Saturday, April 11, 2020

5e Homebrew Rules

Average of Dice Outcomes
5e works to streamline and simplify game play. One way 5e does this is by using the average of dice outcomes. This is evident in passive ability scores as well as the hit points on level up rule that allows players the choice to either roll for their additional hit points or take the average of their hit die. You can apply this to damage, critical hits, and potions of healing.

Damage
Whenever a creature makes a successful attack, they can use choose to roll for damage and add modifiers or take the average damage rounded down and add modifiers. The average of a d4 is 2.5, a d6 is 3.5, a d8 is 4.5, and d10 is 5.5, and a d12 is 6.5.

Critical Hits
It's disappointing when you score a critical hit and roll low damage. When a critical hit is successfully rolled,  the player can choose to roll for damage as normal or take the average of all the damage die and add their damage modifiers. For example, a longsword does 1d8+Modifiers damage. On a crit, you will roll 2d8+Modifiers damage. The average of a d8 is 4.5. Therefore, the average of 2d8 is 9.

Potions of Healing
Potions of healing do not do work consistently. You might have a good potion or a not so good potion. This is because each potion is brewed by hand by artisans of varying skill with tools and ingredients of varying quality. The potions do not always come out the same.

The player may either roll to determine the effect of a potion of healing or take the average of the dice rolls and add the bonus. For example, a Potion of Healing heals 2d4+2 hit points. The average roll of a d4 is 2.5. Therefore, the player may roll or take 2.5+2.5+2 (7 hit points).

Called Shots
A called shot is an attack made with the intention to inflict a temporary handicap to the target. The attacker declares a called shot and specifies a body part before making an attack roll. The attack roll is made with disadvantage because of the precision and skill required to successfully inflict a handicap. Normal rules of advantage and disadvantage apply. See the table below for handicaps based on the targeted body part. The DM can rule that a creature is too powerful to be handicapped. You can not inflict handicaps on creatures 2 size classes higher than you except when making a called shots to the eyes when its reasonable for you to target the eyes.
  • Eyes > Target takes the blind condition
  • Head > for 1d4 rounds, Target either either the Stunned condition or target has disadvantage on concentration saving throws
  • Weapon Arm / Hand > Disadvantage on Attack Rolls made with this arm
  • Spellcasting Arm / Hand > Target creature takes a handicap to cast spells requiring somatic components: has disadvantage on attack rolls & whenever the creature casts a spell required a Saving Throw, their targets have advantage on saving throws.
  • Shield Arm / Hand > Target cannot use shield actions or gain AC from Shields
  • Legs or Feet > Target loses 10 ft of movement maximum of 20 ft.
Recovery from Handicaps
There are different ways to recover from a handicap.
*A successful medicince check DC 15 made by expending one use of a healers kit.
*After a short rest, a creature can make one DC 15 con save to recover
*Creatures recover from one handicap after completing a long rest.
*Lessor restoration removes one handicap or greater restoration removes all handicaps.


Multi-Classing
You can't just decide to change your class and get all your new features right away. You have to train and training takes time. Training rules in 5e say 250 days to learn something new. If you multi-class and skip your training, your starting proficiencies will be drip-fed to you over several levels. You don't necessarily get to keep all your old powers either.
      First, your character, not you, must have a good reason to change their class. Your background is where you came from, but your class is who you are now. Does it make sense for an acolyte paladin to become a rogue? Does it make sense for a sailor rogue to become a cleric? Does it make sense for anyone with an urban background to become a barbarian? Why would a barbarian tribe take you? And no, you can't go back and forth, alternating your class every other level.
      Second, you have to find an NPC who is a master practitioner of that class who is willing accept you as a student or apprentice. They may want to make you prove yourself first or swear an oath of loyalty. Clerics and paladins have to be ordained. Your potential master might just reject you because you're friends with a chaotic wizard, a neutral bard, and an evil rogue. You also serve your master now. If you stop serving them, they stop teaching you and you can no longer gain levels in that class. You go back to your old class and your XP resets for the level you're currently working on. Watch out if your old class is a warlock or divine spellcaster.
      To become a divine spellcaster, you must be granted your powers by a higher authority. If you leave a divine spellcasting class, your higher authority will withdraw their powers from you because you are no longer a faithful servant, you have broken your vows and commitments and you have rejected them, and they will not take you back. Warlocks who stop being warlocks give up their pacts.
      If you become a fighter, you don't gain proficiency in heavy armor, shields, and martial weapons in one day. Your master will start you off with one or two weapons which they decide for you and shields. On the next level, they'll start you on heavier armor, not necessarily heavy armor, and another weapon.
      A cantip is a simple spell that is fixed in your mind by constant practice. If you transition into a magic class that has cantrips, you do not have your cantrips down or have any spells known yet. You've never casted a spell before, why would you already have a spell permanently fixed in your mind? Your arcane spell list will be picked for you by your master based on what spells they know or are willing to teach or are willing to let you have. Specialties like your cleric domain, wizard traditions, and for that matter, the sub-class available to your class at third level are also decided by what your master knows how to teach.
      If you want to become a rogue, essentially a criminal, you have to learn from a criminal. Criminals are dangerous and they might double-cross you. What stops that criminal from charging you 500 gp and saying “that's how you steal” or setting you up to take the blame for a crime they've planned.
      New barbarians have to learn to tap into their rage or they can't rage reliably. New bards better have proficiency in a musical instrument already or they can't use instruments as an arcane focus until they gain one bard level. Monks have to find inner peace before they can use Ki points.

Crafting
You are only able to craft items if you have taken the guild artisan background, otherwise, you're formerly whatever your class and background say you are and you don't know any other art or craft. Seek training. The type of items you're able to craft depend on which guild artisan specialty you chose. If you want to craft, you must have all the tools, materials, facilities, and a recipe, and it's going to take a butt ass amount of time.

Group Initiative and Turn Order
For ease and speed in a combat encounter, the PCs have the same initiative. The GM can make a roll or decide if the PCs or NPCs go first based on what makes sense for each combat encounter. Players turns go clockwise around the table.

Faster Combat
  • Roll attack dice and damage dice at the same time. 
  • No PHBs or phones allowed at the table. Learn what your spells do or have paper notes. 
  • If you aren't ready on your turn, you lose your turn and the in-game explanation is that your PC was having a moment of indecision.
  • See the rule for group initiative and turn order
  • NPCs and PCs can now only do 2 things on their turn: They can move and they can take one action. Actions described as reactions and bonus actions are exclusively actions now. Instead of additional attacks, you now use additional damage.
Grittier Games (but not hardcore)
  • Roll for your Hit Points at first level and every level. 
  • Hit points are not automatically recovered when you long rest. Instead, your pool of hit die represent your bodys natural healing rate. Resting allows you to spend your hit dice to recover lost hit points. Completing a long rest restores up to half your pool of hit dice, minimum 1 hit die.
  • Limited spells per day is fine, but balance the cost of spells this way instead: When players want to cast any spell, they declare what spell and which target, then must make a spellcasting ability check. If they succeed the ability check, then they can cast the spell as normal by making a spell attack or triggering a saving throw. If they fail the ability check, the spell is misfires or is not cast. If the spellcaster rolls a 1 on their ability check, the casting goes horribly wrong and the spellcaster targets them self. 

Reputation (instead of Charisma)

Attempts to influence the world using speech relies the world's perception of the PCs or their reputation. A PC generally begins with a neutral reputation of 0 and their reputation changes over time depending on the nature of their deeds as well as their successes and failures. A high reputation can earn special treatment, favors, and opportunities. A low reputation might make people suspicious and fearful.

Hiding, Sneaking and Stealth

When a player decides to hide or to be sneaky, the GM can call for the player to make a roll to avoid being detected. The GM should only call for this roll in a moment when a creature that might see, hear, or smell the hero. Likewise, if a creature sneaking up on the heroes, the GM may prompt the players to make a challenge roll to see or hear or otherwise detect the creature when it makes sense for the players to notice the creature.

Falling or Jumping

Jumping or falling from 10 ft or more is dangerous. A creature who can tuck and roll may be able to land without harm if they only fall 10 ft by making a dex or acrobatics check. If they cannot safely land, they take 1d6 damage when they land for every 10 ft they fall.


Critical Hits
Any time anyone rolls a critical hit, roll a d12 as your bonus damage die.

Spells
The description of the spell is how the spell works under optimal conditions. You have to cast the spell once to understand how it works.

New Magic
You're a wizard adventurer. You're not constantly researching, studying, crafting, and devising new spells of your own. Instead, you'll have to depend on learning spells from another wizard who agrees to teach you or from spell scrolls, books or grimoires you discover in your travels as loot or purchase from someone who is willing to sell you a magic spell. Note, most people do not want to just sell deadly spells to strangers. You might need to apprentice and serve a wizard and earn your powers.









HOMEBREW RULES

Ability Scores
Ability scores will not be used. Instead, only ability modifiers will be used. At character creation, players can create a net +7 character; a character with bonuses and penalties that equal +7. You have four choices, see the options below. When you reach 4th, 8th, 12th, 16th, and 19th level, you can improve 1 ability modifer by +1, to a maximum of +5. Fighters can improve an ability modifier by +1 at additional 6th and 14th levels. Rogues can gain a +1 at additional 10th level.
⦁    Option #1: +3, +2, +2, +1, 0, -1
⦁    Option #2: +3, +2, +1, +1, 0,  0
⦁    Option #3: +3, +3, +1, +1, 0, -1
⦁    Option #4: +4, +2, +2, +1, 0, -2

Hit Points
    Hit points are capped at 3rd level. Your starting hit points are the maximum of your class's hit die + your constitution modifier. When you advance your level, you may roll for your hit points or take the average, and you add your Constitution modifier.

Recovering Hit Points
    Regardless of level, you have 1 hit die per day (+Con Modifier) which you spend to recover lost hit points at the end of an 8 hour rest; You may benefit from only one 8 hour rest every 24 hours. You can also recover lost hit points by using items or spells that restore hit points such as a Potion of Healing or the Cure Wounds spell.
Hit Die
Your class determines your Hit Die. Your hit die and your constitution modifer together represent your natural healing rate.
Healing Services
You can also seek out healing services from a cleric at the temple which requires high reputation with the cleric and a donation in proportion to the service provided.

Dying & Death
    A character whose hit points have been reduced to 0 is stable. Stable characters are unconcious and recover with 1 hit point in 1d4 hours. A character whose hit points have been reduced to -1 to -9 is dying. A character whose hit points have been reduced to -10 or less is dead.
    Dying characters have 3 chances to make a save against death. At the start of your turn, roll a d20 and add your constitution modifiers to meet or beet a target number of 10 to stabilize. If you roll a natural 1, you perish that moment.
    If another character attempts first aid on a dying character, the player rolls thier death saves with advantage. If a dying character recovers enough hit points by magic or medicine and returns to 0 or more hit points, they are stable. A character rolls with disadvantage if they take any damage while they are dying.

References
https://www.d20srd.org/srd/combat/injuryandDeath.htm

Actions in Combat
    In combat, you can do two things on your turn. You can move one range and you can make one action. You cannot move after you make an action. As an action you can move again. As an action, you can make one attack, you can defend, you can use one item, you can cast one spell, or you can perform one miscellaneous action.
⦁    Attack: Make a melee or ranged attack. If you have the additional attack feature or if you are dual-wielding, you roll your attack roll once and roll you all you damage dice.
⦁    Non-leathal Attack: You can declare your intention to do non-leathal damage when you make an attack roll. If you hit and your damage reduces your opponents hit points to 0 or below, the enemy falls unconcious instead.
⦁    Defend: You focus on defending and dodging for one turn. Attack rolls made against you have disadvantage. You have advantage on Dexterity saving throws.
⦁    Item: You can pull one item from a pocket, pouch, or belt, not your backback, and you can use it on yourself, an unconcious or dying creature, or pass it to one ally.
⦁    Cast a Spell: You cast or pray for one spell.
⦁    Miscellaneous Actions: Miscellaneous actions may not apply to some creatures based on their size, weight, or shape, or something else.
⦁    Distract: You can attempt to distract one enemy with a feint attack, a shout, or another maneuver. Make a deception check. If you succeed, the enemy is distracted until either they take damage or until their next turn. An attack roll made against a distracted creature has disadvantage.
⦁    Disarm: Make a strength check. If you succeed, the enemy loses their weapon and it lands 1 range away.
⦁    Grapple, Pin, or Restrain: Make a strength check. If you succeed, the creature cannot move or make an action unless it frees itself. A restrained creature may use its action to contest your restraint.
⦁    Shove or Throw: Make a strength check. On a success, the creature is shoved or thrown aside. This can be used with environmental hazards.
⦁    Tackle, Trip or Knock Prone: Make a strength check. On a success, the enemy falls prone and uses its next move to stand up.
⦁    Blind: Throwing sand into an enemy's face triggers a Dex save with a DC of 10+ your Dex mod. The enemy uses its action to make a CON save to overcome blindness. Enemies that are blind in this manner once (and enemies who whitness it) cannot be blinded this way again because they will be expecting it, unless they roll a 1.
⦁    Other: If you can think of something else that does not appear on this list, your DM will sort it out.
⦁    Move: See the section Movement in Combat.

Movement in Combat (Ranges)
    Instead of moving a set distance, you can move 1 range on your turn. You can use your action to move an additional range. You cannot split up one move. A range is an abstraction of distance used to simplify gameplay. There are 3 ranges: Close range, short range, and long range. Melee (physical and magic) attacks occurs at close range. Ranged (physical and magic) attacks occur at short range. Long range means you are too far from combat to participate.

Critical Hits
If you roll a critical hit, replace all bonus damage dice with d12s. Does not apply to sneakattack.
⦁    Disability: If you make a decaration to attack a specific body part of a creature (or vice versa, if a creature targets a specific body part of a PC) the DM may impose a disability on a crit. The disability would be a -2 penalty to an ability modifier, attack rolls, etc.
⦁    PCs recover from one -1 incurred in this manner per long rest.

Dua-Wielding
You make one attack roll for both attacks with a -4 penalty. On a hit, roll all damage dice and add your ability modifier once. Dual wielding requires two 1-handed weapons. Dual-wielding and reloading a crossbow are incompatible.

Magic and Spellcasting

Spellcasting Roll
    To cast any spell, roll a d20 and add your spellcasting modifier. You have to meet or beat a target number determined by your GM based on the spells level, your character level, and other external influences causing distraction such as taking damage while concentrating on your spell. If you roll a 1, you critically fail your spellcasting roll. On a critical success, your spell gains bonus damage die or effect. If you succeed on your spellcasting roll, step 2 is to make your spell attack roll.

Critical Failure for Spellcating Roll: Divine Magic
    If your divine spellcasters critically fail their spellcasting roll, this represents that their connection with their god has been severed due to wavering faith or impure desires. Roll another d20 to determine how many rounds the connection is severed. On a 20, your connection is completely severed and you must spend 20 days fasting and praying to reestablish the connection. At the end of the 20 days, roll another d20. If you roll a 1, your connection is permanently severed and you leave your faith.

Critical Failure for Spellcating Roll: Arcane Magic
    Taking control of the primodial forces of the universe and channeling them through your being is dangerous and there is always a chance for something to go wrong. If you critically fail your spellcasting roll, the spell is miscast. The caster or an unintended creature or object may suffer the indended effects of the spell, or the effects of the spell may be wildly different. If you critically fail your spellcasting roll, you also gain 1 point of corruption. Corruption is permanent and it accumulates. Accumulating corruption can result in permanent madness and physical transform into a monsterour creature.

Critical Failure for Spellcasting Roll: Arcane Magic (Musical)
    If a bard (or siren) critically fails their spellcasting roll, either their insturment receives damage and must be repaired or replaced or, if singing, you experience compelled singing as you lose control an the consequences are losing your voicefor 1d4 days for each spell level.
    Arcane spellcasters using music do incur corruption, however, supernatural entities see their form of spellcasting as a perverted subterfuge of nature.

Spell Attack Rolls and Spell Damage Rolls
You roll a d20 and add your spellcasting ability modifier. Unlike vanilla 5e, on a hit, roll your damage die and add your spellcasting ability modifier for damage.

Divine Spellcasting Classes
    Divine magic is not spellcasting. Rather, divine magic is a form of prayer to god to intervene on your behalf. Classes who cast divine magic are servants of a god and if they do not live up to the standards of their god, their god will not answer their prayers. Sometimes gods don't answer prayers for mysterious reasons. Clerics, Paladins, and Druids can cast a limited number of spells per day equal to their class level plus their spellcasting ability modifier.
    Divine spellcasters do not have to prepare specific spells each day, however, they do have to pray for 1 hour before they have access to their spellcasting for the day.

Learning New Magic
    This is a low fantasy setting, and so Magic is rare. You do not learn magic automatically as you level up.
    For an arcane spellcasting class to learn new spells, you must either be taught a new spell by a teacher who is a master of their class or you must discover a spell in a written form. You must spend 1d4 days for each spell level studying and practicing the new spell to learn it.
    For a divine spellcaster to learn spells for their next spell level they've achieved, they must spend 1d4 days per spell level fasting and praying.

Casting Spells
You can cast any spell you know an unlimited number of times per day, however, you must succeed a spellcasting roll to successfully cast the spell. If you roll a 20, the effects of the spell are improved.
    For Arcane spellcasters, if you roll a nat 1, the spell is miscast. The effects of a miscast vary. The spell may have the opposite effect on the target or have the intended effect on an unintend target. This changes the game from resource management to risk management.
    For Divine spellcasters, if you roll a nat 1, your divine authority is displeased with you and you cannot cast any more spells until you sacrifice and pray for 10 days.

Spell Scrolls
    For any class, casting a spell from a spell scroll is the same as an arcane spellcaster casting a spell; see the section spellcasting roll. If you are not a spellcaster, casting a spell from a spell scroll will make the difficulty rating harder.
    It is against the faith of Clerics and Paladins to casually record or dispense thier spells or for them to cast arcane spells from spell scrolls. Druidism is an oral tradition and they do not record their spells in writing.

https://www.d20srd.org/indexes/classes.htm
Classes
    8 Classes are available in this setting are Barbarian, Bard, Cleric, Druid, Fighter, Ranger, Rogue, Wizard. Monks, Sorcerers and Warlocks are not setting appropriate. Paladins are not available to all players, however, do exist. See the section for Paladins.
    Not all classes are compatible. Clerics and Paladins can not willingly associate with people who use black magic such as bards or wizards, or with pagans such as druids and some rangers. Paladins especially have a strict code and cannot tolerate evil or chaotic characters. The other classes are compatible.

Paladins (*Rare, once per generation)
    Paladins are very rare and are born or made only once a generation at most. Examples are King Aurthur and Joan of Arc. They are absolutely required to be lawful good and devout in their faith or god will withdraw the powers he gave them.
    *Code of Conduct: If the paladin willingly commits an act of evil, they lose all their powers. She is required to respect legitimate authority, act honorably (honesty, fairness), help those in need, and punish those who harm or threaten to harm innocents (Paladins can not be idle or cowards). Paladins accept surrender and will fight to the death to protect a prisoner in her care. A paladin can tolerate party members who are neutral, but cannot knowingly associate with evil characters or with characters who offend her code. Torture is not acceptable treatment of a prisoner. If a paladin violates this code, god withdraws his powers, and the paladin can not progess in levels as a paladin. She may seek attonement by donating all their worldly posessions, and fasting and praying for 20 days. At the end of 20 days, the paladin rolls a d20. To successfully attone, paladins lose XP equal to paladin level *1000 / d20 result.  On a 1, the paladin has lost their faith and is a fallen paladin. Multi-classing may not be considered by a paladin unless they are a fallen paladin.
    Hit die d10. Proficient with all weapons, all armor, and shields except for heavy shields. Paladins have an aura of good and can be detected by the detect good spell.
⦁    Detect Evil: The paladin can detect evil within short range as an at-will action.
⦁    Smite Evil: At first level, the paladin may attemt to smite evil with a melee attack. She can add her charisma modifier to her attack roll and add her paladin level as damage to undead or evil creatures.
⦁    Lay on Hands: At 2nd level, the paladin may cure wounds by touch (restore lost hit points). The paladin can restore a number of hit points equal to their paladin level * their charisma modifier. The paladin may turn this touch onto undead for damage instead. At 6th level, this power can be used to remove disease at the expense of 10 hit points per disease.
⦁    Divine Grace: At second level, the paladin may add her Charisma modifier to all saving throws. At third level, the paladin has immunity to all disease and fear.
⦁    Turn Undead: At 4th level, like the cleric, the paladin can turn undead by brandishing her holy symbol and commanding them to turn away.
⦁    Divine Spellcasting: At 4th level (4th, 8th, 11th, 14th levels), the paladin can cast divine spells. She can cast a number of spells per day equal to 1/2 her paladin level + Charisma modifier.

Barbarian
    Barbarians are warriors from a warrior culture of any of several underdeveloped pagan societies. Many of them are illiterate and value glory. They can use light or medium armor, shields, and all weapons. Thier hit die is d12. The signature fighting style of a barbarian is to Rage.
⦁    Rage: Barbarians can rage a number of times a day equal to their CON modifier. Barbarians can begin a rage as a part of an attack action. A rage lasts for a number of turns equal to 3 + CON modifier. Barbarians can choose to end their rage prematurely. The rage ends automatically if the barbarian does not use their action to attack. If the rage lasts for its maximum duration, the barbarian is fatigued for the remainder of the encounter.  If fatigued, the barbarian has a -2 penalty to Strength and Dexterity, and can't use the move action more than once per turn. While raging, the barbarian has a +1 to Strength and +1 to Constitution, but a -2 to AC. The bonus to Strength and Constitution improves by +1  on 5th level, 11th level, an 16th level. On 17th level, a barbarian no longer becomes fatigued after a rage.
⦁    Damage Reduction: At 3rd level, while raging, subtract 1 point from damage taken each time s/he is damaged. The damage is further reduced by 1 at 7th, 13th, 16th, and 19th level.
⦁    Indomitable Will: At 14th level, while in a rage, the barbarian has a +4 bonus to saves against enchantment spells.
   
Bards
    They seek freedom, stories, music, and history. They're wanderers without a homeland, loyalties, or political allegiances. Therefore, the morality of a bard is always in question to strangers. They are unwelcomed in a setting where loyalty and service to your lord or your king and your god is honorable and where performing foriegn songs and poems for money is perceived as laziness. If the must, they earn a living by performing on a street corner.

Music Magic
    Those who can cast spells using music are called bards or sirens, however, not all bards are spellcasters. Spellcasting using music is a from of arcane spellcasting. Magic by music relies on using a proper musical instrument or a voice and works by manipulating the background resonance of they universe creating minute disruptions in the order of nature resulting with effect like spells.
    Because music magic does not result from channeling arcane forces through their being, Bards do not accumulate corruption, however, supernatural entities see their form of spellcasting as a perverted subterfuge of nature. Such beings may seek to curse or punish bards for their perversion. A lawful god may not allow their clerics to heal a bard.

Bards have the following abilities:
⦁    Bardic Knowledge: Bards can add their CHA rather than their INT to knowledge checks made to know local knowledge about people, locations, or lore.
⦁    Bardic Music: Requires a successful performance check. While singing or playing a music insturment, the bard can make one the following actions:
⦁    Countersong: Give all allies within one range advantage on saving throws against the mind-altering effects such as of confusion, fear or charm.
⦁    Inspire: Give one ally within short range or close range advantage to one attack roll or saving throw within 5 round of combat or one ability check within 1 minute.
⦁    Fascination: One creature who fails a Wisdom saving throw becomes magically entranced for as long as the bard performs. Presenting danger to a fascinated creature breaks gives it an opportunity to make a WIS save from its fascination. The bard can target a number of creatures equal to their bard level / 3 rounded down, minimum of 1.
⦁    Suggestion (at 6th level): Bards can issue an instruction to one fascinated creature. If the creature fails another saving throw, they obey the suggestion. At 18th level, the bard can use Mass Suggestion, issuing one suggestion to all creatures that they have fascinated.


Clerics
    Clerics hit die is a d8 and they can use simple weapons, all armor, and shields, except tower shields. Clerics are required to be lawful good and devout in their faith in god. They are servants of god and are dedicated to a mission. Clerics have a good aura which can be detected by the Detect Good and Evil spell.
    Divine Spellcasting: God is the source of their divine magic, which they use by prayer rather than by casting, and their ability to turn or rebuke undead. Clerics can cast spells a number of times per day equal to their cleric level + their Wisdom Modifier.
    Turn Undead: By brandishing thier holy symbol and issuing a command, clerics can drive away undead creatures in their line of sight. When clerics make an attempt to turn the undead, the make a roll to determine how many are turned.

Druids
    Druids have a hit die of d8. They can use non-metal equipment: simple weapons, light and medium armor, and shields. Druids worship nature and are knowledgeable of animal handling, nature and survival. They live simple, peaceful lives separated from civilization. Good Druids are apolitical peacemakers. Evil druids seek to purge humanity from nature. Neutral druids are too dedicated to the land to leave it.
⦁        Divine Spellcasting: Druids have the divine magic starting at level 1. They pray for spells a number of times a day equal to their druid level + Wis modifier.
⦁        Wildshape. At 5th level, the druid gains the ability to transform into an animal the druid is familiar with once per day for a number of hours equal to the druid level.
⦁        Holy Body: On 2nd level, the druid can traverse difficult terrain without restriction. On 3rd level, the druid's steps leaves no tracks. On 4th level, druids can resist spell like abilities of fey. On 9th level, the druid becomes immune to all poisons. On 13th level, the druid can alter the appearance of their body at will. On 15th level, the druid does not take penalties to ability modifiers as a conseqence of aging and cannot be magically aged.

Fighter
    Fighers are simple; strong, and brave. They have a hit die of d10, and training in all weapons, all armor, and all shields. Their discipline in the art of war comes from somewhere, such as training under a knight or from a life as a soldier. They have at least some of the refinement and etiquette that comes from the warrior class in a feudal system.
⦁    Improved Critical: At third level, the fighter's critical range is 19-20. On 11th level, the fighter's critical range is 18-20. On 17th level, the fighters critical range is 17-20.

Ranger
    Rangers are hunters, trackers, and survivalists who hunt dangerous beasts or even humans on the outskirts of society. Their hit die is a d8. They can use simple and martial weapons, light and heavy armor, and shields except tower shields.
⦁    Favored Enemy. The Ranger specializes in a specific type of enemy called a favored enemy. This experience and knoweldge of their favored enemy gives them a +2 bonus to survival, deception, stealth, insight, and perception checks, and damage rolls against them. They gain an additional favored enemies 5th level, 10th level, 15th level, and 20th level.
⦁    Feat of Endurance. Rangers are used to pushing themselves beyond normal limits of endurance. At level 2, Rangers have a +2 bonus to Constitution checks related to endurance. This bonus improves by +1 at 6th and 11th level. Additionally, Rangers can traverse difficult terrain without penalty.
⦁    Divine Spellcasting: (gain spells at 4th, 8th, 11th, and 14th levels); Can cast spells a number of times per day equal to 1/2 Ranger level + WIS modifier.

Rogue
    Rogues are thieves or former theives. They are cunning and intelligent, skilled at stealth, climbing, balance, breaking and entering, hiding and escaping, sleight of hand, deception and intimidation, forgery and disguise, and picking locks. They tend to have illicit contacts who can provide unconventional information or resources. They have a d8 hit die and are proficient in simple weapons and light armor, and some martial weapons.
⦁    Sneackattack: A rogue can target an unsuspecting or distracted target's vitals inflicting a severe wound with a dagger, shortsword, rapier, or ranged weapon within 30ft. At first level, your sneakattack damage is 1d6 in addition to your normal weapon damage. Add another 1d6 for every odd rogue level (3rd, 5th, 7th, etc.).
⦁    Evasion: At 2nd level, the rogue's evasion allows her to take 0 damage on a successful dex save. The rogue adds a +1 bonus to their Dex Modifier for Dex saves on 5th level, a +2 on 11th level, and a +3 on 15th level. On 10th level, the rogue's slippery mind allows them to apply this Dex bonus to Wis saves against mind altering magic. On 13th level, once per day, the rogue can halve damage from an attack that would otherwise be fatal; the DC is the damage taken.

Wizard
    Wizards investigate arcana and learn spells for their own reasons. Arcane magic is dangerous, even to an experience spellcaster. Arcana is considered wicked by the clerics and followers of their order. The clerics kill wizards on sight, and so wizards and witches are rare. Wizards must keep their identity a secret. It's even dangerous to be seen with a wizard.
    Hit die is d6. They have no proficiency with armor or shields. They can use clubs, staffs, darts, crossbows, and daggers. Wizards record their spells in a spell book also called a grimoire. Alternatively, they can have their spells tattooed on their body. Tattooed spells have pros and cons. Wizards are required to read or touch their written spells to cast them.
    The advernturing wizard requires a lot downtown to create their own spells. Wizards may learn 1 new spell per level. When a wizard gains a level, their new knowledge and experience makes them eligable to create a new spell. Wizards must spend a number of days creating a new spell equal to 1d4 days for each spell level, and a number of gp worth of ink and quils and parchment equal to half the number of days. Creating a new spell requires practice with that spell and so it should be done is secret. Wizards can also learn spells from master wizards or from spells found in a written form, such as a spell book or spell scroll. The wizard spends 1d4 hours per spell level practicing, understaning, and transferring a new spell into their own spellbook.
    Inbetween levels, wizards can be struck with inspiration and must begin creating a new spell within a day. This can happen when the wizard witnesses a unique spell.

Warlocks (Very rare)
    People who are desperate for power are willing to bargan for it. They might have searched out a supernatural entity or attempted to summon one with a forbidden ritual. Maybe they were visited by a fiendish or magical creature seeking an agent to control. A pact was made. You, the seeker of power will exchange something precious, such as your immortal soul, and in return this entity will be your patron and will grant you magic. The pact comes with other terms. You do not command your patron, they command you. You are a servant of your patron first and yourself second. You are to enact their will.
    In truth, the average person has nothing a would-be patron wants. A noble or a king is someone who has something a patron might want. Who is your patron? A fairy, demon, devil, or elemental? What did you exchange? Your soul, your body, your life span, your first born, a loved one? What is their goal; something specific or general? To spread chaos, malice, their influence? To slay a single enemy or prolong their life?

Pact Magic
    You can only cast spells that your patron knows and they will grant you new spells as you earn them. If you fail to hold up your end of the pact, they revoke the magic they gave you until you've satisfied them.
    Pact magic is a form of arcane magic, however, is simultaneously treated like divine magic. If you critically fail your spellcasting roll, you miscast the spell and gain 1 point of corruption. You also have displeased your pact creature and they revoke your magic until you satisfy the terms of the pact.

Classes
    This setting is a low fantasy setting. Society is dominated by lawful religious orders that outlaws heathens, paganism, and witchcraft. Society is therefore widely opposed to any class that can use magic that is not a cleric or a paladin. Wizards, druids, and bards must keep their identity secret. Adventurers are in essence outsiders where ever they go. In Thorncroft, they're invited.
    8 (technically 9) Classes available in this low fantasy setting. Monk is not available because it is not setting appropriate. Sorcerers and Warlocks get their magic from extremely rare sources and so would most likely not be found. The only arcane magic users are Bards and Wizards, and they're both rare are rare and unwelcomed in a cleric order dominated society. Paladins are also very rare.
⦁    Barbarian: Usually foriegners and tribal warriors. They are without proper training in the art of war or martial etiquette but are still powerful. Society perceives them as uncivilized. In battle, they have the ability to rage which gives them bonuses to their attack and damage rolls, but they must use their action to attack. If there is nothing left to attack, their rage ends.
⦁    Bard: Wanderers and traveling performers. Bards have magic abilities and can inspire their allies in battle with music, granting bonuses to their attack rolls, or fascinate creatures. They have a variety of skill and knowledge informed by their itinerant lifestyle. Bards can use arcane spells with their music.
⦁    Cleric: Disciples of god who are required to live a devout life with martyrdom as a goal. They proselytize, help the poor, and challenge evil. They have access to divine magic and can channel divinity.
⦁    Druid: Apolitical peacemakers who protect and commune with nature. Their magic comes from nature and they have a variety of spells for conjuring beasts and dangerous plants. A cleric dominated society would likely reject them as pagens.
⦁    Fighter: Trained, disciplined, and strong. The are soldiers, knights, and etc. raised for war and to be obedient in a feudal system. They may now be mercenaries and soldiers of fortune, which society frowns on and fears. They are proficient with all weapons, armor, and shields.
⦁    *Paladin: Paladins are selfless champions of good and vanquishers of evil. They live and die unquestioningly in service to god. Like clerics, they can channel divinity and they smite evil.
⦁    Ranger: They are explorers, hunters, and expert trackers. They hunt deadly men, beasts, or worse on the outskirts of civilization. They have skills in various weapons, traps, wilerness tactics and survival.
⦁    Rogue: Cunning and swift. They are thieves, but make good assassins. Rogues have  versatile skills useful for infiltration, espionage, and sabaage. Their sneakattack allows them to do massive damage to one unsuspecting foe.
⦁    Wizard: Wizards are rare and they keep their identity a secret. They study and practice magic in secret or risk being found guilty of heresy and witchcraft.


Rules Not Used
⦁    Races. This is a low fantasy setting. Only humans are available.
⦁    Backgrounds. Use these for inspiration for character creation, nothing else.
⦁    Ability scores. We'll just use modifiers.
⦁    Saving throw proficiency, Skill proficiency, and proficiency bonuses. Proficiencies with saving throws and skills will be implied by your class. Proficiecy bonuses will be implied by your character's level.
⦁    Spell slots. Gandlof did not run out of RAM. Arcane spellcasting is unlimited with potential risk, divine spellcasting is limited to uses per day.
⦁    Spell preparation. You don't have to prepare specific spells each day and you don't forget them life a dream after you've cast them. Divine spellcasters do have to pray for one hour each morning to have access to magic for the day.
⦁    Learning spells automatically by leveling up. You don't just learn new spells by traveling, braving danger, solving puzzels, and killing monsters.
⦁    Divine Domains. Also, you can not get your powers from an ideal. Clerics and paladins get 1 god, Ethos. Druids and rangers get 1 god, Eleutheria.
⦁    Crafting. You're adventurers, not master crafters. You don't even know how to craft simple items, much less potent magical weapons.
⦁    Multi-classing or prestige classes. Your character must have a life-changing reason to change their class and you can't alternate between classes at level. If you leave a divine spellcasting class, you lose all your divine powers. If you give give up being a warlock, you end your pack and lose all the powers you gained.
⦁    Druid Wildshape: Druids are not shapeshifters. Wildshape is treated as a spell (prayer) now. As an action, you roll a spellcasting roll for success or failure to transform and use up one of your spells per day regardless. Your god will pick a form suitable for your geographic location and your intent, but you don't choose your form.
⦁    Casting Time: All spellcasting times are instantaneous and require an action.
⦁    Ritual Casting. You can spend 10 minutes casting a spel if you want, but there's no benefit.
⦁    Anything that slows down gameplay such as Reactions, Bonus Actions, bonus turns, dual-wielding, and additional attacks. Also, no called shots or attempts to disable a creature by targeting a specific body part with an attack.
⦁    5E falling rules: DO NOT JUMP OFF SHIT. You risk breaking something if you accelerate towards the ground in any non-magical manner from 20 ft or higher.


⦁    Spell Descriptions in the PHB: Describe the spell under optimal conditions and do not reflect a typical casting of a spell.
⦁    Attacking a helpless creature: Attack rolls made against a helpless creature, such as a sleeping or defenseless creature, automatically crit.
⦁    If you sleep in armor, you do not gain the benefits of a long rest.
⦁    Exhaustion, Carrying Capacity and Encumbrance:
⦁    Carrying Capacity: You can not march with more than a maximum weight of approximately 50 + (10 * Str modifier) lbs. of gear. All items will have an assumed, averaged weight for ease:
⦁    Weight of items: Martial weapons are 5 lbs., shields are 5 lbs., light armor is 10 lbs, medium armor is 20 lbs, and heavy armor is 50 lbs. Every other item weighs 2 lbs. 25 coins of any type are 1 lb, so round up to the nearest 25 for calculating weight of money.
⦁    Encumbered: You are encumbered if you are within 10 lbs of your maximum carrying capacity. If you march while encumbered, you make a CON save every hour, DC 10 +1 for every hour marched while encumbered. If you fail, you become exhausted.
⦁    Exhaustion: You take a -2 penalty to your strength and dexterity, and you can not take the move action more than once per turn in combat, and you cannot march at a fast pace. If you continue to march while exhausted, you make your next save against exhaustion with disadvantage. If you fail another save against exhaustion, you are very exhausted and you take a -4 to strength an -4 to dexterity, and you cannot move while encumbered. To recover from exhaustion, you must complete a long rest with adequate food and water.
⦁    Alternative Carrying Capacity Rule: Your player characters have a maximum carrying capacity of 20 + (Strength modifier *2) items and absolutely cannot march with any more.


20 Carrying Capacity Rule
     Your players have inventory space to carry 20 items on them, period. Give them a piece of paper with lines numbered 1 through 20 and tell them "that's your inventory." Items that stack, still sack, such as ammunition, but ammunition containers such as quivers do not stack. A bag of 1000 ball bearings takes up one line. 1001 ball bearings is two lines. Your players can absolutely not carry any more items even if they're carrying 20 small, lightweight items that could reasonably fit into one pocket. No, just no. 20 items, that's it. This includes your armor and weapons. Your money also goes on the list and be thankful I don't say that money stacks up to a certain number of coins because 600 gp or 2000 gp is probably really heavy and bulky.
     Instead of encumbrance rules, I've got something else in mind. If you try to carry more than 20 items, the dungeon master rolls a d20. The player permanently loses track of that item during the course of the day or it gets broken beyond repair inside their backpack, crushed under the weight of the other items.
     You don't get to carry more stuff because you're stronger or anything like that. If you're a strength based fighter, you're probably wearing heavy armor. If you're a strength based barbarian, you're probably half naked and have no pockets. Likewise, if you're a wizard with a negative strength modifier, you probably compensate by not wearing armor or by not carrying heavy weapons. This rule is an abstraction of your character's ability to carry stuff. It's meant to simplify concepts of weight, shape, and size of items and take away all the math of inventory management while still imposing the restrictions that are necessary for survival mechanics. This forces the player make decisions about what crap they choose to take with them. It's not just inventory management, it's resource and risk management. It gives the character a reason to consider finding a safe temporary or permanent place to leave their excess stuff. It also makes you consider hirelings or animals just to carry your extra stuff.
     If you have a bag of holding, that goes on one of the 20 lines. You can tell the players that the first 5 items on their inventory can be accessed as an action during combat, anything else requires them to spend a minute digging it out.

Attack Saving Throws, and Armor Modifier instead of Armor Class
     The player rolls a d20, adds their armor modifier(s), and tries to meet or beat a target number. That target number is the monster's Attack Class, 10 + the monster's attack modifiers. Instead of the players having an AC recorded on their character sheet, they record their armor modifier, which you should know: Dex modifier + Armor for light armor, Dex Modifier (max 2) + Armor for medium armor, or straight Armor for heavy armor, plus shields if shields are relevant.
     Having the players roll more often is supposed to increase player engagement. The DM does not roll attack rolls anymore, instead the players roll some kind of defense roll. It's all the same math, with one exception: This gives the defender a 5% advantage because the tie goes to the roller. This is always something you can adjust for by adding a +1 to every attack modifier.

ARMOR
Im going to simplify armor thusly:
There are 2 armor types, light and heavy
Light Armor gives you a Defense bonus
Heavy Armor gives you a Defense bonus, a damage reduction modifier, plus one or more penalties for the sake of balance. Common penalties include a stealth penalty or movement penalty (swimming and prolonged marching) or restrictions to magic or special powers. 
Heavy Armor typically requires more time to put on and take off.
Anyone can use any armor type.

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