Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Doombrew v0.5
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Doctor Doom" data-source="post: 1723760" data-attributes="member: 34"><p>posted this over on NTL, but you all might find something interesting in it, and feedback is always good.</p><p></p><p>well, here's all D20 3.5 stuff I've been working on. I feel pretty good about it, and my friends and I are starting a real campaign using this ruleset and not just playtesting. We'll see how it goes.</p><p></p><p><a href="http://www.plasmacoil.com/doombrew/Doombrew_v0_5.pdf" target="_blank">Doombrew v0.5</a> </p><p></p><p>ok, this is only major changes. I've tweaked a lot here and there. a ton of small changes throughout the SRD stuff. I really felt that 3.5 moved too far towards being a tabletop wargame, so I tried to move back from that, and change some things that have bugged me since 3.0 came out.</p><p></p><p>races:</p><p>-dwarf loses racial weapon pro, attack/ac bonuses. gains stone, metal, gem craft bonus and cooking, brewing profession bonus</p><p>-elf gains craft, profession, perform bonus to create things of art</p><p>-added goblins as player race, altered from MM stats</p><p>-haflings favored class now druid</p><p>-added orc as player race and removed half-orc, altered from MM stats</p><p></p><p>classes:</p><p>-no skill lists. Characters gain skill points based on class and can buy ranks in any non-class exclusive skill</p><p>-heavily modified barbarian variant</p><p>-heavily modified bard. bardic ability now expanded to include dancing, singing, musical instruments</p><p>-heavily modified paladin, class renamed to champion. Can now be paladin of good, blackguard of evil, reaver of chaos, and cavalier of law and special abilities depend on champion type.</p><p>-clerics slightly modified</p><p>-added commoner as a player class, and general class for NPCs to replace NPC classes</p><p>-slightly modified druid. may use any weapon, armor made of natural material with no penalty, and gains craft bonus to create natural items.</p><p>-slightly modified fighter. gains intimidation, appraise arms/armor, and assess combat ability powers</p><p>-monk slightlky modified to work with new armor DR system. Monk unarmed attacks are not considered light weapons for purposes of disarm, sunder and does not need to move to initiate bullrush at 9th level</p><p>-slightly modified ranger, gains favored terrain and bonsu to create simple, natural traps</p><p>-slightly modified rogue. sneak attack can now be used as lower powered assassins death attack to render creatures unconcious. gain trapfinding ability (pass within 5', automatic search similar to elven secret door ability). gains special abilities sooner</p><p>-heavily modified sorcerer. Lose familiar. Now chooses draconic, fey, celestial, or infernal bloodline and these grant powers every 5 levels. Sorcs can choose to cast any spell in the game.</p><p>-slightly modified wizard. Wizards can learn any spell in the game.</p><p></p><p>skills:</p><p>-no class/cross class skills. all skill ranks cost 1 rank.</p><p>-redone craft skill</p><p>-diplomacy skill from Rich Burlow (<a href="http://www.giantitp.com" target="_blank">www.giantitp.com</a>)</p><p>-knowledge skill from Amber E. Scott (<a href="http://www.giantitp.com" target="_blank">www.giantitp.com</a>)</p><p>-listen/spot merged into 'perception' skill</p><p>-hide/move silently merged into 'stealth' skill</p><p></p><p>feats:</p><p>-metamagic feats can be used anytime by spending full round action, taking non-lethal damage, and making concentration check</p><p>-feats divided into 'combat', 'general', and 'magic'</p><p>-a ton of new feats</p><p>-bunch of feats slightly modified</p><p></p><p>equipment:</p><p>-kept weapon sizes as in 3.5, but explained a little differently (to hopefully make better sense)</p><p>-removed repeating crossbows, replaced with double crossbows. crossbows ignore armor DR within short range</p><p>-gotten rid of armor spikes and shield spikes</p><p>-new rules for using whip (so you can try indiana jones type stuff with it)</p><p>-armor now gives some DR</p><p>-added stats for helmets (to work with called shot rules in combat section)</p><p></p><p>running the game:</p><p>-alignment is now optional for all creatures except for some magical creatures from an alignment plane or dimension, clerics with an alignment domain, and champions</p><p>-added rules for karma points that can be used to affect game mechanics and dice rolls</p><p>-added sleep rules (to be used in extreme cases, like with the extreme environment rules)</p><p>-modified exhausted and fatigued conditions to affect characters mentally as well as physically</p><p>-rules for legendary items (items that gain powers simply be being used by heroic characters)</p><p></p><p>combat:</p><p>-removed all mention of 'squares' I could find</p><p>-AC becomes Defense. 10 + one half BAB + armor bonus + shield bonus + dex mod + size mod</p><p>-armor gives DR. natural armor DR and armor DR are the only DR's to stack.</p><p>-extended rules for taking massive damage that includes being dazed, staggered, stunned, or unconcious in addition to dying</p><p>-rules for taking wounds to the head, arms, or legs</p><p>-rules for making called shots (bypass armor DR, cause a wound)</p><p></p><p>magic:</p><p>-made Divination a subschool of Universal</p><p>-got rid of the 'arcane' vs 'divine' and made all the spells just 'magic'</p><p>-deleted "perform rogue ability" or "1-800-GOD-TALK" spells</p><p>augury</p><p>bless water: (now a function of channel energy)</p><p>commune</p><p>contact other plane</p><p>curse water</p><p>detect doors</p><p>detect snares/pits</p><p>divination</p><p>find traps</p><p>heal mount</p><p>legend lore</p><p>locate creature</p><p>locate object</p><p>mages lucubration</p><p>mnemoic enhancer</p><p>-added/modified some spells</p><p>2nd lvl animate dead, lesser (create one skel or zombie)</p><p>4th lvl 'greater' versions of buff spells that add +4, and moved the normal versions to 2nd level and they only give +2</p><p>darkness spells from CZ</p><p>-went through the entire spell list changing spells I thought had stupid durations or effects or level</p><p>-added rules for overcasting (allow spellcasters without spell slots to still cast spells they know)</p><p>-changed metamagic to work like overcasting. you can both metamagic and overcast a spell</p></blockquote><p></p>
[QUOTE="Doctor Doom, post: 1723760, member: 34"] posted this over on NTL, but you all might find something interesting in it, and feedback is always good. well, here's all D20 3.5 stuff I've been working on. I feel pretty good about it, and my friends and I are starting a real campaign using this ruleset and not just playtesting. We'll see how it goes. [URL=http://www.plasmacoil.com/doombrew/Doombrew_v0_5.pdf]Doombrew v0.5[/URL] ok, this is only major changes. I've tweaked a lot here and there. a ton of small changes throughout the SRD stuff. I really felt that 3.5 moved too far towards being a tabletop wargame, so I tried to move back from that, and change some things that have bugged me since 3.0 came out. races: -dwarf loses racial weapon pro, attack/ac bonuses. gains stone, metal, gem craft bonus and cooking, brewing profession bonus -elf gains craft, profession, perform bonus to create things of art -added goblins as player race, altered from MM stats -haflings favored class now druid -added orc as player race and removed half-orc, altered from MM stats classes: -no skill lists. Characters gain skill points based on class and can buy ranks in any non-class exclusive skill -heavily modified barbarian variant -heavily modified bard. bardic ability now expanded to include dancing, singing, musical instruments -heavily modified paladin, class renamed to champion. Can now be paladin of good, blackguard of evil, reaver of chaos, and cavalier of law and special abilities depend on champion type. -clerics slightly modified -added commoner as a player class, and general class for NPCs to replace NPC classes -slightly modified druid. may use any weapon, armor made of natural material with no penalty, and gains craft bonus to create natural items. -slightly modified fighter. gains intimidation, appraise arms/armor, and assess combat ability powers -monk slightlky modified to work with new armor DR system. Monk unarmed attacks are not considered light weapons for purposes of disarm, sunder and does not need to move to initiate bullrush at 9th level -slightly modified ranger, gains favored terrain and bonsu to create simple, natural traps -slightly modified rogue. sneak attack can now be used as lower powered assassins death attack to render creatures unconcious. gain trapfinding ability (pass within 5', automatic search similar to elven secret door ability). gains special abilities sooner -heavily modified sorcerer. Lose familiar. Now chooses draconic, fey, celestial, or infernal bloodline and these grant powers every 5 levels. Sorcs can choose to cast any spell in the game. -slightly modified wizard. Wizards can learn any spell in the game. skills: -no class/cross class skills. all skill ranks cost 1 rank. -redone craft skill -diplomacy skill from Rich Burlow ([url]www.giantitp.com[/url]) -knowledge skill from Amber E. Scott ([url]www.giantitp.com[/url]) -listen/spot merged into 'perception' skill -hide/move silently merged into 'stealth' skill feats: -metamagic feats can be used anytime by spending full round action, taking non-lethal damage, and making concentration check -feats divided into 'combat', 'general', and 'magic' -a ton of new feats -bunch of feats slightly modified equipment: -kept weapon sizes as in 3.5, but explained a little differently (to hopefully make better sense) -removed repeating crossbows, replaced with double crossbows. crossbows ignore armor DR within short range -gotten rid of armor spikes and shield spikes -new rules for using whip (so you can try indiana jones type stuff with it) -armor now gives some DR -added stats for helmets (to work with called shot rules in combat section) running the game: -alignment is now optional for all creatures except for some magical creatures from an alignment plane or dimension, clerics with an alignment domain, and champions -added rules for karma points that can be used to affect game mechanics and dice rolls -added sleep rules (to be used in extreme cases, like with the extreme environment rules) -modified exhausted and fatigued conditions to affect characters mentally as well as physically -rules for legendary items (items that gain powers simply be being used by heroic characters) combat: -removed all mention of 'squares' I could find -AC becomes Defense. 10 + one half BAB + armor bonus + shield bonus + dex mod + size mod -armor gives DR. natural armor DR and armor DR are the only DR's to stack. -extended rules for taking massive damage that includes being dazed, staggered, stunned, or unconcious in addition to dying -rules for taking wounds to the head, arms, or legs -rules for making called shots (bypass armor DR, cause a wound) magic: -made Divination a subschool of Universal -got rid of the 'arcane' vs 'divine' and made all the spells just 'magic' -deleted "perform rogue ability" or "1-800-GOD-TALK" spells augury bless water: (now a function of channel energy) commune contact other plane curse water detect doors detect snares/pits divination find traps heal mount legend lore locate creature locate object mages lucubration mnemoic enhancer -added/modified some spells 2nd lvl animate dead, lesser (create one skel or zombie) 4th lvl 'greater' versions of buff spells that add +4, and moved the normal versions to 2nd level and they only give +2 darkness spells from CZ -went through the entire spell list changing spells I thought had stupid durations or effects or level -added rules for overcasting (allow spellcasters without spell slots to still cast spells they know) -changed metamagic to work like overcasting. you can both metamagic and overcast a spell [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Doombrew v0.5
Top