I'm thinking about writing up a houseruled d20 type system. Here's the basic outline:
Base Rules: D&D 5E Basic Set (or Pathfinder, or 3.5 D20, or 5E "advanced," won't decide until 5e stuff is out)
House Rules:
Magic: True20 or Blue Rose (still need to go over the finer points of each and see which I prefer).
Hit Points: Ken Hood's Grim-n-Gritty (either 3.3 or the later, revised edition)
Ex: I'm toying with the idea of using E10 (I like E6 but I think with GnG E6 would probably be too far in that direction).
Some kind of luck or fate point mechanic; I'm open to suggestions here.
Obviously there will be plenty of knock-on house rules as I integrate the True20 and GnG stuff and tweak to taste.
Motives: I really detest the stuff I'm replacing. I've never liked D&D's magic system, and I've always found the HP rules to be a bridge too far for my suspension of disbelief. I'm wondering just how much the GnG rules will change the CR landscape for critters.
On the plus side, I'm working this up for a setting that will be working with a much more limited critter palette than standard D&D (more like WFRP or MERP's), and is in some ways sort of low magic. Compared to standard D&D, anyway. So, I won't have to worry about converting the whole critter catalog. But I would still very much like to know if anyone has any constructive thoughts or rules of thumb for correcting the challenge ratings for GnG rules.
Actually, I'd like any constructive thoughts, but that's one of the particular issues that springs to mind.
Also, I'm toying with the idea of representing some of the D&D spell list as tasks available to characters with the appropriate powers. Any advice on this front would be welcome, too.
Base Rules: D&D 5E Basic Set (or Pathfinder, or 3.5 D20, or 5E "advanced," won't decide until 5e stuff is out)
House Rules:
Magic: True20 or Blue Rose (still need to go over the finer points of each and see which I prefer).
Hit Points: Ken Hood's Grim-n-Gritty (either 3.3 or the later, revised edition)
Ex: I'm toying with the idea of using E10 (I like E6 but I think with GnG E6 would probably be too far in that direction).
Some kind of luck or fate point mechanic; I'm open to suggestions here.
Obviously there will be plenty of knock-on house rules as I integrate the True20 and GnG stuff and tweak to taste.
Motives: I really detest the stuff I'm replacing. I've never liked D&D's magic system, and I've always found the HP rules to be a bridge too far for my suspension of disbelief. I'm wondering just how much the GnG rules will change the CR landscape for critters.
On the plus side, I'm working this up for a setting that will be working with a much more limited critter palette than standard D&D (more like WFRP or MERP's), and is in some ways sort of low magic. Compared to standard D&D, anyway. So, I won't have to worry about converting the whole critter catalog. But I would still very much like to know if anyone has any constructive thoughts or rules of thumb for correcting the challenge ratings for GnG rules.
Actually, I'd like any constructive thoughts, but that's one of the particular issues that springs to mind.
Also, I'm toying with the idea of representing some of the D&D spell list as tasks available to characters with the appropriate powers. Any advice on this front would be welcome, too.
Last edited: