Variant Rules

Falstaff

First Post
How many of you DMs use the variant rules from the DMG in your campaigns? For example, Stun or the Instant Kill rule (confirming a crit with a 20).
 

log in or register to remove this ad


Re: Re: Variant Rules

Zarrock said:


I use Instant Kill, Clobbered and Defense Rolls IMC...

-Zarrock

How does the Defense Roll work in combat? Does it slow things down? I remember reading this and thinking it was pretty cool. It adds back in some of the randomness of combat.
 

Re: Re: Re: Variant Rules

Falstaff said:


How does the Defense Roll work in combat? Does it slow things down? I remember reading this and thinking it was pretty cool. It adds back in some of the randomness of combat.

Yeah - that's exactly why I included it. My player's liked it instantly as they felt it also gave them a chance to actively avoid being hit (go figure). It can slow combat down a bit, admittedly, but using the "roll all dice at once" suggestion from the 3.0 DMG (or is it PHB) more or less eliminates this.

Definitely makes battles more unpredictable (but not to the point of the ridiculous).

-Zarrock
 

I often use the Variant: Free-Form Experience on pg 168, except that instead of "per encounter" I do it "per hour of game time" - my sessions being about 3 hours.

It was a compromise because the party after two years of regular play was only level 5 :)

In this way, the party now levels about once per month instead of every 6 months, if they do well and make it to every session.
 



Falstaff said:


Can you explain?

Of course, when ruling a d20 for skills, attack, saving throws, or attribute checks a naturral 20 is figured as a 30 and a natural 1 is figured as a -10. Then all bonuses are added it to figure out if the roll was sucessful or not. I don't use 20 as auto success and 1 as auto failure.
 

Another popular variant on the method Crothian uses is to leave things "open-ended". It's been discussed on the boards before.

On a natural 20 [amazing success], treat it as a 20, but roll again and add the result of the die. Keep rolling and adding if the player continues to roll 20s.

For a roll of 1 [critical failure], treat as 1 (or 0, if you like), but roll again and subtract the value of the die. If a 20 shows up, roll again and keep subtracting.

This allows for a very small chance for an amazingly good or amazingly bad result, to model the situation where everyone is sometimes capable of amazing things (good or bad).

Personally, I just use the rule as-is in the books, but I wouldn't mind playing with the rule Crothian mentioned or the open-ended variant.
 

In a pre3e game I played in they used open ended d20 rolling but a 1 counted as -20 and your second roll added to that, if you rolled another 1 it went down to -40 and you rolled a third time, etc. This kept 20 good 1 bad no matter when it was rolled.

The best was succeeding on a skill roll after rolling a 1.
 
Last edited:

Remove ads

Top