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?

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.

 

 

Combat – Expanded

SimpleDnD thus far has been about simple hand-to-hand combat. Your character stands toe to toe with a monster and they slug it out. There is more to combat! Listed below are additional rules to add to your games. If you have additional ideas, please post in the comments!

Full Dodge

When a player is attacked, and before the result of the attack is known (successfully or not), a player can declare they will give up their next action and immediately attempt to dodge the attack. Roll 1d20 + Dexterity and compare it to the attackers attack roll. If the roll is equal to or greater than the attack roll, the attacker misses.

Range Attack

All weapons have 3 ranges. Short, Medium and Long. Depending on the distance to the target apply these modifiers.

  • Short Range: +1 to hit
  • Medium Range: No modifier
  • Long Range: -4 to hit

Cover

Cover can be classified as any obstacle that blocks the target from view. This could be bushes, boulders, boxes, smoke, etc. There are two types of cover, light cover where at least 50% of the target is covered or full cover where the target is 90% covered. This does not apply to targets who are behind things like walls or buildings, they would be considered invalid targets.

  • Light Cover: +3 to Target Armor Class
  • Full Cover: +5 to Target Armor Class

Druid

Draft class under development.

Laurelinde – Elf Druid by GoddessVirage

Druids share a belief in the fundamentally spiritual nature of life and avoid choosing any one conception of Deity, believing that by its very nature this is unknowable by the mind. All Druids sense Nature as divine or sacred. Every part of nature is sensed as part of the great web of life, with no one creature or aspect of it having supremacy over any other. In doing this they pull their magical powers from the very living world around them.

Ability Focus: Wisdom

Hit Points: d6

Restrictions: Druids cannot use any metal weapon or armor

Special: Spell Casting for spells, scroll down for druid spells.

Special: At 4th level Druids can shape shift into the form of an animal once per day. Druid players should pick one animal and that will always be their form. This shifted animal will be roughly the size of the character even if the animal is tiny.

Special: Druids CANNOT read magic. Their power comes from their close connection to the earth.

Special: Druids can Turn or Befriend Animals

Turn or Befriend Animals

Much like a cleric, the Druid can repel or befriend animals. When an animal is encountered, the character should roll at d20 and all their Wisdom (and focus) vs a DC of 16 plus the number animals Hit Dice. If the result is equal or greater the animals are turned away or calmed. Magical animals (like owlbears, griffins, etc) add +2 to the DC of the roll. If the roll exceeds the required DC by 5 the animal can be befriended. Calmed animals will not interact with the druid and will calmly move away from the party. Befriended animals on the other hand will follow the druid, guarding and assisting within its capabilities so long as the druid remains in the general vicinity of its normal lair or range.

Druid Spells

Zero level spells

Create Water – Creates 2 gallons/level of pure water.
Detect Poison – Detects poison in one creature or object.
Know Direction – You discern north.
Spark – Ignites flammable objects.

1st level spells

Alter Winds
Detect Animals or Plants
Entangle
Hide from Animals
Keen Senses
Pass without Trace
Read Weather
Speak with Animals

2nd level spells

Barkskin
Chill Metal
Control Vermin
Elemental Speech
Flame Blade
Fog Cloud
Hold Animal
Soften Earth and Stone
Spider Climb

3rd level spells

Burrow
Call Lightning
Daylight
Diminish Plants
Dominate Animal
Fungal Infestation
Meld into Stone
Plant Growth
Speak with Plants
Spit Venom
Thorny Entanglement
Vermin Shape I
Water Breathing

4th level spells

Thunderstorm
Air Walk
Ball Lightning
Cape of Wasps
Control Water
Flame Strike
Grove of Respite
Ice Storm
Slowing Mud
Thorn Body
Touch of Slime
Volcanic Storm

Limited Cleric Spells

In an effort to differentiate the classes and to add new ones, the magic user classes will have limit spells vs the whole spell list. Here is the spell list for the cleric class.

Zero Level

Bleed
Create Water
Cure Minor Wounds (reversible)
Detect Magic
Guidance
Purify Food and Drink

1st Level

Bless
Create Water (Reversible)
Cure Light Wounds (Reversible)
Detect Evil (Reversible)
Light
Mending
Protection from Evil (Reversible)
Purify Food and Drink (Reversible)
Remove Fear (Reversible)
Resist Cold
Sanctuary

2nd Level

Augury
Chant
Find Traps
Hold Person
Know Alignment (Reversible)
Resist Fire
Silence (15 ft radius)
Slow Poison
Snake Charm
Speak with Animals
Spiritual Weapon
Stinking Cloud

3rd Level

Animate Dead
Continual Light (Reversible)
Create Food and Water
Cure Blindness (Reversible)
Cure Disease (Reversible)
Dispel Magic
Gust of Wind
Prayer
Protection from Evil (10 ft radius) (Reversible)
Remove Curse (Reversible)
Speak with Dead
Tongues (Reversible)
Water Breathing (Reversible)

4th Level

Cure Serious Wounds (Reversible)
Detect Lie (Reversible)
Divination
Exorcise
Lower Water (Reversible)
Neutralize Poison (Reversible)
Plant Growth
Protection from Evil (10 ft radius) (Reversible)
Speak with Plants
Sticks to Snakes (Reversible)

5th Level

Commune
Dispel Evil
Feeblemind
Insect Plague
Quest*
Raise Dead*
True Seeing

End of Year 2014 Updates

The following items have been updated:

New Monster: Dire Wolf

New Magic Weapons: Axe of Hurling, Dancing Sword, Flame Tongue, Hammer of the Dwarves, Javelin of the Raptor and Vorpal Long Sword

New Magic Items: Belt of Dwarfkind, Deck of Many Things, Figurines of Wonderous Power, Wings of Flying and many more.

Spell List

5th Level Spells

Quick Reference for Races and Classes  for quick, offline, player creation.

Sample languages list

Rules for poison added

Smaller half sheet character sheet.