Tequila's D&D Revamp (in progress)


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The following is my DMG revamp that I forgot to post the first time.

Size Categories: Medium creatures are 1-2 meters tall/long. The averague human is about 1.75 meters tall, so humans are at the tall end of Medium size instead of nicely in the middle but I haven't been able to come up with anything better as of yet. Carrying capacity and equipment weight are off scientifically speaking but otherwise, a colossal giant woulnd't be able to lift his short sword. I calculated all spaces and reaches to exactitude (and fractions of meters) just to be sure that people recognize that a Small combatant does get to strike before a Tiny foe. And yes, a Small creature's reach is only 1.5 meter while Medium is 2 meters.

Large and larger size categories grant bonuses to Fort saves and Combat rolls, while granting penalties to Skill checks and Reflex saves. Vice versa for Small and smaller creatures; all bonuses/penalties are +/-2 per size category.

Skills: Combat, Hide, Listen, Move Silently and Spot.
Combat: Special combat maneuvers, Damage and Damage Reduction*.
*Damage Reduction: A creature with negative damage reduction takes extra damage from physical attacks.

Monsters: Instead of creating specific monsters like d&d does (filling up a dozen books in the process), I'm creating monster progressions. Right now all I have is the giant progression; stats for your basic bash-things-over-the-head giant from CR 1 to 20 (size Large to Colossal). Next I'll do outsiders I think and then the rest. This is very slow-going though because of the haphazard nature of my guideline book (MM). Giants, for example, only range from CR 3-13 in MM so I have to estimate where a giant's stats should be at above and below these numbers. I've only been using the MM as my guideline because every monster book seems to have different CR standards.
 
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Tequila Sunrise said:
Everything is metric, because American units are just retarded.

I'm with you everywhere except D&D. :)

I actually spend some time to complicate the measurement system (grains, ounces, pounds, stones, tons; inches, feet?, ells, furlongs, miles) to keep the 'feel' right. Having a simple, sensible system is the opposite of what I want for my gaming.
 

CRGreathouse said:
I'm with you everywhere except D&D. :)

I actually spend some time to complicate the measurement system (grains, ounces, pounds, stones, tons; inches, feet?, ells, furlongs, miles) to keep the 'feel' right. Having a simple, sensible system is the opposite of what I want for my gaming.

Lucky bastard. All the players that I've ever had have begrudged every bit of 'feel' that I've added. Even just adding up total equipment weight; forget about it!
 


Land Outcast said:
¿?
I ask... what?

I'll go and create a thread for it... HERE! http://www.enworld.org/showthread.php?p=2918013#post2918013

Note that some clarifying has been done, so I recomend you look at it in the edited version... in the thread accesible through the link

Dammit, Land! Your Concentration system has got my brain churning about making my own system a grim-n-gritty combat system using kinda your stuff!

Freshman year of college I asked my English Lit: King Arthur prof 'why does the good knight always win a duel by landing "a mighty buffet upon the helm" on the bad knight?' She answered that heavy armor is nearly impenetrable (her husband was a reinactor), so the easiest way to bring a foe to his knees is to bash his helm with your sword (like a cartoon character with a pot on their head being DONGGGED!), not by stabbing them. Stabbing was reserved for unarmored foes, such as rebellious peasants and demon-worshipping witches.

Anyway, I'm modding my Defense rules to make it nearly impossible to hit a heavily armored foe and creating new ways to incapacitate a foe. Right now my only ideas are the 'buffet upon the helm' and the 'find a chink in the full plate'. I'm not going to use Concentration though; I'm thinking of Feint-like rules.
 

Good to know! :D

In my sistem a great warrior could end up with a +10 to hit and dealing triple damage... probably felling that Black Knight (tm) in one blow... but only after half a minute of sparring

The Concentration DC would be (24,25,26,27, until a DC 28 the last round)... to do this comfortably you'd need (Skill Focus, Greater Weapon Focus, Masterwork weapon, Maxed Out Concentration, Lvl 8...) and you'd have a success on a 7, 8, 9, 10, 11 respectively.
 

Sorry, been busy :)


Tequila Sunrise said:
How do I know an asp/php page from an html page?
Look at the extention of the web page address. This one shows ".php"
Tequila Sunrise said:
Is the EoM system a different approach than spell research somehow?
EoM is totally different. Instead of having a list of spells to chose from, like Fireball for instance, you have a list of effects. With the mana points you can bundles these various effects into a spell.
This means instead of learning 'Fireball', which is always a 20' sphere of flaming death, you learn 'Evoke: Fire' and you decide if you want a sphere, a line, a cone.. or individual flames that leap out and attack your enemies while avoiding your allies...
You also decide how much of an elemental side effect the spell has. Continuing the flame theme, the spell could simply light off flamable stuff like papers and oil.. or smelt down iron to slag.

I am currently building an EoM mage for a game I am joining.. the whole theme is messing around with shadows.. building little men out of them, stepping through them, wrapping them around me, throwing balled up bits at the bad guys...
And thats the cool thing about the system, it would take a GM months to ensure any player created spells were balanced using the core spell creation system. With EoM..all the spells are created by the player, and automatically balanced by the cost of the spell.
 

Primitive Screwhead said:
Sorry, been busy :)



Look at the extention of the web page address. This one shows ".php"

EoM is totally different. Instead of having a list of spells to chose from, like Fireball for instance, you have a list of effects. With the mana points you can bundles these various effects into a spell.
This means instead of learning 'Fireball', which is always a 20' sphere of flaming death, you learn 'Evoke: Fire' and you decide if you want a sphere, a line, a cone.. or individual flames that leap out and attack your enemies while avoiding your allies...
You also decide how much of an elemental side effect the spell has. Continuing the flame theme, the spell could simply light off flamable stuff like papers and oil.. or smelt down iron to slag.

I am currently building an EoM mage for a game I am joining.. the whole theme is messing around with shadows.. building little men out of them, stepping through them, wrapping them around me, throwing balled up bits at the bad guys...
And thats the cool thing about the system, it would take a GM months to ensure any player created spells were balanced using the core spell creation system. With EoM..all the spells are created by the player, and automatically balanced by the cost of the spell.

Thanks for the input, about html and magic! I've decided to go with my 'choice B' with magic; more versatility and less power. Besides, magic will be powerfull enough in my new grim n' gritty rules...
 

Ok here goes my first attempt at grim n' gritty!

-All characters start with 16 hp. The only ways to gain more hp are by Con (add your bonus at each level) and by Toughness (which adds 1 hp to each stage of the 'death spiral' for a total of 4 extra hp).
-Full Combat ranks are applied to Defense DC in addition to the Offense roll. This means that characters in heavy armor really deserve the label of 'tank'.
-I've added 2 new special combat maneuvers: Head Bash and Find a Chink in the Armor.

Head Bash
1. Head bashing draws an attack of opportunity from each threatening opponent. If the defender’s attack of opportunity deals any damage, the head bash attempt fails.
2. Make a melee attack against the defender, ignoring armor bonuses (though shield bonuses are not ignored).
3. If your initial attack roll is successful, roll damage (modified by damage reduction, as usual). The defender does not take this damage; instead add this damage roll to a second attack roll (modified this time by Strength rather than Dexterity) against the defender’s Fortitude save DC.
4. If your second attack roll equals or exceeds the defender’s Fortitude save DC, he is stunned for 1 round. (this is typically the moment when Sir Lancelot declares 'Yield, knave!')

Find a Chink in the Armor
1. Finding a chink in the armor is a standard action. Make a melee attack roll normally.
2. If your attack roll is successful, ignore your opponent’s armor bonus (though shield bonuses are not ignored) and damage reduction the next time you make a melee attack roll.

In addition, 2 new feats to make these new maneuvers more useable:

Improved Find a Chink in the Armor
Required: Power Attack, Combat 8 ranks
Benefit: Finding a Chink in the Armor is a move action rather than a standard action.

Improved Head Bash
Required: Power Attack
Benefit: You do not draw attacks of opportunity when you head bash an opponent.

I also realize that I'm going to have to mod a few feats such as power attack, to account for lesser hp at higher levels. Anyway, what do y'all think?
 

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