[UA] Player Handout for VP/WP, Defense, Armor as DR, & Action Pts.

Ashrem Bayle

Explorer
I did a handout for my players who don't have Unearthed Arcana and I thought you guys might find it useful. Note that there are some tweaks in it that I did for my own campaign that you may or may not wish to change in your own games.

For quick refference, here are some of the changes I made:

Wound/Vitality:

Disabled/Dying rules (A static DC was too easy for high Fortitude monsters to make.)
Added "Overkill" to work with the Disable/Dying rules.
Changed Sneak Attacks

Defense

Does not help against Touch Attacks. (This weakened too many spells.)
Lowered the Defense values for all classes.

Armor as Damage Reduction
Masterwork Armor nows adds a +1 to the armor's AC bonus as well as the standard -1 to armor check penalty.

Action Points
Several minor changes including making the action die increase from 1d6 to 1d10 as the characters increase in level. Reasoning: Is a bonus 1d6 worth an action point to an 18th level character?

Anyway, here it is. Let me know what you think.

BTW - You need these fonts for it to look right:
Pterra
Gouldy Old Style
Gouldy Old Style, Italic
Gouldy Old Style, Bold

As far as I know, with the OGL and all, this is legal. Someone correct me if I'm wrong.
 
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To fix action points I just use the Force Point rules from Star Wars upon which action points were based. Good characters use the Light Side progression (which maxes out at 7d6) and Evil characters use the Dark Side (which maxes at 5d6 but starts you out with 2d6 instead of 1). I run a heroic campaign so I don't mind that in the end good is more powerful than evil.

waits for the inevitable Spaceballs reference to good being dumb.
 

Ashrem Bayle said:
As far as I know, with the OGL and all, this is legal. Someone correct me if I'm wrong.
Based on my understanding of the OGL, you'll need to include a copy of it in the handout (especially with posting it here on the boards). Since you changed some stuff, you'll also want to update section 15 with your own copyright notice. Of course, that's just my understanding.

Regardless, thanks for posting it. That saves me from having to completely retype the Action Point rules for my own group.
 

Calico_Jack73 said:
To fix action points I just use the Force Point rules from Star Wars upon which action points were based. Good characters use the Light Side progression (which maxes out at 7d6) and Evil characters use the Dark Side (which maxes at 5d6 but starts you out with 2d6 instead of 1). I run a heroic campaign so I don't mind that in the end good is more powerful than evil.

waits for the inevitable Spaceballs reference to good being dumb.
Actually, Action Points come from d20 Modern, not Star Wars at all.

And Evil will always triumph, because Good is dumb.
 
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I'm going to take it down now. I don't have time to add all the legal stuff and I don't want to stir up a hornet's nest.

For those of you who got it, enjoy!
 

If anyone needs document versions of any of the files I've completed, for handouts to your players and what-not, I've done the following for myself:

Fractional Base Bonuses
Gestalt Characters
Craft Points
Out-of-turn Dodge
Recharging Magic Items
Recharge Magic
Metamagic and Spontaneous Magic
Adding a Favored Class
 

Cool. I wouldn't mind getting the info on Gestalt characters.

Thanks Creamy.
Just email me.

Send to mm17915[at]charter.net
 
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Sorry, due to the viruses floating around the net, our network has started stripping attachments, both incoming and outgoing. :(

Hopefully, someone else who grabbed it would be willing.
 

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