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Neat, Add-On, d20 Rules???
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<blockquote data-quote="Water Bob" data-source="post: 5628411" data-attributes="member: 92305"><p>I've been running across a lot of rules lately that seem like they would be good additions to the Core d20 3.5 rule set.</p><p> </p><p> </p><p> </p><p> </p><p> </p><p>For example, <strong><span style="color: green">Active Defense</span></strong>, mentioned as an optional rule in the 3.5 DMG. I think that's a fanstastic rule that livens up combat. Basically, instead of rolling an attack against a static AC number, the defender rolls a d20 for defense, adding modifiers.</p><p> </p><p>Look at the AC and subtract 10 (the average of a d20 throw), using the remainder as a modifier to the defense throw.</p><p> </p><p>If a character has AC 14, then his defense roll is d20 +4. </p><p> </p><p>An AC 17 means the defense roll is d20 +7.</p><p> </p><p>This doesn't change the overall chance to hit a target, on average, but adds a lot of variance during a combat.</p><p> </p><p>My group loves that rule.</p><p> </p><p> </p><p> </p><p> </p><p> </p><p>Another rule that intrigues me (but I haven't implemented in my game, yet) is one I saw in the d20 supplement, <span style="color: green"><strong>Greenland Saga - The Lost Norse Colony</strong></span>.</p><p> </p><p>This is a realism rule for female characters. The book suggests that the females take a -3 to STR (minimum STR score of 3) but raise their CON by +1 and raise their DEX by +1.</p><p> </p><p>If I used this rule, I'd probably add in one more modifier and give the player a choice of +1 INT, +1 CHR, or +1 WIS (choose only one) in addition to the mods suggested in the Greenland book.</p><p> </p><p>The fairer sex is typically weaker than men, but since this is a game, I think the character should be compensated in other areas. -3 STR is balanced by a +1 DEX, +1 CON, and a choice of either +1 INT/CHR/WIS.</p><p> </p><p> </p><p> </p><p> </p><p> </p><p>In the <strong><span style="color: green">Torn Asunder Critical Hits</span></strong>, there's a variant First Aid rule presented. Remember, the First Aid check is a DC 15 throw that, if successful, will stabilize a dying character. The variant rule allows the healer to heal the hurt character by 1d2 HP if the First Aid check results in 20+. If the throw is 25+, then 1d3 HP are restored on the victim. And, if the First Aid throw is 30+, then 1d6 HP are restored.</p><p> </p><p>That sounds like an excellent idea to me.</p><p> </p><p> </p><p> </p><p> </p><p> </p><p>Likewise, I had a <span style="color: green"><strong>House Rule</strong></span> idea that extends the <strong>Disabled</strong> condition (could be used to extend the Staggered rule, too). It's inspired by the notes that Gary Gygax writes in the 1E AD&D DMG where he says, optionally, a character could fall unconscious as late as -3 HP.</p><p> </p><p>Thus, my suggestion is that a character be allowed a Fort save if he is dropped to -1, -2, or -3 HP. If dropped to -1 HP, the check is DC 5. If dropped to -2, the check is at a DC 10. If dropped to -3 HP, the check is DC 15.</p><p> </p><p>Optionally, you could just keep going (DC 20 at -4 HP, DC 25 at -5 HP, and so on. Or, you could start the check higher: DC 15 @ -1 HP, DC 20 @ -2 HP, DC 25 @ -3 HP, and so on.</p><p> </p><p>I just wanted to make sure that this optional House Rule didn't steal the thunder from the Diehard Feat.</p><p> </p><p> </p><p> </p><p> </p><p> </p><p>What about you? What are some of the neat alternate rules you've seen in other d20 supplements? (The ones you like.)</p></blockquote><p></p>
[QUOTE="Water Bob, post: 5628411, member: 92305"] I've been running across a lot of rules lately that seem like they would be good additions to the Core d20 3.5 rule set. For example, [B][COLOR=green]Active Defense[/COLOR][/B], mentioned as an optional rule in the 3.5 DMG. I think that's a fanstastic rule that livens up combat. Basically, instead of rolling an attack against a static AC number, the defender rolls a d20 for defense, adding modifiers. Look at the AC and subtract 10 (the average of a d20 throw), using the remainder as a modifier to the defense throw. If a character has AC 14, then his defense roll is d20 +4. An AC 17 means the defense roll is d20 +7. This doesn't change the overall chance to hit a target, on average, but adds a lot of variance during a combat. My group loves that rule. Another rule that intrigues me (but I haven't implemented in my game, yet) is one I saw in the d20 supplement, [COLOR=green][B]Greenland Saga - The Lost Norse Colony[/B][/COLOR]. This is a realism rule for female characters. The book suggests that the females take a -3 to STR (minimum STR score of 3) but raise their CON by +1 and raise their DEX by +1. If I used this rule, I'd probably add in one more modifier and give the player a choice of +1 INT, +1 CHR, or +1 WIS (choose only one) in addition to the mods suggested in the Greenland book. The fairer sex is typically weaker than men, but since this is a game, I think the character should be compensated in other areas. -3 STR is balanced by a +1 DEX, +1 CON, and a choice of either +1 INT/CHR/WIS. In the [B][COLOR=green]Torn Asunder Critical Hits[/COLOR][/B], there's a variant First Aid rule presented. Remember, the First Aid check is a DC 15 throw that, if successful, will stabilize a dying character. The variant rule allows the healer to heal the hurt character by 1d2 HP if the First Aid check results in 20+. If the throw is 25+, then 1d3 HP are restored on the victim. And, if the First Aid throw is 30+, then 1d6 HP are restored. That sounds like an excellent idea to me. Likewise, I had a [COLOR=green][B]House Rule[/B][/COLOR] idea that extends the [B]Disabled[/B] condition (could be used to extend the Staggered rule, too). It's inspired by the notes that Gary Gygax writes in the 1E AD&D DMG where he says, optionally, a character could fall unconscious as late as -3 HP. Thus, my suggestion is that a character be allowed a Fort save if he is dropped to -1, -2, or -3 HP. If dropped to -1 HP, the check is DC 5. If dropped to -2, the check is at a DC 10. If dropped to -3 HP, the check is DC 15. Optionally, you could just keep going (DC 20 at -4 HP, DC 25 at -5 HP, and so on. Or, you could start the check higher: DC 15 @ -1 HP, DC 20 @ -2 HP, DC 25 @ -3 HP, and so on. I just wanted to make sure that this optional House Rule didn't steal the thunder from the Diehard Feat. What about you? What are some of the neat alternate rules you've seen in other d20 supplements? (The ones you like.) [/QUOTE]
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