allows you to normally do with ranks. If you put ranks into skills, you gain a stacking +1 competence bonus times the number of ranks placed into them. You do not gain four times the number of ranks at first level. Instead, you may choose a number of skills equal to the amount of ranks you got at first level. For each of these skills, you gain a +3 untyped bonus. Other than through ranks, competence bonuses are non-stacking and capped at +3.

High Fantasy d20 Ideas

Would be nice to get a ruleset that plays for these principles (okay, some are just personal preferences):

  • Rogue level BP/tier for battling/remove BP for world-affecting abilities, and instead tie them into specific levels.
    • 1 should be mundane. You cannot even take on another gang of people without problems.
    • 20 should be able to take on entire layers of planes (or entire planes without layers)
    • Multiclassing shouldn't kill you.
  • Feats should be more numerous and give horizontal bonuses instead of vertical bonuses.
  • No direct alignment (including PrC)
  • Magic is mundane. Even 'fighters' use it. There is no real anti-magic. Feats are not needed for crafting.
  • Since everybody uses magic, HP variations are less needed. Use d8 through d12 only.
  • Charisma is renamed to Might. (Based on the definition of Might given by Ludwig von Mises in Human Action and the Greek definition of Charisma)
  • Beauty is not in a stat.
  • 2 classes per power source: Trained and Innate.
  • Power source ideas: Contracts (Warlock), Spell-Weaving (3 types: Divine [Prayers], Arcane, Natural), Truenaming, Shifting [shifters, druidic shape changing]
  • All classes have a source of healing. Probably magical at that.
  • Skill specialties (as WoD)
  • Wisdom renamed to Will; (Will saves renamed to Mental saves)