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<blockquote data-quote="KDLadage" data-source="post: 1033221" data-attributes="member: 88"><p><strong>Part 8 (last)</strong></p><p></p><p><span style="font-size: 15px"><strong>Skillz & Featz</strong></span></p><p>There is no limit to the amount of skill points you can distribute per level to each rank of Skill. All the restrictions and limitation are disbanded. With the exception that if a feat requires you to already know a feat, you must first learn the primary feat. But restrictions to attack skill requirements or stat requirements are abolished.</p><p></p><p>Note: the Z's on Skillz & Featz are there for theviewing pleasure of those of you that are sticklers for spelling. =P Huzzah!</p><p></p><p></p><p><strong>Skill Points</strong></p><p>Each character gains 1d4 skill points each level, including at 1st level.</p><p></p><p></p><p><strong>Feats</strong></p><p>Each character gains from 0-2 feats each level, including 1st level. Roll 1d3 -1.</p><p></p><p></p><p><strong>Converting Skill Points & Feats</strong></p><p>4 Skill points are worth 1 Feat.</p><p>1 Feat is worth 4 Skill points.</p><p></p><p></p><p><strong>Feat Changes</strong></p><p><em>Dodge</em> grants you a +1 against all attacks, not just a single opponent.</p><p><em>Expertise</em> has not limit to how much defense it grants so long as you have the attack skill to spend.</p><p></p><p></p><p></p><p><strong>Extra Attacks</strong> Characters do not gain extra attacks as they increase in level. So, ignore the extra attacks given for class. Extra Attacks can only be gaining by buying the Extra Attack feat. Which cost 4 feats. The maximum number of attacks you can make per round is limited by your Dex bonus.</p><p></p><p>Epic level feats: all epic level feats are banned. With the improved rules, they are no longer needed. Furthermore, the epic level feats are not balanced with the basic feats.</p><p></p><p></p><p><span style="color: yellow"></span></p><p><span style="color: yellow"><strong>Tantrums 'r' us</strong></span></p><p><span style="color: yellow"><strong>Comic Zone 2</strong></span></p><p><span style="color: yellow">Welcome to yet again another brief moment of comic relief.</span></p><p><span style="color: yellow"><em>Note: again, why must what "seems" like "uneducated slightly handicapped children" attempt to make games and try to pass it off for professional work? Atleast, if handicapped children really made something, it'd be cute. But when adults put on diapers and....ugh. Scary.</em></span></p><p><span style="color: yellow"></span></p><p><span style="color: yellow"><em>They should leave such work to true geniuses and designers such as myself. Your dignity for sale much? Oh, sorry you didn't have any to begin with.</em> =D</span></p><p><span style="color: yellow">Don't fear truth, it only bites you on the ass.</span></p><p><span style="color: yellow"></span></p><p></p><p><span style="font-size: 15px"><strong> Spell Changes </strong></span></p><p><em>Magic Missile</em></p><p>Attack Roll: 1d20 + level of caster</p><p>Type: target spell</p><p>The spell does not automatically hit. It is homing missile, meaning each time it misses it simply turns around and makes another pass at the opponent until it hits a hard object. It may only make one pass per round. Making a successful attack roll against the missile's attack roll that round dispels it.</p><p></p><p><strong>Memorizing Spells</strong></p><p>Any Wizard or other class that relies on a spell book, may spend 1 round + 1 extra round per level of spell of uninterrupted concentration to memorize a spell when not engaged in combat. This may also be done while in combat, however if you are ever hit, it breaks the process and prevents you from completely your task. And if you ever attacked even if the attack misses, you must make a "Concentration" check to avoid from breaking the process. Sorceresses, Druids & Priests or any other class that gain its spells inherently can spend 2 rounds + 2 per spell level of uninterrupted concentration, calling upon nature or the elements to regain their magical essense, when not engaged in combat. This may also be done while in combat, however if you are ever hit, it breaks the process and prevents you from completely your task. And if you ever attacked even if the attack misses, you must make a "Concentration" check to avoid from breaking the process. Remember, while you are engaged in this process, you can take no other action other than concentrating. Even moving breaks the process.</p><p></p><p>Spells per Day - note that this states the maximum number of spells you can have memorized at one time. Not the number of times you may cast a spell in a day.</p><p></p><p>Note: spells are not regained by simply resting or sleeping. If you do not use the process above to regain your spells. You regain nothing. Meaning you would wake up the next day with no spells.</p><p></p><p><em>Why this Change? Spells now have a chance to miss. As such it is not necessarily to limit the magical abilities of spell casters as much. Secondly, running out of spells quickly tends to dull the fun quicky.</em></p><p></p><p></p><p><strong> Spell Casting </strong></p><p><strong><em>Area Spells</em></strong></p><p>This includes all spells that have an area of effect. All such spells have a +1 to attack rolls per foot of radius. However, area spells as they have a greater chance of hitting do less damage that a spell that targets a single creature.</p><p></p><p><strong><em>All other Spells</em></strong></p><p>All spells that are meant to affect someone other than the caster himself, require a 1d20 attack roll with a +1 bonus per level of the caster. This roll targets the armor class of the target.</p><p></p><p><strong><em>Spells that require Touch</em></strong></p><p>Spells that require you to physically touch the target automatically hit unless the target passes a reflex check of <strong><em>difficulty</em></strong> 10 + dex bonus + caster level. A pass on the reflex check means that the target moved before you could make contact with him. Sort of like playing tag-you-are-it.</p><p></p><p><strong><em>Spells used as Weapons</em></strong></p><p>Spells that must be hurled or are used in a fashion as you would use a particular weapon, such as the spell<em> Flame Arrow</em> (bow), are treated as if the attack is made using that weapons. Meaning you must use your weapon attack skill to make a hit.</p><p></p><p>Footnote: The harder it is to hit a target with a spell, the more damage it tends to do. Spell that hit easily tend to do little damage.</p><p></p><p><em>Why these changes? Wizards & Spell casters were too powerful. As magic was always granted an automatic hit, while dealing severely high amounts of damage. As such there was not a good balance between limitation in casting spells</em></p><p><em>per day and power of the spells. With the new changes in place it helps to balance this out, hopefully to the enjoyment of everyone. Including wizards!</em></p><p></p><p></p><p><span style="color: yellow"></span></p><p><span style="color: yellow"><strong>Leggo my ego</strong></span></p><p><span style="color: yellow"><strong>Comic Zone 3</strong></span></p><p><span style="color: yellow">Welcome to what "seems" to be the last moment of comic relief in Comic Zone. Frightening. Well, ladies 'n gentz we have concluded our trip and journey through the wonderful world of 3rd Edition Add On ™</span></p><p><span style="color: yellow"></span></p><p><span style="color: yellow">I would like to thank all the self proclaimed brainiacs out there who believe themselves to be smart, despite the obvious truth. Whom without's lack of intelligence or education in the simplest most premorbial sense yet inflated egos, I would not have had the inspiration to write this little sections titled "comic zones".</span></p><p><span style="color: yellow"></span></p><p><span style="color: yellow">This is an omage to their deprived egomaniacal bitter selves. While you can't teach and old dog new trickz, you can hope that an old man steps out of his diaper when he starts going bald.</span></p><p><span style="color: yellow"></span></p><p><span style="color: yellow">LOL</span></p><p><span style="color: yellow"></span></p><p><span style="color: yellow">Thank you, thank you. Thanks a million for the inspirational laughs.</span></p><p><span style="color: yellow"></span></p><p><span style="color: yellow">JUST KIDDING</span></p><p><span style="color: yellow"></span></p><p><span style="color: yellow">Huzzah! Huzzah!</span></p><p><span style="color: yellow"></span></p><p><span style="color: yellow">Pirates of the Caribbean rawkz!</span></p><p><span style="color: yellow"></span></p><p></p><p><strong>Welcome Home Jessica Lynch</strong></p><p><strong>Cheering for you!</strong></p><p><strong>Huzzah! Huzzah!</strong></p><p></p><p><strong>By the way if you ever do get to see this site, GO SEE PIRATES OF THE CARIBBEAN! =P</strong></p><p></p><p><em>Also look for the <strong>2nd Edition Add On</strong> rules for those old school players who enjoy the original version. And the newest in dice role playing - <strong>4th Edition Dungeons & Dragons </strong>™ is available at:</em></p><p></p><p><em>http://www.geocities.com/iv_edition_dungeons_n_dragons</em></p><p></p><p></p><p></p><p></p><p></p><p></p><p>Thank you all, and enjoy.</p><p></p><p>Created by Roldan Loza</p><p></p><p>Roldan Loza</p><p>2540 S. 4th Ave.</p><p>Yuma, Arizona 85364 USA</p><p></p><p>E-mail: <a href="mailto:drefur_kinslayer@yahoo.com">drefur_kinslayer@yahoo.com</a></p><p></p><p>All work herein is copyrighted 2003 Roldan Loza</p><p></p><p>4th Edition Dungeons & Dragons, 3rd Edition Add On, and MAKING CRAPPIER GAMES BETTER are trademarks owned by Roldan Loza.</p><p></p><p>™ & copyright Roldan Loza</p><p>This product may not be reproduced in part or in whole.</p><p>All characters, drawings and their likeness therein are the property of Roldan Loza.</p></blockquote><p></p>
[QUOTE="KDLadage, post: 1033221, member: 88"] [b]Part 8 (last)[/b] [size=4][b]Skillz & Featz[/b][/size] There is no limit to the amount of skill points you can distribute per level to each rank of Skill. All the restrictions and limitation are disbanded. With the exception that if a feat requires you to already know a feat, you must first learn the primary feat. But restrictions to attack skill requirements or stat requirements are abolished. Note: the Z's on Skillz & Featz are there for theviewing pleasure of those of you that are sticklers for spelling. =P Huzzah! [b]Skill Points[/b] Each character gains 1d4 skill points each level, including at 1st level. [b]Feats[/b] Each character gains from 0-2 feats each level, including 1st level. Roll 1d3 -1. [b]Converting Skill Points & Feats[/b] 4 Skill points are worth 1 Feat. 1 Feat is worth 4 Skill points. [b]Feat Changes[/b] [i]Dodge[/i] grants you a +1 against all attacks, not just a single opponent. [i]Expertise[/i] has not limit to how much defense it grants so long as you have the attack skill to spend. [b]Extra Attacks[/b] Characters do not gain extra attacks as they increase in level. So, ignore the extra attacks given for class. Extra Attacks can only be gaining by buying the Extra Attack feat. Which cost 4 feats. The maximum number of attacks you can make per round is limited by your Dex bonus. Epic level feats: all epic level feats are banned. With the improved rules, they are no longer needed. Furthermore, the epic level feats are not balanced with the basic feats. [color=yellow] [b]Tantrums 'r' us[/b] [b]Comic Zone 2[/b] Welcome to yet again another brief moment of comic relief. [i]Note: again, why must what "seems" like "uneducated slightly handicapped children" attempt to make games and try to pass it off for professional work? Atleast, if handicapped children really made something, it'd be cute. But when adults put on diapers and....ugh. Scary.[/i] [i]They should leave such work to true geniuses and designers such as myself. Your dignity for sale much? Oh, sorry you didn't have any to begin with.[/i] =D Don't fear truth, it only bites you on the ass. [/color] [size=4][b] Spell Changes [/b][/size] [i]Magic Missile[/i] Attack Roll: 1d20 + level of caster Type: target spell The spell does not automatically hit. It is homing missile, meaning each time it misses it simply turns around and makes another pass at the opponent until it hits a hard object. It may only make one pass per round. Making a successful attack roll against the missile's attack roll that round dispels it. [b]Memorizing Spells[/b] Any Wizard or other class that relies on a spell book, may spend 1 round + 1 extra round per level of spell of uninterrupted concentration to memorize a spell when not engaged in combat. This may also be done while in combat, however if you are ever hit, it breaks the process and prevents you from completely your task. And if you ever attacked even if the attack misses, you must make a "Concentration" check to avoid from breaking the process. Sorceresses, Druids & Priests or any other class that gain its spells inherently can spend 2 rounds + 2 per spell level of uninterrupted concentration, calling upon nature or the elements to regain their magical essense, when not engaged in combat. This may also be done while in combat, however if you are ever hit, it breaks the process and prevents you from completely your task. And if you ever attacked even if the attack misses, you must make a "Concentration" check to avoid from breaking the process. Remember, while you are engaged in this process, you can take no other action other than concentrating. Even moving breaks the process. Spells per Day - note that this states the maximum number of spells you can have memorized at one time. Not the number of times you may cast a spell in a day. Note: spells are not regained by simply resting or sleeping. If you do not use the process above to regain your spells. You regain nothing. Meaning you would wake up the next day with no spells. [i]Why this Change? Spells now have a chance to miss. As such it is not necessarily to limit the magical abilities of spell casters as much. Secondly, running out of spells quickly tends to dull the fun quicky.[/i] [b] Spell Casting [/b] [b][i]Area Spells[/i][/b] This includes all spells that have an area of effect. All such spells have a +1 to attack rolls per foot of radius. However, area spells as they have a greater chance of hitting do less damage that a spell that targets a single creature. [b][i]All other Spells[/i][/b] All spells that are meant to affect someone other than the caster himself, require a 1d20 attack roll with a +1 bonus per level of the caster. This roll targets the armor class of the target. [b][i]Spells that require Touch[/i][/b] Spells that require you to physically touch the target automatically hit unless the target passes a reflex check of [b][i]difficulty[/i][/b] 10 + dex bonus + caster level. A pass on the reflex check means that the target moved before you could make contact with him. Sort of like playing tag-you-are-it. [b][i]Spells used as Weapons[/i][/b] Spells that must be hurled or are used in a fashion as you would use a particular weapon, such as the spell[i] Flame Arrow[/i] (bow), are treated as if the attack is made using that weapons. Meaning you must use your weapon attack skill to make a hit. Footnote: The harder it is to hit a target with a spell, the more damage it tends to do. Spell that hit easily tend to do little damage. [i]Why these changes? Wizards & Spell casters were too powerful. As magic was always granted an automatic hit, while dealing severely high amounts of damage. As such there was not a good balance between limitation in casting spells per day and power of the spells. With the new changes in place it helps to balance this out, hopefully to the enjoyment of everyone. Including wizards![/i] [color=yellow] [b]Leggo my ego[/b] [b]Comic Zone 3[/b] Welcome to what "seems" to be the last moment of comic relief in Comic Zone. Frightening. Well, ladies 'n gentz we have concluded our trip and journey through the wonderful world of 3rd Edition Add On ™ I would like to thank all the self proclaimed brainiacs out there who believe themselves to be smart, despite the obvious truth. Whom without's lack of intelligence or education in the simplest most premorbial sense yet inflated egos, I would not have had the inspiration to write this little sections titled "comic zones". This is an omage to their deprived egomaniacal bitter selves. While you can't teach and old dog new trickz, you can hope that an old man steps out of his diaper when he starts going bald. LOL Thank you, thank you. Thanks a million for the inspirational laughs. JUST KIDDING Huzzah! Huzzah! Pirates of the Caribbean rawkz! [/color] [b]Welcome Home Jessica Lynch[/b] [b]Cheering for you![/b] [b]Huzzah! Huzzah![/b] [b]By the way if you ever do get to see this site, GO SEE PIRATES OF THE CARIBBEAN! =P[/b] [i]Also look for the [b]2nd Edition Add On[/b] rules for those old school players who enjoy the original version. And the newest in dice role playing - [b]4th Edition Dungeons & Dragons [/b]™ is available at:[/i] [i]http://www.geocities.com/iv_edition_dungeons_n_dragons[/i] Thank you all, and enjoy. Created by Roldan Loza Roldan Loza 2540 S. 4th Ave. Yuma, Arizona 85364 USA E-mail: [email]drefur_kinslayer@yahoo.com[/email] 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 product may not be reproduced in part or in whole. All characters, drawings and their likeness therein are the property of Roldan Loza. [/QUOTE]
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