My Current DND5 Wishlist

ren1999

First Post
Choose a race.

Dwarf Racial Bonus: +1 Strength
Elf Racial Bonus: +1 Intelligence
Halfling Racial Bonus: +1 Dexterity
Human Racial Bonus: +1 Wisdom
Custom Race Racial Bonus: +1 to an Ability.
For the 5th Edition Player's Handbook 2
Catfolk Racial Bonus: +1 Dexterity
Half-Elf Racial Bonus: +1 to an Ability

Choose a class.

Fighter
Class Bonus: +1 Strength
Starting Hit Points: Constitution score+12
Hit Points Per Level-Up: +12 hit points
Healing Potion Daily Stocks: 12
Armor: Any
Weapon: Any
Class Powers: Feats
Powers Per Level-Up: 2+Intelligence Modifier
Power Slots: 30 power slots maximum
Power Types: Any skill rank, feat, power, spell or prayer. Just remember that fighters may not have chosen a high intelligence or wisdom score and successful spells and prayers may be based on that.

Rogue
Class Bonus: +1 Dexterity
Hit Points: Constitution score+10
Starting Hit Points Per Level-Up: +10 hit points
Healing Potion Daily Stocks: 10
Armor: armor up to Studded Leather
Weapon: weapons up to 1d6 damage
Class Powers: Skills
Powers Per Level-Up: 2+Intelligence Modifier
Power Slots: 30 power slots maximum
Power Types: Any skill rank, feat, power, spell or prayer. Just remember that rogues need their skills.

Cleric
Class Bonus: +1 Wisdom
Starting Hit Points: Constitution score+8
Hit Points Per Level-Up: +8 hit points
Healing Potion Daily Stocks: 8
Armor: armor up to chain-mail
Weapon: the weapon of the cleric's god
Class Powers: Prayers
Powers Per Level-Up: 2+Intelligence Modifier
Power Slots: 30 power slots maximum
Power Types: Any skill rank, feat, power, spell or prayer. Just remember that learning feats may be wasted if the cleric has chosen lower strength and dexterity scores.

Wizard
Class Bonus: +1 Intelligence
Starting Hit Points: Constitution score+6
Level-Up: +6 hit points
Healing Potion Daily Stocks: 6
Armor: Bracers, jewelry and magic abjuration spells.
Weapon: wooden staff, dagger, dart, sling
Class Powers: Burst Area Spells
Powers Per Level-Up: 2+Intelligence Modifier
Power Slots: 30 power slots maximum
Power Types: Any skill rank, feat, power, spell or prayer. Just remember that learning feats may be wasted if the wizard has chosen lower strength and dexterity scores.

Custom Class
Class Bonus: +1 ability
Starting Hit Points: Constitution score+9
Level-Up: +9 hit points
Healing Potion Daily Stocks: 9
Powers Per Level-Up: 2+Intelligence Modifier
Power Slots: 30 power slots max
Power Types: Any skill rank, feat, power, spell or prayer.

Roll ability scores.

Roll the player-character's ability scores for Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma.
Roll 4 six-sided dice (4d6) and discard the lowest roll.
Add the remaining 3d6 and apply the score to 1 ability.
Repeat the rolls for the remaining five abilities. If all scores are below 13, re-roll.


Calculate ability score modifiers.

If the ability score is 8 or 9, the ability modifier is (-1)
10-11(0)
12-13(+1)
etc.
Add this ability modifier to 1/2 the character's level for each ability score.

Level, ability and bonus limits

Class level and multi-class level totals top at 30th level.
When bonuses are applied, each ability score stacks to a maximum of 30.
For example, strength may start with the highest possible score of 18.
Add +1 if this is a racial strength bonus.
Add +1 if this is a class strength bonus.
Add +4 if all level-up bonuses to 30th level are applied to strength.
Add +6 which is the maximum stacking bonus of magic items, spell and prayer effects, powers, skills and feats combined.
The maximum possible strength score and modifier will be str 18(+25).

Class Leveling-Up

Consider Paul's Experience Point Method (XP Optional Rules)
Each encounter or separate skill challenge is worth 1 experience point.
Each boss encounter is worth 2 experience points.
Characters level-up 1 level after 30 experience points.

Every 1 level-up, the character can use +1 known encounter power per encounter.

Every 2 level-ups, increase all ability and skill modifiers by +1

Leveling up to 11th level,
+1 to a chosen ability score
+1 to all ability scores
2[w]damage
ranged 7/13, burst 3
target 2 foes or help 2 allies during your turn
can reduce the damage you do to any lower number

Leveling up to 21st level,
+1 to a chosen ability score
+1 to all ability scores
target 3 foes or help 3 allies during your turn
ranged 8/14, burst 4
3[w]damage
can make a power effect permanent

Using Powers

Characters gain powers at a rate of 2 + their intelligence modifier per level yet are limited to a maximum of 30 powers which may be a combination of skill ranks, feats, spells and prayers.
All characters may use a limited number of known encounter powers equal to their class level during the encounter.
If a character should level-up and have already filled the 30 maximum power slots, he or she can drop up to 2 + his or her intelligence modifier in powers and replace them with new powers every level-up.
Casters do not need to re-memorize or prepare spells. They can choose any spell from their 30 power slots during the encounter as needed just as fighters choose feats and rogues choose skills as needed.
Casters cast their spells immediately during their turn.

Die Rolls

When you roll a 1d20 dice,

you always fail on a natural 1 before ability modifier bonuses are applied.

You always succeed on a natural 20 before ability modifier bonuses are applied.

Brute Melee or Thrown Weapon attack rolls are 1d20+your strength modifier+situation modifiers versus your target's armor class.

Finesse Melee or Ranged Projectile attack rolls are 1d20+your dexterity modifier+situation modifiers versus your target's armor class.

Touch Tag attack rolls are 1d20+your dexterity modifier+situation modifiers versus your target's 10+his dexterity modifier.

Spell attack rolls are 1d20+your intelligence modifier+situation modifiers versus your target's 10+his constitution, dexterity, intelligence, or wisdom modifier.

Charm or Feint attack rolls are 1d20+your charisma modifier+situation modifiers versus your target's 10+his wisdom modifier.

Prayer attack rolls are 1d20+your wisdom modifier+situation modifiers versus your target's 10+his constitution, dexterity, intelligence, or wisdom modifier.

Ability Modifiers and Skills

A skill roll is 1d20+the relevant ability modifier+your additional skill rank modifiers +/- situation modifiers versus S'mon's Difficulty Class Table
10: Easy Heroic task
15: Moderate Heroic task
20: Hard Heroic Task, Easy Paragon Task
25: Moderate Paragon Task
30: Hard Paragon Task, Easy Epic Task
35: Moderate Epic Task
40: Hard Epic Task
Strength and Constitution rolls relate to the nice work done by 4th Edition on Athletics and Endurance Skills. In this hybrid game, everyone has Athletics and Endurance skill automatically and strength or endurance rolls versus these difficulty classes are used.

Charisma (Charisma Optional Rules)

If your charisma score is 10-12, you can hire 0 henchmen to accompany you on your adventure.
13-14 / 1 henchman
15-16 / 2 henchmen
17-18 / 3 henchmen
19-30 / 4 henchmen

Easy Failure Rate

An attack on a helpless target, or a caster rolls a 1d20 when casting on him or herself or a willing target
At 1st to 10th level, fails on a 1-3.
At 11th level, fails on a 1-2.
At 21st level, fails on a 1.


Assorted Rules

Automatic hits and damage, half damage, save or die

Only in cases where the target is helpless.
If a character doesn't want to die from an automatic hit and damage or half damage without being given a chance to roll then monsters should not suffer the same fate.
If a character doesn't want to die from just one failed saving throw, then save or die rolls should not be allowed for monsters either.

Called Shots


The player character aims for a particular part of his or her enemy's body.
They attack the legs at a situation modifier of -1.
They attack the arms at a situation modifier of -2.
They attack the head at a situation modifier of -3.
If the monster dies from the attack, the damage severs or pokes through that body part.

Death Rules


You take excessive negative hit point damage.
If an ally is free to spend 1 standard action bandaging you within the next round after you fall, you stabilize and your hit points are raised to minus your constitution score.
You then roll 1d20 versus DC10.
If you succeed 2 out of 3 rolls, you live.

Flanking Rules


You are flanked only if at least two foes are on opposite sides of you and your allies are not adjacent to those foes.

Opportunity Attack Rules


Anytime you leave the square by an adjacent foe, the foe may attack.
Anytime you use a ranged projectile in a square by an adjacent foe, the foe may attack.
Anytime you ready a new weapon in a square next to an adjacent foe, the foe may attack.
Readying a weapon again after being stunned or disarmed does not provoke an opportunity attack.
Casting does not provoke an opportunity attack when adjacent to a target.

New Situation Modifiers


If a character or monster chooses to GUARD as his or her standard action. All foes attack him or her with a situation modifier of -2.

Temporary Hit Points


They are allowed as long as the character is not brought below 1 hit point when they expire.
Expiring temporary hit points on a severly wounded character could kill the character. It causes arguments.

Building Monsters

Note the player character with the lowest level in the party.
Assign a Challenge Rating or Monster Level 3 to 1 level higher if the monster is solo or there are fewer monsters than the party.
The CR or Monster Level will be equal or 1 or 2 levels less if there are more monsters than the party.
The CR or Monster Level will be 3 levels less if the number of monsters is twice that of the party.
Adjust the monster's armor class and primary ability to be 3 more or 3 less than a player character's highest armor class and highest ability according to the leveling system above. For example, if the monster is an artillery type monster, adjust its dexterity score.
Note the player-character with the highest at-will damage. Assign that number as the hit dice of Artillery type monsters, x2 for Soldier/Brute type monsters, and x3 for Controller/Leader type monsters.
Decide on a total of 5 monster powers, special qualities, racial traits, class features, trigger actions, etc. which represents what the monster will do during the encounter.

Monster Sizes

Size of Creatures in Squares
Fine Space 1/5th of a square Reach 1/5
Diminutive Space 2/5 Reach 2/5
Tiny Space 3/5 Reach 3/5 (roughly half a game encounter square)
Small Space 2/5 Reach 2/5
Medium Space 1 Reach 1
Large Space 2 Reach 2
Huge Space 3 Reach 3
Gargantuan Space 4 Reach 4
Colossal Space 5 Reach 5
A fine creature with speed 6 can move about 1 square per round.
A Colossal creature with speed 6 can move 30 squares per round.

Size Bonuses and Penalties

(Monster Building Optional Rules)
Fine str-4, dex+4
Diminutive str-3, dex+3
Tiny str-2, dex+2
Small str-1, dex+1
Medium dex+0 str+0
Large dex-1 str+1
Huge dex-2 str+2
Gargantuan dex-3 str+3
Colossal dex-4 str+4

Armor Table

None ac10+0, weight 0kg (1 liter of milk weighs about 1kg)
Padded ac10+1, weight 500grams
Leather(includes Hide) ac+2, 1kg
Studded ac10+3, 1.5kg
Chain ac10+4, Dex-1, 2kg
Scale ac10+5, Dex-2, 2.5kg
Banded ac10+6, Dex-3, 3kg Speed-1
Splint(includes Half-Plate) ac10+7, Dex-4, 3.5kg Speed-2
Plate ac10+8, Dex-5, 4kg Speed-3
This armor stacks with
Light Wooden Shield ac10+1, 600grams
Heavy Wooden Shield ac10+2, 700grams speed-1
Light Steel Shield ac10+3, 800grams speed-1
Heavy Steel Shield ac10+4, 900grams speed-2
no two-handed weapons with a shield
no off-hand weapons with any heavy shield
 
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ren1999

First Post
Thank you very much for your question about how I derived the armor weight.

When I lived in Germany, I visited just about every one of the hundreds of castles and learned a lot about the armor and weapons used up close.

What I learned is that full plate parade armor was actually never used in combat. Boy nobles would start to wear armor from an early age and grow used to it.

Post-Gun Powder Armor was heavier but then dropped all together as it weighed down soldiers too much.

Pre-Gun Powder Armor was a combination of leather, padding, chain, scale and splint mail. This entire combination weighed a total of about 30 pounds 13 kilograms.

But people were also smaller during that age. Perhaps my weights are too light. Anybody have some statistics of the actual weight of historical armor?

I also don't think the dexterity and speed penalties are quite accurate. People got used to wearing their armor and did gain some kind of comfort proficiency in that armor.
 

Stormonu

Legend
I also don't think the dexterity and speed penalties are quite accurate. People got used to wearing their armor and did gain some kind of comfort proficiency in that armor.

...And to represent that, you might give them levels. Remember, 1st level is someone who's basically green - a private just out of boot camp, a wizard's apprentice whose just passed his master's first test, a rogue whose still to perform his first heist, and the acolyte whose just finished his sectarian training.
 

edhel

Explorer
But people were also smaller during that age. Perhaps my weights are too light. Anybody have some statistics of the actual weight of historical armor?

I also don't think the dexterity and speed penalties are quite accurate. People got used to wearing their armor and did gain some kind of comfort proficiency in that armor.

There are real armor left and lots of replicas made so there's good info online. The weights of chain mail and plate armor are pretty accurate in D&D. Anything from 40-60 pounds (~20-30 kg) for a full body armor. That's less than what soldiers nowadays carry. After gunpowder, coats of plate and cuirass armors would've been thicker but overall much lighter than a full body armor. The tiring leg armor was first to go since better mobility was needed.

The total weight isn't even that important but how it is distributed along your body. Then again, D&D doesn't use encumbrance but plain weight for gear and there's anachronistic gear like ball bearings and backpacks.

Personal anecdote about "getting used to heavy stuff": Having been through a grueling training in combat engineers, you don't really get used to anything, you just get in really good shape by constantly training. Heavy weights still does a number on your body even though you are able carry all that crap 40+ km per day for a week. You still can't do ninja flips no matter how "proficient" you are.
 

ren1999

First Post
I have revised this table based on your suggestions. Better?


Armor Table

None ac10+0, weight 0kg
Padded ac10+1, weight 5kg (like carrying a bag of groceries)
Leather(includes Hide) ac+2, 6kg
Studded ac10+3, 7kg
Chain ac10+4, 20kg
Scale ac10+5, 21kg
Banded ac10+6, Dex-1, Speed-1, 22kg-1
Splint(includes Half-Plate) ac10+7, Dex-2, Speed-2, 23kg
Plate ac10+8, Dex-3, Speed-3, 24kg(like carrying a 4 year old child)
This armor stacks with
Light Wooden Shield ac10+1, 2kg (like carrying two 1 liter cartons of milk)
Heavy Wooden Shield ac10+2, 3kg
Light Steel Shield ac10+3, 4kg
Heavy Steel Shield ac10+4, 5kg
no two-handed weapons with a shield
no off-hand weapons with any heavy shield
AC10+Armor Bonus+Shield Bonus+Dexterity Modifier+Power Bonus(feat, skill, spell, prayer or magic item +1-6max)
 
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