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<blockquote data-quote="Wulf Ratbane" data-source="post: 4040560" data-attributes="member: 94"><p>Bump. I have been working in this with GlassJaw for some time; many folks have (privately) already seen it.</p><p></p><p>Some folks have playtested it. (It went well.)</p><p></p><p>As you can see, it is gathered from many sources, old and new, including some of the better 4e philosophies.</p><p></p><p><strong><span style="font-size: 12px">Overall design goal</span></strong></p><p>Maintain backwards compatibility as much as possible.</p><p>By preference, change the PC mechanics-- <em>don't</em> change the world mechanics.</p><p></p><p><strong>Power Curve</strong></p><p>• All PC’s receive three maximum HD + 1x Con bonus at 1st level.</p><p>• At each subsequent level, a PC may choose to take the average hit points (rounded up) or roll. This allows for better survivability at 1st, a smoother power curve, and "bigger, better, badder" encounters.</p><p>• NPC statblocks can remain unchanged and can be used "as is" – for example, 1st level Wizard PC, 30 hit points. 1st level Wizard NPC, 4 hit points – again, big distinction between the Heroes and everyone else.</p><p></p><p><strong>10-minute rest period</strong></p><p>• The previous 8-hour rest period becomes 10 minutes.</p><p>• Most per day abilities changed to “per rest” (Ex. smite, rage, etc). (Up for debate: bard song, druid wild shape, others?)</p><p>• All hit points are restored after a 10 minute rest.</p><p>• Any ongoing spell effects on your person are dispelled when your rest is complete, regardless of any duration they may have remaining. This does not apply to <em>instantaneous</em> or <em>permanent</em> durations.</p><p>• Remaining per day abilities are recharged every 24 hours, regardless of rest.</p><p></p><p><strong>New spellcasting system</strong></p><p>All spells are designated as Simple, Complex, or Exotic:</p><p>• Simple spells refresh for free after a rest period. Most single-target combat spells and short duration buffs (bless) are Simple spells.</p><p>• Complex spells do not refresh after a rest period unless you spend 1 Action Point. 1 AP refreshes all Complex spells. </p><p>• Exotic spells do not refresh after a rest period. You can refresh one Exotic spell per AP spent. </p><p>• 0-level spells are always Simple.</p><p>• Any single target, short duration (1 min/level or less) spell is most likely Simple.</p><p>• Any multiple target spell is Complex. Certain low level, short duration spells may be exempt (e.g., bless).</p><p>• Any spells with a duration of 10 minutes or longer are at least Complex.</p><p>• Any Conjuration (creation, calling, or teleport), and any Conjuration (summoning) with a long duration, is Complex.</p><p>• Exotic spells include the big “game breakers” (Divination/Commune, Teleport, Raise Dead) and a few select edge cases.</p><p></p><p>Regardless of classification, and at no AP cost, all spell slots are still refreshed once per day (a 24-hour period). That is, no spellcaster will cast <em>fewer</em> spells per day under this system than in 3.5e.</p><p></p><p><strong>Action Points</strong></p><p>• Characters receive AP’s equal to 5 + ½ their level. This pool of Action Points refreshes when the PC gains a level.</p><p>• PCs receive additional action points when significant Quests and Milestones (as designated by the DM) are accomplished. Some DM’s may want to hand the PCs a physical reminder of each Quest (index card, etc.) that shows how many AP’s it is worth on completion.</p><p>• When forming a party, the PCs may decide to create a Party Pool. The AP’s in a Party Pool may be used by any member of the party at any time. In order to create a Party Pool, each PC must contribute one of their own AP’s to the pool. Once created, players may only add AP’s to the Party Pool when designated by the DM (usually at the beginning of a Quest).</p><p>• Some Quest rewards only add AP’s to the Party Pool.</p><p>• AP’s may be spent on the following five broad uses:</p><p>o Improve any d20 roll.</p><p>o Negate a critical threat.</p><p>o Confirm a critical threat without having to roll.</p><p>o Use a limited (“per rest”) ability an additional time.</p><p>o Emergency stabilize – If you have 0 or less hit points, you may spend an action point to automatically stabilize; you do not have to make a Fort save to stabilize.</p><p>• A PC must spend an AP to get raised from the dead (dying with no AP’s = bad news).</p><p></p><p><strong>Death and Dying</strong></p><p>• At 0 hp or less, you fall unconscious and are dying.</p><p>• There is no negative hit point limit.</p><p>• On your turn, you must make a Fort save (DC = 10 + your current negative hit point total) to stabilize. </p><p>• If you succeed, you stabilize at your current hit point total. If you fail three stabilization rolls in a row, you die.</p><p>• If you receive additional damage while stable, you are returned to dying status and must begin trying to stabilize again.</p><p>• If a character with negative hit points receives healing, he returns to 0 hp before any healing is applied.</p><p></p><p><strong>Iterative Attacks / Damage bonus</strong></p><p>• Remove iterative attacks. </p><p>• Gain bonus to damage equal to one-half BAB. </p><p>• Monsters and characters with multiple attacks (claw/claw/bite and TWF, for example) retain their multiple attacks. Multiple attacks are distinct from iterative attacks.</p><p></p><p><strong>Attacks of Opportunity</strong></p><p>• If you begin your turn in an unthreatened square, your movement that round does not provoke an attack of opportunity, even if you move through threatened squares.</p><p>• If you begin your turn in a square threatened by an opponent, you will provoke an attack of opportunity from each such enemy if you move away, as normal.</p><p>• Other sources of AoO’s remain.</p><p></p><p><strong>Sneak Attack</strong></p><p>• Sneak attack is effective against any creature that can be flanked.</p><p>• Immunity to critical hits no longer grants immunity to sneak attack.</p><p></p><p><strong>Destroy Undead turning variant</strong></p><p>• Turning deals damage instead of causing undead to flee.</p><p>• Area of Effect: 60’ radius burst; must have line of effect.</p><p>• Damage is 1d6+1/turn level (Will save DC = 10 + ½ level + Cha for half damage)</p><p>• Turn Resistance grants the creature DR against turning equal to TR rating * HD and a bonus to their Will save.</p><p>• Knowledge (religion) 5 ranks grants a +2 damage bonus to the damage roll.</p><p>• Improved Turning feat: +1 turn level (unchanged).</p><p>• Empower Turning feat: 1.5 x damage rolled.</p><p>• Greater Turning domain ability: Maximizes damage.</p><p></p><p><strong>Save or Die / Save or Suck Spells</strong></p><p>• This change mitigates the problem of a single bad roll at the beginning of a battle completely removing the PC (and more importantly, the player) from the rest of the encounter.</p><p>• This category includes any harmful spell or effect where the Save is specified as <em>negates</em> or <em>partial</em>, and the duration is <em>instantaneous</em> or <em>permanent</em>.</p><p>• If the target is not bloodied, the target receives two saving throws against the effect; if either save succeeds, the spell has no effect.</p><p>• Targets that are bloodied receive only the one save, as normal.</p><p>• Bloodied is defined as “less than 50% hit points remaining.”</p><p></p><p><strong>Passive Perception</strong></p><p>• All characters are assumed to Take 10 with Perception at all times. This allows the PC to “get a feeling” that a trap or secret door is close. </p><p>• Search is still required to find the actual location.</p><p>• Trapfinding is required to notice traps with DC’s above 20.</p><p>• Trap sense grants a bonus to Passive Perception.</p><p></p><p><strong>Static NPC opposed rolls</strong></p><p>• For special attack actions such as disarm, bull rush, trip, grapple, etc, players always roll, whether defending or attacking, whereas NPC’s and monsters always “Take 10”.</p><p></p><p><strong>Energy Drain</strong></p><p>• Remove chance of permanent level loss.</p><p></p><p><strong>Skill Consolidation</strong></p><p>• Spot and Listen become Perception</p><p>• Hide and Move Silently become Stealth.</p><p>• Others at GM discretion... (Balance and Tumble become Acrobatics, etc)</p><p></p><p><strong>Feat Changes</strong></p><p>• Dodge adds +1 to AC at all times (no single target/designation required).</p><p>• Skill Focus adds +3 to one skill or +2 to two skills.</p><p>• Toughness adds 3 hit points at 1st level, and +1 hit point each additional level.</p><p>• Weapon Focus (and Greater), Weapon Specialization (and Greater), Improved Critical: Choose one weapon damage type (slashing, piercing, bludgeoning, ranged) rather than a specific weapon.</p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 4040560, member: 94"] Bump. I have been working in this with GlassJaw for some time; many folks have (privately) already seen it. Some folks have playtested it. (It went well.) As you can see, it is gathered from many sources, old and new, including some of the better 4e philosophies. [b][size=3]Overall design goal[/size][/b] Maintain backwards compatibility as much as possible. By preference, change the PC mechanics-- [i]don't[/i] change the world mechanics. [b]Power Curve[/b] • All PC’s receive three maximum HD + 1x Con bonus at 1st level. • At each subsequent level, a PC may choose to take the average hit points (rounded up) or roll. This allows for better survivability at 1st, a smoother power curve, and "bigger, better, badder" encounters. • NPC statblocks can remain unchanged and can be used "as is" – for example, 1st level Wizard PC, 30 hit points. 1st level Wizard NPC, 4 hit points – again, big distinction between the Heroes and everyone else. [b]10-minute rest period[/b] • The previous 8-hour rest period becomes 10 minutes. • Most per day abilities changed to “per rest” (Ex. smite, rage, etc). (Up for debate: bard song, druid wild shape, others?) • All hit points are restored after a 10 minute rest. • Any ongoing spell effects on your person are dispelled when your rest is complete, regardless of any duration they may have remaining. This does not apply to [i]instantaneous[/i] or [i]permanent[/i] durations. • Remaining per day abilities are recharged every 24 hours, regardless of rest. [b]New spellcasting system[/b] All spells are designated as Simple, Complex, or Exotic: • Simple spells refresh for free after a rest period. Most single-target combat spells and short duration buffs (bless) are Simple spells. • Complex spells do not refresh after a rest period unless you spend 1 Action Point. 1 AP refreshes all Complex spells. • Exotic spells do not refresh after a rest period. You can refresh one Exotic spell per AP spent. • 0-level spells are always Simple. • Any single target, short duration (1 min/level or less) spell is most likely Simple. • Any multiple target spell is Complex. Certain low level, short duration spells may be exempt (e.g., bless). • Any spells with a duration of 10 minutes or longer are at least Complex. • Any Conjuration (creation, calling, or teleport), and any Conjuration (summoning) with a long duration, is Complex. • Exotic spells include the big “game breakers” (Divination/Commune, Teleport, Raise Dead) and a few select edge cases. Regardless of classification, and at no AP cost, all spell slots are still refreshed once per day (a 24-hour period). That is, no spellcaster will cast [i]fewer[/i] spells per day under this system than in 3.5e. [b]Action Points[/b] • Characters receive AP’s equal to 5 + ½ their level. This pool of Action Points refreshes when the PC gains a level. • PCs receive additional action points when significant Quests and Milestones (as designated by the DM) are accomplished. Some DM’s may want to hand the PCs a physical reminder of each Quest (index card, etc.) that shows how many AP’s it is worth on completion. • When forming a party, the PCs may decide to create a Party Pool. The AP’s in a Party Pool may be used by any member of the party at any time. In order to create a Party Pool, each PC must contribute one of their own AP’s to the pool. Once created, players may only add AP’s to the Party Pool when designated by the DM (usually at the beginning of a Quest). • Some Quest rewards only add AP’s to the Party Pool. • AP’s may be spent on the following five broad uses: o Improve any d20 roll. o Negate a critical threat. o Confirm a critical threat without having to roll. o Use a limited (“per rest”) ability an additional time. o Emergency stabilize – If you have 0 or less hit points, you may spend an action point to automatically stabilize; you do not have to make a Fort save to stabilize. • A PC must spend an AP to get raised from the dead (dying with no AP’s = bad news). [b]Death and Dying[/b] • At 0 hp or less, you fall unconscious and are dying. • There is no negative hit point limit. • On your turn, you must make a Fort save (DC = 10 + your current negative hit point total) to stabilize. • If you succeed, you stabilize at your current hit point total. If you fail three stabilization rolls in a row, you die. • If you receive additional damage while stable, you are returned to dying status and must begin trying to stabilize again. • If a character with negative hit points receives healing, he returns to 0 hp before any healing is applied. [b]Iterative Attacks / Damage bonus[/b] • Remove iterative attacks. • Gain bonus to damage equal to one-half BAB. • Monsters and characters with multiple attacks (claw/claw/bite and TWF, for example) retain their multiple attacks. Multiple attacks are distinct from iterative attacks. [b]Attacks of Opportunity[/b] • If you begin your turn in an unthreatened square, your movement that round does not provoke an attack of opportunity, even if you move through threatened squares. • If you begin your turn in a square threatened by an opponent, you will provoke an attack of opportunity from each such enemy if you move away, as normal. • Other sources of AoO’s remain. [b]Sneak Attack[/b] • Sneak attack is effective against any creature that can be flanked. • Immunity to critical hits no longer grants immunity to sneak attack. [b]Destroy Undead turning variant[/b] • Turning deals damage instead of causing undead to flee. • Area of Effect: 60’ radius burst; must have line of effect. • Damage is 1d6+1/turn level (Will save DC = 10 + ½ level + Cha for half damage) • Turn Resistance grants the creature DR against turning equal to TR rating * HD and a bonus to their Will save. • Knowledge (religion) 5 ranks grants a +2 damage bonus to the damage roll. • Improved Turning feat: +1 turn level (unchanged). • Empower Turning feat: 1.5 x damage rolled. • Greater Turning domain ability: Maximizes damage. [b]Save or Die / Save or Suck Spells[/b] • This change mitigates the problem of a single bad roll at the beginning of a battle completely removing the PC (and more importantly, the player) from the rest of the encounter. • This category includes any harmful spell or effect where the Save is specified as [i]negates[/i] or [i]partial[/i], and the duration is [i]instantaneous[/i] or [i]permanent[/i]. • If the target is not bloodied, the target receives two saving throws against the effect; if either save succeeds, the spell has no effect. • Targets that are bloodied receive only the one save, as normal. • Bloodied is defined as “less than 50% hit points remaining.” [b]Passive Perception[/b] • All characters are assumed to Take 10 with Perception at all times. This allows the PC to “get a feeling” that a trap or secret door is close. • Search is still required to find the actual location. • Trapfinding is required to notice traps with DC’s above 20. • Trap sense grants a bonus to Passive Perception. [b]Static NPC opposed rolls[/b] • For special attack actions such as disarm, bull rush, trip, grapple, etc, players always roll, whether defending or attacking, whereas NPC’s and monsters always “Take 10”. [b]Energy Drain[/b] • Remove chance of permanent level loss. [b]Skill Consolidation[/b] • Spot and Listen become Perception • Hide and Move Silently become Stealth. • Others at GM discretion... (Balance and Tumble become Acrobatics, etc) [b]Feat Changes[/b] • Dodge adds +1 to AC at all times (no single target/designation required). • Skill Focus adds +3 to one skill or +2 to two skills. • Toughness adds 3 hit points at 1st level, and +1 hit point each additional level. • Weapon Focus (and Greater), Weapon Specialization (and Greater), Improved Critical: Choose one weapon damage type (slashing, piercing, bludgeoning, ranged) rather than a specific weapon. [/QUOTE]
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