The Shattered Lands: A simple d20 fantasy heartbreaker

Meatboy

First Post
The Shattered Lands are my attempt at making a simple and easy to play fantasy rpg based off the OGL. Originally this had been pet project attempting to pare the core 3.5 books down to something under 50 pages. The things I found out is that in my attempt to condense things I had to rewrite some stuff and look at some things in different ways. This has led to something that is becoming different enough that I decided to slap a name on it and let others take a look. I made a barebones setting to go along with my rules, a fallen empire setting, and called it the Shattered Lands. I honestly made the setting just so I could avoid a name like blah blah blah D20 or something AND something.

This thread is a place where I can lay out my ideas and hopefully entice me to finish everything. I look foward to questions and criticisms and discussion is welcome. Hopefully I can even throw a few pictures in here to.

Design Goals and Features/Differences

-The biggest goal I have is to make a game that allows for fast flexible character generation, rules which evoke the feeling of 3.x but to keep the page count to a minimum.
-There are as of now 4 classes Fighter, Wizard, Thief, Cleric and I am thinking to add Bard, Monk or Elf, Dwarf, Halfling.

-Classes lack a progession. They all start with a base suite of abilities that allow them to fulfill their role but after that they only gain a small bonus to their main thing and feat every level.

-Feats are everything. I tried to make it so that feats are all worth taking and add new things to a class and I tried to eliminate feat trees so that characters can, especially fighters can start doing cool things as soon as possible.

-Simple equipment. Instead of long lists of weapons and armor I just went with categories. So long sword, battle axe, mace and the like are all now one handed weapons all with the same mechanics and cost. Same sort of thing with armor three categories light, medium and heavy with associated bonuses and draw backs.

-no proficiencies. Thats right none. Any one can use anything but most of the time characters will be using "traditional" weapons and armor because most classes get some kind of advantage or disadvantage built into the class.

-No skills. There isn't a huge list of skills characters just use their ability modifiers as a bonus to skills asscociated with the task. All characters also have Primary abilities which add +3 to skill checks associated with that ability.

well thats the big stuff I will post the classes in their entirety soon.
 

log in or register to remove this ad

Hey, sounds pretty cool. I'll just make the suggestion that classes, weapons, and other options you include should follow the setting and boost the flavor. It's OK for a game world to have only four kinds of fighter and two thieves, or only four kinds of bladed weapons and two guns, without any other choices, for instance. (Yo, ho, ho, and a Bottle of Rum!)
 

Fighter (Strength)
The Fighter is sword and shield of any party. They are the first to charge into and the last retreat from foes. Fighters are the class most adept at wielding weapons and using armor. Combat as a method of solving problems is what the fighter is all about. Fighters have the highest hit points in the game as well as the best attack bonuses and saves. They are tough and powerful.
Strength is the primary attribute of fighters and they should have their highest attribute score here. Other good primary attributes for the fighter are constitution, as it helps keep the fighter alive. Or dexterity, which aids in dodging attacks and ranged combat.
ClassAbilities
HitDice: d10
AttackBonus: +2
Saves:Fortitude: +2, Reflex +2, Will +2

Weapon Master
Fighters are masters of combat and weapons in their trained hands are more deadly. Fighters add half their level as a bonus on Attack rolls and roll a higher dice when dealing damage 1d6, 1d8 and 1d10 as opposed to 1d4, 1d6 or 1d8 (see equipment for details). Fighters are also able to use any weapon style.
Armor Training
Most warriors spend copious amounts of time training in and wearing armor. This has inured them to the rigors of wearing armor. As such fighters do not have their movement speed reduced when wearing armor and they only take half the armor check penalty. In medium armor they have full dexterity modifier to AC and get half their dexterity modifier while in heavy armor.
Combat Finesse
If a fighter’s dexterity modifier exceeds their strength modifier than the fighter can use their dexterity modifier for melee attack rolls. They still must use their strength modifier for damage rolls.
 

With the fighter I wanted to make sure that they were viable in combat as soon as they were rolled up. I wanted to something similar with the theif in making sure that they can use skills. With the simple skills i have, (see none) I just gave the thief a flat bonus to all skill rolls. They are the only class to get the bonus which should hopefully keep them being usefull as play progresses.
Thief (Dexterity)

If the fighter is the sword and shield then thieves are all cloak and dagger. Thieves are the master of skills. They sneak, fast talk and make short work of mechanical devices whether locks, traps or something else and also have some combat ability as well as good reflexes.
Dexterity is the primary attribute of a thief and they should have their highest attribute score here. Intelligence, Wisdom or Charisma are all good second choices for primary attributes depending on what areas a thief wants to excel in.
Class Abilities
Hit Dice: d6
Attack Bonus: +1
Saves: Fortitude: 0, Reflex +2, Will 0
Skill Master

Thieves are versatile and can succeed at things even when they shouldn’t. They gain a +2 bonus to all skill checks and gain half their level as a bonus.
Sneak Attack

If a thief can catch an enemy unaware or has some other advantage over their opponent, such as flanking them, then they deal an additional 1d6 points of damage. This only works against opponents that have sensitive, vital areas. With ranged weapons sneak attacks only apply within 30 feet.
Precision Combatant
Though not dedicated warriors like the fighter most thieves have a small set of tools to help them out when their backs are against the wall. Thieves can add the Balanced or Keen weapon styles to their weapons.
Lesser Combat Finesse
Like the fighter a thief can use their dexterity modifier for melee attack rolls instead of their strength modifier. This only applies to light weapons and they still must use their strength modifier for damage rolls.
Side Step
Sometimes getting out of a fight is as necessary as getting into one. Any time the Thief is missed by an attack they may immediately move 5 feet, this requires that they use their Attack of Opportunity for the round. This movement can take them out of engagement. (see Combat)
Steady Hands
Anytime that one may normally take 10 (see skills) a Thief may instead take 15.
 


Magic probably has undergone one of the bigger changes in the game. Most spells from what I can see just end up being more powerful or tweaked versions of other spells and they certainly take up the lions share of the PHB. So in my quest to dial it back I crammed as many spells as I felt like into a 2 level system. There are now only generic spell slots that can be filled with either cantrips or spells. Cantrips are like at-wills from 4e and generally have the power of a first level spell, but not something OP like sleep. Spells on the other hand are lost once cast and are somewhere between 2nd and 3rd level spells in terms of power.

Magic also requires a focus. For wizards this is traditionally a staff and instead of memorizing spells they perform rituals to embed the spells into their focus. Not a huge change in actual play but for me it conceptualizes easier than just forgetting magic.

Mage (Intelligence)

Mages are masters of secrets. Through their studies of eldritch scrolls and blasphemous tomes they have garnered a small understanding of the underlying aspects of reality and, more importantly, how to twist, rip and weave them to serve their own ends. Mages have little combat ability, low Hit points but possess a strong willpower.
Intelligence is the primary attribute of a mage and should be the highest attribute score. Dexterity or Constitution are good choices for a second primary attribute as they help offset the mages fragility.
Class Abilities
Hit Dice: d4
Attack Bonus: 0
Saves: Fortitude: 0, Reflex 0, Will +2


Arcane Mastery

Mages are masters of the arcane and as such add a +2 bonus, plus half their level, to the DC saves of their arcane spells (see magic and casting). When activating wands or other magic items they only need to roll on the initial activation check, not every time. Provided they are arcane in nature.
Arcane Spell Slots

A mages ability to cast magic is tied to their preparation of spells. A mage can only prepare a certain number of spells every day. At first level a mage can prepare 2 spells per day.
Schools of Magic

Most mages prefer to follow one of the eight schools of magic. These specialist mages find casting spells associated with their school to be significantly easier. They gain an additional spell slot at first level but half of their spell slots (rounded up) must be used to memorize spells from their chosen school.
Spells Known

At first level a mages has a number of spells in their spell book equal to 1 plus their intelligence modifier.
 

When I was putting this together I was wondering whether or not I should ditch clerics. But I've do appreciate the whole warrior/wizard thing they going on. If not always the whole religious thing. But I figured they are very central to my minds eye view of what DND is they gotta stay. Magic is a little more limited for clerics than in normal 3.x because all spells are linked to clerical domains, which are just mini spell lists, an clerics can only prepare spells from their domains.

Cleric (Wisdom)

Clerics are the servants of the gods. They are not however mere priest, not mouthpieces attempting to sway the masses. No, clerics are the hands of a deity, wielding the power of their lords and ladies and actively working to push their agendas. They are usually able combatants, though no fighter, and their link to their god grants them some miraculous abilities, yet they are no mage.
Wisdom is the primary attribute of clerics. Constitution, Strength or Charisma all make good choices for other primary attributes depending on whether the cleric is more crusader or proselytizer.
Class Abilities
Hit Dice: d8
Attack Bonus: +1
Saves: Fortitude: +2, Reflex 0, Will +2

Divine Mastery

Clerics are masters of the divine and as such add a +2 bonus, plus half their level, to the DC saves of their divine spells (see magic and casting). When activating wands or other magic items they only need to roll on the initial activation check, not every time. Provided they are divine in nature.
Divine Spell Slots and Domains of Power

Much like mages, clerics have the ability to cast spells. These spells do not come from pouring over musty old grimoires but instead are granted as favours from their divine patrons. At first level a cleric has 1 spell slot. This slot can only be filled with spells drawn from a cleric’s chosen domains. Each deity has several domains associated with them and at first level a cleric chooses 2 of those domains.

Turn Undead

Clerics of all stripes are granted the power to banish unnatural spirits. Turning has a 30 foot radius, centered on the caster. All Undead in the area take 1d6 Holy damage + 1d6 per CHA mod. No save. This power is usable 1 per day plus a number of additional times equal to the cleric’s WIS mod.

Stout Combatant

Most clerics have some ability to fight, but this ability is straightforward and unsubtle. Clerics can assign the Brutal or Vicious weapon styles to their weapons.
 

Weapons and armor
In the spirit of keeping the game as simple as possible there is not a massive list of arms and armor. Both weapons and armor are broken up into a few broad categories and it is assumed that items of a similar size and weight act the same, in game terms anyway. So a long sword and battle axe are the same or a samurai’s lamellar armor works the same way as the heavy bronze plates of a Spartan Hoplite.

Melee Weapons

Melee weapons are divided into 3 categories based on their size and weight. Generally speaking bigger weapons deal more damage but smaller weapons can be more easily used two at a time. The categories are light weapon, one-handed weapon and two-handed weapon. They deal damage on the following scale, bracketed values show what a fighter deals using the same weapons.
Light Weapon: 1d4 (1d6)
One-handed Weapon: 1d6 (1d8)
Two-handed Weapon: 1d8 (1d10)

(These weapons values are for medium sized characters. Smaller or larger sized creatures have weapons appropriately sized for them.)

Light weapons

As their name implies light weapons are the smallest of the melee weapons and include such weapons as daggers, clubs, short swords, hatchets, brass knuckles or any small easy to conceal weapon. For two weapon fighting light weapons are best used together or with a one handed weapon to minimize penalties. Light weapons can also be thrown and have a range of 20 feet.

One-Handed weapons

One-handed weapons are larger and heavier than light weapons but can still be used in one hand. Most weapons fall into this category everything from a knights broadsword to a barbarians cruel axe all are considered one-handed. A one-handed weapon is best used either with a light weapon, for two weapon fighting, or with a shield, to maximize defense.

Two-handed weapons

The largest, and most damaging, of melee weapons are two-handed weapons. As their name implies such weapons require two hands to wield. Weapons such as spears, bardiches and huge zwiehander swords are all two-handed weapons. Two handed weapons can’t be used in conjunction with anything else but they do benefit from an additional 1.5x strength modifier when dealing damage.
Improvised weapons and unarmed attacks

Occasionally you might find yourself squaring off against a vicious band of monsters with only a haunch of beef in your hand, wondering how much damage will this thing do? Improvised weapons deal damage on the same schedule as regular weapons but they don’t gain any benefit from fighters rigorous training or from any Weapon Styles.
On the off chance there is absolutely nothing around to fill your hand with and you must fight with only your bare hands you make an unarmed attack. They deal 1d3 damage and if your opponent is armed grant attacks of opportunity.
 


Light Weapon: 1d4 (1d6)
One-handed Weapon: 1d6 (1d8)
Two-handed Weapon: 1d8 (1d10)
This is the inelegant industry standard. Weapons vary more in terms of reach, wieldiness, and armor penetration than they do in damage. The damage from a strike is far, far more a factor of the skill with which a warrior uses this weapon than which weapon he uses. Ancient and medieval warriors would not have spoken of the ax as "more damaging" or the dagger as "less damaging," but of one has longer and having better reach, and the other being lighter, easier to conceal, and ineffective at holding an enemy at bay.

Consider instead a system like:

* All weapons deal d6 damage. Longer weapons attack before shorter weapons.

or:

* All weapons deal d6 damage. Swords are +1 to defense; daggers, maces, and heavy axes are -1 to defense.

or:

* Daggers and small swords have poor penetration (matching leather), and maces and two-handed weapons have good penetration (matching plate); other weapons match chain. A blow from a weapon against an armor type it does not match deals 1 damage; against an armor type it matches, 2 damage, and against an armor type it overcomes, 3 damage.

Or all three could be combined. But any of these rules taken by itself would represent a much more plausible system than the typical notion that weapons vary primarily or exclusively in terms of the damage they deal.
 

This is the inelegant industry standard. Weapons vary more in terms of reach, wieldiness, and armor penetration than they do in damage. The damage from a strike is far, far more a factor of the skill with which a warrior uses this weapon than which weapon he uses. Ancient and medieval warriors would not have spoken of the ax as "more damaging" or the dagger as "less damaging," but of one has longer and having better reach, and the other being lighter, easier to conceal, and ineffective at holding an enemy at bay.

Consider instead a system like:

* All weapons deal d6 damage. Longer weapons attack before shorter weapons.

or:

* All weapons deal d6 damage. Swords are +1 to defense; daggers, maces, and heavy axes are -1 to defense.

or:

* Daggers and small swords have poor penetration (matching leather), and maces and two-handed weapons have good penetration (matching plate); other weapons match chain. A blow from a weapon against an armor type it does not match deals 1 damage; against an armor type it matches, 2 damage, and against an armor type it overcomes, 3 damage.

Or all three could be combined. But any of these rules taken by itself would represent a much more plausible system than the typical notion that weapons vary primarily or exclusively in terms of the damage they deal.


Nice post and thanks for the reply. Let me start with saying I 100 percent agree with you that the deadliness of weapons is more a function of wielder more than the weapons themselves. Unfortunately I've been sidetracked lately and have only posted half a system. Up in each of the classes it talks about weapon styles and how most of the classes, except the mage, have access to some or all of these styles. (maybe not the greatest name but I haven't thought of anything better.) These take the variation found in 3e weapons and transfer them from the weapons to the user.

Now instead of a longsword dealing 1d8 damage with criticals being scored on a roll of 19-20 with a x2 damage multiplier. I have it set so that a longsword, or any comparible weapon deals 1d6 damage anything else that is done outside of this base damage is strictly based on the skill of the wielder.

Using my system a fighter could effectively recreate the stats of a longsword but could pick up any weapon of the same size and do the same thing. I want to remove the forced specialization that has been dragging down warriors since the weapon proficiency system was introduced in earlier editions. I really dislike the fact that if I'm playing a fighter I need to spend feats and time siloing myself into using a certain weapon, or way of fighting, if I want to be effective as a warrior.

Also by reducing most weapons to single stat I've saved myself a lot of page space because now I don't need neither lists of weapon stats nor pages of weapon descriptions.
 

Remove ads

Top