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<blockquote data-quote="WildWalker" data-source="post: 4376296" data-attributes="member: 63878"><p><strong><span style="color: maroon"><span style="font-family: 'Times New Roman'"><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: silver">I finally got my D&D 4e books so I've been working on my "compatable with 4e" hack of M20. </span></span></span></span></span></strong></p><p> </p><p><strong><span style="color: maroon"><span style="font-family: 'Times New Roman'"><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: silver">Below is how far I've gotten. </span></span></span></span></span></strong></p><p> </p><p><strong><span style="color: maroon"><span style="font-family: 'Times New Roman'"><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: silver">There is some work that still needs to be done (things are not as clear and concise as I'd like because I want to slice it down into a PocketMod) and some things that are missing (Rituals for Mages and rules for Monster stat conversions) but I think I could use some input from other people before moving forward.</span></span></span></span></span></strong></p><p> </p><p><strong><span style="color: maroon"><span style="font-family: 'Times New Roman'"><span style="font-family: 'Arial'"><span style="font-size: 10px"><span style="color: silver">I would love it if y'all could hack away at it and give me some insight on how I might proceed.</span></span></span></span></span></strong></p><p> </p><p><strong><span style="color: maroon"><span style="font-family: 'Times New Roman'"><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: silver">I now need to finish up my re-hack of <span style="font-family: 'Times New Roman'"><em>The Temple of K'thu'uk</em></span>.</span></span></span></span></span></strong></p><p> </p><p><strong><span style="color: maroon"><span style="font-family: 'Times New Roman'"><span style="font-family: 'Arial'"><span style="font-size: 10px"><span style="color: silver">WildWalker</span></span></span></span></span></strong></p><p> </p><p> </p><p> </p><p><strong><span style="color: maroon"><span style="font-family: 'Times New Roman'"><span style="font-family: 'Verdana'"><span style="font-size: 10px"><span style="color: silver"><em><u>WildWalker's M20-4e V1.2</u></em></span></span></span></span></span></strong></p><p> </p><p><strong><em><span style="color: maroon"><span style="font-family: 'Times New Roman'"><span style="font-size: 10px"><span style="color: silver">Stats</span></span></span></span></em></strong></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: silver">There are 3 stats: Fortitude (FORT) <em>(Replaces Strength and Constitution)</em>, Reflexes (REF) (<em>Replaces Intelligence and Dexterity</em>) and Willpower (WILL) <em>(Replaces Wisdom and Charisma).</em></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: silver">Roll 4d6, drop lowest dice. Total remaining 3 dice and allocate to one of the stats. Repeat for remaining stats.</span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: silver">Stat bonus = (STAT-10)/2, round down.</span></span></p><p><strong><strong><em><span style="color: maroon"><span style="font-family: 'Times New Roman'"><span style="font-size: 10px"><span style="color: silver">Races</span></span></span></span></em></strong></strong></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: silver"><strong>Humans</strong> get +1 to all skill rolls</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: silver"><strong>Fey</strong> get +2 MIND</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: silver"><strong>Ffolk</strong> get +2 DEX</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: silver"><strong><em>Feyborne</em></strong><em>: Fiendish, Celestial, Divine, Fire, Air, Earth, Water, Metal, Nature, Dragon</em></span></span></p><p><strong><em><span style="font-family: 'Times New Roman'"><span style="color: silver">Wolves get +2 DEX, Natural Weapons*</span></span></em></strong></p><p><strong><em><span style="font-family: 'Times New Roman'"><span style="color: silver">Ravens get +2 DEX, “raven strength**”, Flight</span></span></em></strong></p><p><strong><em><span style="font-family: 'Times New Roman'"><span style="color: silver">Bears get +4 FORT, -2 DEX, Natural Weapons*</span></span></em></strong></p><p><strong><em><span style="font-family: 'Times New Roman'"><span style="color: silver">Squirrels get +4 DEX and “squirrel strength**”</span></span></em></strong></p><p> </p><p><em><span style="font-family: 'Times New Roman'"><span style="color: silver">*Natural Weapons are considered Unarmed attacks and do 1d8 damage. Races with Natural Weapon, gain an additional +2 to AC when not wearing armor.</span></span></em></p><p><em><span style="font-family: 'Times New Roman'"><span style="color: silver">**“raven strength” and “squirrel strength” means that the character can not lift and carry more than what a raven or a squirrel might be considered able to carry. The trade off is that they are extremely small and can go places that other characters might not due to their size.</span></span></em></p><p> </p><p><strong><strong><em><span style="color: maroon"><span style="font-family: 'Times New Roman'"><span style="font-size: 10px"><span style="color: silver">Classes</span></span></span></span></em></strong></strong></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: silver">The classes are:</span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: silver"><strong>Warriors</strong> <strong>can </strong>wear any kind of armour and use any shields. Warriors add +1 to all attack and damage rolls. This increases by +1 at 5th level and every five levels on. Warriors have a +3 bonus to Physical.</span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: silver"><strong>Warriors</strong> can "Mark" an opponent they are in combat with. A Marked opponent gets -1 to their attack rolls against anyone except that Warrior as long as they are Marked. The penalty increases by 1 at 5th level, and by another 1 every 5 levels after. An opponent can only have one “Mark” at a time. Once per encounter, against a Marked target, a Warriors may add their level to the damage from one roll. Once per day, against a Marked target, they may add twice their level.</span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: silver"><strong>Rogues</strong> can use light armour and a light shield. Rogues have a +3 bonus to Subterfuge.</span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: silver"><strong>Rogues</strong> can Sneak Attack foes. A Rogue that successfully Sneaks (usually Sub+REF, but depends on situation) up on a foe has Combat Advantage and can add their Subterfuge skill rank to the damage of their attack. Once per encounter, if they have Combat Advantage, a Rogue may add their level to the damage. Once per day, if they have Combat Advantage, they may add twice their level. </span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: silver"><strong>Warriors <span style="color: silver">and Rogues</span></strong><span style="color: silver"> can fight unarmed (kicks, punches, etc) doing d6 damage. <span style="color: #333333"><span style="color: silver">Their unarmed damage increases by one dice type (d6->d8, d8->d10, etc) every 5 levels. If they</span> </span>are wearing no more than loose fitting clothes<span style="color: #333333"> <span style="color: silver">their unarmed attack counts as a light weapon and they</span></span>gain a +</span>2 mobility bonus to AC. If they are wearing armor their unarmed attack does not count as a light weapon and they gain no extra AC bonus. </span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: silver"><strong>Warriors and Rogues</strong> can also trade their regular weapon damage for Exploits. Exploits are special attacks, that mechanically work like Mage Spells, but replace the damage of a weapon with the damage or effect of the Exploit. A<span style="color: #333333"> <span style="color: silver">Warriors or Rogues can spend up to their level number of hit points on a single Exploit but only if they have</span> </span>an appropriate weapon. Unarmed attacks can be an appropriate weapon for some Exploits. Warriors (but not Rogues) can perform an equivalent Exploit to the Healing Word Spells but the hit point cost is twice what it would be for a Mage. The Healing Word Exploit does not require a weapon or implement.</span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: silver"><strong>Warriors and Rogues</strong> can use a number of hit points per day equal to their level to power Exploits. These hit points heal normally. After that, hit points lost to activate Exploits <strong>cannot</strong> be healed normally and "Second Wind" and Heroism won't heal the loss either. The loss is only fully recovered after an extended (6-8 hours) rest. </span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: silver"><strong>Mages</strong> can wear up to light armor. They can cast Spells and perform Rituals. Mages have a +3 bonus to Knowledge.</span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: silver"><strong>Mages </strong>can use a number of hit points per day equal to their level to power Spells. These hit points heal normally. After that, hit points use to cast Spells <strong>cannot</strong> be healed normally and "Second Wind" and Heroism won't heal the loss either. The loss is only fully recovered after an extended (6-8 hours) rest.Mages<span style="color: #333333"> <span style="color: silver">can spend up to their level number of hit points on a single Spell only if they have an appropriate attuned Implement (Wand, Staff or Athame). Other wise they can only cast basic Spells.</span></span></span></span></p><p> </p><p><strong><span style="color: #993300"><span style="font-family: 'Times New Roman'"><span style="color: silver">Exploits and Spells</span></span></span></strong></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: silver">The first basic combat Spell/Exploit is a Bolt. The basic Bolt affects one Target, is a hand to hand attack and costs no hit points. The basic Bolt can do three different levels off effect depending on the choices of the Player. </span></span></p><p><span style="color: silver"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Times New Roman'">Effect 1 does 1d6 damage. </span></span></p><p><span style="color: silver"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Times New Roman'">Effect 2 does 1d4 damage and causes a Condition until the end of the Player’s next turn. </span></span></p><p><span style="color: silver"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Times New Roman'">Effect 3 causes a Condition on the Target until the Target makes a Saving Throw.</span></span></p><p><span style="color: silver"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Times New Roman'">For 1 hit point a Bolt can be made a ranged attack with a range of Short. For 2 hit points a Bolt can be given a range of Medium. For 3 hit points a Bolt can be given a range of Long. </span></span></p><p><span style="color: silver"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Times New Roman'">For 1 hit point two effects can be added together. For 2 hit point three effects can be added together. For 4 hit points four effects can be added together.</span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: silver">The second basic combat Spell/Exploit is a Burst. The basic Burst affects all Targets in its area and costs 1 hit point. The basic burst can do two levels of effect.</span></span></p><p><span style="color: silver"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Times New Roman'">Effect 1 does 1d6 damage to all Targets in the Area. The area of the basic Burst is the square it is cast on plus a radius of 1 (9 squares total). Target gets a Saving Throw for half damage.</span></span></p><p><span style="color: silver"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Times New Roman'">Effect 2 causes a Condition on the Target. The area of the basic Burst is the square it is cast on plus a radius of 1 (9 squares total). The condition lasts until the end of the Player’s next turn or until the Target makes a Saving Throw, whichever comes later.</span></span></p><p><span style="color: silver"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Times New Roman'">For 1 hit point the origin square can be immune to the effect of a Burst.</span></span></p><p><span style="color: silver"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Times New Roman'">For 1 hit point a Burst can be made a ranged attack with a range of Short. For 2 hit points a Burst can be given a range of Medium. For 3 hit points a Burst can be given a range of Long. </span></span></p><p><span style="color: silver"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Times New Roman'">For 1 hit point two effects can be added together. For 2 hit points three effects <span style="color: silver">can be added together. For 4 hit points four effects can be added together.</span></span></span></p><p><span style="color: silver"><span style="color: #333333"><span style="font-family: 'Symbol'"><span style="color: silver">·</span> </span></span><span style="font-family: 'Times New Roman'">For 1 hit point the radius can be increased by 1 (20 squares total). For 2 hit points the radius can be increased by 2 (36 squares total). For 4 hit points the radius can be increased by 3 (49 squares total).</span></span></p><p> </p><p><span style="color: #333333"><span style="font-family: 'Times New Roman'"><span style="color: silver">Combat Spell/Exploit damage increases by one dice type (d4->d6, d6->d8, etc) every four levels. </span></span></span></p><p> </p><p></p><p><span style="font-family: 'Times New Roman'"><span style="color: silver">A Healing Word is a Spell/Exploit that gives the target another Second Wind in combat. Each Healing Word Spell will only work on a given target once per day. The basic healing Spell/Exploit is the Minor Healing Word.</span></span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="color: silver">Minor Healing Word costs 1 hit point for Mages and 2 hit points for Warriors.</span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="color: silver">Lesser Healing Word costs 2 hit points for Mages and 4 hit points for Warriors.</span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="color: silver">Greater Healing Word costs 4 hit points for Mages and 2 hit points for Warriors.</span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="color: silver">Major Healing Word costs 8 hit points for Mages and 16 hit points for Warriors.</span></span></li> </ul><p><strong><span style="color: maroon"><span style="font-family: 'Times New Roman'"><span style="color: silver">Heroism</span></span></span></strong></p><p><span style="font-family: 'Times New Roman'"><span style="color: silver">Every Player Character has a number of d6 Heroism dice, equal to their level, which can be added to the following rolls once per encounter: Attack, Damage, Skill, Hit Points. They can be added, 1 die per roll, before, during or after a roll. At level 11+ you can add 2 die per roll. At level 21+ you can add 3 die per roll. A Mage can not use Heroism on any Spell effects unless he is using an attuned Implement.</span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: silver">Any Player can give their Character’s Heroism dice to another Player’s Character instead of using them on themselves. </span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: silver"><strong><em>Skills</em></strong></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: silver">There are 3 standard skills: Physical, Subterfuge and Knowledge. </span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: silver">Roll higher than the given Difficulty Class to succeed.</span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: silver">Skill rank = 1 + 1/2 your level (round down) + any bonus due to your class or race.</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: silver">Skill roll = d20 + skill rank + whatever stat bonus is most applicable to the use + situation modifiers</span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: silver">For example:</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: silver">Climbing would use Physical + FORT bonus. </span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: silver">Dodging a falling rock is Physical + REF bonus. </span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: silver">Finding a trap is Subterfuge + WILL bonus. </span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: silver">Disabling a trap is Subterfuge + REF bonus.</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: silver">Use Physical + FORT or REF bonus for Fortitude and Reflex saves. </span></span></p><p> </p><p><strong><em><span style="color: maroon"><span style="font-family: 'Times New Roman'"><span style="color: silver">Level Advancement</span></span></span></em></strong></p><p><span style="font-family: 'Times New Roman'"><span style="color: silver">Every level add +5 to Hit Points</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: silver">If the level divides by two (2,4,6…) add +1 to all attack rolls and +1 to all skills</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: silver">If the level divides by three (i.e. level 3,6,9,etc.) add 1 point to FORT, REF or WILL and +1 to one skill and +1 to Level Bonus for AC.</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: silver">All melee and missile damage (but not Spell and Exploit damage) is doubled at level 21and beyond and are considered magical attacks.</span></span></p><p><strong><strong><em><span style="color: maroon"><span style="font-family: 'Times New Roman'"><span style="font-size: 10px"><span style="color: silver">Combat</span></span></span></span></em></strong></strong></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: silver">Hit Points = FORT Stat+ (REF Stat <em>OR </em>WILL Stat)+ (5 x Level). If HPs reach 0 Character is unconscious and near death. Further damage directly reduces FORT. If that reaches 0, Character dies.</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: silver">Armour Class (AC) = 10 + REF bonus + (Armour bonus <em>OR</em> Level bonus).</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: silver">Melee </span></span><span style="font-family: 'Times New Roman'"><span style="color: silver">Attack Bonus</span></span><span style="font-family: 'Times New Roman'"><span style="color: silver"> = FORT bonus + Level</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: silver">Missile Attack Bonus = REF bonus + Level</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: silver">Magic Attack Bonus = WILL bonus + Level</span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: silver">Roll d20 + REF bonus for initiative order. Everyone can do one thing each turn; move, attack, cast a spell, etc.</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: silver">For melee or missile attacks, if your d20 roll plus Attack Bonus is higher than the target's AC (10+ REF + Armor or Lvl Bns), you hit. </span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: silver">For magic attacks you must beat the target's level+ the appropriate bonus (REF for rays or bolts, WILL for illusions, charms, or mental effects, FORT for alterations like flesh to stone). </span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: silver">A natural 20 automatically hits and does maximum damage regardless of the opponent's defences. </span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: silver">A Natural 1 is always a miss.</span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: silver">Warriors and Rogues using a light weapon can use their REF bonus instead of FORT when attacking. They can also wield 2 light weapons and attack twice in a round (at the same time in combat order), but with a -2 to all attack rolls that round. If only one attack is made, the second weapon can be used to parry, granting +1 AC. Rapiers count as a light weapon, but two rapiers cannot be used at the same time. The hand to hand attacks of the Unarmed Warrior and Unarmed Rogue count as light weapons. Hand to hand attacks for Mages and Commoners do 1d4 damage and do not count as light weapons.</span></span></p><p> </p><p><strong><span style="font-family: 'Times New Roman'"><span style="color: silver">Second Wind</span></span></strong></p><p><span style="font-family: 'Times New Roman'"><span style="color: silver">Once per Encounter, between Encounters, a character can get a "Second Wind". This will heal 5+Con Bonus+Character Level number of Hit Points. Use of a "Second Wind" on an unconscious character automatically brings that character back to 1 Hit Point and then heals them normally.</span><span style="color: silver"> <span style="color: navy"><span style="color: silver">Healing Words can g</span></span></span><span style="color: navy"><span style="color: silver">ive a Character another "Second Wind". Each "level" of Healing Word will only work on a Character once per day. Healing Words can be used at any time. </span></span></span></p><p> </p><p> </p><p><strong><span style="font-family: 'Times New Roman'"><span style="color: silver">Combat Advantage and Conditions</span></span></strong></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: silver">A character has Combat Advantage (CA) if their target is incapacitated, confused, blinded, unable to see them, or the character is behind them. Rogues can get CA on a successful Sneak. A character with CA gets +2 to hit that target and adds their best Stat bonus to Melee damage in ADDITION to any other bonuses. <em>(Yes this means that a Rogue Sneak Attack is absolutely frightening…)</em> Exploits and Spells can create Conditions. A Target affected by a Condition, gets -2 to all rolls for each Condition until they make a Saving Throw but that COndition does not nessesarily provide CA to an opponent.</span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: silver"><strong>Saving Throws</strong></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: silver">Roll d20 at the end of your turn, if you get 11 or more, you are no longer affected by any Condition (including Unconsciousness).</span></span></p><p> </p><p> </p><p><strong><span style="font-family: 'Times New Roman'"><span style="color: silver">Other Hazards</span></span></strong></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: silver"><strong>Falling:</strong> 1d6 damage per 10', half damage on successful save. </span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: silver"><strong>Spikes: </strong>add +1 point to falling damage per 10' fallen, max +10</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: silver"><strong>Poison:</strong> Save to avoid or for half, depending on poison. Effect varies with poison type.</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: silver"><strong>Extreme Heat & Cold:</strong> If not wearing suitable protection, roll to save once every 10 minutes, taking 1d6 damage on each failed save.</span></span></p></blockquote><p></p>
[QUOTE="WildWalker, post: 4376296, member: 63878"] [B][COLOR=maroon][FONT=Times New Roman][SIZE=2][FONT=Arial][COLOR=silver]I finally got my D&D 4e books so I've been working on my "compatable with 4e" hack of M20. [/COLOR][/FONT][/SIZE][/FONT][/COLOR][/B] [B][COLOR=maroon][FONT=Times New Roman][SIZE=2][FONT=Arial][COLOR=silver]Below is how far I've gotten. [/COLOR][/FONT][/SIZE][/FONT][/COLOR][/B] [B][COLOR=maroon][FONT=Times New Roman][SIZE=2][FONT=Arial][COLOR=silver]There is some work that still needs to be done (things are not as clear and concise as I'd like because I want to slice it down into a PocketMod) and some things that are missing (Rituals for Mages and rules for Monster stat conversions) but I think I could use some input from other people before moving forward.[/COLOR][/FONT][/SIZE][/FONT][/COLOR][/B] [B][COLOR=maroon][FONT=Times New Roman][FONT=Arial][SIZE=2][COLOR=silver]I would love it if y'all could hack away at it and give me some insight on how I might proceed.[/COLOR][/SIZE][/FONT][/FONT][/COLOR][/B] [B][COLOR=maroon][FONT=Times New Roman][SIZE=2][FONT=Arial][COLOR=silver]I now need to finish up my re-hack of [FONT=Times New Roman][I]The Temple of K'thu'uk[/I][/FONT].[/COLOR][/FONT][/SIZE][/FONT][/COLOR][/B] [B][COLOR=maroon][FONT=Times New Roman][FONT=Arial][SIZE=2][COLOR=silver]WildWalker[/COLOR][/SIZE][/FONT][/FONT][/COLOR][/B] [B][COLOR=maroon][FONT=Times New Roman][FONT=Verdana][SIZE=2][COLOR=silver][I][U]WildWalker's M20-4e V1.2[/U][/I][/COLOR][/SIZE][/FONT][/FONT][/COLOR][/B] [B][I][COLOR=maroon][FONT=Times New Roman][SIZE=2][COLOR=silver]Stats[/COLOR][/SIZE][/FONT][/COLOR][/I][/B] [FONT=Times New Roman][COLOR=silver]There are 3 stats: Fortitude (FORT) [I](Replaces Strength and Constitution)[/I], Reflexes (REF) ([I]Replaces Intelligence and Dexterity[/I]) and Willpower (WILL) [I](Replaces Wisdom and Charisma).[/I][/COLOR][/FONT] [FONT=Times New Roman][COLOR=silver]Roll 4d6, drop lowest dice. Total remaining 3 dice and allocate to one of the stats. Repeat for remaining stats.[/COLOR][/FONT] [FONT=Times New Roman][COLOR=silver]Stat bonus = (STAT-10)/2, round down.[/COLOR][/FONT] [B][B][I][COLOR=maroon][FONT=Times New Roman][SIZE=2][COLOR=silver]Races[/COLOR][/SIZE][/FONT][/COLOR][/I][/B][/B] [FONT=Times New Roman][COLOR=silver][B]Humans[/B] get +1 to all skill rolls[/COLOR][/FONT] [FONT=Times New Roman][COLOR=silver][B]Fey[/B] get +2 MIND[/COLOR][/FONT] [FONT=Times New Roman][COLOR=silver][B]Ffolk[/B] get +2 DEX[/COLOR][/FONT] [FONT=Times New Roman][COLOR=silver][B][I]Feyborne[/I][/B][I]: Fiendish, Celestial, Divine, Fire, Air, Earth, Water, Metal, Nature, Dragon[/I][/COLOR][/FONT] [B][I][FONT=Times New Roman][COLOR=silver]Wolves get +2 DEX, Natural Weapons*[/COLOR][/FONT][/I][/B] [B][I][FONT=Times New Roman][COLOR=silver]Ravens get +2 DEX, “raven strength**”, Flight[/COLOR][/FONT][/I][/B] [B][I][FONT=Times New Roman][COLOR=silver]Bears get +4 FORT, -2 DEX, Natural Weapons*[/COLOR][/FONT][/I][/B] [B][I][FONT=Times New Roman][COLOR=silver]Squirrels get +4 DEX and “squirrel strength**”[/COLOR][/FONT][/I][/B] [I][FONT=Times New Roman][COLOR=silver]*Natural Weapons are considered Unarmed attacks and do 1d8 damage. Races with Natural Weapon, gain an additional +2 to AC when not wearing armor.[/COLOR][/FONT][/I] [I][FONT=Times New Roman][COLOR=silver]**“raven strength” and “squirrel strength” means that the character can not lift and carry more than what a raven or a squirrel might be considered able to carry. The trade off is that they are extremely small and can go places that other characters might not due to their size.[/COLOR][/FONT][/I] [B][I][FONT=Times New Roman][COLOR=#c0c0c0][/COLOR][/FONT][/I][/B] [B][B][I][COLOR=maroon][FONT=Times New Roman][SIZE=2][COLOR=silver]Classes[/COLOR][/SIZE][/FONT][/COLOR][/I][/B][/B] [FONT=Times New Roman][COLOR=silver]The classes are:[/COLOR][/FONT] [FONT=Times New Roman][COLOR=silver][B]Warriors[/B] [B]can [/B]wear any kind of armour and use any shields. Warriors add +1 to all attack and damage rolls. This increases by +1 at 5th level and every five levels on. Warriors have a +3 bonus to Physical.[/COLOR][/FONT] [FONT=Times New Roman][COLOR=silver][B]Warriors[/B] can "Mark" an opponent they are in combat with. A Marked opponent gets -1 to their attack rolls against anyone except that Warrior as long as they are Marked. The penalty increases by 1 at 5th level, and by another 1 every 5 levels after. An opponent can only have one “Mark” at a time. Once per encounter, against a Marked target, a Warriors may add their level to the damage from one roll. Once per day, against a Marked target, they may add twice their level.[/COLOR][/FONT] [FONT=Times New Roman][COLOR=silver][B]Rogues[/B] can use light armour and a light shield. Rogues have a +3 bonus to Subterfuge.[/COLOR][/FONT] [FONT=Times New Roman][COLOR=silver][B]Rogues[/B] can Sneak Attack foes. A Rogue that successfully Sneaks (usually Sub+REF, but depends on situation) up on a foe has Combat Advantage and can add their Subterfuge skill rank to the damage of their attack. Once per encounter, if they have Combat Advantage, a Rogue may add their level to the damage. Once per day, if they have Combat Advantage, they may add twice their level. [/COLOR][/FONT] [FONT=Times New Roman][COLOR=silver][B]Warriors [COLOR=silver]and Rogues[/COLOR][/B][COLOR=silver] can fight unarmed (kicks, punches, etc) doing d6 damage. [COLOR=#333333][COLOR=silver]Their unarmed damage increases by one dice type (d6->d8, d8->d10, etc) every 5 levels. If they[/COLOR] [/COLOR]are wearing no more than loose fitting clothes[COLOR=#333333] [COLOR=silver]their unarmed attack counts as a light weapon and they[/COLOR][/COLOR]gain a +[/COLOR]2 mobility bonus to AC. If they are wearing armor their unarmed attack does not count as a light weapon and they gain no extra AC bonus. [/COLOR][/FONT] [FONT=Times New Roman][COLOR=silver][B]Warriors and Rogues[/B] can also trade their regular weapon damage for Exploits. Exploits are special attacks, that mechanically work like Mage Spells, but replace the damage of a weapon with the damage or effect of the Exploit. A[COLOR=#333333] [COLOR=silver]Warriors or Rogues can spend up to their level number of hit points on a single Exploit but only if they have[/COLOR] [/COLOR]an appropriate weapon. Unarmed attacks can be an appropriate weapon for some Exploits. Warriors (but not Rogues) can perform an equivalent Exploit to the Healing Word Spells but the hit point cost is twice what it would be for a Mage. The Healing Word Exploit does not require a weapon or implement.[/COLOR][/FONT] [FONT=Times New Roman][COLOR=silver][B]Warriors and Rogues[/B] can use a number of hit points per day equal to their level to power Exploits. These hit points heal normally. After that, hit points lost to activate Exploits [B]cannot[/B] be healed normally and "Second Wind" and Heroism won't heal the loss either. The loss is only fully recovered after an extended (6-8 hours) rest. [/COLOR][/FONT] [FONT=Times New Roman][COLOR=silver][B]Mages[/B] can wear up to light armor. They can cast Spells and perform Rituals. Mages have a +3 bonus to Knowledge.[/COLOR][/FONT] [FONT=Times New Roman][COLOR=silver][B]Mages [/B]can use a number of hit points per day equal to their level to power Spells. These hit points heal normally. After that, hit points use to cast Spells [B]cannot[/B] be healed normally and "Second Wind" and Heroism won't heal the loss either. The loss is only fully recovered after an extended (6-8 hours) rest.Mages[COLOR=#333333] [COLOR=silver]can spend up to their level number of hit points on a single Spell only if they have an appropriate attuned Implement (Wand, Staff or Athame). Other wise they can only cast basic Spells.[/COLOR][/COLOR][/COLOR][/FONT] [B][COLOR=#993300][FONT=Times New Roman][COLOR=silver]Exploits and Spells[/COLOR][/FONT][/COLOR][/B] [FONT=Times New Roman][COLOR=silver]The first basic combat Spell/Exploit is a Bolt. The basic Bolt affects one Target, is a hand to hand attack and costs no hit points. The basic Bolt can do three different levels off effect depending on the choices of the Player. [/COLOR][/FONT] [COLOR=silver][FONT=Symbol]· [/FONT][FONT=Times New Roman]Effect 1 does 1d6 damage. [/FONT][/COLOR] [COLOR=silver][FONT=Symbol]· [/FONT][FONT=Times New Roman]Effect 2 does 1d4 damage and causes a Condition until the end of the Player’s next turn. [/FONT][/COLOR] [COLOR=silver][FONT=Symbol]· [/FONT][FONT=Times New Roman]Effect 3 causes a Condition on the Target until the Target makes a Saving Throw.[/FONT][/COLOR] [COLOR=silver][FONT=Symbol]· [/FONT][FONT=Times New Roman]For 1 hit point a Bolt can be made a ranged attack with a range of Short. For 2 hit points a Bolt can be given a range of Medium. For 3 hit points a Bolt can be given a range of Long. [/FONT][/COLOR] [COLOR=silver][FONT=Symbol]· [/FONT][FONT=Times New Roman]For 1 hit point two effects can be added together. For 2 hit point three effects can be added together. For 4 hit points four effects can be added together.[/FONT][/COLOR] [FONT=Times New Roman][COLOR=silver]The second basic combat Spell/Exploit is a Burst. The basic Burst affects all Targets in its area and costs 1 hit point. The basic burst can do two levels of effect.[/COLOR][/FONT] [COLOR=silver][FONT=Symbol]· [/FONT][FONT=Times New Roman]Effect 1 does 1d6 damage to all Targets in the Area. The area of the basic Burst is the square it is cast on plus a radius of 1 (9 squares total). Target gets a Saving Throw for half damage.[/FONT][/COLOR] [COLOR=silver][FONT=Symbol]· [/FONT][FONT=Times New Roman]Effect 2 causes a Condition on the Target. The area of the basic Burst is the square it is cast on plus a radius of 1 (9 squares total). The condition lasts until the end of the Player’s next turn or until the Target makes a Saving Throw, whichever comes later.[/FONT][/COLOR] [COLOR=silver][FONT=Symbol]· [/FONT][FONT=Times New Roman]For 1 hit point the origin square can be immune to the effect of a Burst.[/FONT][/COLOR] [COLOR=silver][FONT=Symbol]· [/FONT][FONT=Times New Roman]For 1 hit point a Burst can be made a ranged attack with a range of Short. For 2 hit points a Burst can be given a range of Medium. For 3 hit points a Burst can be given a range of Long. [/FONT][/COLOR] [COLOR=silver][FONT=Symbol]· [/FONT][FONT=Times New Roman]For 1 hit point two effects can be added together. For 2 hit points three effects [COLOR=silver]can be added together. For 4 hit points four effects can be added together.[/COLOR][/FONT][/COLOR] [COLOR=silver][COLOR=#333333][FONT=Symbol][COLOR=silver]·[/COLOR] [/FONT][/COLOR][FONT=Times New Roman]For 1 hit point the radius can be increased by 1 (20 squares total). For 2 hit points the radius can be increased by 2 (36 squares total). For 4 hit points the radius can be increased by 3 (49 squares total).[/FONT][/COLOR] [COLOR=#333333][FONT=Times New Roman][COLOR=silver]Combat Spell/Exploit damage increases by one dice type (d4->d6, d6->d8, etc) every four levels. [/COLOR][/FONT][/COLOR] [FONT=Times New Roman][COLOR=silver]A Healing Word is a Spell/Exploit that gives the target another Second Wind in combat. Each Healing Word Spell will only work on a given target once per day. The basic healing Spell/Exploit is the Minor Healing Word.[/COLOR][/FONT] [LIST] [*][FONT=Times New Roman][COLOR=silver]Minor Healing Word costs 1 hit point for Mages and 2 hit points for Warriors.[/COLOR][/FONT] [*][FONT=Times New Roman][COLOR=silver]Lesser Healing Word costs 2 hit points for Mages and 4 hit points for Warriors.[/COLOR][/FONT] [*][FONT=Times New Roman][COLOR=silver]Greater Healing Word costs 4 hit points for Mages and 2 hit points for Warriors.[/COLOR][/FONT] [*][FONT=Times New Roman][COLOR=silver]Major Healing Word costs 8 hit points for Mages and 16 hit points for Warriors.[/COLOR][/FONT] [/LIST] [B][COLOR=maroon][FONT=Times New Roman][COLOR=silver]Heroism[/COLOR][/FONT][/COLOR][/B] [FONT=Times New Roman][COLOR=silver]Every Player Character has a number of d6 Heroism dice, equal to their level, which can be added to the following rolls once per encounter: Attack, Damage, Skill, Hit Points. They can be added, 1 die per roll, before, during or after a roll. At level 11+ you can add 2 die per roll. At level 21+ you can add 3 die per roll. A Mage can not use Heroism on any Spell effects unless he is using an attuned Implement.[/COLOR][/FONT] [FONT=Times New Roman][COLOR=silver]Any Player can give their Character’s Heroism dice to another Player’s Character instead of using them on themselves. [/COLOR][/FONT] [FONT=Times New Roman][COLOR=silver][B][I]Skills[/I][/B][/COLOR][/FONT] [FONT=Times New Roman][COLOR=silver]There are 3 standard skills: Physical, Subterfuge and Knowledge. [/COLOR][/FONT] [FONT=Times New Roman][COLOR=silver]Roll higher than the given Difficulty Class to succeed.[/COLOR][/FONT] [FONT=Times New Roman][COLOR=silver]Skill rank = 1 + 1/2 your level (round down) + any bonus due to your class or race.[/COLOR][/FONT] [FONT=Times New Roman][COLOR=silver]Skill roll = d20 + skill rank + whatever stat bonus is most applicable to the use + situation modifiers[/COLOR][/FONT] [FONT=Times New Roman][COLOR=silver]For example:[/COLOR][/FONT] [FONT=Times New Roman][COLOR=silver]Climbing would use Physical + FORT bonus. [/COLOR][/FONT] [FONT=Times New Roman][COLOR=silver]Dodging a falling rock is Physical + REF bonus. [/COLOR][/FONT] [FONT=Times New Roman][COLOR=silver]Finding a trap is Subterfuge + WILL bonus. [/COLOR][/FONT] [FONT=Times New Roman][COLOR=silver]Disabling a trap is Subterfuge + REF bonus.[/COLOR][/FONT] [FONT=Times New Roman][COLOR=silver]Use Physical + FORT or REF bonus for Fortitude and Reflex saves. [/COLOR][/FONT] [B][I][COLOR=maroon][FONT=Times New Roman][COLOR=silver]Level Advancement[/COLOR][/FONT][/COLOR][/I][/B] [FONT=Times New Roman][COLOR=silver]Every level add +5 to Hit Points[/COLOR][/FONT] [FONT=Times New Roman][COLOR=silver]If the level divides by two (2,4,6…) add +1 to all attack rolls and +1 to all skills[/COLOR][/FONT] [FONT=Times New Roman][COLOR=silver]If the level divides by three (i.e. level 3,6,9,etc.) add 1 point to FORT, REF or WILL and +1 to one skill and +1 to Level Bonus for AC.[/COLOR][/FONT] [FONT=Times New Roman][COLOR=silver]All melee and missile damage (but not Spell and Exploit damage) is doubled at level 21and beyond and are considered magical attacks.[/COLOR][/FONT] [B][B][I][COLOR=maroon][FONT=Times New Roman][SIZE=2][COLOR=silver]Combat[/COLOR][/SIZE][/FONT][/COLOR][/I][/B][/B] [FONT=Times New Roman][COLOR=silver]Hit Points = FORT Stat+ (REF Stat [I]OR [/I]WILL Stat)+ (5 x Level). If HPs reach 0 Character is unconscious and near death. Further damage directly reduces FORT. If that reaches 0, Character dies.[/COLOR][/FONT] [FONT=Times New Roman][COLOR=silver]Armour Class (AC) = 10 + REF bonus + (Armour bonus [I]OR[/I] Level bonus).[/COLOR][/FONT] [FONT=Times New Roman][COLOR=silver]Melee [/COLOR][/FONT][FONT=Times New Roman][COLOR=silver]Attack Bonus[/COLOR][/FONT][FONT=Times New Roman][COLOR=silver] = FORT bonus + Level[/COLOR][/FONT] [FONT=Times New Roman][COLOR=silver]Missile Attack Bonus = REF bonus + Level[/COLOR][/FONT] [FONT=Times New Roman][COLOR=silver]Magic Attack Bonus = WILL bonus + Level[/COLOR][/FONT] [FONT=Times New Roman][COLOR=silver]Roll d20 + REF bonus for initiative order. Everyone can do one thing each turn; move, attack, cast a spell, etc.[/COLOR][/FONT] [FONT=Times New Roman][COLOR=silver]For melee or missile attacks, if your d20 roll plus Attack Bonus is higher than the target's AC (10+ REF + Armor or Lvl Bns), you hit. [/COLOR][/FONT] [FONT=Times New Roman][COLOR=silver]For magic attacks you must beat the target's level+ the appropriate bonus (REF for rays or bolts, WILL for illusions, charms, or mental effects, FORT for alterations like flesh to stone). [/COLOR][/FONT] [FONT=Times New Roman][COLOR=silver]A natural 20 automatically hits and does maximum damage regardless of the opponent's defences. [/COLOR][/FONT] [FONT=Times New Roman][COLOR=silver]A Natural 1 is always a miss.[/COLOR][/FONT] [FONT=Times New Roman][COLOR=silver]Warriors and Rogues using a light weapon can use their REF bonus instead of FORT when attacking. They can also wield 2 light weapons and attack twice in a round (at the same time in combat order), but with a -2 to all attack rolls that round. If only one attack is made, the second weapon can be used to parry, granting +1 AC. Rapiers count as a light weapon, but two rapiers cannot be used at the same time. The hand to hand attacks of the Unarmed Warrior and Unarmed Rogue count as light weapons. Hand to hand attacks for Mages and Commoners do 1d4 damage and do not count as light weapons.[/COLOR][/FONT] [B][FONT=Times New Roman][COLOR=silver]Second Wind[/COLOR][/FONT][/B] [FONT=Times New Roman][COLOR=silver]Once per Encounter, between Encounters, a character can get a "Second Wind". This will heal 5+Con Bonus+Character Level number of Hit Points. Use of a "Second Wind" on an unconscious character automatically brings that character back to 1 Hit Point and then heals them normally.[/COLOR][COLOR=silver] [COLOR=navy][COLOR=silver]Healing Words can g[/COLOR][/COLOR][/COLOR][COLOR=navy][COLOR=silver]ive a Character another "Second Wind". Each "level" of Healing Word will only work on a Character once per day. Healing Words can be used at any time. [/COLOR][/COLOR][/FONT] [B][FONT=Times New Roman][COLOR=silver]Combat Advantage and Conditions[/COLOR][/FONT][/B] [FONT=Times New Roman][COLOR=silver]A character has Combat Advantage (CA) if their target is incapacitated, confused, blinded, unable to see them, or the character is behind them. Rogues can get CA on a successful Sneak. A character with CA gets +2 to hit that target and adds their best Stat bonus to Melee damage in ADDITION to any other bonuses. [I](Yes this means that a Rogue Sneak Attack is absolutely frightening…)[/I] Exploits and Spells can create Conditions. A Target affected by a Condition, gets -2 to all rolls for each Condition until they make a Saving Throw but that COndition does not nessesarily provide CA to an opponent.[/COLOR][/FONT] [FONT=Times New Roman][COLOR=silver][B]Saving Throws[/B][/COLOR][/FONT] [FONT=Times New Roman][COLOR=silver]Roll d20 at the end of your turn, if you get 11 or more, you are no longer affected by any Condition (including Unconsciousness).[/COLOR][/FONT] [B][COLOR=windowtext][FONT=Times New Roman][COLOR=silver]Other Hazards[/COLOR][/FONT][/COLOR][/B] [FONT=Times New Roman][COLOR=silver][B]Falling:[/B] 1d6 damage per 10', half damage on successful save. [/COLOR][/FONT] [FONT=Times New Roman][COLOR=silver][B]Spikes: [/B]add +1 point to falling damage per 10' fallen, max +10[/COLOR][/FONT] [FONT=Times New Roman][COLOR=silver][B]Poison:[/B] Save to avoid or for half, depending on poison. Effect varies with poison type.[/COLOR][/FONT] [FONT=Times New Roman][COLOR=silver][B]Extreme Heat & Cold:[/B] If not wearing suitable protection, roll to save once every 10 minutes, taking 1d6 damage on each failed save.[/COLOR][/FONT] [/QUOTE]
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