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<blockquote data-quote="dazzlerdal" data-source="post: 6500645" data-attributes="member: 6695391"><p>Well thankyou for taking the time to read it. Please forgive my lack of clarity but my skill with the written word is not great.</p><p></p><p>So the Action - Reaction system is my way of explaining what is a d20 roll and what is a straight 10 value. Both get modifiers added as normal for everything in a d20 system.</p><p></p><p>Now in 3.5 or pathfinder the only d20 rolls are attacks, skill checks, and saving throws. I came up with the Action-Reaction system as a way of justifying that anything can be a d20 or a 10 value depending upon the situation.</p><p></p><p>So the person whose go it is performs an action, be that attacking with a sword, a spell, making a skill check, escaping from a grapple, etc.</p><p></p><p>The person or thing on the receiving end has a reaction and that is determined by the action being performed. So a spell attack is a 1d20 spell attack roll (Action) against the opponent's AC, Reflex, Willpower, Fortitude etc (Reaction). The Action is a 1d20 roll plus the characters modifiers, the reaction is 10 plus the opponent's modifiers.</p><p></p><p>The whole system makes everything operate on the same level, so when you escape from a grapple you are using your CMD score for the Action (1d20) against the opponent's CMB score (10). When you attempt to dispel a spell or counter a spell its your Spell Attack score as an Action (1d20) against the opponent's Spell Attack score as a reaction (10).</p><p></p><p>So that way i or any DM can, in ad hoc situations where a player wants to do a skill check that isn't covered in the rules, the DM could assign the reaction to another skill, another saving throw, even the opponent's Attack score (as i did for Acrobatics and Tumbling).</p><p></p><p>If you can point me in the direction of where i got it the wrong way round then i will go and change it, and if you have any suggestions on how to word it better then that would be much appreciated.</p><p></p><p></p><p>As for why should you put down your 3.5 book. I suppose it depends upon what role you take up in a typical DnD game (although form your name im guessing the DM) and whether you like the annoying problems inherent in 3.5 or pathfinder.</p><p></p><p>From a players point of view it has all the complexity of 3.5 (and more) and yet is a lot simpler on the maths. Bonuses of different types never stack, and i have deliberately made the bonuses more permanent so you can just update your character sheet with what your statistics are, rather than having to remember what your AC is when you are Opportunity Attacked and when you are charged, and when you are standing to the left of an enemy and wielding a polearm (extreme example but a lot of the later stuff in 3.5 was like that in my experience). Also there is now little or no need to multiclass as the classes are very free form, you should be able to find everything you want for your character concept in a single class. And just in case you do feel the need to multiclass there is no headache from having 3 lots class spell slots per day, nor is there a problem in calculating how many attacks you can make in a full round (the answer is as many as you want).</p><p></p><p></p><p>From a DM's point of view, as i stated above the maths is simpler (although not so simple as 5e which some people regard as too simple). You never have to worry about if bonuses stack because they never do. A wizard cannot dominate the game by casting 10 buffs on each player or 10 curses on each enemy and having just as many damaging effects going on. From a scenario creation point of view I'm aiming for it to be as simple as the DM wants. Each monster comes in 4 versions - Minion, Regular, Elite, and Boss. The Minion versions of monsters are much weaker than normal, the Regular monsters are as written in the Monsters section. Only the Elite and Boss versions are allowed any Race options.</p><p></p><p>So if you wanted the players to explore a dungeon you do not have to spend ages preparing a set of monsters and figuring out what feats they have and what each one does. Just chuck in a bunch of regular monsters and away you go. For the final or important encounters then you can use Elite or Boss monsters with a few Minions thrown in to soak up the damage. These Elite and Boss monsters have Race Options which make them just as customisable as a character class but within the flavour of the monster. You don't need to add a template or a class to a creature just to keep it competitive.</p><p></p><p>Finally and most importantly i have removed all the level based progression for saves and attacks, and trimmed down hit points. So that orc is still going to be able to hit the level 10 fighter (but with less frequency) and with enough orcs they could potentially kill the fighter if he is reckless or stupid and charges in alone. That means no more adding in magic items or templates and classes to boost weaker monsters, nor do you have to throw monsters of the same CR at the group just to challenge them. You can mix low level encounters with mid level, and high level, even throw in a boss on its own and it should still work.</p><p></p><p>I pretty much overhauled all the individual modules of d20 and made sure they all work together coherently, you don't have to look up the rules in detail for grapple, its pretty much the same as an attack, you don't have to look up the rules in detail for counterspell or dispel magic its pretty much the same as an attack.</p><p></p><p>There's loads more in it as well, the changes to magic and spells (any spell prepared in any slot at any level is pretty big i think), the changes to magic items, the changes to skills.</p><p></p><p></p><p>Of course the system may not be for you, depends upon your tastes. I loved 3.5 and pathfinder but was annoyed that beyond level 8 i had to chuck fiendish minotaurs in plate mail at every encounter just to challenge them, or had to use clever terrain or spellcasting set ups to neutralise certain characters (which was no fun for the characters), the balancing of the system became such a problem that several characters had to be scrapped because they didn't make the right choices (a situation that should never occur). I like things simple but with the option of being as complex as i want. So hopefully that's what i did.</p><p></p><p>If anyone has time i would appreciate if people would have a go at running something (even a single encounter) and let me know how it worked out, where the rules fall down or aren't clear, etc. Also any ideas on Class Options, Race Options, and Magic Items would be great.</p></blockquote><p></p>
[QUOTE="dazzlerdal, post: 6500645, member: 6695391"] Well thankyou for taking the time to read it. Please forgive my lack of clarity but my skill with the written word is not great. So the Action - Reaction system is my way of explaining what is a d20 roll and what is a straight 10 value. Both get modifiers added as normal for everything in a d20 system. Now in 3.5 or pathfinder the only d20 rolls are attacks, skill checks, and saving throws. I came up with the Action-Reaction system as a way of justifying that anything can be a d20 or a 10 value depending upon the situation. So the person whose go it is performs an action, be that attacking with a sword, a spell, making a skill check, escaping from a grapple, etc. The person or thing on the receiving end has a reaction and that is determined by the action being performed. So a spell attack is a 1d20 spell attack roll (Action) against the opponent's AC, Reflex, Willpower, Fortitude etc (Reaction). The Action is a 1d20 roll plus the characters modifiers, the reaction is 10 plus the opponent's modifiers. The whole system makes everything operate on the same level, so when you escape from a grapple you are using your CMD score for the Action (1d20) against the opponent's CMB score (10). When you attempt to dispel a spell or counter a spell its your Spell Attack score as an Action (1d20) against the opponent's Spell Attack score as a reaction (10). So that way i or any DM can, in ad hoc situations where a player wants to do a skill check that isn't covered in the rules, the DM could assign the reaction to another skill, another saving throw, even the opponent's Attack score (as i did for Acrobatics and Tumbling). If you can point me in the direction of where i got it the wrong way round then i will go and change it, and if you have any suggestions on how to word it better then that would be much appreciated. As for why should you put down your 3.5 book. I suppose it depends upon what role you take up in a typical DnD game (although form your name im guessing the DM) and whether you like the annoying problems inherent in 3.5 or pathfinder. From a players point of view it has all the complexity of 3.5 (and more) and yet is a lot simpler on the maths. Bonuses of different types never stack, and i have deliberately made the bonuses more permanent so you can just update your character sheet with what your statistics are, rather than having to remember what your AC is when you are Opportunity Attacked and when you are charged, and when you are standing to the left of an enemy and wielding a polearm (extreme example but a lot of the later stuff in 3.5 was like that in my experience). Also there is now little or no need to multiclass as the classes are very free form, you should be able to find everything you want for your character concept in a single class. And just in case you do feel the need to multiclass there is no headache from having 3 lots class spell slots per day, nor is there a problem in calculating how many attacks you can make in a full round (the answer is as many as you want). From a DM's point of view, as i stated above the maths is simpler (although not so simple as 5e which some people regard as too simple). You never have to worry about if bonuses stack because they never do. A wizard cannot dominate the game by casting 10 buffs on each player or 10 curses on each enemy and having just as many damaging effects going on. From a scenario creation point of view I'm aiming for it to be as simple as the DM wants. Each monster comes in 4 versions - Minion, Regular, Elite, and Boss. The Minion versions of monsters are much weaker than normal, the Regular monsters are as written in the Monsters section. Only the Elite and Boss versions are allowed any Race options. So if you wanted the players to explore a dungeon you do not have to spend ages preparing a set of monsters and figuring out what feats they have and what each one does. Just chuck in a bunch of regular monsters and away you go. For the final or important encounters then you can use Elite or Boss monsters with a few Minions thrown in to soak up the damage. These Elite and Boss monsters have Race Options which make them just as customisable as a character class but within the flavour of the monster. You don't need to add a template or a class to a creature just to keep it competitive. Finally and most importantly i have removed all the level based progression for saves and attacks, and trimmed down hit points. So that orc is still going to be able to hit the level 10 fighter (but with less frequency) and with enough orcs they could potentially kill the fighter if he is reckless or stupid and charges in alone. That means no more adding in magic items or templates and classes to boost weaker monsters, nor do you have to throw monsters of the same CR at the group just to challenge them. You can mix low level encounters with mid level, and high level, even throw in a boss on its own and it should still work. I pretty much overhauled all the individual modules of d20 and made sure they all work together coherently, you don't have to look up the rules in detail for grapple, its pretty much the same as an attack, you don't have to look up the rules in detail for counterspell or dispel magic its pretty much the same as an attack. There's loads more in it as well, the changes to magic and spells (any spell prepared in any slot at any level is pretty big i think), the changes to magic items, the changes to skills. Of course the system may not be for you, depends upon your tastes. I loved 3.5 and pathfinder but was annoyed that beyond level 8 i had to chuck fiendish minotaurs in plate mail at every encounter just to challenge them, or had to use clever terrain or spellcasting set ups to neutralise certain characters (which was no fun for the characters), the balancing of the system became such a problem that several characters had to be scrapped because they didn't make the right choices (a situation that should never occur). I like things simple but with the option of being as complex as i want. So hopefully that's what i did. If anyone has time i would appreciate if people would have a go at running something (even a single encounter) and let me know how it worked out, where the rules fall down or aren't clear, etc. Also any ideas on Class Options, Race Options, and Magic Items would be great. [/QUOTE]
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