Designing the Perfect D&D


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Have you considered collecting this material in a PDF or, better still, in a document in Google Docs?

Yes, I'm planning on collecting stuff into one/several pdfs... I hadn't thought about Google Docs, though, and that's a great idea.

Raven Crowking said:
I did "small XP for monsters" + "1 XP per 1 gp squandered", which leaves players with a choice about spending the money, saving the money, or squandering it for XP. Once you've used it, or saved it for a while, you cannot squander it.

Yeah, I've been strongly considering using something similar. Then again, xp per gold gained gives me a pretty strong tool for motivating adventures that aren't just "kill them and take their stuff"- or at least the 'kill them' part.
 

Also, don't be fooled- racial paragon classes are the only way to get hit points every level. Hit points are a fairly rare commodity compared to most versions of D&D.
Did this change or did I misread the HOW YOU CAN DIE section?

Stonecunning (+1 bonus to all skill checks involving stone)
Human Versatility: You get a +1 bonus to all skill checks.
I thought there were no skills. Or is there a skill post coming?
 

Did this change or did I misread the HOW YOU CAN DIE section?

Er... I think you must have misread something? Looking back at the "How You Can Die" section, I don't quite know what, either- could you explain what threw you off? I'd like to correct or reword it if it's problematic and I'm just not seeing it.

I thought there were no skills. Or is there a skill post coming?

No skills per se, but you make skill checks with your abilities and any skill bonuses you might have. I'm pretty sure that this bit needs a lot of clearing up- the previous iteration of this ruleset had a much more complicated skill system and there are no doubt a bunch of artifacts left over from that in the text here and there.

But yes, there is a section on how to make a skill check coming up- I think I already precised it above.
 

SKILL CHECKS

When a character attempts a non-combat action that is assured of neither success nor failure, the dm should call for a skill check. Although this system does not have skills per se, your secondary skill and possibly race or class abilities give you bonuses to certain types of checks.

When you make a skill check, roll the dice indicated by the dm (although sometimes you get to choose the dice). If you roll your modified ability score or less, you generally succeed on the check. However, some skill checks are harder, requiring you to hit a minimum DC or obtain multiple successes to succeed. In other words, when you make a skill check, higher is better as long as you still roll equal or less than the ability you are checking against.

BONUSES AND PENALTIES TO CHECKS
When something gives you a bonus or a penalty to skill checks, modify the appropriate ability score by the bonus or penalty. (Example: If you get a +2 bonus to checks involving blacksmithing and you are making a Strength check to forge a sword, you treat your Strength score of 13 as a 15 for purposes of the check.)

SETTING THE DICE AND DC
Typically when you make a skill check, the DM decides on the dice and DC (if any). However, there are times when you (or another player) get to choose the dice, typically when you are making some sort of opposed skill check.

A typical task that an untrained person will succeed on about half the time is usually rolled on 1d20. However, some tasks are either more or less difficult. Modifying the dice a check is made on is the equivalent of modifying the DC in 3e or 4e. Here is a list of several possible options and the implications of the difficulty of the check.

2d6: Only difficult for those very weak in the skill
2d8: Easy for the skilled, more or less standard for everyone else
1d20: Standard
3d6: Standard, but significantly harder or easier for the less or more skilled
2d10: Standard, but slightly harder or easier for less or more skilled
2d12: Slightly difficult for everyone, but luck plays a huge role
4d6: Hard for anyone not fairly skilled
5d6: Very difficult even for the highly skilled


Some skill checks have a minimum DC for success. For example, a character attempting to roll a boulder out of the way of an ogre's cave might have to succeed at a Strength check on 4d6 with a DC of 15 in order to do so. This represents the fact that a character without either the raw physical ability or some way to apply a skill simply cannot move the boulder; it is too heavy.

Some skill checks require multiple successes. For example, a character climbing a crumbling wall might need to make three successive Strength checks on 2d12 to make it to the top (the 2d12 representing the wall's tendency to crumble away beneath the hapless character).

OPPOSED CHECKS
Sometimes when you make a skill challenge, you are opposing another creature's check. Attempts to be sneaky, pick pockets or intimidate people are examples of these kinds of skill challenges. In these cases, the DM decides who the active party in the opposed check is; this is the one attempting to be sneaky, pick the pocket, etc. That person gets to pick the dice that the check is made on. As usual, the 10-second rule applies, and if the active party cannot make a decision, the checks default to 1d20.

The advantage of picking the dice is that a skilled party can choose dice that are reasonably easy for itself and fairly difficult for the opponent. A skilled thief attempting to pick someone's pocket with an overall skill of 20 can automatically succeed on a 1d20 check, but is still pretty likely to succeed a 4d6 check, while his victim may be unlikely to make that same check to spot his action.

Once the dice are chosen, each party in the opposed check makes a skill check on those dice. If both succeed, whoever has the higher successful roll wins.

SKILL CHALLENGES
Skill challenges are useful as a way to mark the party's progress through an adversarial environment, a way to run social combat, etc. Any situation overcome primarily or only through a series of skill checks is a skill challenge. Single skill checks are not skill challenges. Not all skill challenges involve multiple characters. Skill challenges are not a formal framework as in 4e, but 4e-style skill challenges are good examples, conceptually, of how skill challenges can work.
 
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Here's the start of the monsters section. A few notes:

1. I haven't yet decided on a formula for xp value or CR, so those aren't included in the monster stats at this point.
2. I have only developed one monster prestige class so far. There are a couple of monsters with pc class levels that you'll see eventually, but they are overly complicated (that's actually what made me realize that they needed their own prcs to handle the same things pc base classes do).
3. I haven't dealt with Treasure Types yet either, and may just wholeheartedly steal the Treasure Types chart from 1e.

Anyhow:

MONSTERS

Monster design recognizes the brilliance of exception based design. It also recognizes the wonderful fun that can be had by tinkering with monsters via templates, class levels, advancement, etc. Monster design thus operates under the following precepts:

1. Level is not the same as Challenge Rating.
A monster will have an overall level and levels in various classes, some of which are the monster's basic building blocks.

2. Adventurers can fight creatures of vastly differing Challenge Ratings.
Low-CR monsters are never obsolete.

3. Monster Classes are fundamentally different from PC classes.
They give attack bonuses and defense bonuses, but not much else. Monster classes are not limited to 10 levels like pc classes; a big enough monster could have 20 brute levels, for instance. Each monster class has a regular progression that is established in four levels. A monster that has more levels in that class keeps repeating the same progression.

4. Monster Powers do not come from monster classes.
Powers are exception-based. Most monsters don't use fighting styles or stances, instead having the effects built into their powers.

5. Keywords.
It's all about the keywords. Everything has the keyword of the entry under which it appears ("ant," "kobold," etc.) as well as any listed keywords.

HIT POINTS: Monsters, like pcs, gain 1/3 their Constituiton score as a hit point “kicker” on top of their hit dice.


MONSTER CLASSES
Like pcs, there are base classes for monsters and monster prestige classes.

ARTILLERY
An artillery monster is fragile but tends to be quick. It relies on ranged attacks.

ARTILLERY ADVANCEMENT
Level --- Attacks --- Defenses --- Hit Points
1 --- +1 ranged or spell --- +1 Ref --- +1d6
2 --- +1 ranged or spell --- None --- None
3 --- +1 ranged or spell --- +1 Ref --- None
4 --- +1 ranged or spell --- None --- None

BRUTE
A brute monster is able to withstand a lot of damage. Many brutes have powers that further increase these traits.

BRUTE ADVANCEMENT
Level --- Attacks --- Defenses --- Hit Points

1 --- +1 melee --- +1 Fort --- +1d10+5
2 --- None --- +1 Fort --- +1d10+5
3 --- +1 melee --- +1 Fort --- +1d10+5
4 --- None --- +1 Fort --- +1d10+5

CONTROLLER
A controller is a monster whose attacks, while physical, have effects that hinder their targets more than they damage them. In contrast to a spellcaster monster, these attacks are delivered predominantly via melee or ranged attacks.

CONTROLLER ADVANCEMENT
Level --- Attacks --- Defenses --- Hit Points

1 --- +1 primary --- None --- +1d8
2 --- None --- +1 primary --- None
3 --- +1 primary --- None --- +1d8
4 --- None --- +1 primary --- None

LEADER
A leader monster enhances its fellows. Leaders tend to be tough, but less focused on offense than most other monsters.

LEADER ADVANCEMENT
Level --- Attacks --- Defenses --- Hit Points

1 --- None --- +1 Will --- +1d8
2 --- None --- None --- +1d8
3 --- +1 any one --- +1 Will --- None
4 --- None --- None --- +1d8

SKIRMISHER
A skirmisher tends to have powers that encourage it to move around a lot in combat.

SKIRMISHER ADVANCEMENT
Level --- Attacks --- Defenses --- Hit Points

1 --- None --- +1 Ref --- +1d6
2 --- +1 melee or ranged --- None --- None
3 --- None --- +1 Ref --- +1d6
4 --- +1 melee or ranged --- None --- None

SOLDIER
In contrast to brutes, soldiers are harder to hit but easier to slay.

SOLDIER ADVANCEMENT
Level --- Attacks --- Defenses --- Hit Points

1 --- +1 melee --- +1 AC --- +1d8
2 --- None --- +1 Fort --- +1d8
3 --- +1 melee --- +1 AC --- +1d8
4 --- None --- +1 AC --- +1d8

SPELLCASTER
A spellcaster is a monster that relies on attacks that use its spell attack bonus.

SPELLCASTER ADVANCEMENT
Level --- Attacks --- Defenses --- Hit Points

1 --- +1 spell --- +1 Will --- +1d4
2 --- +1 spell --- +1 Will --- +1d4
3 --- +1 spell --- +1 Will --- +1d4
4 --- +1 spell --- +1 Will --- +1d4


MONSTER PRESTIGE CLASSES
Some prestige classes are available only to monsters, sometimes because they grant monstrous characteristics and sometimes because they require brainwashing, demonic influence or the like to take them.

CULTIST
A cultist is a member of a foul cult devoted to the worship of an unwholesome entity or philosophy. In contrast to a cleric, cultists are often brainwashed, and their power comes from fanaticism rather than divine empowerment.

CULSTIST ADVANCEMENT
Level --- Attacks --- Defenses --- Hit Points --- Features

1 --- None --- +1 Will --- None --- Fanaticism, master prevaricator
2 --- None --- +1 Will --- None --- Take one for the team
3 --- +1 any one --- None --- +1d8 --- Mindless obedience

Fanaticism: A cultist gains a +5 bonus to saving throws against effects that target her Will defense. A cultist gains a +1 bonus to attacks when another cultist or a location sacred to the cult is within 50'.

Master Prevaricator: The cultist gains a +2 bonus to skill checks made to deceive or misdirect creatures about the cult.

Take One for the Team (recharges on a 10+): Trigger: An adjacent ally is hit by a melee or ranged attack. Effect (interrupt): The cultist switches places with the target and is hit instead.

Mindless Obedience: Any effect that causes a 3rd level cultist to attack an ally, act against the cult, consider an ally an enemy, or consider a creature attacking a member or fixture of the cult an ally ends immediately.
 

Hey, I just had a thought- do you guys think that having everyone roll their start of round stuff at the same time will help encourage better tracking of conditions and the like?

I hadn't realized it until just now, but I strongly suspect that it will.
 

ANT

Giant Worker Ant
Tiny beast 1st level soldier (insect)
Hit Dice: 1d8 (4 hp); AC: 18
Melee: +1; Fort: 13
Ranged: +0; Reflex: 14
Spell: +0; Will: 13

Perceptions: Scent
Initiative +0; Speed 6, climb 6 (spider climb)
Languages -

Str 10, Int 1, Wis 10, Dex 13, Con 11, Cha 3

TRAITS
Ant: Ants get a +2 bonus on melee attacks and a +5 bonus to AC.
Tiny: Tiny creatures don't get a bonus kicker of 1/3 its hit points, but do get a +2 bonus to AC.

STANDARD ACTIONS
Bite: +3 vs. AC; 1d2 damage and the target is grabbed. See also drag.

MOVE ACTIONS
Drag: The giant worker ant moves half its speed and pulls any creature or object it has grabbed with it.

Giant Soldier Ant
Small beast 1st level soldier (insect)
Hit Dice: 1d8+4 (8 hp); AC: 16
Melee: +1; Fort: 14
Ranged: +0; Reflex: 14
Spell: +0; Will: 13

Perceptions: Scent
Initiative +0; Speed 6
Languages -

Str 15, Int 1, Wis 10, Dex 13, Con 13, Cha 3

TRAITS
Ant: Ants get a +2 bonus on melee attacks and a +5 bonus to AC.

STANDARD ACTIONS
Bite: +3 vs. AC; 1d3 plus 1d4 acid damage.

MOVE ACTIONS
Drag: The giant worker ant moves half its speed and pulls any creature or object it has grabbed with it.

Ant Swarm
Medium beast 3rd level skirmisher (insect, swarm)
Hit Dice: 2d6+6 (13 hp); AC: 15
Resist/Vulnerability See swarm
Melee: +1; Fort: 16
Ranged: +0; Reflex: 15
Spell: +0; Will: 13

Perceptions: Scent
Initiative +0; Speed 6, climb 6 (spider climb)
Languages -

Str 2, Int 1, Wis 10, Dex 10, Con 18, Cha 10

TRAITS
Ant: Ants get a +2 bonus on melee attacks and a +5 bonus to AC.
Swarm: A swarm takes half damage from single-target attacks and double damage from area or close attacks.

TRIGGERED ACTIONS
Too Close!: Trigger: A creature starts its turn adjacent to the swarm of ants. Effect: The triggering creature gains ongoing 3 damage (and takes 3 points immediately) (save ends on a 13+). A creature submerged in liquid gets a +5 bonus to this saving throw. If the target takes fire damage, this ongoing damage ends.

STANDARD ACTIONS
Swarming Ants: Targets each creature adjacent to the swarm; +3 vs. AC; 1d6 damage plus ongoing 3 damage (save ends on a 13+). A creature submerged in liquid gets a +5 bonus to this saving throw. If the target takes fire damage, this ongoing damage ends.
 

BEHOLDER

Beholder
Medium beast 8th level spellcaster/3rd level brute
Hit Dice: 8d4+3d10+20 (56 hp); AC: 14 (see also all-around vision)
Melee: +1; Fort: 22 (see also all-around vision)
Ranged: +0; Reflex: 15 (see also all-around vision)
Spell: +6; Will: 21 (see also all-around vision)

Perceptions: All-around vision
Initiative +2; Speed fly 20'
Languages Common, Beholder, usually 4 others

Str 15, Int 18, Wis 23, Dex 7, Con 17, Cha 18

TRAITS
All-Around Vision: A beholder cannnot be flanked.
Beholder: A beholder gains a +4 bonus to all defenses and a +2 bonus to spell attacks and initiative.

FULL ACTIONS
Doom of the Beholder: The beholder flies its speed and uses each of its eye ray attacks during this movement.

STANDARD ACTIONS
Bite: +1 vs. AC; 2d4 damage.
Eye Rays: The beholder fires up to three of the following eye ray attacks (these do not trigger opportunity attacks):

-Charm Ray: Range 100'; +8 vs. Will. If the target is hit, it is charmed (save ends on a 15+). While charmed, the target treats the beholder as an ally and cannot attack it. If any of the target's allies attack the beholder, the target begins treating them as an enemy. While charmed, the target rolls initiative with the beholder. If a creature attacks the beholder, the target must attack that creature on its next turn.

-Death Ray: Range 100'; +8 vs. Fortitude. If the target is hit, it takes 1d8 Constitution damage and ongoing 1d3 Constitution damage (save ends on a 15+).

-Disintegration Ray: Range 100'; +8 vs. Fortitude; 1d10 damage, plus ongoing 10 damage (save ends on a 15+).

-Fear Ray: Range 100'; +8 vs. Will. If the target is hit, it grants combat advantage and must use its move action to move further away from the beholder if it can see it (save ends on a 15+).

-Paralysis Ray: Range 100'; +8 vs. Will. If the target is hit, it is paralyzed (save ends on a 15+).

-Petrifying Ray: Range 100'; +8 vs. Fortitude; 1d8 Dexterity damage, plus ongoing 1d6 Dexterty damage (save ends on a 15+). If the target's Dexterity is reduced to 0 by this effect, it turns to stone.

-Sleep Ray: Range 100'; +8 vs. Will; the target falls unconscious and cannot awaken (save ends on a 15+).

-Slowing Ray: Range 100'; +8 vs. Will; the target is slowed (save ends on a 15+).

-Telekinesis Ray: Range 100'; +8 vs. Reflex; the beholder maneuvers the target 30'.

-Wounding Ray: Range 100'; +8 vs. Reflex; 3d6 damage.

MINOR ACTIONS
Central Eye: The beholder creates a close blast 5 that suppresses magic within it. Magic items do not function within the zone. In order to cast a spell or prayer within the zone, a creature must first make a spell attack against a DC of 20. The beholder cannot move after using this power until the next round.

Skill Bonuses +4 to checks involving intimidation or bullying

CARRION CRAWLER

Carrion Crawler
Large beast 5th level controller (aberration)
Hit Dice: 3d8+5 (18 hp); AC: 14
Melee: +3; Fort: 17
Ranged: +0; Reflex: 12
Spell: +0; Will: 13

Perceptions: Darkvision, scent
Initiative -1; Speed 20', climb 20' (spider climb)
Languages -

Str 16, Int 1, Wis 9, Dex 6, Con 16, Cha 6

TRAITS
Aberrant Body: A carrion crawler gains a +4 bonus to AC. Critical hits on a carrion crawler are reduced in severity by 1d8.

STANDARD ACTIONS
Tentacle: +3 vs. Fortitude; Hit: The target is paralyzed (save ends on a 14+).
Bite: The target must be paralyzed; +3 vs. AC; 1d2 damage and the target takes a -2 penalty on saving throws until the end of the next round.

DEMON

Manes
Small humanoid 1st level brute
Hit Dice: 1d10+10 (15 hp); AC: 12
Immunity disease; Resist 10 poison
Melee: +1; Fort: 16
Ranged: +0; Reflex: 13
Spell: +0; Will: 11

Perceptions: Darkvision
Initiative +0; Speed 30'
Languages Abyssal

Str 13, Int 4, Wis 4, Dex 10, Con 15, Cha 4

TRAITS
Least Demon: Least demons have a +2 bonus to AC.

TRIGGERED ACTIONS
Noisome Cloud: Trigger (reaction): The manes dies. Effect: The manes' space becomes the center of a 15' diameter cloud of greenish vapor that lasts until the end of the next turn. The cloud blocks line of sight. Any creature that enters or starts its turn in the cloud takes 3 points of poison damage.

STANDARD ACTIONS
Claws: +1 vs. AC; 1d3 damage.

Evistro (Carnage Demon)
Medium humanoid 6th level brute
Hit Dice: 6d10+34 (67 hp); AC: 15
Melee: +3; Fort: 22
Ranged: +0; Reflex: 15
Spell: +0; Will: 14

Perceptions: Darkvision
Initiative +0; Speed 30'
Languages Abyssal

Str 18, Int 5, Wis 6, Dex 10, Con 14, Cha 6

TRAITS

Lesser Demon: Lesser demons have a +5 bonus to AC and a +2 bonus to other defenses, as well as a +2 bonus on all attacks and saving throws.
Destructive Appetite: If an evistro cannot attack an enemy on its turn, it must make a saving throw (succeeds on a 14+) or attack the nearest creature (if it can reach a creature at all).

STANDARD ACTIONS
Claw: +5 vs. AC; 1d6+2 damage. The evistro gains a +1 bonus to damage for each other demon adjacent to the target.

MINOR ACTIONS
Followup Claw (recharges on a 6+): +5 vs. AC; 1d6+2 damage. The evistro gains a +1 bonus to damage for each other demon adjacent to the target.

Vrock
Large humanoid 7th level brute/7th level skirmisher (keywords)
Hit Dice: 7d10+4d6+41 (93 hp); AC: 20
Immunity disease; Resist 10 poison
Damage Reduction 10/cold iron or good
Melee: +7; Fort: 29
Ranged: +0; Reflex: 23
Spell: +0; Will: 20

Perceptions: Darkvision
Initiative +1; Speed 30', fly 80'
Languages Abyssal, Common

Str 24, Int 7, Wis 15, Dex 14, Con 20, Cha 13

TRAITS
Greater Demon: Greater demons have a +10 bonus to AC and a +5 bonus to other defenses, as well as a +4 bonus on all attacks and saving throws and a +1 bonus to initiative.

TRIGGERED ACTIONS
Foul Spores: Trigger (reaction): The vrock becomes bloodied. Effect: The vrock makes an attack on each creature within 10': +4 vs. Fortitude; 2d4 Constituiton damage.

FULL ACTIONS
Dance of Ruin (recharges on a 17+): The vrock shifts 5 squares, but not in a straight line. At the end of the round, it makes an attack on each enemy within 40': +4 vs. Reflex; 1d12+3 thunder and necrotic damage and the target is knocked prone.

STANDARD ACTIONS
Claw (poison): +11 vs. AC; 2d6 damage plus ongoing 5 poison (save ends on a 10+).
Flyby Attack: The vrock flies its speed and makes a claw attack at any point during that movement. It does not trigger opportunity attacks from the target of that attack for moving away from it following the attack.

MINOR ACTIONS
Bite (recharges on a 10+): +11 vs. AC; 1d6 damage.
 

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