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<blockquote data-quote="KDLadage" data-source="post: 1032716" data-attributes="member: 88"><p><strong>Part 3</strong></p><p></p><p><span style="color: orange">(some more of the so-called improvements... more on the way...)</span></p><p></p><p><strong> Stat Changes (must have) </strong></p><p>Note: these changes apply over the stats already stated in the core rules. So, don't forget to take into account the effects states in the core rules.</p><p></p><p><em>Str</em> - no longer warrants a bonus to base attack for Melee weapons. Unless the target is wearing Armor or has Natural Armor. In which case Str does grant you a bonus to your base attack, but the bonus granted may not be higher than the armor's AC worth. Str does not affect Shields in this way. Secondly, Str is restricted by the wearing of armor. See Armor for more details.</p><p></p><p><em>Dex</em> - grants you a bonus to your base attack using both Melee & Missile weapons. And it is not restricted by Armors, except for a few exceptions stated under Armor.</p><p></p><p><em>Int</em> grants you opportunities during the game. High intelligence allows you to device ways where a lesser person could not manage. It allows you to use your environment to your advantage. This is represented by a new save known as Opportunity save or Opp. To do so simply roll 1d20 and add your Int bonus to the roll. The DM will set the <em>difficulty</em> of the Opportunity save and if it passes the DM will point out unique environmental advantages of which your character may take advantage. Or in the case of really creative players, it allows them to make up or create their own opportunities, to be approved by the DM so long as the Opportunity save passes.</p><p></p><p><em>Example: Jack the 1st level Barbarian fancies himself a really creative lad. However, his wits finally get the best of him and he ends up being chased out of a tavern by a couple of angry thugs. Desperate to get away from the angry mob, but knowing he can't outrun them, he spots a pile of barrels neatly stacked on top of one another. He decides to take advantage of this, so he declares to the DM that he knock the pile of barrels down and stun his opponents for 2 rounds. The DM decides it is a good idea but 2 rounds for this particular scene is too high, he decides to drop the number of rounds the thugs are stunned down to 1 round. Jack the 1st Barbarian with an Int score of 17 has a +3 bonus to his opportunity save. He rolls the 1d20 and scores high, a 15! That makes his Opportunity save out to be 18. The DM decides that the barrel trick isn't too difficult of a task so it only has a DC of 10. Jack passes his roll, so he is able to use his trick and the thugs are stunned for 1 round giving Jack enough time to make his escape. Had Jack insisted on making the barrel trick stun the opponents for 2 rounds. The DM could have raised the DC to 15, making it harder for jack to succeed at his trick. But whatever the case or trick the players are attempting to do, they should always have a chance to do it, no matter how slim. This is after a magical land where anything is possible!</em></p><p></p><p>Free Feats - Int also grants you a number of free bonus feats at 1st level equal to your Int bonus. Whenever Int rises, it also grants you a new free feat.</p><p></p><p><em>Wis</em> gives you a base bonus in skill ranks equal to your Wis bonus. A penalty also penalizes your usage of Skills. Also it grants you a 10% bonus per +1 of Wis bonus you have to the amount of experience you earn. Thus Wisdom helps you gain levels faster.</p><p></p><p><em>Cha</em> is your all around interaction-meter. Whenever you say a line or speak, no matter how idiotic sounding it may seem Cha modifies your chance to achieve the desired effect. It's not what you say, it's how you say it. This is used from every facet of interaction in the game. From striking a bargain with captors, to convincing others (npcs), lowering prices at shops, coaxing your opponents to attack and so on. Anyway, Cha is recommended for those people who are hardcore rpers that are more interested in the role playing side of the game then the actual combat.</p><p></p><p><em>Con</em> also affects the amount of hit points that you heal in a day of rest equal to the basic healing rate + Con bonus. Note: that where it says bonus if a penalty is possessed the effects stated under have an opposite effect. Such as healing less, requiring more experience to gain levels and so forth.</p><p></p><p><em>Why this Rule? The Int change, is meant to make intelligence more valuable and versatile to all the players regardless of class. Since, it is intelligence that separates us from the animals. As such the Opportunity save allows the players to introduce their own unique rules per chance. Being able to bend the rules a tiny bit.</em></p><p><em></em></p><p><em>As for Str and Dex, your attacking skill in battle is based on accuracy and agility and not on brute force or raw power. In the case where the attack must penetrate a barrier such as a armor, raw power would apply as such this is taken into consideration. But in all other cases, it agility and skill that get you to the mark.</em></p><p></p><p></p><p><span style="font-size: 15px"><strong>Gold - starting booty (must have)</strong></span></p><p>Some rules state that starting players with characters of higher levels gain extra gold based on their level. This is sheerly idiotic. For one thing all players should always start at 1st level. Creating a character of a level higher than level 1 is basically cheating. Even if you are introducing new players to a campaign already in progress, those players should and can successfully adventure with the higher level players thanks to the effectiveness of Damage Reduction provided by Armor and other key rule changes.</p><p></p><p>Secondly, these players have never ventured into the world to earn any gold beyond the basic starting gold.</p><p></p><p>Thirdly, giving players vast amounts of gold and the ability to start with magic items ruins the fun of adventuring to earn and find magical items. The reason this was mostly done was because the core classes basically sucked. They were pathetic and you couldn't amount to much in the first few levels. As such the game was boring and dull. But with these new rules such things are completely eliminated. You are now able to play "hero" and be more daring, because you are given extra advantages to meet the dangers of the world. One of the biggest advantages is the damage reduction armor provides. This makes the player characters more durable and prolongs their survival rate compared to normal circumstances.</p><p></p><p>Gold - all classes regardless of what they are gain 1d10 x10 gold pieces.</p><p></p><p></p><p><span style="font-size: 15px"><strong>Gold per creature killed (must have)</strong></span></p><p>Roll once for silver, once copper and once for gold. The gold reference does not mean that they actually possess that much coinage, just that the items they care add up to a total of the given coin amount. Wealth found in the lair of a creature is always x5 that which it would have possessed.</p><p></p><p>Note: this rule is meant for beginner DMs who too often give away too much gold too early in the game. Also it is rated must have because the amount of gold you earn is balanced to when you are able to purchase the niftier types of Armor that provide great amounts of protections. Otherwise if you plan to a use a diff. type of Treasure table that is more generous than this one, I would suggest you increase the worth of Armor and Magic items by one to two digits. Item Worth x10 to x100 gold value.</p><p></p><p><em>For example a creature with 20 hit dice may have up to 5,000gp. If you rolled and it did have 5,000gp worth of stuff. It does not mean it is going to have 5,000 gold coins. Merely, that it might be wearing Plate Mail which is worth 3,200gp and then might carry a diamond medallion which is worth another 1,000gp. Then you must take into account his weapon, shield and any other items he carries. And finally he might have a few coins on him.</em></p><p></p><p><strong><em>Monster Gold table</em></strong></p><p>.......... 1HD .......... 1d10 gp</p><p>.......... 2HD .......... 2d10 gp</p><p>.......... 3HD .......... 3d10 gp</p><p>.......... 4HD .......... 4d10 gp</p><p>.......... 5HD .......... 7d10 gp</p><p>.......... 6HD ......... 10d10 gp</p><p>.......... 7HD ......... 17d10 gp</p><p>.......... 8HD ......... 2d100 gp</p><p>.......... 9HD ......... 3d100 gp</p><p>.......... 10HD ........ 5d100 gp Lair x5 gp</p><p>.......... 20HD ........ 5d1000 gp Lair x5 gp</p><p>.......... +500gp per HD above 20 HD.</p><p></p><p>Any monsters with lairs have x5 their base gold in the lair.</p><p></p><p></p><p><span style="font-size: 15px"><strong> Armor (must have) </strong></span></p><p><em>Dex</em> is not penalized by wearing armor with some exceptions. Ignore all references made to this stupid rule in the players handbook or other manuals</p><p></p><p><em>Str</em> is affected in the place of Dex.</p><p></p><p><em>Dex hindering armors</em> All soft armors: Leather, Studded, Padded and Clothing do penalize Dex. mostly because these armors are are inflexible and clutter your movement range.</p><p></p><p><em>Str hindering armors</em> All metal armors such as Chainshirt to Plate Armor penalize only Str. Because while these armors are heavy they are flexible and specifically designed to move naturally to your movements.</p><p></p><p><em>Dual hindrance armors</em> Ringmail is made up of both Leather and metal rings as such it penalizes both Str and Dex. Banded mail and Scalemail also belong to this group. However, the penalty is evened out between both Str and Dex, causing to be only half to each stat.</p><p></p><p><em>Penalties of Armor</em> To find out the penalty of each armor divide the armor class by 2. That number is the penalty applied to your Str bonus.</p><p></p><p><em>Example: wearing Heavy Plate wood give you a -7 Str bonus penalty. So all damage dealt would be -7. But you would always deal atleast 1 damage.</em></p><p></p><p>Or if you are using the phb as a reference you may use the Dex penalty table instead. However, the penalty applies to Str only rather than Dex.</p><p></p><p><em>Helms</em> Helms penalize Dex as they block your line of sight and slow down your reaction time.</p><p></p><p><em>Gauntlets & Boots</em> Penalize either Str or Dex depending on weather they are soft or metal.</p><p></p><p>Armor also reduces the damage you take by the AC bonus it confers. This is called as Damage Reduction or Soaking Damage. However, it cannot make damage go down to 0. You always suffer atleast 1 damage. Enchantments possessed by armors increases both its damage reduction and armor class. Armors also convey a bonus to Reflex & Fortitude saving rolls. But only on saves to prevent damage from spells or magical attacks. The effects of Passing or Failing a save were changed as such see what exactly each Save contributes. With these new changes Wizards will be hard pressed to defeat Warriors. =P</p><p></p><p><em>Arcane Spell failure & Skill Checks with Armor</em> Note that the arcane spell failure applies to skill checks also as stated in the core rules. So, no, don't think just because heavy metal armors don't affect Dex that your rogue will be able to move silently or climb any better. The part where heavy metal armors don't affect Dex were meant for combat reasons only. In the case that the chance of Arcane Spell failure applying to Skill Checks isn't stated in the core rules or in the case where the armor is not stated therein. The base chance of spell failure is 5% per AC point provided by the armor including shields and accessories. Also the higher the level of spell cast while wearing armor the bigger the chance of failure. Add +10% to the chance of Arcane Spell failure per level of Spell.</p><p></p><p><em>Why this change? Armor takes away from your Strength, thus making you weaker and less able to use your Strength to its fullest. Secondly, limiting your dexterity makes it too easy to be hit reducing the fun of the game and your survival rate.</em></p><p></p><p><strong><em>Armor's</em> AC <em>value</em></strong></p><p>Light Clothing +1 AC, +0 DR</p><p>Chainshirt +5 AC</p><p>Chain mail +10 AC</p><p></p><p>Medium Clothing +1 AC, +1 DR</p><p>Ring mail +6 AC</p><p>Splintmail +11 AC</p><p></p><p>Heavy Clothing/Padded +2 AC</p><p>Breastplate +7 AC</p><p>Plate mail +12 AC</p><p></p><p>Leather +3 AC</p><p>Scalemail +8 AC</p><p>Plate Armor +13 AC</p><p></p><p>Studded +4</p><p>Banded mail +9 AC</p><p>Heavy Plate +14 AC</p><p></p><p></p><p><strong>Cost</strong> of <strong><em>Armor</em></strong></p><p>Padded 10gp</p><p>Ring mail 180gp</p><p>Chain mail 1, 400gp</p><p></p><p>Leather 25gp</p><p>Breastplate 300gp</p><p>Splintmail 1, 800gp</p><p></p><p>Studded 70gp</p><p>Scalemail 440gp</p><p>Plate mail 3, 200gp</p><p></p><p>Chainshirt 100gp</p><p>Banded mail 900 gp</p><p>Plate Armor 5, 000gp</p><p></p><p></p><p><strong>Miscellaneous Armor</strong></p><p>Leather Gauntlets +1 AC</p><p>Chain/Scale Gauntlets +2 AC</p><p>Plate Gauntlets +3 AC</p><p></p><p>Helm +1 AC</p><p>Helmet +2 AC</p><p>Helmet w/ Visor +3 AC</p><p></p><p>Boots, Common +1 AC</p><p>Garder Boots +2 AC</p><p>Metal Boots +4 AC</p></blockquote><p></p>
[QUOTE="KDLadage, post: 1032716, member: 88"] [b]Part 3[/b] [color=orange](some more of the so-called improvements... more on the way...)[/color] [b] Stat Changes (must have) [/b] Note: these changes apply over the stats already stated in the core rules. So, don't forget to take into account the effects states in the core rules. [i]Str[/i] - no longer warrants a bonus to base attack for Melee weapons. Unless the target is wearing Armor or has Natural Armor. In which case Str does grant you a bonus to your base attack, but the bonus granted may not be higher than the armor's AC worth. Str does not affect Shields in this way. Secondly, Str is restricted by the wearing of armor. See Armor for more details. [i]Dex[/i] - grants you a bonus to your base attack using both Melee & Missile weapons. And it is not restricted by Armors, except for a few exceptions stated under Armor. [i]Int[/i] grants you opportunities during the game. High intelligence allows you to device ways where a lesser person could not manage. It allows you to use your environment to your advantage. This is represented by a new save known as Opportunity save or Opp. To do so simply roll 1d20 and add your Int bonus to the roll. The DM will set the [i]difficulty[/i] of the Opportunity save and if it passes the DM will point out unique environmental advantages of which your character may take advantage. Or in the case of really creative players, it allows them to make up or create their own opportunities, to be approved by the DM so long as the Opportunity save passes. [i]Example: Jack the 1st level Barbarian fancies himself a really creative lad. However, his wits finally get the best of him and he ends up being chased out of a tavern by a couple of angry thugs. Desperate to get away from the angry mob, but knowing he can't outrun them, he spots a pile of barrels neatly stacked on top of one another. He decides to take advantage of this, so he declares to the DM that he knock the pile of barrels down and stun his opponents for 2 rounds. The DM decides it is a good idea but 2 rounds for this particular scene is too high, he decides to drop the number of rounds the thugs are stunned down to 1 round. Jack the 1st Barbarian with an Int score of 17 has a +3 bonus to his opportunity save. He rolls the 1d20 and scores high, a 15! That makes his Opportunity save out to be 18. The DM decides that the barrel trick isn't too difficult of a task so it only has a DC of 10. Jack passes his roll, so he is able to use his trick and the thugs are stunned for 1 round giving Jack enough time to make his escape. Had Jack insisted on making the barrel trick stun the opponents for 2 rounds. The DM could have raised the DC to 15, making it harder for jack to succeed at his trick. But whatever the case or trick the players are attempting to do, they should always have a chance to do it, no matter how slim. This is after a magical land where anything is possible![/i] Free Feats - Int also grants you a number of free bonus feats at 1st level equal to your Int bonus. Whenever Int rises, it also grants you a new free feat. [i]Wis[/i] gives you a base bonus in skill ranks equal to your Wis bonus. A penalty also penalizes your usage of Skills. Also it grants you a 10% bonus per +1 of Wis bonus you have to the amount of experience you earn. Thus Wisdom helps you gain levels faster. [i]Cha[/i] is your all around interaction-meter. Whenever you say a line or speak, no matter how idiotic sounding it may seem Cha modifies your chance to achieve the desired effect. It's not what you say, it's how you say it. This is used from every facet of interaction in the game. From striking a bargain with captors, to convincing others (npcs), lowering prices at shops, coaxing your opponents to attack and so on. Anyway, Cha is recommended for those people who are hardcore rpers that are more interested in the role playing side of the game then the actual combat. [i]Con[/i] also affects the amount of hit points that you heal in a day of rest equal to the basic healing rate + Con bonus. Note: that where it says bonus if a penalty is possessed the effects stated under have an opposite effect. Such as healing less, requiring more experience to gain levels and so forth. [i]Why this Rule? The Int change, is meant to make intelligence more valuable and versatile to all the players regardless of class. Since, it is intelligence that separates us from the animals. As such the Opportunity save allows the players to introduce their own unique rules per chance. Being able to bend the rules a tiny bit. As for Str and Dex, your attacking skill in battle is based on accuracy and agility and not on brute force or raw power. In the case where the attack must penetrate a barrier such as a armor, raw power would apply as such this is taken into consideration. But in all other cases, it agility and skill that get you to the mark.[/i] [size=4][b]Gold - starting booty (must have)[/b][/size] Some rules state that starting players with characters of higher levels gain extra gold based on their level. This is sheerly idiotic. For one thing all players should always start at 1st level. Creating a character of a level higher than level 1 is basically cheating. Even if you are introducing new players to a campaign already in progress, those players should and can successfully adventure with the higher level players thanks to the effectiveness of Damage Reduction provided by Armor and other key rule changes. Secondly, these players have never ventured into the world to earn any gold beyond the basic starting gold. Thirdly, giving players vast amounts of gold and the ability to start with magic items ruins the fun of adventuring to earn and find magical items. The reason this was mostly done was because the core classes basically sucked. They were pathetic and you couldn't amount to much in the first few levels. As such the game was boring and dull. But with these new rules such things are completely eliminated. You are now able to play "hero" and be more daring, because you are given extra advantages to meet the dangers of the world. One of the biggest advantages is the damage reduction armor provides. This makes the player characters more durable and prolongs their survival rate compared to normal circumstances. Gold - all classes regardless of what they are gain 1d10 x10 gold pieces. [size=4][b]Gold per creature killed (must have)[/b][/size] Roll once for silver, once copper and once for gold. The gold reference does not mean that they actually possess that much coinage, just that the items they care add up to a total of the given coin amount. Wealth found in the lair of a creature is always x5 that which it would have possessed. Note: this rule is meant for beginner DMs who too often give away too much gold too early in the game. Also it is rated must have because the amount of gold you earn is balanced to when you are able to purchase the niftier types of Armor that provide great amounts of protections. Otherwise if you plan to a use a diff. type of Treasure table that is more generous than this one, I would suggest you increase the worth of Armor and Magic items by one to two digits. Item Worth x10 to x100 gold value. [i]For example a creature with 20 hit dice may have up to 5,000gp. If you rolled and it did have 5,000gp worth of stuff. It does not mean it is going to have 5,000 gold coins. Merely, that it might be wearing Plate Mail which is worth 3,200gp and then might carry a diamond medallion which is worth another 1,000gp. Then you must take into account his weapon, shield and any other items he carries. And finally he might have a few coins on him.[/i] [b][i]Monster Gold table[/i][/b] .......... 1HD .......... 1d10 gp .......... 2HD .......... 2d10 gp .......... 3HD .......... 3d10 gp .......... 4HD .......... 4d10 gp .......... 5HD .......... 7d10 gp .......... 6HD ......... 10d10 gp .......... 7HD ......... 17d10 gp .......... 8HD ......... 2d100 gp .......... 9HD ......... 3d100 gp .......... 10HD ........ 5d100 gp Lair x5 gp .......... 20HD ........ 5d1000 gp Lair x5 gp .......... +500gp per HD above 20 HD. Any monsters with lairs have x5 their base gold in the lair. [size=4][b] Armor (must have) [/b][/size] [i]Dex[/i] is not penalized by wearing armor with some exceptions. Ignore all references made to this stupid rule in the players handbook or other manuals [i]Str[/i] is affected in the place of Dex. [i]Dex hindering armors[/i] All soft armors: Leather, Studded, Padded and Clothing do penalize Dex. mostly because these armors are are inflexible and clutter your movement range. [i]Str hindering armors[/i] All metal armors such as Chainshirt to Plate Armor penalize only Str. Because while these armors are heavy they are flexible and specifically designed to move naturally to your movements. [i]Dual hindrance armors[/i] Ringmail is made up of both Leather and metal rings as such it penalizes both Str and Dex. Banded mail and Scalemail also belong to this group. However, the penalty is evened out between both Str and Dex, causing to be only half to each stat. [i]Penalties of Armor[/i] To find out the penalty of each armor divide the armor class by 2. That number is the penalty applied to your Str bonus. [i]Example: wearing Heavy Plate wood give you a -7 Str bonus penalty. So all damage dealt would be -7. But you would always deal atleast 1 damage.[/i] Or if you are using the phb as a reference you may use the Dex penalty table instead. However, the penalty applies to Str only rather than Dex. [i]Helms[/i] Helms penalize Dex as they block your line of sight and slow down your reaction time. [i]Gauntlets & Boots[/i] Penalize either Str or Dex depending on weather they are soft or metal. Armor also reduces the damage you take by the AC bonus it confers. This is called as Damage Reduction or Soaking Damage. However, it cannot make damage go down to 0. You always suffer atleast 1 damage. Enchantments possessed by armors increases both its damage reduction and armor class. Armors also convey a bonus to Reflex & Fortitude saving rolls. But only on saves to prevent damage from spells or magical attacks. The effects of Passing or Failing a save were changed as such see what exactly each Save contributes. With these new changes Wizards will be hard pressed to defeat Warriors. =P [i]Arcane Spell failure & Skill Checks with Armor[/i] Note that the arcane spell failure applies to skill checks also as stated in the core rules. So, no, don't think just because heavy metal armors don't affect Dex that your rogue will be able to move silently or climb any better. The part where heavy metal armors don't affect Dex were meant for combat reasons only. In the case that the chance of Arcane Spell failure applying to Skill Checks isn't stated in the core rules or in the case where the armor is not stated therein. The base chance of spell failure is 5% per AC point provided by the armor including shields and accessories. Also the higher the level of spell cast while wearing armor the bigger the chance of failure. Add +10% to the chance of Arcane Spell failure per level of Spell. [i]Why this change? Armor takes away from your Strength, thus making you weaker and less able to use your Strength to its fullest. Secondly, limiting your dexterity makes it too easy to be hit reducing the fun of the game and your survival rate.[/i] [b][i]Armor's[/i] AC [i]value[/i][/b] Light Clothing +1 AC, +0 DR Chainshirt +5 AC Chain mail +10 AC Medium Clothing +1 AC, +1 DR Ring mail +6 AC Splintmail +11 AC Heavy Clothing/Padded +2 AC Breastplate +7 AC Plate mail +12 AC Leather +3 AC Scalemail +8 AC Plate Armor +13 AC Studded +4 Banded mail +9 AC Heavy Plate +14 AC [b]Cost[/b] of [b][i]Armor[/i][/b] Padded 10gp Ring mail 180gp Chain mail 1, 400gp Leather 25gp Breastplate 300gp Splintmail 1, 800gp Studded 70gp Scalemail 440gp Plate mail 3, 200gp Chainshirt 100gp Banded mail 900 gp Plate Armor 5, 000gp [b]Miscellaneous Armor[/b] Leather Gauntlets +1 AC Chain/Scale Gauntlets +2 AC Plate Gauntlets +3 AC Helm +1 AC Helmet +2 AC Helmet w/ Visor +3 AC Boots, Common +1 AC Garder Boots +2 AC Metal Boots +4 AC [/QUOTE]
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