Fixed Bonus Types (3.5e Variant Rule)

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Author: MisterSinister (talk)
Date Created: 4th November 2010
Status: Finished
Editing: Clarity edits only please
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A Note on Usage[edit]

These rules are intended to be used with the new level-dependent benefits and simplified items rules.

The Problem[edit]

The motivation behind typing DnD bonuses is quite a sensible one - it is designed to avoid things stacking onto each other into infinity and completely anally-destroying any semblance of the RNG. However, unfortunately, the number of bonus types so created is so large that they actually fail to achieve this result at all, instead acting as a licence for RNG-rape.

To make matters worse, these bonus types have loose (if not outrightly no) definitions of what they can (and more importantly, can't) apply to. This leads to people doing stuff like putting insight bonuses on armour and luck bonuses on saves, which just makes for even more number inflation and dumpster-diving. The result of this is that people end up falling off the RNG, or in some cases, have to struggle to get meaningful numbers with dumpster-diving and searching for stackable options.

Part of the solution for this is, of course, not to make such a thing a necessity. However, at the same time, a significant number of bonuses simply have no business existing and need to be removed. Additionally, the ones that remain need to have much stricter rules about what they can apply to. This isn't actually hard; it just requires a bit of discipline.

The Solution[edit]

First of all, use Tome of Prowess. No really.

Secondly, the following bonus types no longer exist in any form. Anything in the system that uses any of these needs to be retyped to something more appropriate, depending on what they apply themselves to.

  • Alchemical
  • Circumstance
  • Deflection
  • Inherent
  • Insight
  • Luck
  • Profane
  • Racial
  • Resistance
  • Sacred
  • Synergy

Additionally, there are now rules regarding what bonuses may apply to. When used with the rules in The Other Tome of Magic, this section isn't really necessary, but for those who want to use these rules without implementing The Other Tome of Magic, or who want to create their own content or adopt other content into the system, these are a helpful set of rules to ensure numbers don't spiral off into insanity.

The following bonuses can only be applied to the listed values and no others.

  • Ability Modifier: Unchanged from SRD
  • Armour: AC
  • Competence: Ability checks, initiative, skill checks, combat manoeuvre rolls, combat manoeuvre defences
  • Dodge: AC, Reflex saves
  • Enhancement: Ability scores, AC, attack rolls, damage rolls, saves, save DCs, spell penetration rolls
  • Morale: Ability checks, AC, attack rolls, damage rolls, saves
  • Natural Armour: AC
  • Shield: AC
  • Size: AC, attack rolls, grapple checks (special)


MisterSinister's Homebrew (321 Articles)
MisterSinisterv
AuthorMisterSinister +
Identifier3.5e Variant Rule +
Rated ByHavvy +, Fluffykittens +, DanielDraco +, Luigifan18 + and Franken Kesey +
RatingRated 1 / 4 +
TitleFixed Bonus Types +