dmshepard
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Post by dmshepard on Jan 13, 2014 16:08:20 GMT -5
I've decided to smash all of my favorite parts of different editions of dnd together to make my own house-ruled system to build worlds in. Here is the basic overview of what I'm drawing from Dnd 4e, Next, and 13th Age.
DND next elements:
Backgrounds and skills Specialties (builds, general or class/race based) Martial class set-up (simple) Expertise die and maneuvers (martial classes) Exploration Rules Multiclass rules (basic and intuitive) Advantage/disadvantage Subraces Dwarves: Hill, Mountain, Deep Elves: High, Wood, Dark Halfling: Stout, Lightfoot, Nomadic Human: Northblood, Coastblood, Wildblood Gnome: Forest, Rock, City Dragonborn: Shimmerscale, Dullscale, Ashscale Half-elf: Humanborn, Elfborn, Lost one Half-orc: Civilized, Wild, Monstrous Outsider: Deva, Tiefling, Genasi Construct: Warforged, Shardmind, Wilden (Ironkin, Crystalkin, Woodkin)
13th age elements: escalation die narrative focus (one unique thing) Free-form movement (engaged/disengaged) Talents, feats to improve talents and powers Second Wind (shared with 4e) Bonuses for natural odds/evens Defenses (related to class & specialty) Encounter building (XP-based point buy system, shared with 4e)
4th edition elements Magic-users, spells written as powers 4 defenses instead of saving throws Action points Skill challenges Racial Powers (by subrace) Critical hits (max damage) Tiers (heroic, paragon, epic), paths and destinies Weapons (types and damage) Actions (standard, move, minor, immediate) Rituals and Martial practices
Other elements 3 basic arrays for abilities 10, 11, 12, 13, 14, 16 9, 10, 11, 13, 14, 17 11, 11, 12, 13, 14, 15 Powerful figure connection: Connection to some powerful figure of the players choice. You can be the bastard son of the Archduke, or chosen at birth to complete the Prophecy of the Moon Spirit. Or maybe as a baby you miraculously survived an assault by the Red Dragon Ixizt. Flexible roles : Classes should be set up so that you can effectively fill in any of the major rolls: Striker (Kill, kill, kill), Controller (battlefield manipulation), Leader (Buffs and healing), and Defender (soak up the damage). Therefore, if you wish to play a rogue that can take a beating, you can do that, but that character may not be as mobile as others. If you wish to play a fighter that can take control of the battlefield, that is perfectly reasonable. Players are not limited in their class selections by what the party needs. Minions vs Mooks: Minions will be used for weak yet independent underlings such as a troop of goblins. They move freely of one another and have their own defenses. Mooks are used to represent the occasional mob, such as an angry mob of orcs or swarm of giant rats. They move as a unit, usually between 4-10, and attack as one. Their attacks grow weaker as their numbers deplete, and many can surround players. Updated special actions: Some combat actions, such as coup de grace, bullrush, charge, and others are slightly modified from other versions. Perks and Quirks: These are minor advantages and features that a character exhibits. Characters can spend their Story Points on these at creation, and may gain some throughout the campaign. Most of these are flavored for non-combat tasks and actions, though some may indirectly help in battles.
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Boone
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Post by Boone on Jan 15, 2014 13:00:20 GMT -5
Two thumbs up. Are you gonna jiffy up a customized character sheet of sorts, or just modify an existing one to your pleasure? Or just straight up pen and paper? Haha.
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dmshepard
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Post by dmshepard on Jan 15, 2014 13:46:24 GMT -5
I'll probably rig one up of my own. Any layout suggestions for it?
Also, any questions on how I'm going to implement these elements? I'll answer the best I can. Or do you have any issues or thoughts on how you think some mechanics should work? Like, I was thinking about implementing a dice challenge for picking locks, kind of like the mini task in the Elder Scrolls, with lockpick breakage and everything.
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Boone
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Post by Boone on Jan 16, 2014 21:28:05 GMT -5
Using Excel would probably be an easy way to do it, for something rudimentary. If I still had Photoshop I'd offer to help, but alas.
No questions/comments. I wanna continue to see what where you take this...
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dmshepard
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Post by dmshepard on Jan 17, 2014 11:11:48 GMT -5
The game mechanics for the races/subraces as of now:
RACES
Dwarves +1 bonus to Constitution Encumbered Speed – a dwarf's speed is always 25 (5 squares), even when encumbered. Dwarven Resilience – Dwarves have advantage on saving throws against poison effects. Dwarven Weapon Training – As a dwarf, you are proficient with battleaxes, throwing axes, warhammers, and throwing hammers. Languages: Common, Dwarven
Hill Dwarves +1 to Strength Toughness – you start with1 additional hit point, and gain 1 additional hit point at each level. Sturdy – When an effect would knock you prone, you may make a saving throw to avoid it. Low-light vision Power: Dig deep (minor, encounter; spend a healing surge) Mountain Dwarves +1 Wisdom Darkvision 60 ft Stonecunning – You have advantage on Dungeoneering checks made while underground. Power: Battle Aware (minor, encounter; you get +1 to all defenses and cannot offer combat advantage unless knocked unconscious until the end of your next turn.
Deep Dwarves +1 to Intelligence Darkvision 60 ft Additional Language – Undercommon Resist fire 5 Power: Infernal Quills (minor, encounter; Ranged 3; Dex v. AC; 1d8+dex poison damage)
Elves +1 bonus to Dexterity Speed 30 feet (6 squares) Fey Ancestry – Advantage on saves against being charmed, and immunity to sleep effects. Trance -You do not need to sleep. Instead, you enter a trance-like state for 4 hours. Languages: Common, Elven
High Elves +1 bonus to Intelligence Weapon proficiency – you are proficient with the longsword Cantrip – you know 1 arcane cantrip of your choice. Intelligence is your ability for it. Power: Fey Step (move, encounter; teleport up to your speed)
Wood Elves +1 bonus to wisdom Low-light vision Weapon Proficiency – you are proficient with the longbow and shortbow. Wild step – Your speed increases by 5 feet ( 1 square) and you can shift through difficult terrain. Power: Elven accuracy (free, encounter; reroll an attack roll and use the second result)
Dark Elves (Drow) +1 bonus to Charisma Darkvision 60 ft. Power: Choose one – Cloud of Darkness (minor, encounter; burst 1; area becomes magical darkness until the end of your next turn.) OR Darkfire (minior, encounter; ranged 10; Int, Wis, or Cha vs Reflex; until end of your next turn, target provides combat advantage and cannot benefit from partial cover or concealment)
Halflings +1 bonus to Dexterity Small size Speed 25 feet (5 squares) Brave – advantage on saves against fear effects Languages: Common, choice of one other
Lightfoot Halfling +1 bonus to Charisma Nimble – You can move through squares occupied by creatures at least a size larger than you. Quick reaction – you have a +2 bonus to your AC against opportunity attacks. Power: Second chance (free, encounter; force enemy to reroll attack and use second result)
Stout Halfling +1 bonus to Constitution Stout Stomach – you have advantage on saves against poison. Bold - +1 on attack rolls against enemies at least a size category larger than you. Power: Lucky (free, encounter; you may reroll a 1 on an attack or check and use the new roll)
Nomadic Halfling +1 bonus to Charisma Taunt – you have advantage on bluff checks to provoke enemies. Klepto – you have advantage on thievery checks to filch small items, except when taking them from sentient beings. Power: Me first! (free, encounter; you can reroll your initiative and take to second result)
Humans +1 to ability score of your choice Bonus feat – you get a bonus feat at first level Bonus Skill – you gain training in an additional skill. Speed 30 ft (6 squares) Languages: Common, choice of one other
Northblood +1 bonus to Constitution Skin of the North – resist cold 5, and you have advantage on saving throws vs. the slowed or immobilized conditions. Power: Cold Heart (minor, encounter; you gain 5 temporary hit points)
Coastblood +1 bonus to Charisma You have advantage on Mercantile checks. You know an additional language Power: Streetsmarts (minor, encounter; all rolls you make until the end of your next turn, including damage rolls, have a +1 bonus)
Wildblood +1 bonus to Strength Your speed increases by 5 feet (1 square) You have advantage on Nature checks Power: Ferocity (minor, encounter; you can make an extra basic attack this turn as part of your standard action)
Gnomes +1 bonus to Intelligence Speed 25 feet (5 squares) Small size Low-light vision Languages: Common, Gnome
Rock Gnomes +1 bonus to Constitution You have advantage of Craft checks you are trained in. You automatically have the Tinkerer feat (heroic level) Power: Mage hand (as wizard cantrip; at-will; if also a wizard, or gains this by any other means, gains the heroic tier feat for it) Forest Gnome +1 bonus to Dexterity Speak with animals – you can communicate with small animals such as birds and rodents. You have advantage on saves against illusions Power: Fade away (Immediate reaction, encounter; when you take damage, you may become invisible until you attack or until the end of your next turn.)
City Gnome +1 bonus to Wisdom You have advantage on Streetwise checks You know an additional language of your choice Power: Trickster (as the ghost sound cantrip, at-will; or the heroic tier feat if gotten from class or item.
Half-elves +1 bonus to Charisma Speed 30 feet (6 squares) Low-light vision Languages: Common, choice of one other
Humanborn Half-elf +1 bonus to Wisdom Bonus feat – you gain an additional feat at first level. You have advantage on diplomacy checks. Power: Scrapper (minor, encounter; mark an enemy within 5 squares of you. That enemy must attack you on its next turn, if able)
Elfborn Half-elf +1 bonus to Dexterity You have advantage on saves against being charmed Bonus language – elven Power: Fey blood (move, encounter; you can teleport up to 3 squares OR increase your speed by 5 feet (1 square) until the end of your next turn)
Lost One +1 bonus to Constitution You gain training in an additional skill You have advantage on Bluff checks to disguise yourself. Power: Regroup (immediate reaction, encounter; when you become bloodied, you may shift up to 15 feet (3 squares)).
Half-orcs +1 bonus to Strength Speed 30 feet (6 squares) Low-light vision You are trained in Endurance Languages: Common, Orcish
Civilized Half-orc +1 bonus to Wisdom You have advantage on Perception checks in areas of civilization Back Alley Training: You are proficient with the Bolas. Power: Gambit (minor, encounter Wild Half-Orc +1 Bonus to Dexterity You have a +1 bonus to Initiative You have advantage on Intimidation checks Power: Swift Charge (standard, encounter; you can make a charge attack, moving up to your speed +2. You do not habe to travel straight and you do not provoke attacks of opportunity.)
Monstrous Half-Orcs +1 bonus to Constitution Darkvision 60 ft You apply the escalation dice bonus to both attacks and damage. Power: Assault: (free action, encounter; and attack you hit with deals 1[W] extra damage if it is a weapon attack or 1d6 extra damage if it isn't.)
Dragonborn +1 bonus to Strength Speed 30 feet (6 squares) Dragon heritage: You have advantage on saving throws against charms and sleep effects. Languages: Common, Draconic
Shimmerscale Dragonborn +1 bonus to Charisma You get +1 to attack rolls while you are bloodied You have a +1 natural armor bonus. Power: Dragon Breath (minor, encounter; close blast 3; Str, Con, or Dex, +2 vs Reflex, 1d6+ Constitution modifier of fire, lightning, acid, cold, or poison damage (choose upon creation))
Dullscale Dragonborn +1 bonus to Constitution Your surge value is equal to one-quarter of your maximum hit points + your Con modifier. You have resist 5 to the type of your Draconic ancestry Power: Dragon Stream (minor, encounter; as breath, except in a 5-square line.)
Ashscale Dragonborn +1 bonus to Intelligence Darkvision 60 ft. You have advantage on saves against poisons, and on checks to safely handle poisons. Power: Knock-out Breath (minor, encounter; close burst 1, creatures in burst, Int+2 vs Fort; target is dazed (save ends))
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Boone
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Post by Boone on Jan 17, 2014 16:44:42 GMT -5
I like in particular your sub-classification of humans. It's nice to see that outside of video games.
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dmshepard
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Post by dmshepard on Jan 17, 2014 16:51:51 GMT -5
That's always been something that bothered me. Here's elves and dwarves with all these cool abilities. Then there are humans. They are human and they do stuff, the end. But I figure humans would be differently adapted and built depending on where they were raised.
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