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5ing my own E...who's with me?!
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<blockquote data-quote="CleverNickName" data-source="post: 5858963" data-attributes="member: 50987"><p>Heh, me too. A few threads ago, I posted some musings about how I wish 5E would be just the BECM with d20 System mechanics stitched on...and I've been working on it ever since in my free time.</p><p></p><p>The gist of it:</p><p></p><p>-----</p><p></p><p>MECHANICS:</p><p>1. The game uses the d20 System's attack bonus and armor class.</p><p></p><p>2. The game will also use the d20 save throw mechanics, except there are five save throws instead of three (Poison/Death Ray, Magic Wands, Paralysis/Turn to Stone, Dragon's Breath, and Spells/Magic Staff.) P/DR is modified by Constitution, MW is modified by Dexterity, P/TS is modified by Strength, DB is modified by equipment (especially shields and armor), and S/MS is modified by Wisdom.</p><p></p><p>3. I will continue pretending that 5' x 5' grids, healing surges, roles, minions, and rituals were never invented.</p><p></p><p>4. Combat (Dis)advantage will be the catch-all mechanic for things like flanking, aiding another, being larger or smaller than your opponent, fighting on unstable footing, drawing attacks of opportunity, etc., and will determine whether or not sneak attack is triggered.</p><p></p><p>5. Spells will use the Save Vs. DC rules from the d20 System.</p><p></p><p>6. Skill checks will use the d20 System's rules for ability checks vs. DC. Certain class-specific skills, such as translating a magical scroll or picking a lock, require a special proficiency.</p><p></p><p></p><p>RACES:</p><p>1. Races get a bonus/penalty to ability scores. Ability scores are capped at 18+racial modifier (so while a human could eventually have 18's in all stats, a dwarf could have up to a 20 in Constitution but no more than a 16 in Charisma.)</p><p></p><p>2. Races determine which languages and proficiencies a character starts with, and give other small bonuses as well (such as the dwarf's "+2 to Save Throws vs. Poison," or the elf's "+2 to search checks.") Humans start with extra proficiencies, and learn new ones faster than other races.</p><p></p><p>3. Favored class: uses the Pathfinder's reward system, instead of the 3.X's penalty system.</p><p></p><p></p><p>CLASSES:</p><p>1. There are four main classes: Cleric, Fighter, Magic-User, and Thief. (I'm still on the fence about whether or not to include the Mystic or the Druid.) They are modified pretty heavily from the 3.5E SRD, to give them more of a BECM feel.</p><p></p><p>2. At Name level, the character can choose a prestige class if desired, or can multiclass. I'm still working on the details, but it works pretty much the same way it worked in the BECM rules: when a Fighter reaches Name level, he can become a Knight or Paladin, or he can start taking levels of Magic-User, or he can just remain a Fighter. I haven't decided what "Name" level should be; I'm thinking somewhere between 6th and 9th level.</p><p></p><p></p><p>FEATS and SKILLS:</p><p>I will use the BECM "Non-Weapon Proficiencies" system and "Weapon Mastery" system, instead of the 3.X feats and skills. Certain races give automatic proficiency or mastery, but that's about as deep as I want to follow this rabbit hole.</p><p></p><p></p><p>WEAPONS:</p><p>Weapons are sorted by category: axes, bows, clubs, flails, knives, polearms, staffs, swords, etc.</p><p></p><p></p><p>SPELLS:</p><p>The game will use the spells from the Rules Cyclopedia, but with lots of modifications. Mostly, they will be rewritten to handle the new save throw and/or attack mechanics.</p><p></p><p>-----</p><p></p><p>That's about as far as I've gotten. It's slow-going, but now that the semester is over I should have a lot more free time. I'll try to figure out what to do with monsters over spring break...I'm thinking I will start with the SRD monsters, and dumb them down to BECM stats. Or vice-versa. I dunno; either way I look at it, it looks like a lot of work.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 5858963, member: 50987"] Heh, me too. A few threads ago, I posted some musings about how I wish 5E would be just the BECM with d20 System mechanics stitched on...and I've been working on it ever since in my free time. The gist of it: ----- MECHANICS: 1. The game uses the d20 System's attack bonus and armor class. 2. The game will also use the d20 save throw mechanics, except there are five save throws instead of three (Poison/Death Ray, Magic Wands, Paralysis/Turn to Stone, Dragon's Breath, and Spells/Magic Staff.) P/DR is modified by Constitution, MW is modified by Dexterity, P/TS is modified by Strength, DB is modified by equipment (especially shields and armor), and S/MS is modified by Wisdom. 3. I will continue pretending that 5' x 5' grids, healing surges, roles, minions, and rituals were never invented. 4. Combat (Dis)advantage will be the catch-all mechanic for things like flanking, aiding another, being larger or smaller than your opponent, fighting on unstable footing, drawing attacks of opportunity, etc., and will determine whether or not sneak attack is triggered. 5. Spells will use the Save Vs. DC rules from the d20 System. 6. Skill checks will use the d20 System's rules for ability checks vs. DC. Certain class-specific skills, such as translating a magical scroll or picking a lock, require a special proficiency. RACES: 1. Races get a bonus/penalty to ability scores. Ability scores are capped at 18+racial modifier (so while a human could eventually have 18's in all stats, a dwarf could have up to a 20 in Constitution but no more than a 16 in Charisma.) 2. Races determine which languages and proficiencies a character starts with, and give other small bonuses as well (such as the dwarf's "+2 to Save Throws vs. Poison," or the elf's "+2 to search checks.") Humans start with extra proficiencies, and learn new ones faster than other races. 3. Favored class: uses the Pathfinder's reward system, instead of the 3.X's penalty system. CLASSES: 1. There are four main classes: Cleric, Fighter, Magic-User, and Thief. (I'm still on the fence about whether or not to include the Mystic or the Druid.) They are modified pretty heavily from the 3.5E SRD, to give them more of a BECM feel. 2. At Name level, the character can choose a prestige class if desired, or can multiclass. I'm still working on the details, but it works pretty much the same way it worked in the BECM rules: when a Fighter reaches Name level, he can become a Knight or Paladin, or he can start taking levels of Magic-User, or he can just remain a Fighter. I haven't decided what "Name" level should be; I'm thinking somewhere between 6th and 9th level. FEATS and SKILLS: I will use the BECM "Non-Weapon Proficiencies" system and "Weapon Mastery" system, instead of the 3.X feats and skills. Certain races give automatic proficiency or mastery, but that's about as deep as I want to follow this rabbit hole. WEAPONS: Weapons are sorted by category: axes, bows, clubs, flails, knives, polearms, staffs, swords, etc. SPELLS: The game will use the spells from the Rules Cyclopedia, but with lots of modifications. Mostly, they will be rewritten to handle the new save throw and/or attack mechanics. ----- That's about as far as I've gotten. It's slow-going, but now that the semester is over I should have a lot more free time. I'll try to figure out what to do with monsters over spring break...I'm thinking I will start with the SRD monsters, and dumb them down to BECM stats. Or vice-versa. I dunno; either way I look at it, it looks like a lot of work. [/QUOTE]
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