Halivar
First Post
I read GUPRS-Lite and started a long thread on whether people liked GURPS or D20 better. Most folks said the one good thing GURPS had going for it was better character creation. So, I decided we needed something along the lines of a advantage/disadvantage system a la GURPS or Fallout (wow that was a fun PC game). Note that I did not in any way reference the GURPS rules or any other rules, fo that matter.
Please critique and contribute. I'm not very imaginative and I know there is a lot more that can be done with this.
D20 Extended Attribute System
Version 0.001 Pre-Pre-Double-Super-Secret-Alpha-Pre-Test
First, determine you character's point value. If you're using a point-buy system, this is done already. If you're rolling stats, ask your DM if you may “fudge” your stats to add/subtract points (using the point-buy system) for use with the extended attribute system. Remember to refer to Table 2-1 in the DMG (p. 20) for point costs.
Each attribute is classified in one of two ways: beneficial and harmful. Note that some attributes may not be all that bad, and others may not be that good, but they are placed according to whether they add or subtract from character abilities from a mechanics perspective.
Every attribute has a point cost. If this point cost is negative (as in the case of harmful attributes), you add to your ability score points instead of subtract.
You may not accrue more than 8 points due to harmful attributes, but you may spend as many points as you like on advantages. Note that this is not the actual ability score numbers, but the points used to buy them.
These rules reward amnesia. DM's are encouraged not to use these rules if they feel their players will conveniently “forget” harmful attributes they have chosen. DM's are strongly encouraged to make note of harmful attributes if they are chosen and enforce their negative consequences on the players.
DM's should also restrict these rules by ruling separately on the house legality of each attribute as it is chosen. Players should not be allowed to choose attributes without consulting their DM.
Harmful Attributes:
Butt Ugly (-1 Point)
You fell out of the ugly tree, and hit every branch on the way down. You will never find a spouse, unless you kill them first. You receive a -1 to NPC reactions, and a -5 to perform checks, because no one wants to look at you.
Delusional Paranoia (-2 Points)
Everyone is out to get you. That guy over there... that kid in the glasses over there... they all want to kill you. But you can't let them, can you? No! You've got to kill them first! AAAIIIIEEEE! You are insane. You are a danger to everyone around you. When you meet new characters, roll a will save (DC 10) or become paranoid. A roll of natural 5 or less always fails, because you can never really get over your security problems. You receive a -2 to NPC reactions because you cannot hide your fear of them. If you roll a natural 2, you run, panicked as by the “Fear” spell. If you roll a natural 1, they must die. You attack senselessly, affected as if by the “Doom” spell until you kill them or are restrained. The “Doom” effect kicks in any time you encounter that person.
Destitute (-1 Point)
You are dirt poor. You have got nothing, nada, zilch, zippo. You start with zero gold and no equipment. You got filthy rags and grimy face that warrant a -2 NPC attitude adjustment until you clean, shave and get some better threads. Furthermore, you are inherently less skilled than others and only make a third of what others make in any given profession.
Missing Arm (-3 Points)
You lost your arm! You may only wield a single one-handed weapon. You may not carry two things at once. You may not carry a shield. You may not climb without help. You also receive a -4 to all strength checks. On the plus side, your one good arm is pretty strong. Add +1 to damage when you use a melee weapon.
Missing Eye (-2 Points)
You only have one eye. You have a -2 to spot checks, and a -1 to ranged attacks per 30 feet. If it is a clean wound and is covered by a patch, add +1 to NPC reactions from the opposite gender, because you look dangerous and cool. If it is an ugly gash across your face, you receive a +2 to intimidate.
Near-sighted (-1 Point)
You can't see much past your face. You receive a -2 to spot checks and a -1 ranged attacks outside of 50 feet. These modifiers are doubled to -4 and -2, respectively, outside of 100 feet. You can halve these with spectacles (you still receive a -1 to ranged attacks between 50 and 100 feet.), if your campaign has them.
Peg Leg (-2 Points)
You have a prosthetic limb made from a stick of wood. You move half your racial movement, and you cannot run. Opponents receive a +2 bonus when attempting to bull rush you. If a bull rush attempt is successful, you must make a reflex save (DC 15) or fall prone.
Phobia (-1, -2 or -3 Points)
Pick something. You are deathly afraid of that thing. For -1 point cost, you suffer a -2 morale penalty to attack rolls, checks and saving throws, as the “Doom” spell. For a -2 point cost, you try to flee, or cower if necessary. For a -3 point cost, you merely stand apoplectic with fear. You may take no actions until the reason for fear is removed. If you're afraid of water on a sinking ship, you're pretty much dead.
Beneficial Attributes:
Drop Dead Gorgeous (1 point)
You look marvelous; at least, to others of the same creature type. Against NPC's of the same type (humanoid, goblinoid, etc.) as yourself, you gain a +1 attitude adjustment and a +5 to perform checks.
Eagle Eyes (1 Point)
You have better-than-perfect vision. You receive a +2 bonus to spot checks and a +1 to ranged attacks outside of 100 feet.
Non-Standard Race (6 points per ECL adj.)
You start as a non-standard race with less than the given ECL adjustment. You do, however, start with lower stats to counterbalance this. You must spend 6 points for each level you wish to subtract from the ECL adjustment. You may not go below a +0 ECL adjustment. Note that racial choices must still be subject to DM approval.
Stupidly Courageous (1, 2, or 3 points)
You just don't know when to run. Of course, you can be relied on to stand your ground in the face of an awesome foe. You run when it suits you, and never before. For one point, you receive a +2 to all will saves vs. fear affects and vs. intimidate checks. For two points, you receive a +5. For three points you receive a +10.
Super-Talented (1 point)
Whatever you decide to do, you do very well. You receive a +1 bonus to your intelligence modifier for the purposes of determining your number of skill points at each level. Furthermore, any skills for which you have the Skill Focus feat have a +5 rank maximum.
Wealthy (1, 2 or 3 points)
You are filthy rich, or at least well to do. For one point, you start with twice the normal starting gold for you character, and you make one-and-a-half times what others would make in your profession. For two points, you start with three times the starting gold and make twice the normal rate in your profession. For three points, you start with four times the gold and make two-and-a-half times the normal rate in your profession.
Please critique and contribute. I'm not very imaginative and I know there is a lot more that can be done with this.
D20 Extended Attribute System
Version 0.001 Pre-Pre-Double-Super-Secret-Alpha-Pre-Test
First, determine you character's point value. If you're using a point-buy system, this is done already. If you're rolling stats, ask your DM if you may “fudge” your stats to add/subtract points (using the point-buy system) for use with the extended attribute system. Remember to refer to Table 2-1 in the DMG (p. 20) for point costs.
Each attribute is classified in one of two ways: beneficial and harmful. Note that some attributes may not be all that bad, and others may not be that good, but they are placed according to whether they add or subtract from character abilities from a mechanics perspective.
Every attribute has a point cost. If this point cost is negative (as in the case of harmful attributes), you add to your ability score points instead of subtract.
You may not accrue more than 8 points due to harmful attributes, but you may spend as many points as you like on advantages. Note that this is not the actual ability score numbers, but the points used to buy them.
These rules reward amnesia. DM's are encouraged not to use these rules if they feel their players will conveniently “forget” harmful attributes they have chosen. DM's are strongly encouraged to make note of harmful attributes if they are chosen and enforce their negative consequences on the players.
DM's should also restrict these rules by ruling separately on the house legality of each attribute as it is chosen. Players should not be allowed to choose attributes without consulting their DM.
Harmful Attributes:
Butt Ugly (-1 Point)
You fell out of the ugly tree, and hit every branch on the way down. You will never find a spouse, unless you kill them first. You receive a -1 to NPC reactions, and a -5 to perform checks, because no one wants to look at you.
Delusional Paranoia (-2 Points)
Everyone is out to get you. That guy over there... that kid in the glasses over there... they all want to kill you. But you can't let them, can you? No! You've got to kill them first! AAAIIIIEEEE! You are insane. You are a danger to everyone around you. When you meet new characters, roll a will save (DC 10) or become paranoid. A roll of natural 5 or less always fails, because you can never really get over your security problems. You receive a -2 to NPC reactions because you cannot hide your fear of them. If you roll a natural 2, you run, panicked as by the “Fear” spell. If you roll a natural 1, they must die. You attack senselessly, affected as if by the “Doom” spell until you kill them or are restrained. The “Doom” effect kicks in any time you encounter that person.
Destitute (-1 Point)
You are dirt poor. You have got nothing, nada, zilch, zippo. You start with zero gold and no equipment. You got filthy rags and grimy face that warrant a -2 NPC attitude adjustment until you clean, shave and get some better threads. Furthermore, you are inherently less skilled than others and only make a third of what others make in any given profession.
Missing Arm (-3 Points)
You lost your arm! You may only wield a single one-handed weapon. You may not carry two things at once. You may not carry a shield. You may not climb without help. You also receive a -4 to all strength checks. On the plus side, your one good arm is pretty strong. Add +1 to damage when you use a melee weapon.
Missing Eye (-2 Points)
You only have one eye. You have a -2 to spot checks, and a -1 to ranged attacks per 30 feet. If it is a clean wound and is covered by a patch, add +1 to NPC reactions from the opposite gender, because you look dangerous and cool. If it is an ugly gash across your face, you receive a +2 to intimidate.
Near-sighted (-1 Point)
You can't see much past your face. You receive a -2 to spot checks and a -1 ranged attacks outside of 50 feet. These modifiers are doubled to -4 and -2, respectively, outside of 100 feet. You can halve these with spectacles (you still receive a -1 to ranged attacks between 50 and 100 feet.), if your campaign has them.
Peg Leg (-2 Points)
You have a prosthetic limb made from a stick of wood. You move half your racial movement, and you cannot run. Opponents receive a +2 bonus when attempting to bull rush you. If a bull rush attempt is successful, you must make a reflex save (DC 15) or fall prone.
Phobia (-1, -2 or -3 Points)
Pick something. You are deathly afraid of that thing. For -1 point cost, you suffer a -2 morale penalty to attack rolls, checks and saving throws, as the “Doom” spell. For a -2 point cost, you try to flee, or cower if necessary. For a -3 point cost, you merely stand apoplectic with fear. You may take no actions until the reason for fear is removed. If you're afraid of water on a sinking ship, you're pretty much dead.
Beneficial Attributes:
Drop Dead Gorgeous (1 point)
You look marvelous; at least, to others of the same creature type. Against NPC's of the same type (humanoid, goblinoid, etc.) as yourself, you gain a +1 attitude adjustment and a +5 to perform checks.
Eagle Eyes (1 Point)
You have better-than-perfect vision. You receive a +2 bonus to spot checks and a +1 to ranged attacks outside of 100 feet.
Non-Standard Race (6 points per ECL adj.)
You start as a non-standard race with less than the given ECL adjustment. You do, however, start with lower stats to counterbalance this. You must spend 6 points for each level you wish to subtract from the ECL adjustment. You may not go below a +0 ECL adjustment. Note that racial choices must still be subject to DM approval.
Stupidly Courageous (1, 2, or 3 points)
You just don't know when to run. Of course, you can be relied on to stand your ground in the face of an awesome foe. You run when it suits you, and never before. For one point, you receive a +2 to all will saves vs. fear affects and vs. intimidate checks. For two points, you receive a +5. For three points you receive a +10.
Super-Talented (1 point)
Whatever you decide to do, you do very well. You receive a +1 bonus to your intelligence modifier for the purposes of determining your number of skill points at each level. Furthermore, any skills for which you have the Skill Focus feat have a +5 rank maximum.
Wealthy (1, 2 or 3 points)
You are filthy rich, or at least well to do. For one point, you start with twice the normal starting gold for you character, and you make one-and-a-half times what others would make in your profession. For two points, you start with three times the starting gold and make twice the normal rate in your profession. For three points, you start with four times the gold and make two-and-a-half times the normal rate in your profession.