D&D 5E Thud The RPG A 5E Hack

Zardnaar

Legend
As some of you know I designed a basic D&D hack a few years back I continue to tinker with. It is best described perhaps as advance BECMI with feats and 5E mechanics.

With various posts by Mearls and problems 5E has I thought I would have a crack at designing a very very stripped down version of 5E that is compatible with the 5E rules. I present to you Thud the RPG a 5E hack inspired by The Black Hack, B/X etc. Thud uses 5E mechanics and spells but encounter powers from 4E return. Key difference with Thud.

1. There are 3 ability scores, they only use the modifiers.
2.There are only 3 saves in the game
3. You are proficient in all saves.
4. There are no bonus actions on the class abilities.
5. The are no short/rest or long rest abilities or daily effects.
6. There are only 4 races.
7. There are only 3 classes- Warrior, Expert, Mystic and 10 levels
8. You start the game with more hit points.
9. There is no xp, you level up with milestones or when the DM says so
10. There are no choices to build your PC as you level up, no feats/ASI's etc, no back grounds. Everything is static/fixed.

Also note this is a very prototype form of Thud and it is aimed at fixing some things in 5E such as bonus actions, the -5/+10 feats, fighters not being that great, spell saves being out of whack at higher levels, short rest/long rest classes being awkward in the same party and if you thing the basic rules are to complex. Its kind of an ode to OD&D with some 4E and 5E mechanics sprinkled in. There are less moving parts, and instead of AEDU its AE.
 
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Zardnaar

Legend
Thud the RPG

There are 3 ability score in Thud.

Strength
Dexterity
Wisdom

You have 3 modifiers to these score, +1, +2, +3. Assign those numbers how you like. For example str +3, Dex +2, Wisdom +1. No ability modifier can go above +3.

Ability modifiers effect attack rolls, saves and skill checks.

Saving Throws. There are 3 saving throws in Thud, Fortitude (constitution and strength), Dexterity, and Willpower (charisma, intelligence, wisdom). You add your proficiency bonus to all saves along with the relevant modifier.

Races. There are 4 races in thud, Elf, Dwarf, Halfling and Human.

Dwarf Dwarves gain a +1 bonus to constitution or wisdom. Once per encounter you gain resistance against a source of damage.

Elf. Elves get a +1 bonus to dexterity or wisdom. You gain a +1 bonus to hit with swords (short or long) or with bows (short and long).

Halfling You gain a +1 bonus on either dexterity or wisdom. Once per encounter as a reaction you can impose disadvantage against an opponent’s attack roll.

Human. Humans may increase an ability score by +1 of their choice. Once per encounter when you make an attack roll, saving throw or a skill check you can do so with advantage.

Classes. There are 3 classes in Thud.

Warrior

Expert

Mystic

Warrior and expert abilities are identical to the fighter (champion) and Rogue (thief) abilities except where noted. The Mystic is a combination of wizard and cleric.
 
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Zardnaar

Legend
Warrior
Hit Points At 1st Level 36
Hit Points Per level 6
Proficiencies All Armor, All Shields
Weapons Simple Weapons, Martial Weapons,
Skills Choose 4
LevelProficiency BonusFeatures
1+2Weapon Specialisation
2+2Action Surge
3+2Indomitable
4+2Improved Critical
5+3Extra Attack (2)
6+3Indomitable (2 uses)
7+3Remarkable Athlete
8+3Superior Critical
9+4Indomitable (three uses)
10+4Extra Attack (3)



Weapon Specialisation: When you roll a 1 on an attack roll you may reroll the dice, you must use the new number. Additionally when you when you roll a critical hit you may roll one of the weapons damage dice an additional time and add it to the extra damage of the critical hit.

Remarkable Athlete: When you use the attack action you may make a free shove action against that opponent.
 
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Zardnaar

Legend
Expert

Hit Points At 1st Level 30
Hit Points Per level 5
Armor Proficiencies: light armour
Weapon Proficiencies Simple Weapons, hand crossbows, longswords, rapiers, short swords.
Skills Choose 6.
Tools Experts are proficient in thieves tools

LevelProficiency
Bonus
Sneak
Attack
Features
1+21d6Expertise, Sneak Attack, Thieves Cant
2+2Cunning Action
3+22d6Fast hands, Second Story Work
4+2Dodge
5+33d6Uncanny Dodge
6+3Expertise
7+34d6Evasion
8+3Feint
9+45d6Supreme Sneak
10+4Reliable Talent

Dodge Once per encounter you can take the dodge action as a free action.

Feint Once per encounter you gain advantage to hit on your next attack.
 
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Zardnaar

Legend
Mystic
Hit Points At 1st Level 24
Hit Points Per level 5
Armor Proficiencies light armour
Weapons Proficiencies Simple Weapons
Skills Choose 5.

LevelProficiency
Bonus
CantripsFeatures
1+24lay on Hands, Blast, Defensive Magic, Heal
2+24Portend
3+24Trickery
4+24Enhance Spell
5+35Invoke Element
6+35Foresight
7+35Abjure
8+35Empower Spell
9+45Restore
10+46Alter Reality


Cantrips
You may pick 4 cantrips from the Cleric or Wizard lists. Your spellcasting ability is identical to the cleric (page 58 PHB).

Lay on Hands This Ability is Identical to the Paladin ability

Blast Once per encounter you can use Burning Hands, or Guiding Bolt or Thunderwave

Defensive Magic Once per encounter you can use Mage Armor, or Shield, or Shield of Faith,

Heal Once per encounter you can use cure or healing word.. At level 3 you may use cure or healing word or prayer of healing once per encounter. You may use this ability no more
than 3 times per long rest

Portend Once per encounter when you make an attack roll, saving throw or a skill check you can do so with advantage. This ability lasts until the start of your next turn.

Trickery Once per encounter you may use blindness/deafness, invisibility, mirror image or

Enhance Spell You may treat any spell cast as if it were cast using a higher level slot.

Invoke Element Once per encounter you can use fireball, fly or lightning bolt

Foresight You may use your portend ability on any ally within 30’.

Abjure Once per encounter you can use Banishment, Counter spell or Dispel Magic. This ability is not effected by your empower spell ability.

Empower Spell You may treat any spell cast as if it were cast using two higher level slots.

Restore Once per encounter you may use Greater Restoration or Mass Cure Wounds. You may use this ability no more than 3 times per long rest. This ability is not effected by enhance and empower spell ability.

Alter Reality Once per encounter you may use of one of your abilities.
 
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Raith5

Adventurer
This looks interesting. I like the idea but why cut things back so dramatically? Id be interested to see this with more choices of class. Given that race plays a small part, inst there a danger of having characters around the table that are essentially the same?

Also thats a lot of hp for first level!
 

Zardnaar

Legend
This looks interesting. I like the idea but why cut things back so dramatically? Id be interested to see this with more choices of class. Given that race plays a small part, inst there a danger of having characters around the table that are essentially the same?

Also thats a lot of hp for first level!

Its an idea I had. Make a class with 0 choices but that was effective enough. 3 saves is easier than 6 and I think I can get that down to 1.

The races can be tweaked the initial idea I had was each race and class did one thing.
 

DaedalusX51

Explorer
As some of you know I designed a basic D&D hack a few years back I continue to tinker with. It is best described perhaps as advance BECMI with feats and 5E mechanics.

With various posts by Mearls and problems 5E has I thought I would have a crack at designing a very very stripped down version of 5E that is compatible with the 5E rules. I present to you Thud the RPG a 5E hack inspired by The Black Hack, B/X etc. Thud uses 5E mechanics and spells but encounter powers from 4E return. Key difference with Thud.

1. There are 3 ability scores, they only use the modifiers.
2.There are only 3 saves in the game
3. You are proficient in all saves.
4. There are no bonus actions on the class abilities.
5. The are no short/rest or long rest abilities or daily effects.
6. There are only 4 races.
7. There are only 3 classes- Warrior, Expert, Mystic and 10 levels
8. You start the game with more hit points.
9. There is no xp, you level up with milestones or when the DM says so
10. There are no choices to build your PC as you level up, no feats/ASI's etc, no back grounds. Everything is static/fixed.

Also note this is a very prototype form of Thud and it is aimed at fixing some things in 5E such as bonus actions, the -5/+10 feats, fighters not being that great, spell saves being out of whack at higher levels, short rest/long rest classes being awkward in the same party and if you thing the basic rules are to complex. Its kind of an ode to OD&D with some 4E and 5E mechanics sprinkled in. There are less moving parts, and instead of AEDU its AE.

This is a good idea! I'm liking the overall picture especially the minimalism. I would like to have such a simple game that you can explain it all on the spot. It gives it a pickup and play style on the level of board games. I dig it!
 

DaedalusX51

Explorer
Thud the RPG

There are 3 ability score in Thud.

Strength
Dexterity
Wisdom

You have 3 modifiers to these score, +1, +2, +3. Assign those numbers how you like. For example str +3, Dex +2, Wisdom +1. No ability modifier can go above +3.

Ability modifiers effect attack rolls, saves and skill checks.

Saving Throws. There are 3 saving throws in Thud, Fortitude (constitution and strength), Dexterity, and Willpower (charisma, intelligence, wisdom). You add your proficiency bonus to all saves along with the relevant modifier.

A little confusing here. You state that you have three saving throws, but they are not named the same as the ability scores? Is there a reason why you made that decision? Was it just a carryover from an old write up of the rules? I would think that the saving throws and ability scores would be named the same thing as they perform the same function. Let me know if you think differently.

Races. There are 4 races in thud, Elf, Dwarf, Halfling and Human.

Dwarf Dwarves gain a +1 bonus to constitution or wisdom. Once per encounter you gain resistance against a source of damage.

Elf. Elves get a +1 bonus to dexterity or wisdom. You gain a +1 bonus to hit with swords (short or long) or with bows (short and long).

Halfling You gain a +1 bonus on either dexterity or wisdom. Once per encounter as a reaction you can impose disadvantage against an opponent’s attack roll.

Human. Humans may increase an ability score by +1 of their choice. Once per encounter when you make an attack roll, saving throw or a skill check you can do so with advantage.

Here you reference constitution for the dwarf. Should that be Strength?
Is the damage resistance for the entire encounter or for a single source of damage?

Classes. There are 3 classes in Thud.

Warrior

Expert

Mystic

Warrior and expert abilities are identical to the fighter (champion) and Rogue (thief) abilities except where noted. The Mystic is a combination of wizard and cleric.

Sounds good to me!
 

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