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[Repost] Nevermore: d20 Dreamscape campaign setting: Looking for input.
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<blockquote data-quote="jaldaen" data-source="post: 5074" data-attributes="member: 214"><p><strong>Skills and Feats</strong></p><p></p><p>Skills:</p><p></p><p>Here is what I'm thinking of doing:</p><p></p><p>1) All of the skills have new surreal mechanics to them. Craft-skills allow you to craft things out of thin air, the climb skill allows you to climb surfaces you normally shouldn't, and the jump skill allows you to jump farther then you should (with increased DC). Also included would be a "nighmare" section dealing with possible nightmare reactions to failed skill checks.</p><p></p><p>2) Having two new skills: Dreamwalking and Dreamweaving. </p><p></p><p>Dreamwalking would be a untrained skill that helps to lower the DCs of actions made in the dream. For example: You try to climb a shear surface (normally impossible for most characters, but not so in a dreamscape) the DC is 30, but a successful dreamwalking check versus the local areas "stability" rating (ie how difficult to do surreal things in that environment) allows the character to lower the DC by 5. This is normally a move equivalant action (no AoO), but may be made into a free action by increasing the DC of the check by 5 (note this will probably be restricted to once per round). Failure may result in a "nightmare" episode.</p><p></p><p>Dreamweaving also is a trained only skill that allows a character to change the dreamscape itself. This is a standard action and draws an attack of opportunity. THe DC is also against an area's stability rating and the area of effect. This skill could produce a door where there was none, change a landscape, drive off a nightmare. Failure may result in a nightmare or backlash.</p><p></p><p>Feats:</p><p></p><p>Feats are an interesting condundrum and one that I'm still contemplating, but here is what I'm contemplating thus far...</p><p></p><p>New Dream Feat Mechanic: Characters who do not have a particular feat may make a dreamwalking check to gain temporary access (1 round) to that feat. The DC depends upon how many prerequisites there are for the feat that the character does not have. Note: Failure may lead to a nightmare.</p><p></p><p>Surreal Feats: These are feats that are quite different from normal feats and could not be effectively done in the real world. I've got a few such feats in mind, but I'd love to hear some suggestions on these. The two notable ones I've come up with are air-walking and flight, two feats that can be done in a dream but not in the "real world" without the aid of magic.</p><p></p><p>That's all for now, but there's more to come tommorrow,</p><p>Joseph</p></blockquote><p></p>
[QUOTE="jaldaen, post: 5074, member: 214"] [b]Skills and Feats[/b] Skills: Here is what I'm thinking of doing: 1) All of the skills have new surreal mechanics to them. Craft-skills allow you to craft things out of thin air, the climb skill allows you to climb surfaces you normally shouldn't, and the jump skill allows you to jump farther then you should (with increased DC). Also included would be a "nighmare" section dealing with possible nightmare reactions to failed skill checks. 2) Having two new skills: Dreamwalking and Dreamweaving. Dreamwalking would be a untrained skill that helps to lower the DCs of actions made in the dream. For example: You try to climb a shear surface (normally impossible for most characters, but not so in a dreamscape) the DC is 30, but a successful dreamwalking check versus the local areas "stability" rating (ie how difficult to do surreal things in that environment) allows the character to lower the DC by 5. This is normally a move equivalant action (no AoO), but may be made into a free action by increasing the DC of the check by 5 (note this will probably be restricted to once per round). Failure may result in a "nightmare" episode. Dreamweaving also is a trained only skill that allows a character to change the dreamscape itself. This is a standard action and draws an attack of opportunity. THe DC is also against an area's stability rating and the area of effect. This skill could produce a door where there was none, change a landscape, drive off a nightmare. Failure may result in a nightmare or backlash. Feats: Feats are an interesting condundrum and one that I'm still contemplating, but here is what I'm contemplating thus far... New Dream Feat Mechanic: Characters who do not have a particular feat may make a dreamwalking check to gain temporary access (1 round) to that feat. The DC depends upon how many prerequisites there are for the feat that the character does not have. Note: Failure may lead to a nightmare. Surreal Feats: These are feats that are quite different from normal feats and could not be effectively done in the real world. I've got a few such feats in mind, but I'd love to hear some suggestions on these. The two notable ones I've come up with are air-walking and flight, two feats that can be done in a dream but not in the "real world" without the aid of magic. That's all for now, but there's more to come tommorrow, Joseph [/QUOTE]
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[Repost] Nevermore: d20 Dreamscape campaign setting: Looking for input.
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