Sadrik
First Post
Here are the slimmed down D&D rules version 1.7. We have done a lot of work on them. There are a couple of areas I am concerned about. Wealth rules have not been perfected and the number of spells per day is highly dependent upon the ability score of the character. Any input is welcome.
Goals
• In Game ease
• Out of game ease
• Compatibility
Thanks for your interest!
Races
• Elf: medium, +2 wis, -2 con, low light vision, sleepless
• Dwarf: medium, +2 con, -2 dex, darkvision, poison resistant, -10 speed
• Halfling: small, +2 dex, -2 str, +1 skill point
• Gnome: small, +2 cha, -2 str, spell like abilities (weak)
• Half orc: medium, +2 str, -2 int, darkvision, +1 skill point, light sensitivity
• Half elf: medium, low light vision, +2 skill points
• Human: medium, +3 skill points
Classes
HP is Hit Points, BAB is Base Attack Bonus, CL is Caster Level, SP is Skill Points.
The commoner class is also used as a level adjustment class.
Class Chart
Multi Classing
Freely
Skills
Throw out the D&D skill system.
All characters get 6 + INT modifier at 1st level.
DC’s for skill check are simpler: 10 for simple, 15 for easy, 20 for average, 25+ difficult.
Take 20 is the same and take 10 is a feat.
Characters that put 3 skill points in a skill: 15 + ability modifier.
Characters that put 2 skill points in a skill: 10 + ability modifier.
Characters who put 1 skill point in a skill: 5 + ability modifier.
List of Skills
• Athletics: jump, climb, balance, tumble, escape artist, ride, swim, tumble, use rope
• Combat: appraise arms and armor (0 pts: no armor and wizard weapons, 1 pt: light armor and simple weapons, 2 pts: medium armor, martial weapons, 3 pts: heavy armor and exotic weapons)
• Communication: diplomacy, gather info, sense motive, bluff, oratory
• Craftsmanship: architecture, engineering, repair devices, appraise devices, craft, (building, technology, science, machines, constructs)
• Knowledge: decipher script, history, local, nobility, royalty, religions, play instrument, languages, appraise art objects, heal humanoids, profession
• Magic: concentration, arcana, the planes, spellcraft, use magic device, appraise magic items, craft magic items, (occult)
• Perception: spot, listen, search, (smell, taste, feel, sense)
• Presence: intimidate, disguise, sing, act, comedy, (seduce, interrogate)
• Stealth: hide, move silently, (shadow)
• Thievery: open locks, disable traps, sabotage device, forgery, sleight of hand, (poison)
• Wilderness: survival, handle animal, geography, dungeoneering, nature, heal animals, (track, ambush)
Feats
Throw out all feats except for the ones listed below.
First level characters select two feats.
Characters gain additional feats at levels: 5, 9, 13, and 17.
Per 4 class levels means 1-4 you gain the ability, then 5-8 you gain the next step, etc.
General Feats
• Arcane Magic: gain access to bard and wizard spell lists, can know additional spells by paying gold 100 x ((level)^2)
• Divine Magic: gain access to cleric and paladin spell lists, gain a domain ability and can base casting off of INT or CHA
• Finesse Maneuver: make an opposed maneuver check to either trip, or disarm an opponent.
• Finesse: use DEX instead of STR in melee (including adding it to damage)
• Multi Weapon Fighting: use multiple weapons to attack but at -2 to hit per additional weapon
• Natural Ability: +2 to a stat
• Natural Magic: gain access to druid and ranger spell lists and can base casting off of INT, WIS or CHA
• Power Maneuver: make an opposed maneuver check to either overrun, or push an opponent.
• Psionic Magic: gain access to psion and psychic warrior spell lists, memorization is not required and can base casting off of INT or WIS
• Quick Shot: shoot a ranged weapon one step faster but at -2 to hit
Fighter Feats
• Armored Fighting: while in armor DR 1/- per 4 fighter levels, no more DR than armor bonus
• Cleave: when an opponent is dropped gain a bonus attack against a creature within reach, 1 bonus attack per 4 fighter levels
• Combat Tactics: when flanking get +1 damage per 2 fighter levels
• Favored Enemy: +1 to hit and damage and opposed skill checks against one creature type per 4 fighter levels
• Power Attack: take up to -1 BAB per 2 fighter levels to add +1 damage per -1 taken (x0.5 for light weapons, x1.5 for two handed weapons)
• Rage: +1 STR and CON per 2 fighter levels lasts CON mod + 1 round per 4 fighter levels
• Resiliency: no damage from a made CON check to reduce damage, +1 to CON checks per 5 fighter levels
• Shield Expertise: take up to -1 BAB per 2 fighter levels to add +1 AC to a shield per -1 taken (x0.5 for bucklers, x1.5 for heavy shields)
• Toughness: +1 hit point per fighter level
• Weapon Specialization: +1 to hit and damage per 4 fighter levels with 1 weapon type
Rogue Feats
• Attack of Opportunity: make an attack when an opponent does a non-attack, defend or delay action within reach of you do this once per 4 rogue levels
• Evasion: no damage from a made DEX check to reduce damage, +1 to DEX checks for every 5 rogue levels
• Sneak Attack: do +1d6 per 2 rogue levels in melee when opponent is unaware or flat-footed
• Sniper Attack: do +1d6 per 2 rogue levels when opponent is unaware of your ranged attack or flat-footed
• Spring Attack: +5 speed per 4 rogue levels, split your move actions before and after another action
• Unarmored Fighting: +1 to dodge bonus to AC per 2 rogue levels while unarmored
• Wealthy: increase your wealth rating by 1 per 4 rogue levels
• Whirlwind Attack: attack 1 opponent within reach per 3 rogue levels in lieu of attacks
• Merchant: take 10% off of your purchases per 5 rogue levels
•
Scholar Feats
• Familiar: gain access to a familiar or improved familiar per its Scholar level requirement
• Inner Power: gain +1 to spell mod for each level per 6 Scholar levels
• Iron Will: no damage from a made WIS check to reduce damage, +1 to WIS checks for every 5 scholar levels
• Master Crafter: lower the gold and any xp cost of crafting items or magic items by ¼ per 7 Scholar levels
• Meta Magic: increase by 50% duration, size, range or select or select an element that you can change your spells to, apply one to a spell per 5 Scholar levels
• Practiced: select a skill that you can take a 10 without rolling per 5 scholar levels
• School Specialization: gain +1 to spell mod for use in one school and increase the school’s DC by 1 per 10 Scholar levels
• Skill Mastery: gain +5 (can become +20) in a skill per 5 Scholar levels
• Bardic Music: gain 1 bardic song per 3 scholar levels
•
Equipment
Weapons: as normal
Shields: bucklers are simple weapons, light and heavy shields are martial weapons and tower shields are exotic weapons
Armor: no movement penalties, penalties based on encumbrance
Encumbrance: only add: weapons, armor, and gold. All other equipment and gear within reason is considered free weight. Multiply the encumbrance chart by .75 to account for the loss in weight.
Combat
Combat Actions
Characters get 2 Combat Actions per round.
There are no iterative attacks.
• Attack: try to hit an opponent within your reach, if attack is selected twice the second attack is at -5 to hit. If a character has multiple weapons only one additional attack can come from taking the attack action twice.
• Cast: cast a spell, only 1 spell can be completed per round.
• Defend: add ½ your athletics skill to your AC; cannot attack, cast, defend, shoot or maneuver this round.
• Delay: delay your initiative as normal.
• Draw item: ready an accessible item (inaccessible items take 2 actions).
• Load: load a weapon (bows are free actions, heavy crossbows are 2 actions).
• Maneuver: try to do a maneuver within your reach. A maneuver is an opposed roll adding these modifiers: BAB, Size and an appropriate stat. Basic maneuvers are: grab an object within a creature’s grasp, begin a grapple, damage within a grapple, or escape a grapple. Power maneuver and finesse maneuver feats add additional maneuver options.
• Move: move your speed, includes opening doors, standing up, dropping, climbing sneaking, riding, driving
• Ready: ready an action for a particular situation to occur, can be used to negate a spell or shoot action
• Run: move double your speed.
• Shoot: try to hit an opponent within your range, medium range is a disadvantage and long range is an extreme disadvantage, if shoot is selected twice the second attack is at -5 to hit. If a character has multiple weapons only one additional attack can come from taking the shoot action twice.
Combat Modifiers
All skill and stat check modifiers fall under these guidelines as well.
Death
Characters can never outright die they just go down. They keep tallying damage. Characters very damaged will require massive amounts of healing to get back on their feat again. If a character is left behind that is down then they die. Or if the player wants their character to die from a situation then they can also die. The DM can also make a character die from being at -10 or more hit points at their discretion.
Attacks of Opportunity
No attacks of opportunity (now a feat)
Savings Throws
Saves are a stat check against the DC (1d20 + ability modifier vs. DC).
Magic
Spells are broken into 3 groups: cleric/paladin, druid/ranger, and bard/wizard.
Spells must be memorized from the spells known list.
Spell DC’s are 10 + INT modifier (no spell level added in).
Damage spells do not destroy items on a failed save.
The total number of spells per day a character can use in each spell level is the character’s INT bonus plus Caster Level chart’s Spell Mod plus the Spells per Day chart’s Spell Mod.
The total number of spells known in each spell level is the character’s spells per day +4.
No spell look ups, players are required to use a 3x5 card for all spells known.
Caster Level chart
Spells per Day chart
Goals
• In Game ease
• Out of game ease
• Compatibility
Thanks for your interest!
Races
• Elf: medium, +2 wis, -2 con, low light vision, sleepless
• Dwarf: medium, +2 con, -2 dex, darkvision, poison resistant, -10 speed
• Halfling: small, +2 dex, -2 str, +1 skill point
• Gnome: small, +2 cha, -2 str, spell like abilities (weak)
• Half orc: medium, +2 str, -2 int, darkvision, +1 skill point, light sensitivity
• Half elf: medium, low light vision, +2 skill points
• Human: medium, +3 skill points
Classes
HP is Hit Points, BAB is Base Attack Bonus, CL is Caster Level, SP is Skill Points.
The commoner class is also used as a level adjustment class.
Class Chart
Code:
HP BAB CL SP
Fighter +8 +1 +.25 +.25
Rogue +6 +.75 +.25 +.75
Scholar +4 +.5 +1 +.5
Commoner +4 +.5 +.25 +.25
Freely
Skills
Throw out the D&D skill system.
All characters get 6 + INT modifier at 1st level.
DC’s for skill check are simpler: 10 for simple, 15 for easy, 20 for average, 25+ difficult.
Take 20 is the same and take 10 is a feat.
Characters that put 3 skill points in a skill: 15 + ability modifier.
Characters that put 2 skill points in a skill: 10 + ability modifier.
Characters who put 1 skill point in a skill: 5 + ability modifier.
List of Skills
• Athletics: jump, climb, balance, tumble, escape artist, ride, swim, tumble, use rope
• Combat: appraise arms and armor (0 pts: no armor and wizard weapons, 1 pt: light armor and simple weapons, 2 pts: medium armor, martial weapons, 3 pts: heavy armor and exotic weapons)
• Communication: diplomacy, gather info, sense motive, bluff, oratory
• Craftsmanship: architecture, engineering, repair devices, appraise devices, craft, (building, technology, science, machines, constructs)
• Knowledge: decipher script, history, local, nobility, royalty, religions, play instrument, languages, appraise art objects, heal humanoids, profession
• Magic: concentration, arcana, the planes, spellcraft, use magic device, appraise magic items, craft magic items, (occult)
• Perception: spot, listen, search, (smell, taste, feel, sense)
• Presence: intimidate, disguise, sing, act, comedy, (seduce, interrogate)
• Stealth: hide, move silently, (shadow)
• Thievery: open locks, disable traps, sabotage device, forgery, sleight of hand, (poison)
• Wilderness: survival, handle animal, geography, dungeoneering, nature, heal animals, (track, ambush)
Feats
Throw out all feats except for the ones listed below.
First level characters select two feats.
Characters gain additional feats at levels: 5, 9, 13, and 17.
Per 4 class levels means 1-4 you gain the ability, then 5-8 you gain the next step, etc.
General Feats
• Arcane Magic: gain access to bard and wizard spell lists, can know additional spells by paying gold 100 x ((level)^2)
• Divine Magic: gain access to cleric and paladin spell lists, gain a domain ability and can base casting off of INT or CHA
• Finesse Maneuver: make an opposed maneuver check to either trip, or disarm an opponent.
• Finesse: use DEX instead of STR in melee (including adding it to damage)
• Multi Weapon Fighting: use multiple weapons to attack but at -2 to hit per additional weapon
• Natural Ability: +2 to a stat
• Natural Magic: gain access to druid and ranger spell lists and can base casting off of INT, WIS or CHA
• Power Maneuver: make an opposed maneuver check to either overrun, or push an opponent.
• Psionic Magic: gain access to psion and psychic warrior spell lists, memorization is not required and can base casting off of INT or WIS
• Quick Shot: shoot a ranged weapon one step faster but at -2 to hit
Fighter Feats
• Armored Fighting: while in armor DR 1/- per 4 fighter levels, no more DR than armor bonus
• Cleave: when an opponent is dropped gain a bonus attack against a creature within reach, 1 bonus attack per 4 fighter levels
• Combat Tactics: when flanking get +1 damage per 2 fighter levels
• Favored Enemy: +1 to hit and damage and opposed skill checks against one creature type per 4 fighter levels
• Power Attack: take up to -1 BAB per 2 fighter levels to add +1 damage per -1 taken (x0.5 for light weapons, x1.5 for two handed weapons)
• Rage: +1 STR and CON per 2 fighter levels lasts CON mod + 1 round per 4 fighter levels
• Resiliency: no damage from a made CON check to reduce damage, +1 to CON checks per 5 fighter levels
• Shield Expertise: take up to -1 BAB per 2 fighter levels to add +1 AC to a shield per -1 taken (x0.5 for bucklers, x1.5 for heavy shields)
• Toughness: +1 hit point per fighter level
• Weapon Specialization: +1 to hit and damage per 4 fighter levels with 1 weapon type
Rogue Feats
• Attack of Opportunity: make an attack when an opponent does a non-attack, defend or delay action within reach of you do this once per 4 rogue levels
• Evasion: no damage from a made DEX check to reduce damage, +1 to DEX checks for every 5 rogue levels
• Sneak Attack: do +1d6 per 2 rogue levels in melee when opponent is unaware or flat-footed
• Sniper Attack: do +1d6 per 2 rogue levels when opponent is unaware of your ranged attack or flat-footed
• Spring Attack: +5 speed per 4 rogue levels, split your move actions before and after another action
• Unarmored Fighting: +1 to dodge bonus to AC per 2 rogue levels while unarmored
• Wealthy: increase your wealth rating by 1 per 4 rogue levels
• Whirlwind Attack: attack 1 opponent within reach per 3 rogue levels in lieu of attacks
• Merchant: take 10% off of your purchases per 5 rogue levels
•
Scholar Feats
• Familiar: gain access to a familiar or improved familiar per its Scholar level requirement
• Inner Power: gain +1 to spell mod for each level per 6 Scholar levels
• Iron Will: no damage from a made WIS check to reduce damage, +1 to WIS checks for every 5 scholar levels
• Master Crafter: lower the gold and any xp cost of crafting items or magic items by ¼ per 7 Scholar levels
• Meta Magic: increase by 50% duration, size, range or select or select an element that you can change your spells to, apply one to a spell per 5 Scholar levels
• Practiced: select a skill that you can take a 10 without rolling per 5 scholar levels
• School Specialization: gain +1 to spell mod for use in one school and increase the school’s DC by 1 per 10 Scholar levels
• Skill Mastery: gain +5 (can become +20) in a skill per 5 Scholar levels
• Bardic Music: gain 1 bardic song per 3 scholar levels
•
Equipment
Weapons: as normal
Shields: bucklers are simple weapons, light and heavy shields are martial weapons and tower shields are exotic weapons
Armor: no movement penalties, penalties based on encumbrance
Encumbrance: only add: weapons, armor, and gold. All other equipment and gear within reason is considered free weight. Multiply the encumbrance chart by .75 to account for the loss in weight.
Combat
Combat Actions
Characters get 2 Combat Actions per round.
There are no iterative attacks.
• Attack: try to hit an opponent within your reach, if attack is selected twice the second attack is at -5 to hit. If a character has multiple weapons only one additional attack can come from taking the attack action twice.
• Cast: cast a spell, only 1 spell can be completed per round.
• Defend: add ½ your athletics skill to your AC; cannot attack, cast, defend, shoot or maneuver this round.
• Delay: delay your initiative as normal.
• Draw item: ready an accessible item (inaccessible items take 2 actions).
• Load: load a weapon (bows are free actions, heavy crossbows are 2 actions).
• Maneuver: try to do a maneuver within your reach. A maneuver is an opposed roll adding these modifiers: BAB, Size and an appropriate stat. Basic maneuvers are: grab an object within a creature’s grasp, begin a grapple, damage within a grapple, or escape a grapple. Power maneuver and finesse maneuver feats add additional maneuver options.
• Move: move your speed, includes opening doors, standing up, dropping, climbing sneaking, riding, driving
• Ready: ready an action for a particular situation to occur, can be used to negate a spell or shoot action
• Run: move double your speed.
• Shoot: try to hit an opponent within your range, medium range is a disadvantage and long range is an extreme disadvantage, if shoot is selected twice the second attack is at -5 to hit. If a character has multiple weapons only one additional attack can come from taking the shoot action twice.
Combat Modifiers
All skill and stat check modifiers fall under these guidelines as well.
Code:
Type Modifier Example
Extreme Advantage +4 cover, prone
Advantage +2 flanking, entangled, higher ground, invisible
Disadvantage -2 difficult environment, medium range
Extreme Disadvantage -4 long range
Death
Characters can never outright die they just go down. They keep tallying damage. Characters very damaged will require massive amounts of healing to get back on their feat again. If a character is left behind that is down then they die. Or if the player wants their character to die from a situation then they can also die. The DM can also make a character die from being at -10 or more hit points at their discretion.
Attacks of Opportunity
No attacks of opportunity (now a feat)
Savings Throws
Saves are a stat check against the DC (1d20 + ability modifier vs. DC).
Magic
Spells are broken into 3 groups: cleric/paladin, druid/ranger, and bard/wizard.
Spells must be memorized from the spells known list.
Spell DC’s are 10 + INT modifier (no spell level added in).
Damage spells do not destroy items on a failed save.
The total number of spells per day a character can use in each spell level is the character’s INT bonus plus Caster Level chart’s Spell Mod plus the Spells per Day chart’s Spell Mod.
The total number of spells known in each spell level is the character’s spells per day +4.
No spell look ups, players are required to use a 3x5 card for all spells known.
Caster Level chart
Code:
Caster Level Spell Level Spell Mod
1-2 0-1 +1
3-4 2 +1
5-6 3 +2
7-8 4 +2
9-10 5 +3
11-12 6 +3
13-14 7 +4
15-16 8 +4
17-18 9 +5
19-20 9 +5
Code:
Spell Level Spell Mod
0 -1
1 -2
2 -3
3 -4
4 -5
5 -6
6 -7
7 -8
8 -9
9 -10
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