4th Edition D&D?


log in or register to remove this ad


William Ronald said:
Okay, time to start the program to boost human intelligence....:D

That site has been down every time I have tried to access it. Perhaps I should just count my blessings?

Yep, unless you really wanna see why we should all be adding 1d3 to our ability points each level :rolleyes:
 




Welll.... I read it.... and my eyes are bleeding, so I may have a few typos.

I have come to the conclusion that this guy is either trying to be funny and failed misserably; or he is serious, thinks he has improved the game and once again has failed miserably.

For those that cannot reach the site, I will format a version for the boards and post it -- you will really want to laugh at this guy properly.
 



Part 1

(please keep in mind that I am not going to repost the graphics from the site and that the boards and html can only approximate each other... also note that this is only hte very first couple of entries in his so-called improvements...)




From the creator of 4th Edition Dungeons & Dragons ™ comes
Revised 3rd Edition Add On ™
3e Add-On Rules -- Making crappier games better™



Terms of Use
If you intend to use this product and/or if you access this site more than one time, you are asked to send US $1.00 to:
Roldan Loza
2540 S. 4th Ave.
Yuma, AZ 85364 USA

All work herein is copyrighted 2003 Roldan Loza; 4th Edition Dungeons & Dragons, 3rd Edition Add On, and MAKING CRAPPIER GAMES BETTER are trademarks owned by Roldan Loza. ™ & Copyright Roldan Loza

This work may not be reproduced in part or in whole. All characters, drawings and their likeness therein are the property of Roldan Loza. And they may not be altered, changed, copied and/or reproduced in any way or form.



Product Rating
Teen 13 +
Difficulty
Medium



3rd Edition to 3.5
These rules are meant for people who play and are already familiar with the 3rd ed. or 3.5 rules, with the purpose of making adventures more realistic and challenging. But mainly to balance certain imperfections and doom-to-failure inconsistencies found in the standard rules. A Rule Change Type rating system has been provided to better serve your needs. That way players and DMs can themselves decide what changes are best for their campaigns.



Rule Change types
Optional: these rules are cosmetic and are not necessary
Must Have: there rules are indeed needed to correct the broken game system.

The Rule Change type will be found in parantheses next to the title of the of the rule change.



Level Changes (must have)
Each time you level, from 1 to 3 stats increase, roll 1d3 to determine how many increase. To determine which stats increase roll 1d6 and check the list below. Do this once for each of the 1 to 3 stats that increase. Rolls are determined below:

Roll ... Attribute
. 1 .... Str
. 2 .... Dex
. 3 .... Con
. 4 .... Int
. 5 .... Wis
. 6 .... Cha

Why this change? Stats didn't rise fast enough. Gaining levels wasn't quite so rewarding. Now when you rise in level you can really feel your character grow stronger. Making you a more even match for all the "tuffiies" out there.



Initial Hit Points (must have)
Rather than gaining the maximum at 1st level, gain a bonus +1d10 regardless of class. A fighter would roll 2d10 for hp at 1st level. A wizard 1d10 + 1d4 for hp at 1st level. And so on. This represents the 0 level hit points of every living individual.



Race Changes (optional)
The goal with the races was to make the core races as good as the more specialized monster races that have vast advantages beyond those of the common ones.

Note: bare in mind that these class changes are optional. You need not use them if you don't like. They are meant as option over the main ones.

Elves, Dwarves, Gnome and Halflings lose any penalty they may have had experience for multi-classing. Bare in mind that some Classes are restricted to specific races.

Humans
Their devotions make them reach great heights unattainable by others. As such humans gain +2d4 bonus stat points as a bonus to one stat of their choice on creation. This represents human resilience and the will to surpass all else, a definement of the human spirit. Being flexible and capable, they gain 1d4 bonus feats on creation. Quick-learning, they gain 1d6 bonus skill points at 1st level.

Note: that the worth of all the human skills are base on chance rather than solid numbers. As such the bonus maybe small or it maybe large.

Humans in the real world are Chaotic Neutral. As they are selfish and always willing to do what is in their best interest whether it is good or bad.

However, humans in the fantasy world and magic realms tend to be upstanding and righteous. Humans within the game are Lawful Good.

Common Alignment: Lawful Good
Favorite Class: Paladin

Elves -1 Str, +4 dex, -4 con, +1 Int, -2 Wis, +4 cha

Aside from the basic abilities Elves also possess:

Spell Resistance: equal 14 + Cha bonus + level

Innate Abilities: sleep, entangle, charm. The strength of these spells is of spell power 10 + Cha bonus + level. They may cast these spells a number of times per day equal to their Cha bonus.

Apprenticeship: starting at 2nd level elves are considered to be sorceresses of half their level. However, the spells they may cast per day may not exceed their Cha bonus.

Weaknesses -- Poisons have a strange sleep effect on them aside from their normal effects. Wine acts as a sleep spell against elves if consumed. Meat too acts in the same way as wine, as elves are strict vegetarians. Elves heal slower than humans when not within a forest or woods. When outside of the forest they heal only 1 hit point every 2 days. Within a forest environment they heal 2 hit points + their Con bonus every day. One tree serves of great height serves to substitute a forest, if the Elf prays to it and sleep under its branches remaining in touch with the tree. So long as she keeps to this, she will heal normally. This has to do with the Elves sylvan nature.

Common Alignment: Neutral Good
Favorite Class: Sorceress or Ranger

Dwarves +2 Str, -2 Dex, +4 Con, -2 Int, +2 Wis, -2 Cha

Aside from all the basic abilities Dwarves also have:

Special Save: They gain a special bonus to their saving throws against Spells and Poisons equal to +1 for every 4 Con points they possess

Resistance: make a Fort check of difficulty 10 + level of caster and if it passes, subtract your Con bonus + level of the dwarf from any damage you take from that magical attack.

Stonemancer: as everyone knows dwarves are the lords of the earth, and rocks are no exception. They gain a +2 bonus to stone related skills. Also whenever they fight monsters made of stone or of the earth element they gain a +2 bonus to both attack rolls and damage.

Direction Sense: dwarves always seem to be able to find their way, regardless of where they are, by making a spot check.

Weapon Specialization: they may specialize with the axe, mace or hammer. Upon doing so they gain the benefits of specialization and gain a +3 to damage bonus.

Weakenesses -- Sluggish: being rather short and stocky dwarves suffer a -6 penalty to all Ref saving throws. Stocky: and a -6 penalty to all Dex skill checks. Weapon Penalty: that same specialization that grants them a bonus causes Dwarves to suffer a -1 base attack penalty with all weapons other than Axes, Maces and Hammers. Off-the-Ground: dwarves suffer a -4 attack skill penalty with all missile and thrown weapons, except Axes. Also whenever they engage in air combat they suffer a -4 to their attack roll penalties.

Common Alignment: Lawful Neutral
Favorite Class: Barbarian

Gnomes -2 Str, +2 Con, +4 Int, -4 Wis, +2 Cha

Aside from all the basic abilities Dwarves also have:

Apprenticed: starting at 2nd level Gnomes are considered to be Druids of half their level. However, their spells per day may not exceed their Int bonus. This is the Gnomes nature as they are Sylvan creatures.

Keen Minds: Gnomes add their Int bonus to all Will type saves.

Weaknesses -- Stocky: and a -6 penalty to all Dex skill checks. Level Adjustment: being somewhat more powerful than the average creature Gnomes have a Level Adjustment penalty of +1.

Common Alignment: Chaotic Good
Favorite Class: Wizard

Generic Race Stats (optional)
Goblin +2 Str, +2 Dex, -4 Con
Kobold +2 Dex, +2 Con, -2 Int, -2 Wis
Ogre +8 Str, -8 Dex, +8 Con, -4 Int, -4 Cha
Hobgoblin +4 Str, -2 Dex, -2 Con
Dog +2 dex, -4 Int, - 2 Wis, +4 Cha
Cat -12 Str, +12 Dex, -8 Con, -2 Int, -4 Wis, +14 Cha
Tiger +6 Str, +2 Con, -5 int, -5 Wis, +2 Cha
Lion +8 Str, -6 Dex, +10 Con, -6 int, -6 Wis

Note: these race stats require no Level Adjustment and may be played even with the core rules as long as the Stat Changes rule is being used.

Leo +4 Str, -2 Dex, +2 Con, -2 Int
These are the mythical half-lions. Much like the Centaurs they possesses half the body of a man and the lower half is the body of a lion.
Paws: while they possess natural claws as does a lion. The normal rules for multiple attacks still applies. The claws deal 1d4+2 damage.

Detect Prey: when a creature comes within 120' of the Leo regardless if its invisible, moving silently or otherwise hiding and unseen, he is entitled to make a "smell" check to detect the presence.

Feral: when the Leo is first wounded during combat, he gains the damage he took from that first attack as a bonus to his attack skill and damage dealt on his next round. He may use this ability a number of times per day equal to 1 + Con bonus before becoming to exhausted to able to use this ability any further.

Roar: by spending one round to roar in a threatening manner as if he were using the bluff skill, he may affect all opponents within a 60' radius as the fear spell. The difficulty rating of the roar is the same as the bluff check roll of the Leo.

Weaknesses -- Exp Penalty: Leos are strong creatures as such they receive a penalty of +2 Level Adjustment. Savage: they are somewhat wild animals more than man. As such they suffer a -4 attack skill penalty with all weapons. Crude: they suffer a -6 penalty to all skill checks. Armor: due to their unique body types, they cannot wear armors of higher armor class above that of Banded Mail. They may however have these armors specially made for twice the cost of normal.

Common Alignment: Chaotic Evil
Preferred Class: Fighter or Rogue

Note: Spells no longer automatically hit, instead the spell caster must makes a successful 1d20 attack roll with a +1 bonus per level of the Spell Caster against the targets armor class. Secondly, for those races possessing spell resistance, the spell caster must make a successful Will save against the spell resistance with the will acting as the difficulty rating. For more details see the last section of this book titled Spell Casting.

Why these changes? Originally, the races were unbalanced and not unique or special enough compared to other humanoid races and monsters.
 

Pets & Sidekicks

Remove ads

Top