2019 has the web site spell lists overhauled to add Wizard spells up to 9th level and to add Druid spells.
3. New Help
The Playing the Game and Dungeon Mastering sections had major updated to hopefully make it easier for new players and new DMs to get into the game. The adventure Goblin Raiders makes learning easier by walking through the rules as you play.
I was reading some really OSR and the concept of Weapon Proficiencies came up. I think this is actually a great limited to add along with the new encumbrance and time limits. Like all rules in SimpleDnD this is an optional rule, but one I cannot recommend enough.
If you ARE NOT proficient with the weapon you are using, you receive a -3 penalty to both hit and damage rolls. NOTE: A negative damage amount is damage applied to the player character. This illustrates that they have accidentally hurt themselves with an unfamiliar weapon.
Each class get’s 1 weapon that they are proficient with.
Cavaliers get 3 and Barbarians 2, this is due to their life long combat interest.
I’ve been brainstorming some ideas for new magic items and I’m really loving the idea that tech is magic. Not today’s technology, but maybe technology that is 10-50 years into the future. Obviously this brings the whole setting into question (what happened that everything is wilderness now? where did these’s other species come from?)
Magic sphere – (force field emitter)
Boots of speed (Healeys or roller skates)
Glow rod (stun / taiser)
Folding tent (just a modern tent ultra compact)
Knowledge box – (Alexa?)
Backpack of many pockets (just a high tech backpack that makes finding items instant)
Door scanner (glow rock hand print lock)
Pocket fortress port o’ fort (a more “military grade” tent)
Mask of water breathing (scuba mask)
Boots of swimming (fins)
Box of magic detection (geiger counter)
Staff of metal detection – metal detector
Straw Of purification – think life straw
Substance Box (for turning anything into a nourishing pill)
Infravision goggles (nightvision)
What do you think? Ideas? Thoughts? Post a comment below!
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
Climb (+4) – used to climb walls, mountains, etc
Stealth (+2) – used to hide and move without detection
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.
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:
Crafting: Disguise, Poison, Tinker, Traps (choose) one slot per
Sleight of Hand
Use Magic Devices
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!