William drake
First Post
I agree
At a certain level, the enemy, no matter what the player is, is not that hard to hit. One must remember that the player is adding a D20 to whatever his attack is, not counting whatother modifers that are already stacked *spells, feats, w/e* So, once a player is able to nat hit with there base attack bouns +6, only needs to roll and land on 10 to hit most things in the game, this unless is set up so that everything they encouter is at there level, and if thats so, then the worlds population: monster or otherwise, would have eaten or slayed everything before the player got a chance to draw first breath.
I've been into more realistic battles, where wounds count, and not matter what, an arrow can be deadly. Now, I know, its a bit rougher, but it makes the game more dramatic, and keeps the players playing smart. With it, the barbarian, who is tough to be sure, cant just walk into an army and know for almost a fact that he should be able to survive.
Once players have their bases to high, the D20 almost becomes meaningless. When it comes ot the point that you could just flip a coin to see if you hit or not, the dice are worthless. Gods dont need to roll, they just hit with certain levels of their divine rank, but players, are mortal. The dice add the chance element of the game. It says "hey, that farmer may be weak, but if he gets you with that pitchfork, your dead." WIth that in mind, players taker feats, and skills into great thought. Without it, it doesnt matter, death is never really a fear.
However, if your playing a game where its to be more Myth like, like Achilies, or Hercules. Where in the story the players are like one in 10000, then the normal D&D rules are fine.
If however, your setting up the game for the players to be badasses, but real, then you got to take things into account.
Stolen from the Spy Craft rules
(Feats: make them every other level...this way, players may build their characters..and it plays into the overall building of their character with these new rules.)
first- Hp should be Vitality. This means, anything thing that requires energy: fighting, running, lifting, swimming, blocking...and so on, requires vitality loss. Not much, but enough so that player is tired over extended periods of time. Duh, what are boxers like after 12 rounds...they arnt up and ready to go running are they...no they want to sleep. And, with constant vitality loss, fights go quicker. and make more sense.
There are feats that allow the players to lose less vitality *since they are they heros* but only so much. Classes like Monk, and Ranger lose less vitality naturaly since their lives are usually harsher than anyother. You should make your own rules for this.
second- Con, is now your true Hp, or GUTS. This means, what is your con, is all the damage you can take. Now, think about that. That D4dagger, critted into your shoulder could now almost kill you if your a basic character...and now, with this rule, Armor is the only thing that soaks it. If you got on fullplate, your just soaked it all. IF not, well, sucks for you.
SO, now even though the monk, and the ranger can run much longer than the rouge, and the barbarian can lift more, or carry the bigger weapons, almost everyone now is at around the same level to take wounds. *this is unless you take the feats that up your Con, or you put all of your points into con.* Players now make a choice to decide how their person should be instead of the steroy type.
And remember, that bleeding takes place after the wound is first inflicted. So, you were stabed, and take 1D8 damage, but your also lossing somewhre around 1con a round and atleast half of the orginal damge in vitality while your still fighting.
With Con rules, Crits are now cinamatic. That soldier might be wearing fulplate, and morepowerful than you, but you swing, and crit, and repeat that crit making it real, and deal
1D8+3 to his head *since his people dont wear helments in their armor* he's dead with all that damage to the brain. Or atleast down, considering what youd be feeling like if that happened to your character with 12Con. WIth agreat roll, youd be one away from dead, youd be dying...and next round, if not atleast being cared too..youd die.
For this, think of the Troy movie. That first badass that Achiles faught, was biger, and stronger..but Achiles hit him once in the neck and the fight was over. Achiles skill...is what made him dangerous..not his ability to just keep taking spears to the gut.
(also with the armor, rule-it does nothing to AC. Has anyone ever seen the history chanel, Knights got hit all the time, it made them slower. The only thing it did is stop the weapon from drawing blood.) Also, while wearing armor, if it doesnt get through, its not vitality damage. However, you got to shrug off the jaring effect of being rattled in the suite, or trying to take off the crumpled in helmet. Now, for those players who dont wear armor, being without it gives you the nat AC bouns...makes sense, your not in armor, its harder to hit you...but if you get hit, well, sucks for you. IT is now a choice.
*the only armor that ups your AC, is a shield...since that is what is was made to do: block blows, deflect them.
Also, all armor, and shields should be given a hardness raiting: so, after enough time of being beaten on, their broken or needing just basic repair.
third-set vitality as a standard. Every one is mortal, human or otherwise, and only through game play and using feats can you up your hp and con. It is never your abiltiy to take damage that makes your heroic, or powerful, but your skills and talents, your ability to not get hit, to doge, or never bee seen. Therefore, all players are given 1D10 and may roll that for their first level plus their con modifier. Every level there after is set:
fighters, rangers, barbarians, monks:1D8
Rouge,cleric, druid, bard:1D6
Wizard, sorc:1D4+1 *this is becase I've alterd magic* makes them more powerful, so lesser hp is a minor loss. Make sense, your a wizard, not a body builder, or farmer, or fighter...its your mind you train.
forth-bonus for basic levels must be dropped. IF you dont, the players will be running into things that seem almost out of place in the world that the story is set in. Every foe that the players runn into cant be set up for just the heros, it has to be so that the beast lives in the enviroment, and that people are able to coexist. IF the beasts, or army, or hord of bandits is just to rough, then whoever they were affecting should have been killed off long before you got there.
So, drop back the advancements back.
class,level,AB,fort,ref,will
Fighter,1,2,1,1,1
2,3,2,2,1
3,4,2,2,1
4,5,3,3,2
5,6,3,3,3
Ranger,1,1,2,1,0
2,2,3,1,0
3,3,3,1,1
4,4,4,1,1
5,5,4,2,2
cleric,1,0,0,0,1
2,1,1,1,2
3,1,2,1,2
4,2,3,2,3
5,3,4,2,4
rouge,1,0,0,2,0
2,1,0,3,0
3,2,1,3,1
4,3,1,4,1
5,4,2,5,2
wizard,1,0,0,0,2
2,0,0,0,3
3,1,0,1,4
4,2,1,2,5
5,3,2,3,6
I didnt did a barbarian, druid, or bard, but you can mix and match how you like: and change what you think is better, but this is just one way I did it a long time back.
also, in this system, reaching 6 for the Ab doens't give the player a second attack. This makes the game faster, unless he gets the feats required. This make him dangerous much more dangerous since less pepole will have them, and this makes creatures with more than one natural attack: extra arms, tail, or w/e, far more dangerous without needing alot of spuffing up. *if you play still with the extra attack at 6, then the rest still keeps him knocked down abit from what he used to be.*
fith- Magic is more dangerous. IT is no longer spell level, plus modifer for the effect DC. Instead, its spell level, pulls a D20. NOw, this means that magic is much more dangerous, and that its effects are not certain. Before, at a any level once your know the enemies DC, or can guess what you think it is, you can determin how powerful that spell is and what it would take to beat it. Now, you dont know. ANd that wizard whos just learned that fireballspell....he can either barely light a candle, or he can set a whole house, the barn, all the people and the animals on fire.
Also, I gave all Wizards, Spell resistance. It makes sense, you can cast, you should beable to defend from others. It would be either a taught or innate thing that you just get like a Spell like ability once you learn that you can cast magic. However, the SR is based off of a D20 roll plus the casters level. It lasts for the abount of rounds of the casters level pull the modifer, and requires a Dc18 or higher to do while in combat. But, if done before combat, then it just takes a standard action to set up.
*Clerics and druids may or maynot have spell resistance in the story depending on if their power trully comes from their god, or like wizards it is from the world, their blood or w/e*
Also, since spell casters know magic, much like monks, your always considered armed when fighting those who are barefisted. So, no attacks of oppertunity from them.
I did this because magic always seems to end up playing a backseat. It losses its power, you can dodge it, save it, or just take it and nothing. Well, then what is magic really worth.
Here is the one thing I stress. Make Healing Magic limited. Up the levels where it first comes into play. Players who can just shrug off the loss of an army dont really play the game as if they were real people, they play it like a video game. They only care about that extra man. And in game terms, as long as they know, can find, or have that cleric who can put them back together, they really worry about dying or damage.
Make healing the real power that separates Clerics from all other casters.
These are just some thoughts...
email me at Epicktales@hotmail.com if you want to know them all, or are intrested in using them in your game.
At a certain level, the enemy, no matter what the player is, is not that hard to hit. One must remember that the player is adding a D20 to whatever his attack is, not counting whatother modifers that are already stacked *spells, feats, w/e* So, once a player is able to nat hit with there base attack bouns +6, only needs to roll and land on 10 to hit most things in the game, this unless is set up so that everything they encouter is at there level, and if thats so, then the worlds population: monster or otherwise, would have eaten or slayed everything before the player got a chance to draw first breath.
I've been into more realistic battles, where wounds count, and not matter what, an arrow can be deadly. Now, I know, its a bit rougher, but it makes the game more dramatic, and keeps the players playing smart. With it, the barbarian, who is tough to be sure, cant just walk into an army and know for almost a fact that he should be able to survive.
Once players have their bases to high, the D20 almost becomes meaningless. When it comes ot the point that you could just flip a coin to see if you hit or not, the dice are worthless. Gods dont need to roll, they just hit with certain levels of their divine rank, but players, are mortal. The dice add the chance element of the game. It says "hey, that farmer may be weak, but if he gets you with that pitchfork, your dead." WIth that in mind, players taker feats, and skills into great thought. Without it, it doesnt matter, death is never really a fear.
However, if your playing a game where its to be more Myth like, like Achilies, or Hercules. Where in the story the players are like one in 10000, then the normal D&D rules are fine.
If however, your setting up the game for the players to be badasses, but real, then you got to take things into account.
Stolen from the Spy Craft rules
(Feats: make them every other level...this way, players may build their characters..and it plays into the overall building of their character with these new rules.)
first- Hp should be Vitality. This means, anything thing that requires energy: fighting, running, lifting, swimming, blocking...and so on, requires vitality loss. Not much, but enough so that player is tired over extended periods of time. Duh, what are boxers like after 12 rounds...they arnt up and ready to go running are they...no they want to sleep. And, with constant vitality loss, fights go quicker. and make more sense.
There are feats that allow the players to lose less vitality *since they are they heros* but only so much. Classes like Monk, and Ranger lose less vitality naturaly since their lives are usually harsher than anyother. You should make your own rules for this.
second- Con, is now your true Hp, or GUTS. This means, what is your con, is all the damage you can take. Now, think about that. That D4dagger, critted into your shoulder could now almost kill you if your a basic character...and now, with this rule, Armor is the only thing that soaks it. If you got on fullplate, your just soaked it all. IF not, well, sucks for you.
SO, now even though the monk, and the ranger can run much longer than the rouge, and the barbarian can lift more, or carry the bigger weapons, almost everyone now is at around the same level to take wounds. *this is unless you take the feats that up your Con, or you put all of your points into con.* Players now make a choice to decide how their person should be instead of the steroy type.
And remember, that bleeding takes place after the wound is first inflicted. So, you were stabed, and take 1D8 damage, but your also lossing somewhre around 1con a round and atleast half of the orginal damge in vitality while your still fighting.
With Con rules, Crits are now cinamatic. That soldier might be wearing fulplate, and morepowerful than you, but you swing, and crit, and repeat that crit making it real, and deal
1D8+3 to his head *since his people dont wear helments in their armor* he's dead with all that damage to the brain. Or atleast down, considering what youd be feeling like if that happened to your character with 12Con. WIth agreat roll, youd be one away from dead, youd be dying...and next round, if not atleast being cared too..youd die.
For this, think of the Troy movie. That first badass that Achiles faught, was biger, and stronger..but Achiles hit him once in the neck and the fight was over. Achiles skill...is what made him dangerous..not his ability to just keep taking spears to the gut.
(also with the armor, rule-it does nothing to AC. Has anyone ever seen the history chanel, Knights got hit all the time, it made them slower. The only thing it did is stop the weapon from drawing blood.) Also, while wearing armor, if it doesnt get through, its not vitality damage. However, you got to shrug off the jaring effect of being rattled in the suite, or trying to take off the crumpled in helmet. Now, for those players who dont wear armor, being without it gives you the nat AC bouns...makes sense, your not in armor, its harder to hit you...but if you get hit, well, sucks for you. IT is now a choice.
*the only armor that ups your AC, is a shield...since that is what is was made to do: block blows, deflect them.
Also, all armor, and shields should be given a hardness raiting: so, after enough time of being beaten on, their broken or needing just basic repair.
third-set vitality as a standard. Every one is mortal, human or otherwise, and only through game play and using feats can you up your hp and con. It is never your abiltiy to take damage that makes your heroic, or powerful, but your skills and talents, your ability to not get hit, to doge, or never bee seen. Therefore, all players are given 1D10 and may roll that for their first level plus their con modifier. Every level there after is set:
fighters, rangers, barbarians, monks:1D8
Rouge,cleric, druid, bard:1D6
Wizard, sorc:1D4+1 *this is becase I've alterd magic* makes them more powerful, so lesser hp is a minor loss. Make sense, your a wizard, not a body builder, or farmer, or fighter...its your mind you train.
forth-bonus for basic levels must be dropped. IF you dont, the players will be running into things that seem almost out of place in the world that the story is set in. Every foe that the players runn into cant be set up for just the heros, it has to be so that the beast lives in the enviroment, and that people are able to coexist. IF the beasts, or army, or hord of bandits is just to rough, then whoever they were affecting should have been killed off long before you got there.
So, drop back the advancements back.
class,level,AB,fort,ref,will
Fighter,1,2,1,1,1
2,3,2,2,1
3,4,2,2,1
4,5,3,3,2
5,6,3,3,3
Ranger,1,1,2,1,0
2,2,3,1,0
3,3,3,1,1
4,4,4,1,1
5,5,4,2,2
cleric,1,0,0,0,1
2,1,1,1,2
3,1,2,1,2
4,2,3,2,3
5,3,4,2,4
rouge,1,0,0,2,0
2,1,0,3,0
3,2,1,3,1
4,3,1,4,1
5,4,2,5,2
wizard,1,0,0,0,2
2,0,0,0,3
3,1,0,1,4
4,2,1,2,5
5,3,2,3,6
I didnt did a barbarian, druid, or bard, but you can mix and match how you like: and change what you think is better, but this is just one way I did it a long time back.
also, in this system, reaching 6 for the Ab doens't give the player a second attack. This makes the game faster, unless he gets the feats required. This make him dangerous much more dangerous since less pepole will have them, and this makes creatures with more than one natural attack: extra arms, tail, or w/e, far more dangerous without needing alot of spuffing up. *if you play still with the extra attack at 6, then the rest still keeps him knocked down abit from what he used to be.*
fith- Magic is more dangerous. IT is no longer spell level, plus modifer for the effect DC. Instead, its spell level, pulls a D20. NOw, this means that magic is much more dangerous, and that its effects are not certain. Before, at a any level once your know the enemies DC, or can guess what you think it is, you can determin how powerful that spell is and what it would take to beat it. Now, you dont know. ANd that wizard whos just learned that fireballspell....he can either barely light a candle, or he can set a whole house, the barn, all the people and the animals on fire.
Also, I gave all Wizards, Spell resistance. It makes sense, you can cast, you should beable to defend from others. It would be either a taught or innate thing that you just get like a Spell like ability once you learn that you can cast magic. However, the SR is based off of a D20 roll plus the casters level. It lasts for the abount of rounds of the casters level pull the modifer, and requires a Dc18 or higher to do while in combat. But, if done before combat, then it just takes a standard action to set up.
*Clerics and druids may or maynot have spell resistance in the story depending on if their power trully comes from their god, or like wizards it is from the world, their blood or w/e*
Also, since spell casters know magic, much like monks, your always considered armed when fighting those who are barefisted. So, no attacks of oppertunity from them.
I did this because magic always seems to end up playing a backseat. It losses its power, you can dodge it, save it, or just take it and nothing. Well, then what is magic really worth.
Here is the one thing I stress. Make Healing Magic limited. Up the levels where it first comes into play. Players who can just shrug off the loss of an army dont really play the game as if they were real people, they play it like a video game. They only care about that extra man. And in game terms, as long as they know, can find, or have that cleric who can put them back together, they really worry about dying or damage.
Make healing the real power that separates Clerics from all other casters.
These are just some thoughts...
email me at Epicktales@hotmail.com if you want to know them all, or are intrested in using them in your game.