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<blockquote data-quote="MagicSN" data-source="post: 7013179" data-attributes="member: 6784745"><p>- Saving Throws of Enemies will be rolled by the players (with DC-12, they work into the</p><p> "other direction", mathematically this results in the same)</p><p>- Only Players: Deal +50% Dmg on a Crit Spell, Players+Enemies: No Damage at all on a </p><p> natural 20 on a Save</p><p>- Shield Spell: Only works on the attack where it is used</p><p>- Concentration: A new feat exists, giving +1 Wis/Int/Cha. Allows for a second </p><p> concentration spell but while using this DC is 15 min. then, not 10.</p><p>- Tunnel Fighter: Usage only 1x per round, but with Bonus Dmg equal to level and </p><p> reduces movement to 0 ft. Does not stack with Sentinel.</p><p>- Beastmaster Ranger: Lvl 5 Feature does not stack with Extra Attack from Multiclass</p><p> with Fighter/Barbarian/etc.</p><p>- Attunement: All magic items need attunement (asides from pure-"plus" armor/weapons),</p><p> but you can attune 5.</p><p>- Skills: SOme of the weaker skills (Performance, Religion,...) are put together to other</p><p> Skills (History+Religion+Medicine = Knowledge, for example), it is sometimes - if the</p><p> situation fits - possible to roll on a different ability with skills than the default</p><p> one, and backgrounds only give 1 skill (but choosable from any)</p><p>- Monkweapon: If fighting with a magic weapon the bonus of this weapon can also be</p><p> applied to unarmed attacks, assuming he uses monk dice for all attacks</p><p>- Suggestion: Not working in combat</p><p>- Sharpshooter/GWM: -5/+10 Only 1x/Round</p><p>- Frenzy Barbarian: No exhaust. But costs 2 Rage to get into rage with Frenzy instead of 1.</p><p>- Attributes from Races: one "plus" can be put to a different Ability</p><p>- Banishment: Save per round</p><p>- Potions: Need no concentration</p><p>- Smite: Only 1 Smite per round, Caster-smites need no concentration, count also as smites</p><p> for this rule, though</p><p>- Skillfeature of Rogue: Instead of all rolls of 9 or lower being raised, the rogue gets</p><p> advantage. This advantage can in case of 2 reasons for disadv. get into a disadv.</p><p>- Multiclass: More than 2 Classes only on special permission</p><p>- Critical Death Saves: Natural 1 is only a normal failure</p><p>- Armor Magic Items Boni: Not additive, only from one source</p><p>- Prone: When getting up, next round Disadv. on all attacks</p><p>- Stat-Raising items like Ogre strength/Giant belt: Fixed Stat Bonus (+2..+5 depending on</p><p> item)</p><p>- Lots of houserule magic items (including also "Mana Potion", returning spell 2d4+2 spellpoints </p><p> - we use the optional spellpoint rule)</p><p>- some of our GMs crits/crit failures for skill rolls</p><p>- "Fail Forward" system from Dungeonworld on Skill Rolls(for example "I check how many enemy guards there are" - Success, the character knows the</p><p>initially planned number of guards, Crit - some of them go away for some reason, Crit Failure</p><p>"oh, a new contingency of Guards just arrived"). We had major NPCs dying or getting terminal</p><p>illnesses or whole castles being razed due to a Player rolling 1 ;-) Sometimes it leads players</p><p>to comments like "The duke's fate is in the hand of your dice now... don't roll below 5 - below</p><p>5 with skill/ability modifier included also gives pretty bad results...)</p></blockquote><p></p>
[QUOTE="MagicSN, post: 7013179, member: 6784745"] - Saving Throws of Enemies will be rolled by the players (with DC-12, they work into the "other direction", mathematically this results in the same) - Only Players: Deal +50% Dmg on a Crit Spell, Players+Enemies: No Damage at all on a natural 20 on a Save - Shield Spell: Only works on the attack where it is used - Concentration: A new feat exists, giving +1 Wis/Int/Cha. Allows for a second concentration spell but while using this DC is 15 min. then, not 10. - Tunnel Fighter: Usage only 1x per round, but with Bonus Dmg equal to level and reduces movement to 0 ft. Does not stack with Sentinel. - Beastmaster Ranger: Lvl 5 Feature does not stack with Extra Attack from Multiclass with Fighter/Barbarian/etc. - Attunement: All magic items need attunement (asides from pure-"plus" armor/weapons), but you can attune 5. - Skills: SOme of the weaker skills (Performance, Religion,...) are put together to other Skills (History+Religion+Medicine = Knowledge, for example), it is sometimes - if the situation fits - possible to roll on a different ability with skills than the default one, and backgrounds only give 1 skill (but choosable from any) - Monkweapon: If fighting with a magic weapon the bonus of this weapon can also be applied to unarmed attacks, assuming he uses monk dice for all attacks - Suggestion: Not working in combat - Sharpshooter/GWM: -5/+10 Only 1x/Round - Frenzy Barbarian: No exhaust. But costs 2 Rage to get into rage with Frenzy instead of 1. - Attributes from Races: one "plus" can be put to a different Ability - Banishment: Save per round - Potions: Need no concentration - Smite: Only 1 Smite per round, Caster-smites need no concentration, count also as smites for this rule, though - Skillfeature of Rogue: Instead of all rolls of 9 or lower being raised, the rogue gets advantage. This advantage can in case of 2 reasons for disadv. get into a disadv. - Multiclass: More than 2 Classes only on special permission - Critical Death Saves: Natural 1 is only a normal failure - Armor Magic Items Boni: Not additive, only from one source - Prone: When getting up, next round Disadv. on all attacks - Stat-Raising items like Ogre strength/Giant belt: Fixed Stat Bonus (+2..+5 depending on item) - Lots of houserule magic items (including also "Mana Potion", returning spell 2d4+2 spellpoints - we use the optional spellpoint rule) - some of our GMs crits/crit failures for skill rolls - "Fail Forward" system from Dungeonworld on Skill Rolls(for example "I check how many enemy guards there are" - Success, the character knows the initially planned number of guards, Crit - some of them go away for some reason, Crit Failure "oh, a new contingency of Guards just arrived"). We had major NPCs dying or getting terminal illnesses or whole castles being razed due to a Player rolling 1 ;-) Sometimes it leads players to comments like "The duke's fate is in the hand of your dice now... don't roll below 5 - below 5 with skill/ability modifier included also gives pretty bad results...) [/QUOTE]
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