Thursday, 23 February 2012

Dungeons & Dragons 3.X: Ajax Configuration



While becoming aware of the shortcomings of Labyrinth Lord, I was also thinking about what to exchange it with. There are things I don't like about 3.5/PF, but the truth of the matter is that those systems also have things I do like. And then there's the not inconsequential aspect of us owning all but a few of the 3.5 books, as well as several d20 games, including Pathfinder. I just can't justify purchasing a new system just to play-test it.

Here the result of my ruminations. If we end up pulling the plug on LL, I think I'll use something like this:

This D&D 3rd Edition hack intends to provide a system that balances the various aspects I want from of fantasy roleplaying. The chassis of this system is 3.5, with certain mechanics from Star Wars d20 Revised Edition welded on. Magic has also been been changed somewhat so as to give it certain Vancianesque qualities. Some house rules have also been included in this post.


The following changes are applied to the 3.5 rules.

Alignment
Alignments are divided into Lawful, Neutral, and Chaotic.

Rolling 20
If a 20 is rolled on a “to hit” roll, normal rules apply. If a 20 is rolled on a skill check, it counts as an open ended roll, and the die is rolled again, adding the new number to the total.

Hit Points
Hit Points are divided into two categories, Wound Points (WP) and Vitality Points (VP). A character's Vitality Points reflect the amount of punishment she can take before taking any actual damage. Arrows will shoot through her cloak or miss by a a hair's width, sword blows will be parried or glance off armour, she will roll to break falls, etc. VP is determined by class levels and Constitution modifier. Only when all VP has been spent, or if an attacker scores a critical hit, will she take any actual damage, or WP. WP is determined by Constitution score. If a character has 0 WP, she is unconcious, and if she is brought to (- Constitution) WP, she is dead.

Note that when rolling for VP, all 1's are re-rolled.

Armour
Armour does not make it harder for anyone to actually hit someone, rather it makes it harder to injure them. As such, instead of AC, armour provides the wearer with Damage Reduction (DR). The DR is subtracted from any WP damage inflicted. Shields give the bearer an increased Defence. Note that characters gain a bonus to their defence based on their class.

Table 2.1: Armour

Cost
DR
Max Dex
Armour Check
Weight
Light





Padded
10 gp
1
8
0
10 lb.
Leather
5 gp
1
6
0
15 lb.
Chain shirt
100 gp
2
4
-1
25 lb.
Medium





Hide
15 gp
3
4
-3
25 lb.
Scale mail
50 gp
3
5
-3
30 lb.
Chain mail
150 gp
4
2
-5
40 lb.
Breast plate
200 gp
5
3
-4
30 lb.
Heavy





Banded mail
250 gp
6
1
-6
35 lb.
Half plate
600 gp
7
0
-7
40 lb.
Full plate
1,500 gp
8
0
-8
50 lb.

Table 2.2: Shields

Cost
Defence Bonus
Weight
Buckler
2 gp
+2
2 lb.
Small wooden
3 gp
+3
4 lb.
Small metal
5 gp
+3
6 lb.
Large wooden
5 gp
+4
5 lb.
Large metal
10 gp
+4
8 lb.
Tower
15 gp
+5
15 lb.


Weapons
All weapon damage is doubled. A dagger does 2d4, an arrow from a longbow does 2d8, etc. All weapon threat-ranges remain unchanged from the 3.5 PHB.

Defense Bonus (DB)
Characters gain a bonus to their defense based on their class and level. The effective DB of a character is (10 + class DB + Dex bonus + misc.)

Table 1.1: Defensive Bonuses by Class
Lvl
Barbarian
Bard
Cleric
Druid
Fighter
Paladin
Ranger
Rogue
Spell Caster
1st
3
2
3
3
3
3
2
2
2
2nd
3
2
4
4
3
3
2
2
2
3rd
4
2
4
4
4
4
3
3
3
4th
4
3
4
4
4
4
3
3
3
5th
5
3
5
5
5
5
4
4
4
6th
5
4
5
5
5
5
4
4
4
7th
6
4
6
6
6
6
5
5
5
8th
6
4
6
6
6
6
5
5
5
9th
7
5
6
6
7
7
6
6
6
10th
7
5
7
7
7
7
6
6
6
11th
8
6
7
7
8
8
7
7
7
12th
8
6
8
8
8
8
7
7
7
13th
9
6
8
8
9
9
8
8
8
14th
9
7
8
8
9
9
8
8
8
15th
10
7
9
9
10
10
9
9
9
16th
10
8
9
9
10
10
9
9
9
17th
11
8
10
10
11
11
10
10
10
18th
11
8
10
10
11
11
10
10
10
19th
12
9
10
10
12
12
11
11
11
20th
12
9
11
11
12
12
11
11
11

Multiclassing
When multiclassing, a character gains all the benefits of the 1st level of the new class, except from the DB. When adding a new class, subtract 2 from the DB given for the class (e.g. a 4th lvl Bard multiclassing as a Fighter would have a DB of 3 from his previous class, plus 1 from his new class, giving a total DB of 4).

Magic
Magic is not a passive tool, it is a wild and terrible force, harnessed through rituals and force of mind. When a magician memorises a spell, he actually binds the magical essence to his soul. The spell progression table determines how many spell-levels he can store. To determine his capacity, add all spell levels + bonus spells. It is possible to memorise more spells than this, or spells of a higher level than what's available for the magician's current level, but this comes with a price.

Memorising extra spells
If a character attempts to exceed his safe limit for spells within his range, he must roll a Caster Level check, DC 15 + extra spell levels. If this is unsuccessful, he fails, but until he's rested at least 8 hours, his casting of any spell will be treated as if he's exceeded his safe limit.

Memorising high-level spells
If the magician attempts to memorise a spell of a higher level than safely allowed, he must roll a Caster Level check, DC 15 + spell level. If this is unsuccessful, he takes Intelligence damage equal to the level of the spell. In addition, until he's rested at least 8 hours, his casting of any spell will be treated as if he's exceeded his safe limit. Note that the caster's level will determine the spell's effect (e.g. a Fireball cast by a 3rd lvl character will do 3d6 worth of damage).

Casting spells
To cast a spell, the magician must roll a Spellcraft check, DC 10 + spell level. If successful, the spell works as normal, while failure means the spell was not cast. A fumble will result in the spell running amok - it may target someone at random, or cause some other catastrophic mishap. If the modified result is twice the DC, the spell will work at maximum potential (e.g. a Fireball will do 10d6 worth of damage).

Spell Books
A magician may memorise any spell he has access to, be it in a spell book or on a scroll. To read another magician's spell book, the magician must roll a Knowledge (Arcana) check, DC 15 + level of scribe. Note that since stealing a magician's spell book is such a lucrative undertaking, most magicians will write their librams in code, and often put both magical and mundane traps on the book.

Taking 10/Taking 20
You can take 10, but you may not take 20 on the above noted checks.

[Picture source unknown]

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