Heroic Points and Healing Surges

Just a thought – use Heroic points for Healing Surges.

To use: Spend the Heroic point and roll your hit dice and heal that amount.

Hit Dice: Your level is the amount of dice to roll, your class hit dice is the dice you use.

Thoughts? Ideas?

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Encumbrance Idea

Cool idea from the Raging Owlbear Blog

Body – A PC can carry a certain number of small items (represented by “equipment slots”) attached to their armor or body. These are limited by body location and number, not weight.

Pack – A PC can carry a larger assortment of items in a pack, but this is limited by the pack’s carrying capacity. Even if a pack isn’t completely full, it’s encumbrance value adds to the PC’s total encumbrance while traveling. If a PC doed not drop their pack as an action when entering combat, all physical actions (such as attack rolls, spell attacks, physical skill checks) are performed with Disadvantage.

Body Equipment Locations

Primary –  The PC’s primary melee or ranged weapon usually worn on the hip.
Secondary – A shield, secondary melee weapon, or ranged weapon worn on the opposite hip or with a strap.
Ammunition – A single quiver, ammo pouch, component belt, or utilized as non-ammunition bag if no ammunition is carried.
Consumables – 2 protective cases for a potions or scrolls worn on the torso for easy access.
Worn Items – Armor, Helm, Cloak, Pendant/Brooch, Bracers, Left Ring, Right Ring. Belt, Legs, and Footwear.

I personally have been knocking around a system more like World of Warcraft meets Jenga meets Tetris. Each item takes up a number of boxes in a storage grid. If it doesn’t fit you can’t carry it. The coupled with the weight system I think can be a win. I really like the StarFinder idea of each item or one tenth of an item.

Thoughts? Ideas?

Modern Options

One of the things I’ve always look at, but haven’t played yet is UltraModern. I love the idea of adding modern armor, weapons or even mechs into the fantasy world (ala Shadowrun).

Guns

Guns breakdown into a few categories:

Light – one / two handed weapon limited ammo (light ammo only). (when used two handed gain +2)

Heavy –  two handed – had slower reload or slower rate of fire, or …

Attributes

Automatic Fire – if you crit on a roll (18+) roll again with disadvantage against the next closest enemy target or the same target. Attack over and over until you miss or run out of ammo.

Load Out – the ammo of ammo that can be used before requiring reload

Rate of Fire – the amount of ammo expelled in a round

Reload – how many rounds to reload (change cartridge, eject shells, etc)

Armor Piercing – this would be a bonus that negates a certain amount of armor AC (not dex or base) you can’t go lower than the AC + Dex

Range – no change from the current rules

Example

Revolver

type: light
damage: per ammo
range: 50/250
weight: 2 lb
load out: 6
rate of fire: 2
reload: 2 rounds
cost: $150

Semi Automatic Pistol

type: light
damage: per ammo
range: 30/150
weight: 2 lb
load out: 10
rate of fire: 2 or auto
reload: 1 round
cost: $450

Ammo

Light: Regular
Damage: 1d6
Cost: $25 for 100 rounds

Light: Armor Piercing
AC -5
Damage: 1d8
Cost: $250 for 100 rounds

Light: Hollow Point
Damage: 1d10
Cost: $200 for 100 rounds

Thoughts? Ideas?

Ratling

Screenshot 2018-01-24 11.42.53
Skaven Assassin

Ratlings are bipedal humanoid-rodent hybrid that are known to dwell in settings ranging from semi-underground warrens or along riverbanks. They are known for being a communal race, especially in cities where they can take over an entire quarter and turn it into their own. Ratling’s fur ranges in shades of black, grey, white with brown being one of the few “colors” of the race. Their eyes are typically black, dark brown, with the occasional red eyes. Their noses are typically a pinkish color. They are known for their sharp claws and sharp senses.

Ability Score Caps: Ratlings cannot exceed +2 in any ability except for Dex and Con where they can have up to a +3. Ratlings cannot exceed Zero in Strength.

Ability Score Max: Ratlings have a max total combined ability total of 5

Size: 3-4 foot tall, 60 – 120 lbs

Speed: 30 feet

Languages: Undercommon and Common

Special Racial Abilities:

Darkvision: 120 feet due to living in nothing but darkness.

Plagued Upbringing: Growing up and spawning in filth has its advantages. Gain advantage in checks against toxins and diseases.

Skiddish: Ratlings can +2 to their notice value.

+2 bonus to Armor Class due to small size

+3 bonus to Combat Initiative for their small quickness

Skill Bonuses

Climb (+4) – used to climb walls, mountains, etc

Stealth (+2) – used to hide and move without detection

Class Restrictions

Ratlings may only choose from Cleric, Thief, or Barbarian.

Weapon and Armor Restrictions:

A Ratlings may wear any kind of armor, and may use a shield. However, their armor and shields must be specially made for their small size (doubling the list price). Even dwarf-sized armor is too large for them.

A Ratlings may only use weapon weighing 2lbs or less (such as a dagger, short sword, or shortbow), and may not use two-handed swords, longbows, battle axes, pole-arms, or other large weapons.

Character Skills

In newer versions of D&D and Pathfinder they each have a skill list. Contrary to popular belief this is not a new idea. Skills go all the way back to the original D&D in the form of Thief skills. I propose that skills are integrated into Simple DnD in a more uniform manner. Skill based characters (Assassin, Grifter, Ranger and Thief) would be completely replaced with the new class, just called Rogue, and allowing the players to customize their characters as they see fit.

Each rogue would choose 6 of the following skills and distribute 24 points between them:

Skill List:

  • Animal Handling
  • Climbing
  • Contacts
  • Crafting: Disguise, Poison, Tinker, Traps (choose) one slot per
  • Deceive
  • Disable Devices
  • Intimidate
  • Investigate
  • Linguistics
  • Lore
  • Sleight of Hand
  • Stealth
  • Tracking
  • Use Magic Devices
  • Will Power

At each level up the player would gain 3 additional points to distribute. New skills can be acquired at the cost of 6 skill points and would start at 1.  With one additional skill added at each 5 levels.

Class Build Outs

A thief would know: Climbing, Crafting: Traps, Disable Devices, Investigate, Stealth and Use Magic Devices

An assassin would know: Climbing, Contacts, Crafting: Poison, Intimidate, Tracking and Stealth

A grifter would know: Contacts, Deceive, Intimidate, Lore, Stealth and Will Power

A ranger would know: Animal Handling, Climbing, Investigate, Lore, Stealth and Tracking

Let me know your thoughts and ideas in the comments below!

 

 

Hit Points vs Damage System

As many of you know, I work on a number of different systems. I am a frequent GM for Fate Core, D6 Star Wars and even Savage Worlds in addition to other non-rpg board games. One of the things that always seems to bog down our D&D sessions is the combat grind. Turn after turn of rolling d20 and deducting points. While this can lead to some additional drama, more times than not it just bores the pants off of me. So what can be done to improve the speed of the combat round while still keeping the drama of that natural 20?

Enter the damage system.

All of the other games I GM have a system of damage that consists of multiple “steps” that drag your player down closer to death. Typically it’s three steps: Wounded, Incapacitated, and Taken Out. I really like this, but how can it be worked in a D&D type system?

I think that it’s a matter of adjusting how damage is applied to the player or monster.

Rolling to hit.

To hit an opponent we roll d20 and add modifiers vs the target’s Armor Class (AC). That’t still good – the ability to adjust how hard to hit something works.

Rolling damage needs to change.

Roll the damage for the weapon (ex: 1d8) and then compare it to the target’s strength. So if a Ogre has a +4 to strength so any roll over 4 would result in a wound, whereas a rat with a strength of +1 would wound automatically if hit. This would keep with the paradigm that rats are easier to kill than ogres. It also would allow for damage to scale automatically without changing anything else. A two handed sword does 2d6 damage and it much more likely to kill a monster with one hit that a dagger. It works.

The OpenD6 system has a great scale for damage. It allows for the amount over the target’s strength to cause addition issues. I also like this. It allows for high damage rolls to really kill things fast (as they should).

 

Amount over Strength

Amount Over Status Effect
1-3 Stunned -1 to all rolls next round actions only
4-8 Wounded -1 to all rolls until healed
9-12 Incapacitated / Severely Wounded CON Save or become unconscious. Success you become Severely Wounded: -3 to all rolls until healed
13+ Mortally Wounded CON Save or Death. Success you become Mortally Wounded: -5 to all rolls until healed

If the player is already wounded once, then the second wound would would penalize the character with a -2 to all rolls until healed. If they’re wounded again, treat that wound as a Severe / Incapacitated wound. If it happens after that, then treat it as a mortal wound.

If the player is already stunned and get’s stunned again – then stack the stunned penalty. A player can be stunned as many times as they have strength with a minimum of once. If they get stunned after that, then they become unconscious for 1d6 rounds.

Any additional wounds are automatically upgrade to the Incapacitated / Severely Wounded level, save accordingly.

Soaking Damage

The final piece of the puzzle is a way for HEROIC saves to happen. I propose a CON check (or use the monster’s hit dice as the bonus) to halve the damage roll (rounded up). This would represent the ability for heroes to shrug off attacks. Creatures that are resistant to certain types of damage would automatically get half damage.

Final Run Through

Player Attacks. Roll d20 + bonus > Target Armor Class (AC)

if hit, then roll the weapon’s damage  (ex: 1d8 + str for a sword) and find the difference between the roll and the target’s strength.

if the difference is greater than zero, then defender rolls CON Save 10 to reduce the number by half (AKA the Soak)

Finally compare final number to chart above to see the effect

 

So what do you think?

Does this make sense? Would it speed up combat? Post a comment below and let me know.

 

 

D100 Things That Are In Pockets

1 3 SPs 51 Small petrified head
2 False teeth  52 Feather from rare bird
3 Obscured treasure map 53 A couple of small round stones
4 Love letter 54 Loose tea in a leather pouch
5 Small silver dagger 55 Gold bracelet (30 GPs)
6 A set of rusty keys 56 A wool cap
7 Pocket lint 57 A piece of moldy cheese
8 A flint & steel  58 A note regarding a merchant caravan needing guards
9 A tent peg 59 A four leafed clover
10 A set of strings for a lute 60 A pair of smelly socks with holes in them
11 A few crushed herbs 61 Small bottle containing yellow liquid
12 Small change purse, no gold 62 The bill of a duck
13 A needle and thread 63 A morbid shopping list (random body parts)
14 Small whetstone 64 A sash with a skull embroidered on it
15 3 beans 65 A book detailing the rise and fall of an old empire
16 Lyrics and music to a song 66 A set of glowing large stones
17 Small cracked mirror 67 A bloodied rag
18 Small finger trap (1d4 damage) 68 Hair clip
19 A few wooden puzzle pieces  69 A fishing hook and some line
20 Carved pipe 70 Small hand tools
21 Contract for murder 71 A severed finger
22 A rabbits foot 72 Necklace with green stone
23 Leather sling 73 A bag of seeds
24 1 six sided dice 74 A small rolled up tapestry depicting a battle scene
25 A religious symbol 75 A small rodent (1d4 damage bite)
26 Small book with poems 76 A vial containing slime that is moving
27 Brass ring 77 Belt buckle
28 3 playing cards 78 A promissory note for gold
29 Bottle of poison 79 A handkerchief
30 A children’s toy top 80 A letter detailing a plot to overthrow the local government
31 Bits of leather straps 81 A gold piece with a hole drilled thru it
32 Small bone statue of an elk 82 A recipe for mead
33 Letter of acceptance into a mage’s school 83 A knuckle bone
34 Blue crystal 84 Bits of gold thread (5 SPs)
35 Arrow head 85 Hand paper fan
36 Purple ladies gloves 86 A potion of healing
37 A spell book containing 3 – 1st level spells 87 Small water pouch
38 10 CPs 88 A pair of rose coloured glasses
39 A tooth from a large cat 89 A torn parchment
40 Leather key chain with no keys 90 Dagger +1
41 A letter from a local lord 91 A ring of invisibility
42 A jar of mysterious salve 92 A broken hilt from a sword
43 A few chicken bones 93 A map to a city underground
44 The eye of a monster 94 Tobacco rolled in a large leaf
45 A note about taxes being overdue 95 A scroll containing a 1st level spell
46 Wine cork 96 A small metal sundial
47 Small telescope/sextant 97 Hand drawn picture of a lonely cave entrance
48 Nail file 98 Keys to a local tavern
49 Comb 99 Vial of oil for a lantern
50 Folded piece of cloth with a wolf embroidered on it 00 A broken candle

Special thanks to 3 Toadstools Publishing http://www.3toadstools.blogspot.ca