My brain must not be working as I never gave that a thought... just WOW. I guess these 63-65 hour weeks are taking their toll. Just the other day I remember standing in front of the microwave with the door open, some chili in a microwave bowl in my left hand and my right finger next to the keypad on the micro trying to figure out what I was supposed to do next. lol. I need to sleep, BAD!
---PART 1
Sean's D&D Adjudications
ALSO NOTE THAT SOME RULES MUST BE ADJUDICATED ON THE SPOT AND MAY CHANGE BASED ON CIRCUMSTANCE.
Hex or Square grids may be used interchangeably and/or intermittently.
Standard mathematics rounding/truncating is in play.
Hybrid rules apply but are at GM's discretion.
-e.g. 3.0 or 3.5 Ranger variants are available.
-Grapple rules from either edition is chosen on the fly. 3.0 is preferred.
-Old and new flanking rules are used in tandem. (i.e. There is a flanking condition amongst 2+ and there is a flank area.)
3.0 Cover Rules None, 1/4, 1/2, 3/4, Full
Realistic currency rules and barter are in play.
Money changers do exist.
Skill Tricks are available.
Action points can be used to commit to a "called or power shot". These shots cost 5 action points, can only be used once per level and require a full round action. A called shot allows the attacker to designate a specific location on their opponent for a single attack to land. This attack always hits unless there is a % miss chance and never threatens. Additionally it forces the subject to make a save as if accepting a Coup de Grace or suffer the consequences of having been struck in that locale (See 3.5 DMG Pg27). Creatures immune to critical hits make the save in the same way, failing the save means they take the critical multiplier instead.
Action points (AP) equal about 100gp per PC Level each. So 5 Action Points at level 1 would cost 500gp. Action points cannot be converted into gold. Action Points reset upon gaining a level. You can never purchase more AP than your maximum for a given level. Purchasing action points must be done in advance and will involve unique challenges and tasks administered by a GM, Co-GM or Battle Master before a game session.
Facing (Unearthed Arcana)
As a free action once per round during your turn you may re-face your character (s). Additionally you may choose to remain facing in a static direction or "lock" onto an enemy and as a free action maintain facing with that enemy if they move.
In Hexes a shield covers 2 sides. In a square it covers 3.
Clobbered Rule: When you take more than 50% your current, NOT MAX, hit points in one hit, you become clobbered and may not perform anything more than a standard OR move action for your next turn. If you are hit again WHILE clobbered for more than half again, you automatically fall prone. A third such strike will knock you to 0 HP at which point you may not safely perform ANY strenuous act OTHER than moving/crawling 5 feet. Strenuous acts include Attacking, Moving or any other action that is more than a partial action. If you do you will drop to -1 HP and fall unconscious at the end of your action. Going on Full-Defense is an exception to this rule, though you still suffer the allotted penalties for being in said condition. You may include your NEGATIVE HP Total for purposes of determining if you are clobbered.
Massive Damage: If you sustain more than 75% of your current HP in one hit you automatically fall prone and must make a DC save as if saving for coup de grace or become unconscious, loosing 1 HP per round until stabilized or awakened, as per sleep, Death Occurs at negative you CON score + Level, NOT -10. It is possible to have a penalty because of a CON score <10.
Libris Mortis Undead Physiology is in use
Magic Item Creation: Wondrous +25% on non-affinity slot x 1.25, Magic Items: +75% on non-affinity slot x 1.75
Magic Item Compendium Item creation rules (costs).
Partial Charge: Must be only charge option. Min 10ft. left, -1 AC / +1 ATT. Can be used with angles or obstruction.
Mirror image: 2 versions available, Choose formation or only in square/hex occupied when memorizing spell.
Threatening your personal area with unarmed attacks is possible, untrained takes no penalty. Each provocation of AOO is Treated separately.
Resolve last trigger first. Hands, feet and bite may be considered as natural weapons. They do threaten inside a 5 foot radius.
Stoneskin does protect against a maximum of 10 feet of falling damage.
Flying from prone can be obtained while retaining maneuverability. A character cannot be knocked prone from flight unless target chooses to drop flight as a free action in response.
A target can provoke and trigger more than one attack of opportunity per round. However the person getting the AOO must have remaining ones for that round.
Casting while prone: 10 + 5 per component + Spell lev. or spell fails.
Charge as starting action: I call it the "Long Charge":
Yes, you may charge toward a target as per PHB, but you may fall short the required distance, think simultaneity. However if your enemy moves out of the way you require a counter action to stop the charge and arrive in your targets square/hex for the ending of your next turn.
You DO NOT get any additional bonus than is stated and the penalties continue through the next round. You may only use this rule with partial charge when partial charging can be performed.
Charging and lines: You may target your charge on an enemy as long as your attack connects in a threatened square immediately in front of you that is NOT in a flank position or otherwise hindered. Helpless and prone victims do not hinder a charge if they are at least your size category or smaller. Those who are simply prone but not helpless may be considered a hindrance. To be decided on a case by case basis.