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How Complex Should D&D Be?
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<blockquote data-quote="Greg K" data-source="post: 5027267" data-attributes="member: 5038"><p>Start with d20 Modern</p><p></p><p>1. </p><p>a. ditch both Level drain and XP costs for casting spells and magic item creation. </p><p>b. Buff/Debuffs and Fatigue Exhaustion. Instead of modifying the ability score just give a straight modifier to rolls, temp hit points (for con) etc. For example, if the bonus was +2 Dex, it becomes +1 to all Dex based rolls and Reflex saves</p><p></p><p>2. Race</p><p>a. add DND races, but the non-biological aspects from races and make them feats similar to 4e</p><p></p><p>3. Action Points: have them work like Mutants and Masterminds 2e Hero Points</p><p></p><p>4. Skills</p><p>a. add Complex skill checks (Unearthed Arcana)</p><p></p><p>5. Combat</p><p>a. replace most combat feats with a Book of Iron Might (Malhavoc) maneuver system. Combat feats could reduce penalties instead</p><p>b. Negative Hit Points: replace negative hit points with Death and Dying rules (Unearthed Arcana) </p><p>c. Crit Confirmation: build crit confirmation into the attack roll: Replace the crit confirmation rules with requiring the attack to fall into the threat range and hit by five or more.</p><p>d. add a Star Wars condition track</p><p>e. Grappling: Look at Hero System for resolution and for the types of things that c</p><p></p><p>6. Saving Throws: </p><p>- a single progression for all saves similar to how 4e Defenses progress</p><p>- classes provide a one time bonus to starting characters(no class bonus from multiclassing). After first level, permanent saving throw bonuses are only gained by taking the appropriate feat.</p><p></p><p>7. Martial Arts: as per Blood and Fists (RPGObjects)</p><p></p><p>8. Fx</p><p>a. replace Magic fx with Elements of Magic: Mythic Earth (EN Publishing)</p><p>b. replace Mental powers with Green Ronin's Psychic's Handbook</p><p></p><p>9. Magic Item creation: Artificer's Handbook (Mystic Eye Games)</p><p></p><p>10. add the Incantation rules from Unearthed Arcana</p><p></p><p>11. DM advice</p><p>a. Your players are not entitled to know how the NPC or monster was built</p><p>so you don't have to build monsters and no ally/follower NPCs as PCs. </p><p>b. Just give monsters and nps what you think they need and don't worry about accounting for every skill point- if it is close enough that is good. For all the players know, the monster could have a class, template, or be a variant creature. </p><p>c. When it comes to supplements allow only what you feel comfortable with and able to handle.</p></blockquote><p></p>
[QUOTE="Greg K, post: 5027267, member: 5038"] Start with d20 Modern 1. a. ditch both Level drain and XP costs for casting spells and magic item creation. b. Buff/Debuffs and Fatigue Exhaustion. Instead of modifying the ability score just give a straight modifier to rolls, temp hit points (for con) etc. For example, if the bonus was +2 Dex, it becomes +1 to all Dex based rolls and Reflex saves 2. Race a. add DND races, but the non-biological aspects from races and make them feats similar to 4e 3. Action Points: have them work like Mutants and Masterminds 2e Hero Points 4. Skills a. add Complex skill checks (Unearthed Arcana) 5. Combat a. replace most combat feats with a Book of Iron Might (Malhavoc) maneuver system. Combat feats could reduce penalties instead b. Negative Hit Points: replace negative hit points with Death and Dying rules (Unearthed Arcana) c. Crit Confirmation: build crit confirmation into the attack roll: Replace the crit confirmation rules with requiring the attack to fall into the threat range and hit by five or more. d. add a Star Wars condition track e. Grappling: Look at Hero System for resolution and for the types of things that c 6. Saving Throws: - a single progression for all saves similar to how 4e Defenses progress - classes provide a one time bonus to starting characters(no class bonus from multiclassing). After first level, permanent saving throw bonuses are only gained by taking the appropriate feat. 7. Martial Arts: as per Blood and Fists (RPGObjects) 8. Fx a. replace Magic fx with Elements of Magic: Mythic Earth (EN Publishing) b. replace Mental powers with Green Ronin's Psychic's Handbook 9. Magic Item creation: Artificer's Handbook (Mystic Eye Games) 10. add the Incantation rules from Unearthed Arcana 11. DM advice a. Your players are not entitled to know how the NPC or monster was built so you don't have to build monsters and no ally/follower NPCs as PCs. b. Just give monsters and nps what you think they need and don't worry about accounting for every skill point- if it is close enough that is good. For all the players know, the monster could have a class, template, or be a variant creature. c. When it comes to supplements allow only what you feel comfortable with and able to handle. [/QUOTE]
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