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The World of Aarn: A custom PnP setting. (WIP)
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<blockquote data-quote="Seiun" data-source="post: 3819294" data-attributes="member: 55482"><p>Unlike many other things I've changed from the 3.5 d20, I don't have a particular problem with the current movement rules. For the most part they're easy to remember and easy to manage.</p><p></p><p>However, I want to make the stats of agility and finesse have their own impacts on the gameplay other than being a simple split-up of dexterity. One of the most obvious ways to do this is to restructure the movement rules and carrying capacity rules to take one's agility stat into account.</p><p></p><p>First, all skill sets that involve body movement that depend on strength, such as climb and jump have had their governing stats changed to agility.</p><p></p><p>Second, a character's strength score will still affect these skills indirectly, because when a character is overburdened, their agility score will simply be reduced based on how burdened they are. A character with a light load has no penalty. A character with a medium load may have a penalty from -2 to -4 to agility, to be based on future playtesting. A character with a heavy load may have a penalty from -4 to -6.</p><p></p><p>This extends to staggering with a very heavy load (beyond carrying capacity) which would reduce a character's agility by as much as -8. Dragging a very, very heavy load will only reduce agility when it comes to movement speed, considering how easily it is for a character to let go of the load. Of course, if they are tethered to the load, or refuse to stop dragging/pushing the load, I may have it so that their agility score is reduced by as much as 10 or more.</p><p></p><p>Third, when it comes to movement speed itself, a character's walking movement speed (default feet per round) will simply be twice the agility score, rounded to the nearest five. This means that a character with an agility of 7-8 has a 15" movement speed, 9-11 has a 20" movement speed, 12-13 a 25" movement speed, 14-16 a 30" movement speed, moving up the table. A character with an agility score of one has a movement speed of 0" and can only move 5 feet in a round by using a full round action.</p><p></p><p>A hustling character is treated as normal, per the rules. If hustling would deal nonlethal damage, (such as extended out of combat travel) it deals endurance point damage instead.</p><p></p><p>A running character, however, must spend one endurance point for every square crossed in the move action they spend running. This may seem very expensive, however, there is a special rule for the endurance point system I have mentioned before - catching one's breath.</p><p></p><p>In general, a character in combat can spend a full round action catching his breath. This allows him to regenerate a number of endurance points equal to his current vitality score in that round. Making any other actions (including a full defense action) means that only half of one's vitality score (rounded down) is recovered. If a character is dealt damage from an attack of opportunity (or the equivalent), no endurance point damage is recovered.</p><p></p><p>Normally, a character will always start combat with full endurance points, having had time to recover from their superficial wounds and their physical exertion between encounters. Long-term damage will be represented by ability score damage only.</p><p></p><p>The only time a character would not have full EP is if that character were suffering endurance point damage outside of combat. Suffering endurance point loss outside of combat is assuming that the character has been pacing himself and catching his breath along the way, and any damage left over is beyond their current ability to recover. Endurance point damage suffered outside of an encounter regenerates at the same rate as nonlethal damage would. </p><p></p><p>Because of this, when a character enters combat with endurance point damage, that damage is considered their current maximum EP, and endurance points cannot be increased beyond this level by catching one's breath or binding one's wounds. A healing spell however can increase endurance points beyond this level, and any endurance point amount reached through healing magic is considered the new temporary EP cap.</p><p></p><p>To address possible confusion, healing magic cannot increase one's temporary cap to endurance point damage beyond one's normal maximum EP.</p><p></p><p>When it comes to movement outside of combat, a character's base movement speed is calculated using whichever stat is lower - agility or vitality. If a character's agility is 15, and their vitality 10, they will still have a tactical movement speed of 30" during an encounter. However, because their vitality is 10, their movement speed for long distance travel is treated as if it were base 20".</p><p></p><p>A full table describing these movement speeds and how they relate to agility and vitality, based on the movement speed table in the SRD, will be provided at a later date.</p><p></p><p>Edit: Added five new fields to the campaign overview post, covering demons, the afterlife, and setting metaphysics.</p></blockquote><p></p>
[QUOTE="Seiun, post: 3819294, member: 55482"] Unlike many other things I've changed from the 3.5 d20, I don't have a particular problem with the current movement rules. For the most part they're easy to remember and easy to manage. However, I want to make the stats of agility and finesse have their own impacts on the gameplay other than being a simple split-up of dexterity. One of the most obvious ways to do this is to restructure the movement rules and carrying capacity rules to take one's agility stat into account. First, all skill sets that involve body movement that depend on strength, such as climb and jump have had their governing stats changed to agility. Second, a character's strength score will still affect these skills indirectly, because when a character is overburdened, their agility score will simply be reduced based on how burdened they are. A character with a light load has no penalty. A character with a medium load may have a penalty from -2 to -4 to agility, to be based on future playtesting. A character with a heavy load may have a penalty from -4 to -6. This extends to staggering with a very heavy load (beyond carrying capacity) which would reduce a character's agility by as much as -8. Dragging a very, very heavy load will only reduce agility when it comes to movement speed, considering how easily it is for a character to let go of the load. Of course, if they are tethered to the load, or refuse to stop dragging/pushing the load, I may have it so that their agility score is reduced by as much as 10 or more. Third, when it comes to movement speed itself, a character's walking movement speed (default feet per round) will simply be twice the agility score, rounded to the nearest five. This means that a character with an agility of 7-8 has a 15" movement speed, 9-11 has a 20" movement speed, 12-13 a 25" movement speed, 14-16 a 30" movement speed, moving up the table. A character with an agility score of one has a movement speed of 0" and can only move 5 feet in a round by using a full round action. A hustling character is treated as normal, per the rules. If hustling would deal nonlethal damage, (such as extended out of combat travel) it deals endurance point damage instead. A running character, however, must spend one endurance point for every square crossed in the move action they spend running. This may seem very expensive, however, there is a special rule for the endurance point system I have mentioned before - catching one's breath. In general, a character in combat can spend a full round action catching his breath. This allows him to regenerate a number of endurance points equal to his current vitality score in that round. Making any other actions (including a full defense action) means that only half of one's vitality score (rounded down) is recovered. If a character is dealt damage from an attack of opportunity (or the equivalent), no endurance point damage is recovered. Normally, a character will always start combat with full endurance points, having had time to recover from their superficial wounds and their physical exertion between encounters. Long-term damage will be represented by ability score damage only. The only time a character would not have full EP is if that character were suffering endurance point damage outside of combat. Suffering endurance point loss outside of combat is assuming that the character has been pacing himself and catching his breath along the way, and any damage left over is beyond their current ability to recover. Endurance point damage suffered outside of an encounter regenerates at the same rate as nonlethal damage would. Because of this, when a character enters combat with endurance point damage, that damage is considered their current maximum EP, and endurance points cannot be increased beyond this level by catching one's breath or binding one's wounds. A healing spell however can increase endurance points beyond this level, and any endurance point amount reached through healing magic is considered the new temporary EP cap. To address possible confusion, healing magic cannot increase one's temporary cap to endurance point damage beyond one's normal maximum EP. When it comes to movement outside of combat, a character's base movement speed is calculated using whichever stat is lower - agility or vitality. If a character's agility is 15, and their vitality 10, they will still have a tactical movement speed of 30" during an encounter. However, because their vitality is 10, their movement speed for long distance travel is treated as if it were base 20". A full table describing these movement speeds and how they relate to agility and vitality, based on the movement speed table in the SRD, will be provided at a later date. Edit: Added five new fields to the campaign overview post, covering demons, the afterlife, and setting metaphysics. [/QUOTE]
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