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Changing 3e to d20 rules! Am I doing this right?
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<blockquote data-quote="Kaptain_Kantrip" data-source="post: 46486" data-attributes="member: 546"><p>So I'm thinking about converting my D&D game over to include SW/WoT/d20 Modern mechanics for a more realistic feel. Have I made any glaring mistakes in interpreting/implementing these rules?</p><p></p><p>Provided everything is okey-dokey, then this list should provide anyone else with a quick-n-dirty way to incorporate the latest d20 rules innovations into their 3e D&D game!</p><p></p><p>NOTE: This version is TOTALLY REVISED (AGAIN) from the version I previously posted here.</p><p>_______________________________________________</p><p></p><p>"This list summarizes the new rules, incorporating the latest advances in d20 game design."</p><p></p><p>VITALITY POINTS (VP) </p><p>Hit points + Quickness feats. </p><p></p><p>Description: Vitality Points (VP) represents the</p><p>creature’s ability to dodge, parry and roll with</p><p>the damage to negate any serious effect. </p><p></p><p>Effect: Vitality damage is spent energy and/or</p><p>minor bruises, cuts and scrapes. When you level,</p><p>you roll HP as normal for your class but add</p><p>them to VP (+ CON bonus).</p><p></p><p>Lost VP return at a rate of the character’s level</p><p>per hour. So a 4th level fighter would regain 4</p><p>VP/hour.</p><p></p><p>"Thug" Rule: At the DM’s discretion, creatures</p><p>without any particular importance (generally</p><p>those with 1 HD or less such as footsoldiers,</p><p>goblins or peasants) have no VP, only WP. This</p><p>allows the heroes (or villains) to "cinematically"</p><p>hack through them while easing the DM's</p><p>recordkeeping burden and speeding combat. </p><p></p><p>Undead: These creatures have only Vitality</p><p>Points, since they have no CON score. When</p><p>their Vitality is reduced to 0 or less, they are</p><p>destroyed or affected as described in the MM.</p><p></p><p>Quickness Feat: +3 Vitality Points. You may</p><p>take this feat multiple times. </p><p></p><p></p><p>WOUND POINTS (WP) </p><p>CON + Toughness feats. </p><p></p><p>Description: Wound Points (WP) represent the</p><p>creature’s ability to withstand serious bodily</p><p>injury and still survive. WP is only increased by</p><p>raising your CON or taking the Toughness feat.</p><p>You add your CON modifier to VP, not WP.</p><p></p><p>Effect: Whenever a creature takes Wound Point</p><p>damage, they must make a Fort save (DC 5 +</p><p>damage dealt) or be stunned for 2d6 rounds.</p><p></p><p>Lost WP return at 1 per day (or 2 per day on a</p><p>successful Heal skill check at DC 15).</p><p></p><p></p><p>BYPASSING VP:</p><p>Called shots (from The Quintessential Fighter or</p><p>your own house rules), coup de grace, critical</p><p>hits, death attacks, and falling damage may all </p><p>deal damage to WP directly. </p><p></p><p>A called shot, coup de grace, death attack or</p><p>sneak attack all mean you are specifically</p><p>targeting a chink in the armor or hole in the</p><p>target’s defenses. Additionally, some weapons</p><p>have penetration; these bypass some or all of an</p><p>armored target’s Damage Reduction (DR). See</p><p>the weapon penetration section for details.</p><p></p><p>Wound Points = 0: Disabled (Can move at half</p><p>speed, can perform partial actions only. Any</p><p>strenuous action causes the loss of 1 wound</p><p>point at the end of the action, changing the</p><p>creature’s status from disabled to dying, unless</p><p>the act served to increase its WP). </p><p></p><p>Wound Points = -1 to -9: Dying (Each round,</p><p>the creature loses 1 additional WP from its</p><p>injuries; it has a 10% chance to stabilize each</p><p>round. Once stabilized, it no longer loses WP). </p><p></p><p>Wound Points = -10: Dead. </p><p></p><p>Falling Damage: A character suffers 1d6 points</p><p>of damage for every 10 feet fallen. A Reflex</p><p>saving throw at DC 10 +1/10 feet allows the</p><p>damage to go against Vitality. On a failure it</p><p>goes against Wounds. A tumble check can</p><p>reduce the height of the fall as normal.</p><p></p><p>Toughness Feat: +3 Wound Points. You may</p><p>take this feat multiple times. </p><p></p><p></p><p>SUBDUAL DAMAGE</p><p>Whenever a creature takes subdual damage, he</p><p>must make a Fortitude save at DC 12 or fall</p><p>unconscious for 2d6 rounds. The subdual</p><p>damage is subtracted from VP regardless of</p><p>whether the save is successful or not.</p><p></p><p></p><p>LUCK POINTS</p><p>PC/NPC: 1d4+1 per level. </p><p>Monster: Half hit dice, rounded down. </p><p></p><p>Description: Luck Points represent the</p><p>creature’s luck in the face of extreme danger. </p><p></p><p>Effect: Luck Points are used to favorably</p><p>influence a task resolution roll (either an attack </p><p>roll, a skill check, an ability check, or a saving</p><p>throw). You must declare you are using an </p><p>Luck Point prior to rolling the d20. To</p><p>determine your Luck bonus, roll 1d6 and add </p><p>the result to the roll you declared you wanted to</p><p>influence. Once spent, Luck Points are </p><p>gone. No more than one Luck Point may be</p><p>spent on any given action. </p><p></p><p>Extra Luck Points Feat: You get 1d4+1 luck</p><p>points. You may take this feat multiple times. </p><p></p><p></p><p>DEFENSE </p><p>DEX + Reflex bonus +2 + size modifier +</p><p>cover Defense bonus + misc. other bonuses.</p><p></p><p>Description: Defense replaces AC. It represents</p><p>your skill and luck in avoiding damage. Spells</p><p>that previously provided armor, deflection or</p><p>cover bonus to AC now provide Defense bonus.</p><p></p><p>Dodge Feat: You gain a +1 dodge bonus to</p><p>Defense. You may only take this feat once. </p><p></p><p></p><p>DAMAGE REDUCTION </p><p>Equals AC bonus from armor, natural armor or</p><p>similar + any existing DR (like supernatural). </p><p></p><p>Description: Armor now provides DR (damage</p><p>reduction) against VP and WP damage. It does</p><p>not add to Defense (AC).</p><p></p><p>Light Armor: </p><p>* Silk Shirt: DR 0/-</p><p>Padded: DR 1/- </p><p>Leather: DR 1/- </p><p>Studded Leather: DR 2/- </p><p>Chain Shirt: DR 3/-</p><p></p><p>Medium Armor: </p><p>* Back & Breast: DR 1/- (add to Light Armor DR)</p><p>* Bugbear Hide: DR 3/-</p><p>* Dragonscale: DR 8/-</p><p>Hide: DR 3/-</p><p>* Hydra Hide: DR 6/-</p><p>Scale mail: DR 4/- </p><p>Chain mail: DR 4/- </p><p>Breastplate: DR 5/- </p><p></p><p>Heavy Armor: </p><p>* Bronze plate: DR 6/-</p><p>Splint mail: DR 6/- </p><p>Banded mail: DR 6/- </p><p>Half-plate: DR 7/- </p><p>Full plate: DR 8/- </p><p></p><p>Extras:</p><p>* Roundels: DR 1/- (add to DR of any armor</p><p>except full plate)</p><p></p><p>Shields: Small shields & bucklers provide a +1</p><p>cover bonus to Defense. Large shields provide a</p><p>+2 cover bonus to Defense. * Dragon scale</p><p>shields provide a +3 cover bonus to Defense.</p><p></p><p>* = taken from "The Quintessential Fighter" (by Mongoose)</p><p></p><p></p><p>CRITICAL HITS </p><p>Effect: Any critical hit bypasses Vitality and</p><p>instead deals Wound damage directly. </p><p></p><p>No weapon can have a damage multiplier</p><p>greater than x2, or a critical threat range greater</p><p>than 19-20. Any weapon better than this is</p><p>reduced to 19-20/x2 in all cases. To make up for</p><p>this reduction and reinstate the weapon’s</p><p>lethality, the following bonuses apply:</p><p></p><p>Any weapon that had a threat range of 18-20 or</p><p>better now ignores 2 points of an armored</p><p>target's DR. </p><p></p><p>Any weapon that did x3 damage now ignores 3</p><p>points of an armored target's DR. </p><p></p><p>Any weapon that did x4 damage now ignores 4</p><p>points of an armored target's DR. </p><p></p><p></p><p>WEAPON PENETRATION </p><p>Description: Crossbows are designed to pierce</p><p>armor; they have greater penetration power than</p><p>their x2 critical multiplier indicate. As a result,</p><p>such weapons bypass some or all of an armored</p><p>target's DR.</p><p></p><p>Hand Crossbows ignore 2 points of armor DR.</p><p></p><p>Light and Repeating Crossbows ignore 4 points</p><p>of armor DR.</p><p></p><p>Heavy Crossbows (including great crossbows,</p><p>seige crossbows, ballistae and similar heavy</p><p>designs) ignore 8 points of armor DR.</p><p></p><p></p><p>MASTERWORK ITEMS</p><p>Masterwork armor gives an additional +1 DR.</p><p>Masterwork shields give an additional +1 cover</p><p>bonus to Defense. Masterwork weapons give an</p><p>a +1 enhancement bonus to hit. Wicked or</p><p>serrated weapons give a +1 enhancement bonus</p><p>to damage and ignore 1 point of an armored</p><p>target’s DR in addition to any other DR</p><p>penetration powers it normally has (cost of</p><p>weapon + 300 gp).</p><p></p><p></p><p>MAGIC ITEMS</p><p>Magic armor gives an additional bonus to DR</p><p>equal to its enhancement value (+1-5). Magic</p><p>shields give an additional cover bonus to</p><p>Defense equal to its enhancement value (+1-5).</p><p>Magic weapons give an enhancement bonus to</p><p>hit and damage equal to its value (+1-5) and</p><p>ignore DR equal to their enhancement bonus</p><p>when striking armored targets.</p><p></p><p></p><p>SPELLS</p><p>All spells, unless specified otherwise, cause VP</p><p>damage.</p><p></p><p></p><p>CURE SPELLS</p><p>Cure minor wounds: Cures 1 VP or 1 WP.</p><p>Cure light wounds: Cures 1d8+1/level VP (max</p><p>+5) or 1d4+1 WP.</p><p>Cure moderate wounds: Cures 2d8+1/level VP</p><p>(max +10) or 2d4+2 WP.</p><p>Cure serious wounds: Cures 3d8+1/level VP</p><p>(max +15) or 3d4+3 WP.</p><p>Cure critical wounds: Cures 4d8+1/level VP</p><p>(max +20) or 4d4+4 WP.</p><p>Heal: Cures all VP and WP damage.</p><p></p><p>_________________________________________</p><p></p><p>Any suggestions?</p></blockquote><p></p>
[QUOTE="Kaptain_Kantrip, post: 46486, member: 546"] So I'm thinking about converting my D&D game over to include SW/WoT/d20 Modern mechanics for a more realistic feel. Have I made any glaring mistakes in interpreting/implementing these rules? Provided everything is okey-dokey, then this list should provide anyone else with a quick-n-dirty way to incorporate the latest d20 rules innovations into their 3e D&D game! NOTE: This version is TOTALLY REVISED (AGAIN) from the version I previously posted here. _______________________________________________ "This list summarizes the new rules, incorporating the latest advances in d20 game design." VITALITY POINTS (VP) Hit points + Quickness feats. Description: Vitality Points (VP) represents the creature’s ability to dodge, parry and roll with the damage to negate any serious effect. Effect: Vitality damage is spent energy and/or minor bruises, cuts and scrapes. When you level, you roll HP as normal for your class but add them to VP (+ CON bonus). Lost VP return at a rate of the character’s level per hour. So a 4th level fighter would regain 4 VP/hour. "Thug" Rule: At the DM’s discretion, creatures without any particular importance (generally those with 1 HD or less such as footsoldiers, goblins or peasants) have no VP, only WP. This allows the heroes (or villains) to "cinematically" hack through them while easing the DM's recordkeeping burden and speeding combat. Undead: These creatures have only Vitality Points, since they have no CON score. When their Vitality is reduced to 0 or less, they are destroyed or affected as described in the MM. Quickness Feat: +3 Vitality Points. You may take this feat multiple times. WOUND POINTS (WP) CON + Toughness feats. Description: Wound Points (WP) represent the creature’s ability to withstand serious bodily injury and still survive. WP is only increased by raising your CON or taking the Toughness feat. You add your CON modifier to VP, not WP. Effect: Whenever a creature takes Wound Point damage, they must make a Fort save (DC 5 + damage dealt) or be stunned for 2d6 rounds. Lost WP return at 1 per day (or 2 per day on a successful Heal skill check at DC 15). BYPASSING VP: Called shots (from The Quintessential Fighter or your own house rules), coup de grace, critical hits, death attacks, and falling damage may all deal damage to WP directly. A called shot, coup de grace, death attack or sneak attack all mean you are specifically targeting a chink in the armor or hole in the target’s defenses. Additionally, some weapons have penetration; these bypass some or all of an armored target’s Damage Reduction (DR). See the weapon penetration section for details. Wound Points = 0: Disabled (Can move at half speed, can perform partial actions only. Any strenuous action causes the loss of 1 wound point at the end of the action, changing the creature’s status from disabled to dying, unless the act served to increase its WP). Wound Points = -1 to -9: Dying (Each round, the creature loses 1 additional WP from its injuries; it has a 10% chance to stabilize each round. Once stabilized, it no longer loses WP). Wound Points = -10: Dead. Falling Damage: A character suffers 1d6 points of damage for every 10 feet fallen. A Reflex saving throw at DC 10 +1/10 feet allows the damage to go against Vitality. On a failure it goes against Wounds. A tumble check can reduce the height of the fall as normal. Toughness Feat: +3 Wound Points. You may take this feat multiple times. SUBDUAL DAMAGE Whenever a creature takes subdual damage, he must make a Fortitude save at DC 12 or fall unconscious for 2d6 rounds. The subdual damage is subtracted from VP regardless of whether the save is successful or not. LUCK POINTS PC/NPC: 1d4+1 per level. Monster: Half hit dice, rounded down. Description: Luck Points represent the creature’s luck in the face of extreme danger. Effect: Luck Points are used to favorably influence a task resolution roll (either an attack roll, a skill check, an ability check, or a saving throw). You must declare you are using an Luck Point prior to rolling the d20. To determine your Luck bonus, roll 1d6 and add the result to the roll you declared you wanted to influence. Once spent, Luck Points are gone. No more than one Luck Point may be spent on any given action. Extra Luck Points Feat: You get 1d4+1 luck points. You may take this feat multiple times. DEFENSE DEX + Reflex bonus +2 + size modifier + cover Defense bonus + misc. other bonuses. Description: Defense replaces AC. It represents your skill and luck in avoiding damage. Spells that previously provided armor, deflection or cover bonus to AC now provide Defense bonus. Dodge Feat: You gain a +1 dodge bonus to Defense. You may only take this feat once. DAMAGE REDUCTION Equals AC bonus from armor, natural armor or similar + any existing DR (like supernatural). Description: Armor now provides DR (damage reduction) against VP and WP damage. It does not add to Defense (AC). Light Armor: * Silk Shirt: DR 0/- Padded: DR 1/- Leather: DR 1/- Studded Leather: DR 2/- Chain Shirt: DR 3/- Medium Armor: * Back & Breast: DR 1/- (add to Light Armor DR) * Bugbear Hide: DR 3/- * Dragonscale: DR 8/- Hide: DR 3/- * Hydra Hide: DR 6/- Scale mail: DR 4/- Chain mail: DR 4/- Breastplate: DR 5/- Heavy Armor: * Bronze plate: DR 6/- Splint mail: DR 6/- Banded mail: DR 6/- Half-plate: DR 7/- Full plate: DR 8/- Extras: * Roundels: DR 1/- (add to DR of any armor except full plate) Shields: Small shields & bucklers provide a +1 cover bonus to Defense. Large shields provide a +2 cover bonus to Defense. * Dragon scale shields provide a +3 cover bonus to Defense. * = taken from "The Quintessential Fighter" (by Mongoose) CRITICAL HITS Effect: Any critical hit bypasses Vitality and instead deals Wound damage directly. No weapon can have a damage multiplier greater than x2, or a critical threat range greater than 19-20. Any weapon better than this is reduced to 19-20/x2 in all cases. To make up for this reduction and reinstate the weapon’s lethality, the following bonuses apply: Any weapon that had a threat range of 18-20 or better now ignores 2 points of an armored target's DR. Any weapon that did x3 damage now ignores 3 points of an armored target's DR. Any weapon that did x4 damage now ignores 4 points of an armored target's DR. WEAPON PENETRATION Description: Crossbows are designed to pierce armor; they have greater penetration power than their x2 critical multiplier indicate. As a result, such weapons bypass some or all of an armored target's DR. Hand Crossbows ignore 2 points of armor DR. Light and Repeating Crossbows ignore 4 points of armor DR. Heavy Crossbows (including great crossbows, seige crossbows, ballistae and similar heavy designs) ignore 8 points of armor DR. MASTERWORK ITEMS Masterwork armor gives an additional +1 DR. Masterwork shields give an additional +1 cover bonus to Defense. Masterwork weapons give an a +1 enhancement bonus to hit. Wicked or serrated weapons give a +1 enhancement bonus to damage and ignore 1 point of an armored target’s DR in addition to any other DR penetration powers it normally has (cost of weapon + 300 gp). MAGIC ITEMS Magic armor gives an additional bonus to DR equal to its enhancement value (+1-5). Magic shields give an additional cover bonus to Defense equal to its enhancement value (+1-5). Magic weapons give an enhancement bonus to hit and damage equal to its value (+1-5) and ignore DR equal to their enhancement bonus when striking armored targets. SPELLS All spells, unless specified otherwise, cause VP damage. CURE SPELLS Cure minor wounds: Cures 1 VP or 1 WP. Cure light wounds: Cures 1d8+1/level VP (max +5) or 1d4+1 WP. Cure moderate wounds: Cures 2d8+1/level VP (max +10) or 2d4+2 WP. Cure serious wounds: Cures 3d8+1/level VP (max +15) or 3d4+3 WP. Cure critical wounds: Cures 4d8+1/level VP (max +20) or 4d4+4 WP. Heal: Cures all VP and WP damage. _________________________________________ Any suggestions? [/QUOTE]
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