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House Rules: If I show you mine, will you show me yours?
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<blockquote data-quote="Intense_Interest" data-source="post: 4784474" data-attributes="member: 65904"><p>Keepers</p><p>1:1 movement on Diagonals! 20% market-rate on exchanges! Treasure Parcels! Milestones! Dragonborn! Tieflings! All that fun stuff. </p><p></p><p>At-Will attacks</p><p>"Careful/Sure Strikes” – the +2 to hit at-will attack powers have the “Takedown” effect: any attack that leaves a monster with only a handful of HPs left automatically kills them, as if they were a minion.</p><p></p><p>Action Points </p><p>“Recharge” – Once per day, you may use an action-point during a short rest to recharge a Daily Power you have used.</p><p>“Speed ritual” – Once per day, you may use an action-point during a combat to use a ritual during combat, with time required based on the ritual’s casting time. Only non-attack immediate, free, and minor actions may be used by the character. Critical Failure (1+number of healing surges used during the ritual) results in spectacular failure.</p><p>"Super Stunt" - Once per day, you can use an action point to allow greater leeway with the "reasonable" limits on stunting. Critical Failure rules still apply, and effects will be adjudicated.</p><p></p><p>Acrobatics</p><p>"Battle Roll” – While prone, you can use a move action to make a Medium-difficulty Acrobatics check to make a shift while you are standing up from Prone. Critical Failure (1) may result either in simply standing up from Prone or Shifting without standing up, dependent on whichever is least helpful.</p><p>“Jackie Chan-ing” – You may try any Athletic s check using your Acrobatics skill. Critical Failure (1) results in hilarious Jackie-Chan out-takes, as determined by GM.</p><p></p><p>Alignment</p><p>I don’t care much, but you might. Instead, answer 4 questions: What kind of adventurer are you? Why did you become an Adventurer? What is your Adventurer’s Goal? What is your Adventurer’s wildest dream/fantasy?</p><p></p><p>Arcana</p><p>“Magic Trick” – You may try any “reasonable” stunt using your Arcana skill. Basing your trick on a magical spell you have available (Acid Arrow to melt a lock et al) alters a Hard DC to Medium or a Medium DC to Easy . Basing your trick on a trained magical spell you have already used alters a Medium DC to Easy. Critical Failure (1) results in a “loss” of the magical ability or a healing surge, depending. Utility Powers used for Magic Tricks get a +2 bonus.</p><p></p><p>Attack-Math</p><p>+1 to-hit for all attacks at levels 5, 15, and 25.</p><p></p><p>Charisma</p><p>“Holy War of the Dwarves” – Dwarves are split into two factions- those that believe in the Divine Regency, (“Moradin was the 1st Dwarven King and the kings & queens after him are elevated to divine after death”) and those that don’t. Dwarf characters must choose between these two factions and suffer a -2 penalty to Charisma checks when interfacing with a Dwarf that actively disagrees with them on the issue and a +1 to Charisma checks when interfacing with a Dwarf that agrees with them on the issue.</p><p>“Morale” – Non-fearless enemies that are likely to be killed/defeated suffer a -5 to Will defenses versus parley attempts (Intimidate/Diplomacy/Bluff).</p><p></p><p>Dexterity</p><p>"Disarming" Encounter Melee, Standard & Move: Dex vs AC or Reflex, whichever is higher. Target may not use item in their hand until they spend a minor action on their turn. Two-Handed weapons get a +2 bonus to defenses against this attack. Critical Hits fling weapon to an adjacent square, farther if the player spends an Action Point.</p><p></p><p>Economy</p><p>"Find your Friend" - Finding a fence/seller is not assumed, but there are many ways to find things above or below market price via role-playing.</p><p></p><p>Feats</p><p>Weapon & Implement Expertise (PHB2) is banned.</p><p>“Silver Tongued” – Paragon, requires a character trained in Bluff, Diplomacy, Intimidate, and Insight; character gets a +3 bonus to all checks using those skills.</p><p>“Takedown” – Paragon, requires Wisdom 12; a character may kill a single monster (as if they were a minion) with Wis mod or less HP that they have hit during their turn with an attack as a minor action.</p><p></p><p>Religion</p><p>“Portfolio Stunt” – A character may use their Channel Divinity power to make a Religion check to stunt anything that falls within their god(s)’s portfolio. Critical Failure (1) means that you may not recharge your Channel Divinity power until you take an extended rest.</p><p></p><p>Resting</p><p>"Identify & other actions" - You may only do a handful of reasonable actions while resting. Identifying a single item is a entire-rest action. Arcana checks can be used to identify items, and can be done as many times you want until you fail, at which point you stop. </p><p>"Lingering Injuries" - If a character has been forced to make a death save, they reduce the amount of healing surges they have the next day by the amount of death saves failed. Heal checks or Endurance checks may be used to regain these healing surges during the extended rest.</p><p></p><p>Rituals</p><p>“Elfish Babies/Children” – All offspring of the Elvish type (Half Elf, Elf, Eladrin, Drow) are considered “blank slates” until they are “baptized” or “mitzvah’ed”, at which point they become Half-Elf, Elf, Eladrin, or Drow. Drow have a habit of kidnapping young Elfish for this reason. Further, Elfish Babies/Children may be used as Ritual components, worth 1000gp on an “open market”.</p><p></p><p>Notes:</p><p>Some of these guys are campaign-specific (Elf babies, Dwarven holy war). I encourage stunting and only see fit to punish players for critical failures because it is usually funny- otherwise they're almost as powerful as using a power, normally, and the randomness is what hurts the PCs over time, not failing to achieve an action. I haven't found a reason to give a bonus to F/R/W defenses yet, because my players are usually more frustrated by missing than by being hit.</p></blockquote><p></p>
[QUOTE="Intense_Interest, post: 4784474, member: 65904"] Keepers 1:1 movement on Diagonals! 20% market-rate on exchanges! Treasure Parcels! Milestones! Dragonborn! Tieflings! All that fun stuff. At-Will attacks "Careful/Sure Strikes” – the +2 to hit at-will attack powers have the “Takedown” effect: any attack that leaves a monster with only a handful of HPs left automatically kills them, as if they were a minion. Action Points “Recharge” – Once per day, you may use an action-point during a short rest to recharge a Daily Power you have used. “Speed ritual” – Once per day, you may use an action-point during a combat to use a ritual during combat, with time required based on the ritual’s casting time. Only non-attack immediate, free, and minor actions may be used by the character. Critical Failure (1+number of healing surges used during the ritual) results in spectacular failure. "Super Stunt" - Once per day, you can use an action point to allow greater leeway with the "reasonable" limits on stunting. Critical Failure rules still apply, and effects will be adjudicated. Acrobatics "Battle Roll” – While prone, you can use a move action to make a Medium-difficulty Acrobatics check to make a shift while you are standing up from Prone. Critical Failure (1) may result either in simply standing up from Prone or Shifting without standing up, dependent on whichever is least helpful. “Jackie Chan-ing” – You may try any Athletic s check using your Acrobatics skill. Critical Failure (1) results in hilarious Jackie-Chan out-takes, as determined by GM. Alignment I don’t care much, but you might. Instead, answer 4 questions: What kind of adventurer are you? Why did you become an Adventurer? What is your Adventurer’s Goal? What is your Adventurer’s wildest dream/fantasy? Arcana “Magic Trick” – You may try any “reasonable” stunt using your Arcana skill. Basing your trick on a magical spell you have available (Acid Arrow to melt a lock et al) alters a Hard DC to Medium or a Medium DC to Easy . Basing your trick on a trained magical spell you have already used alters a Medium DC to Easy. Critical Failure (1) results in a “loss” of the magical ability or a healing surge, depending. Utility Powers used for Magic Tricks get a +2 bonus. Attack-Math +1 to-hit for all attacks at levels 5, 15, and 25. Charisma “Holy War of the Dwarves” – Dwarves are split into two factions- those that believe in the Divine Regency, (“Moradin was the 1st Dwarven King and the kings & queens after him are elevated to divine after death”) and those that don’t. Dwarf characters must choose between these two factions and suffer a -2 penalty to Charisma checks when interfacing with a Dwarf that actively disagrees with them on the issue and a +1 to Charisma checks when interfacing with a Dwarf that agrees with them on the issue. “Morale” – Non-fearless enemies that are likely to be killed/defeated suffer a -5 to Will defenses versus parley attempts (Intimidate/Diplomacy/Bluff). Dexterity "Disarming" Encounter Melee, Standard & Move: Dex vs AC or Reflex, whichever is higher. Target may not use item in their hand until they spend a minor action on their turn. Two-Handed weapons get a +2 bonus to defenses against this attack. Critical Hits fling weapon to an adjacent square, farther if the player spends an Action Point. Economy "Find your Friend" - Finding a fence/seller is not assumed, but there are many ways to find things above or below market price via role-playing. Feats Weapon & Implement Expertise (PHB2) is banned. “Silver Tongued” – Paragon, requires a character trained in Bluff, Diplomacy, Intimidate, and Insight; character gets a +3 bonus to all checks using those skills. “Takedown” – Paragon, requires Wisdom 12; a character may kill a single monster (as if they were a minion) with Wis mod or less HP that they have hit during their turn with an attack as a minor action. Religion “Portfolio Stunt” – A character may use their Channel Divinity power to make a Religion check to stunt anything that falls within their god(s)’s portfolio. Critical Failure (1) means that you may not recharge your Channel Divinity power until you take an extended rest. Resting "Identify & other actions" - You may only do a handful of reasonable actions while resting. Identifying a single item is a entire-rest action. Arcana checks can be used to identify items, and can be done as many times you want until you fail, at which point you stop. "Lingering Injuries" - If a character has been forced to make a death save, they reduce the amount of healing surges they have the next day by the amount of death saves failed. Heal checks or Endurance checks may be used to regain these healing surges during the extended rest. Rituals “Elfish Babies/Children” – All offspring of the Elvish type (Half Elf, Elf, Eladrin, Drow) are considered “blank slates” until they are “baptized” or “mitzvah’ed”, at which point they become Half-Elf, Elf, Eladrin, or Drow. Drow have a habit of kidnapping young Elfish for this reason. Further, Elfish Babies/Children may be used as Ritual components, worth 1000gp on an “open market”. Notes: Some of these guys are campaign-specific (Elf babies, Dwarven holy war). I encourage stunting and only see fit to punish players for critical failures because it is usually funny- otherwise they're almost as powerful as using a power, normally, and the randomness is what hurts the PCs over time, not failing to achieve an action. I haven't found a reason to give a bonus to F/R/W defenses yet, because my players are usually more frustrated by missing than by being hit. [/QUOTE]
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