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D&D 5e (sorta) Catch The Pidgin- Enc#3 Return of the Kobold Ambush aka Egg-Nog Sings the Blues- Both Parties Complete
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<blockquote data-quote="Goonalan" data-source="post: 9385672" data-attributes="member: 16069"><p><strong><span style="font-size: 26px">NEW RULES</span></strong></p><p></p><p>It's D&D 5e except... it's all in the encounter.</p><p></p><p><strong>XP</strong></p><p>You need a lot of it, 3,000 XP to get to level 2, that's about 10-12 encounters.</p><p></p><p>Kill monsters gain XP. Find out info that progresses the plot and... you gain XP. Everything else is for show. Simple as.</p><p></p><p>Your PC earns a bunch of XP for surviving/overcoming an encounter, they receive more XP if they kill more stuff.</p><p></p><p>To make this clear- you are in competition with the other PCs in your party- the more stuff YOU KILL the more XP YOUR PC gets.</p><p></p><p><strong>REST</strong></p><p>You can get a Short Rest (thirty seconds or so) after every encounter to regain powers and use healing HD,</p><p>A Medium Rest is about an hour- as Short Rest plus you can attune &/or identify magic items + EAT (see below) & </p><p>A Long Rest as per usual.</p><p></p><p><strong>EAT</strong></p><p>Food & drink is now a resource to be bought (2sp/meal, weight 1lb). Eat a meal to regain 1d4 HP on a Medium or Long rest.</p><p></p><p><strong>POTIONS OF HEALING</strong></p><p>Are better.</p><p></p><p><strong>THE ENCOUNTER</strong></p><p></p><p>This game is all about the encounter, and more specifically the combat encounter- your job is to survive, to win. There is no run away, no retreat- if you PC dies (although that's harder to do than you think) then your next PC arrives from somewhere just off screen to save the day... maybe. Or die trying. At which point... oh look, here comes your third PC.</p><p></p><p>This of course will never happen- it really is harder to die than you think.</p><p></p><p>Put it to the test.</p><p></p><p><strong>ROLEPLAYING BETWEEN ENCOUNTERS</strong></p><p></p><p>Is nice, but this is a simple story/plot- this isn't the main game keep in mind. So, you chatter to NPCs with purpose here- to forward the plot. In precis- find NPC to talk to, chatter and RP- make successful check- get another parcel of the plot and earn your PC some more XP. That's it. Obviously you need to find the right NPC, the one that's going to tell you what you need to find out.</p><p></p><p>In town your PCs roll initiative, and then decide what they (individually) want to do- you can make one check on your turn- to persuade someone to tell you what you need to know, or else to direct you to someone who can further enlighten.</p><p></p><p>Obviously there's also shopping and other services available.</p><p></p><p>Four Turns on the combat tracker and Morning/Afternoon/Evening is done. Time moves on.</p><p></p><p><strong>THE TURN</strong></p><p>Is no longer just six seconds longs. It's as long as it takes- see below.</p><p></p><p><strong>Free Actions</strong>- as many as you can (change weapons 4 times max in a turn).</p><p></p><p><strong>Bonus Actions</strong>- as normal.</p><p></p><p><strong>Actions</strong>- as usual (only longer, you have more time). Can change Action into Move or Minor.</p><p></p><p><strong>Move</strong>- as normal. Can change Move into Minor.</p><p></p><p><strong>Minor</strong>- BIG CHANGE- you can make a skill roll to enhance the action, or- make a Monster Knowledge check to identify an enemy, or- grab out and drink a potion, or- Save against an ongoing condition (that can be saved against).</p><p></p><p>Give up either <strong>Move or Minor </strong>= +2 To Hit for all attacks on your turn.</p><p></p><p>Give up both <strong>Move & Minor</strong> = +5 To Hit for all attacks on your turn, or Advantage on all attacks, or gain extra action to make another (single) attack.</p><p><strong> </strong></p><p><strong>ACTION POINTS</strong></p><p>Now on the Action Tab of the Fantasy Grounds character sheet.</p><p></p><p>You have Action Points equal to your Prime stat bonus plus one, and recover all on a short rest (that's after every encounter!)</p><p></p><p>On your turn (Max 1) you can spend an Action Point to- heal 1 HD, or to make another (single) attack.</p><p></p><p>Between turns you can use as many Action Points as you like to re-roll your dice (D20 only) for instance to re-roll a failed saving throw. Or you can use an Action Point to force the DM to re-roll a dice (D20 only), in this instance the outcome of the re-roll only effects your PC, this is not about helping your friends.</p><p></p><p><strong>MONSTER KNOWLEDGE CHECK</strong></p><p>Success Low = name of the creature, </p><p>Success Med = name and a few details, </p><p>Success High = the creature’s stat card on Fantasy Grounds is revealed to the Players.</p><p></p><p>Identify the creature (High Success only) and you get some free XP.</p><p></p><p><strong>KILL! KILL! KILL!</strong></p><p>Kill a creature- attack again, as free action, same as the last attack- if you can.</p><p></p><p>Unlimited- keep killing, keep attacking.</p><p></p><p><strong>Casters REMEMBER</strong> if you kill with a spell then you can continue firing off Cantrips (that do damage), as long as you keep on killing you keep on firing.</p><p></p><p><strong>SUPERNAUGHTYWORDGOESHERENOVA POWERUP</strong></p><p>Every PC starts with 1, MAX 2.</p><p></p><p>One additional use is given to the PC with the most XP at the end of every encounter.</p><p></p><p>When you use SUPERNOVA, for 5 turns you PC gains the following-</p><p>Advantage on everything- attacks, saves, checks, skills etc.</p><p>Disadvantage on all attacks against you.</p><p>Resist All, and…</p><p>Regen 1.</p><p></p><p>You are indestructible-ish.</p><p></p><p><strong>DYING!</strong></p><p>It’s much harder to do.</p><p></p><p><strong>ENEMIES</strong></p><p>Lots and lots, and some of them much too tough for you.</p><p> </p><p><strong>HAVE FUN!</strong></p></blockquote><p></p>
[QUOTE="Goonalan, post: 9385672, member: 16069"] [B][SIZE=7]NEW RULES[/SIZE][/B] It's D&D 5e except... it's all in the encounter. [B]XP[/B] You need a lot of it, 3,000 XP to get to level 2, that's about 10-12 encounters. Kill monsters gain XP. Find out info that progresses the plot and... you gain XP. Everything else is for show. Simple as. Your PC earns a bunch of XP for surviving/overcoming an encounter, they receive more XP if they kill more stuff. To make this clear- you are in competition with the other PCs in your party- the more stuff YOU KILL the more XP YOUR PC gets. [B]REST[/B] You can get a Short Rest (thirty seconds or so) after every encounter to regain powers and use healing HD, A Medium Rest is about an hour- as Short Rest plus you can attune &/or identify magic items + EAT (see below) & A Long Rest as per usual. [B]EAT[/B] Food & drink is now a resource to be bought (2sp/meal, weight 1lb). Eat a meal to regain 1d4 HP on a Medium or Long rest. [B]POTIONS OF HEALING[/B] Are better. [B]THE ENCOUNTER[/B] This game is all about the encounter, and more specifically the combat encounter- your job is to survive, to win. There is no run away, no retreat- if you PC dies (although that's harder to do than you think) then your next PC arrives from somewhere just off screen to save the day... maybe. Or die trying. At which point... oh look, here comes your third PC. This of course will never happen- it really is harder to die than you think. Put it to the test. [B]ROLEPLAYING BETWEEN ENCOUNTERS[/B] Is nice, but this is a simple story/plot- this isn't the main game keep in mind. So, you chatter to NPCs with purpose here- to forward the plot. In precis- find NPC to talk to, chatter and RP- make successful check- get another parcel of the plot and earn your PC some more XP. That's it. Obviously you need to find the right NPC, the one that's going to tell you what you need to find out. In town your PCs roll initiative, and then decide what they (individually) want to do- you can make one check on your turn- to persuade someone to tell you what you need to know, or else to direct you to someone who can further enlighten. Obviously there's also shopping and other services available. Four Turns on the combat tracker and Morning/Afternoon/Evening is done. Time moves on. [B]THE TURN[/B] Is no longer just six seconds longs. It's as long as it takes- see below. [B]Free Actions[/B]- as many as you can (change weapons 4 times max in a turn). [B]Bonus Actions[/B]- as normal. [B]Actions[/B]- as usual (only longer, you have more time). Can change Action into Move or Minor. [B]Move[/B]- as normal. Can change Move into Minor. [B]Minor[/B]- BIG CHANGE- you can make a skill roll to enhance the action, or- make a Monster Knowledge check to identify an enemy, or- grab out and drink a potion, or- Save against an ongoing condition (that can be saved against). Give up either [B]Move or Minor [/B]= +2 To Hit for all attacks on your turn. Give up both [B]Move & Minor[/B] = +5 To Hit for all attacks on your turn, or Advantage on all attacks, or gain extra action to make another (single) attack. [B] ACTION POINTS[/B] Now on the Action Tab of the Fantasy Grounds character sheet. You have Action Points equal to your Prime stat bonus plus one, and recover all on a short rest (that's after every encounter!) On your turn (Max 1) you can spend an Action Point to- heal 1 HD, or to make another (single) attack. Between turns you can use as many Action Points as you like to re-roll your dice (D20 only) for instance to re-roll a failed saving throw. Or you can use an Action Point to force the DM to re-roll a dice (D20 only), in this instance the outcome of the re-roll only effects your PC, this is not about helping your friends. [B]MONSTER KNOWLEDGE CHECK[/B] Success Low = name of the creature, Success Med = name and a few details, Success High = the creature’s stat card on Fantasy Grounds is revealed to the Players. Identify the creature (High Success only) and you get some free XP. [B]KILL! KILL! KILL![/B] Kill a creature- attack again, as free action, same as the last attack- if you can. Unlimited- keep killing, keep attacking. [B]Casters REMEMBER[/B] if you kill with a spell then you can continue firing off Cantrips (that do damage), as long as you keep on killing you keep on firing. [B]SUPERNAUGHTYWORDGOESHERENOVA POWERUP[/B] Every PC starts with 1, MAX 2. One additional use is given to the PC with the most XP at the end of every encounter. When you use SUPERNOVA, for 5 turns you PC gains the following- Advantage on everything- attacks, saves, checks, skills etc. Disadvantage on all attacks against you. Resist All, and… Regen 1. You are indestructible-ish. [B]DYING![/B] It’s much harder to do. [B]ENEMIES[/B] Lots and lots, and some of them much too tough for you. [B]HAVE FUN![/B] [/QUOTE]
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D&D 5e (sorta) Catch The Pidgin- Enc#3 Return of the Kobold Ambush aka Egg-Nog Sings the Blues- Both Parties Complete
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