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    My D&D Armor project

    I made something similar once (albeit only with the armors in the PHB + 3 dragon scale armors). Mine was also for a low-magic campaign setting, and I had the armors granting smaller than normal AC bonuses, but also having some damage downgrading (downgraded damage essentially meant half...
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    Cultivating Poison Components

    Primary source usually does trump secondary, but in Complete Adventurer the use of gp instead of sp is mentioned as an exception to normal crafting rules. Poisons use gp just because they would take entirely too long if it were based on sp (keep in mind that the high cost of poison is meant to...
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    Skills As Saves

    I really love this system. I think I'm going to incorporate it into my next game. I'm somewhat curious about the Awareness vs Sneak roll, however. In the description of Sneak, you state that it requires a DC 10 + Awareness check. Does this mean that it always assumes that characters take 10...
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    Faster-Paced Initiative

    This certainly does leave a lot more to keep track of, but it's also rather reminiscent of Final Fantasy Tactics, which is always a good thing. That said, this would probably be easier to manage on an electronic game than a paper and pencil game, since the computer could keep track of all the...
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    Guns!!

    It looks pretty decent, although you made the same mistake as I did on my first post. This board condenses any number of spaces into just 1, making most tables difficult to read. If you use the [ CODE ] [ /CODE ] option (no spaces), however, you'll end up with a table formatted where each...
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    New skill and system - Technique

    I see what you're getting at, and it could make for a decent variant of this system. However, for the "default" rules, I'd prefer to stick with each technique having its own unique downgrade, with people who know how to do the same technique getting a nice bonus. The reason is because many...
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    Increasing combat mobility

    That would probably be a pretty good system to implement. To tell you the truth, the use-or-lose system I came up with is more an attempt at realism than balance (although I suppose it does make the balance closer to the status quo than the other system). An additional penalty after the first...
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    Increasing combat mobility

    Actually, under my system, any character can move his full movement and get all of his attacks - provided the first few are done early on. A character with a 30 ft move and 2 attacks, for example, could move all 30 ft and get off both attacks, so long as the first was made within 15 ft. With...
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    Increasing combat mobility

    A character with 3 attacks can move up to 1/3 his speed before losing one of his attacks. He can move another 1/3 before losing another. Thus, he could move up to 2/3 of his speed (thus losing 1 attack) and still have two left. A character with 2 attacks can move up to 1/2 his speed before...
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    Increasing combat mobility

    I forgot about that one, too. You're right - shot on the run becomes completely and utterly useless in this system. The only way I can think of to make it not be would be to impose a penalty for shooting on the run without it - but the penalty would have to be rather large to warrant the feat...
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    Increasing combat mobility

    Actually, the way I understood it, the Full Attack Action allowed you to strike whomever you wanted, so long as they were within range. If you were being attacked by two orcs, you could attack the first until he dropped (say, 3 attacks), then turn around and use the rest of your attacks on the...
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    Increasing combat mobility

    Those are some good points. Of course, although it does look like the system causes you to lose mobility as you gain levels, compare a 2 attack and 3 attack character. One can get off up to two attacks if he moves up to half his speed before making his first one - the other move up to 2/3 his...
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    New skill and system - Technique

    This is actually somewhat covered by the downgrade ability (where you downgrade an enemy's technique with a successful Technique check). Also, knowing the same (or similar) technique does give a bonus on that check. I generally have the downgrade just make the technique not as effective...
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    Increasing combat mobility

    I really like this idea. It would definately lead to a more cinematic battle. One of the reasons, however, why you normally can't attack more than once after you've moved 5 feet has to do with time - frankly, it takes too long to reach your enemy for you to be able to get off more than one...
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    New skill and system - Technique

    That's actually one of the ideas I had in mind, it's just hard to come up with a good system to allow it. It could be a readied action (like anti-air strike), but then PCs just wouldn't use techniques against enemies who only made a move-equivalent action (or no action at all) the previous...
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    From Concept to Finished Monster

    Well, I haven't built a lot of creatures, but generally when I do it starts with a need to fill. This need tends to lead to a modestly-well fleshed-out concept within a few seconds, so I can't really comment on how I get from point A to point B here. I then look at the Monster Manual and/or...
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    Now thats one spirited animal!

    I really like this concept. It allows players exploring some primeval forest or island or what have you to encounter animals they might be familiar with, only to find them behaving differently than normal. I was curious about the Fear of the Red Flower special quality, however. How large does...
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    Check this race please

    If memory serves, this is actually somewhat similar to the Goliath race from Races of Stone. You might want to use that as a starting point. I think they had the same "large but not large" status you look to be shooting for, but they also had some other stuff that added some flavor to the race...
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    New skill and system - Technique

    Here are some of the other techniques I've worked up. These are stand-alone techniques, ones which don't mimick (or augment) feats. One notable attribute of stand-alone techniques is that some of them can be enhanced. Enhancing a technique requires 1/2 the normal time for learning it, 1 check...
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    New skill and system - Technique

    This is the first round of example techniques, and probably the longest. These are techniques that mimick the effects of the feats from the Player's Handbook. Some things to note are that the campaign these were designed for use quite a few variants, although most of the techniques listed here...
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