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Making a 5E Variant I *Want* To Play (+thread)
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<blockquote data-quote="Tales and Chronicles" data-source="post: 8039116" data-attributes="member: 6871653"><p>Well, you would not ''spend HD'' you would just roll the same dice as your HD + X +Y +Z when attacked. But your idea of spending HD to add more dice to the damage reduction would be nice, since sometime HD feels under-used.</p><p></p><p>Ex: </p><p>A lvl 3 wizard with 14 (+2) dex and mage armor (DR +2) is attacked by a Scout (2 attacks). The scout rolls the damage for two shortbow attacks, rolling 3 + (2 dex) and 4 + (2 dex) for a total of 9. The Wizard rolls its defense die (1d6, rolls 2) add its Dex (+2) and its mage armor (2). The wizard Defend for 6 points, thus taking 3 damage (9 - 6 = 3). Before rolling to defend, the wizard could have spend 1 HD to add another 1d6 to the defense roll.</p><p></p><p><strong>Critical hit:</strong></p><p>When you roll the maximum number of a damage die, you can reroll one more time the die and add it to the total. 1/round</p><p>Champion and hexblade can also reroll another damage die on a maximum number -1 (-2 for high level champion). ie: 1d6 = reroll on 5-6.</p><p>Barbarian and Half-orc increases their number of times per round by +1 with their feature.</p><p></p><p><strong>Resistance</strong>:</p><p>Resistance halves the damage taken from a source after the Defense roll is applied.</p><p></p><p><strong>Monsters</strong>:</p><p>Monsters cannot spend HD to further reduce incoming damages, but instead add their highest stat to their damage reduction instead of Dex (unless higher, that is). </p><p></p><p><strong>Numbers of roll:</strong></p><p>In the end, its the same number of roll, but split between the attacker and the defender, instead of having 2 rolls by the same person (1 attack, 1 damage). Since they would roll at the same time when an attacked is called and the results can be quickly checked, I think it would even be a little faster.</p><p></p><p><strong>Starting Health CON + 1/2 HD or Not</strong></p><p>I tend to add 1/2 HD to the Con score for starting HP for the rare (but possible) case of a barbarian or fighter with 10 or less CON, since this rule, intended to be a low level buff to HP, would be a penalty for them is CON score = lvl 1 HP. (10 starting HP when a lvl 1 barb with basic rules would have at least 12).</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 8039116, member: 6871653"] Well, you would not ''spend HD'' you would just roll the same dice as your HD + X +Y +Z when attacked. But your idea of spending HD to add more dice to the damage reduction would be nice, since sometime HD feels under-used. Ex: A lvl 3 wizard with 14 (+2) dex and mage armor (DR +2) is attacked by a Scout (2 attacks). The scout rolls the damage for two shortbow attacks, rolling 3 + (2 dex) and 4 + (2 dex) for a total of 9. The Wizard rolls its defense die (1d6, rolls 2) add its Dex (+2) and its mage armor (2). The wizard Defend for 6 points, thus taking 3 damage (9 - 6 = 3). Before rolling to defend, the wizard could have spend 1 HD to add another 1d6 to the defense roll. [B]Critical hit:[/B] When you roll the maximum number of a damage die, you can reroll one more time the die and add it to the total. 1/round Champion and hexblade can also reroll another damage die on a maximum number -1 (-2 for high level champion). ie: 1d6 = reroll on 5-6. Barbarian and Half-orc increases their number of times per round by +1 with their feature. [B]Resistance[/B]: Resistance halves the damage taken from a source after the Defense roll is applied. [B]Monsters[/B]: Monsters cannot spend HD to further reduce incoming damages, but instead add their highest stat to their damage reduction instead of Dex (unless higher, that is). [B]Numbers of roll:[/B] In the end, its the same number of roll, but split between the attacker and the defender, instead of having 2 rolls by the same person (1 attack, 1 damage). Since they would roll at the same time when an attacked is called and the results can be quickly checked, I think it would even be a little faster. [B]Starting Health CON + 1/2 HD or Not[/B] I tend to add 1/2 HD to the Con score for starting HP for the rare (but possible) case of a barbarian or fighter with 10 or less CON, since this rule, intended to be a low level buff to HP, would be a penalty for them is CON score = lvl 1 HP. (10 starting HP when a lvl 1 barb with basic rules would have at least 12). [/QUOTE]
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