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A vision of a D&D retro-clone with new school elements
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<blockquote data-quote="Roadkill101" data-source="post: 5051707" data-attributes="member: 30952"><p>I haven't run D&D as my system of choice since just before 3e came out. I hit a dry-spell trying to think of campaign idea's in my preferred system but had all kinds of ideas for a D&D based system. Being able to find fault with any edition of D&D when running a game (per Raw), I just recently (November) cobbled together the various elements I liked from the various editions of D&D (B/X, 1/2e, 3.x & 4e) into a house-ruled system just to get those idea's out and hopefully break that dry spell.</p><p>My Hybrid version is currently undergoing a slow lengthy play-test.</p><p> </p><p><u>From the B/X Editions</u></p><p>Class and Race</p><p>Initiative & Surprise</p><p>Class XP/Level Progression tables</p><p>Morale</p><p>Any tables/charts for hiring Hirelings/Henchmen</p><p>Turning Undead table</p><p>Weapons Mastery (for hit & damage bonus only).</p><p> </p><p><u>From 1/2e</u></p><p>Spell Descriptions from the PHB</p><p>Weapon Proficiencies</p><p>Monster XP Values</p><p> </p><p><u>From 3.x</u></p><p>Ascending AC</p><p>BAB</p><p>Saving Throws</p><p>From 4e:</p><p>Skills</p><p>Defense & Skill Advancement</p><p> </p><p><u>Houseruled Tweaks</u></p><p>Levels; no pregression beyond 10th level.</p><p>Ability generation; roll 4d6, re-roll any values of 1, keep the highest 3.</p><p>Armor; gave all armor a hit value so that as it's damaged it loses protective value until repaired.</p><p>Spellcasting: dropped vancian for a mana type system. casters get 2 points per level plus ability mod., a spell costs it's level in mana. Casters must have the spell in their repetoire to be able to cast it (barring anything cast from a scroll). All damage/healing uses a d8 based off the casters level.</p><p>BAB & Weapon Proficiency; BAB is tied to character level, so a fighter who learned the long sword at 1st level would have a BAB of +10/+5, while that mace he picked up at 3rd would be +7/+2 upon reaching 10th level.</p><p>Weapons; divided them up into 1 handed simple (1d6 dmg.), 2 handed simple (1d8 dmg.), 1 handed martial (1d10 dmg.) & 2 handed martial (1d12 dmg.). Class dictates what class of weapons are useable.</p><p>Hit Dice; are based off of size and apply to characters as well as monsters (small creatures use a d6, medium creatures a d8, large creatures a d10...)</p><p>Hit Points; using a wound/vitality system, where for characters the first two levels and all con bonuses represent actual physical damage. depending on a creatures current value a penalty comes into play representing wounding. All other higher levels of gained HD function as an abstract concept accounting for fatigue, skill at avoiding damage, luck etc.</p><p>Crossover Packages; at 3rd, 6th & 9th levels characters get to choose from one of several packages that allow for gaining abilities of another class taking the place of dual/multi-classing (opend up druidical and illusionist spell lists for spellcasters).</p><p>Ability Scores; characters get a point to add to one ability at 4th & 8th levels. No scores over 19 unless through a magical means.</p><p>Saving Throws; characters get 2 points to divide between the 3 types at odd levels and 3 points at even levels.</p></blockquote><p></p>
[QUOTE="Roadkill101, post: 5051707, member: 30952"] I haven't run D&D as my system of choice since just before 3e came out. I hit a dry-spell trying to think of campaign idea's in my preferred system but had all kinds of ideas for a D&D based system. Being able to find fault with any edition of D&D when running a game (per Raw), I just recently (November) cobbled together the various elements I liked from the various editions of D&D (B/X, 1/2e, 3.x & 4e) into a house-ruled system just to get those idea's out and hopefully break that dry spell. My Hybrid version is currently undergoing a slow lengthy play-test. [U]From the B/X Editions[/U] Class and Race Initiative & Surprise Class XP/Level Progression tables Morale Any tables/charts for hiring Hirelings/Henchmen Turning Undead table Weapons Mastery (for hit & damage bonus only). [U]From 1/2e[/U] Spell Descriptions from the PHB Weapon Proficiencies Monster XP Values [U]From 3.x[/U] Ascending AC BAB Saving Throws From 4e: Skills Defense & Skill Advancement [U]Houseruled Tweaks[/U] Levels; no pregression beyond 10th level. Ability generation; roll 4d6, re-roll any values of 1, keep the highest 3. Armor; gave all armor a hit value so that as it's damaged it loses protective value until repaired. Spellcasting: dropped vancian for a mana type system. casters get 2 points per level plus ability mod., a spell costs it's level in mana. Casters must have the spell in their repetoire to be able to cast it (barring anything cast from a scroll). All damage/healing uses a d8 based off the casters level. BAB & Weapon Proficiency; BAB is tied to character level, so a fighter who learned the long sword at 1st level would have a BAB of +10/+5, while that mace he picked up at 3rd would be +7/+2 upon reaching 10th level. Weapons; divided them up into 1 handed simple (1d6 dmg.), 2 handed simple (1d8 dmg.), 1 handed martial (1d10 dmg.) & 2 handed martial (1d12 dmg.). Class dictates what class of weapons are useable. Hit Dice; are based off of size and apply to characters as well as monsters (small creatures use a d6, medium creatures a d8, large creatures a d10...) Hit Points; using a wound/vitality system, where for characters the first two levels and all con bonuses represent actual physical damage. depending on a creatures current value a penalty comes into play representing wounding. All other higher levels of gained HD function as an abstract concept accounting for fatigue, skill at avoiding damage, luck etc. Crossover Packages; at 3rd, 6th & 9th levels characters get to choose from one of several packages that allow for gaining abilities of another class taking the place of dual/multi-classing (opend up druidical and illusionist spell lists for spellcasters). Ability Scores; characters get a point to add to one ability at 4th & 8th levels. No scores over 19 unless through a magical means. Saving Throws; characters get 2 points to divide between the 3 types at odd levels and 3 points at even levels. [/QUOTE]
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