Showing posts with label dungeons. Show all posts
Showing posts with label dungeons. Show all posts

Saturday, March 12, 2011

D&D Skill Variants

Over the years, I've incorporated a number of house rules into my Dungeons and Dragons games. While many of them are intended for 3.5 edition, they are pretty easily translated to 4th. I always liked a skill-focused D&D game. I felt like the skills were never as much a focus as I would have liked. Sure they are useful or even necessary in certain situations, but I like to make skills more involved. "What's the point of making a Knowledge check if I'm just going to kill it anyway?" Before these variant skill rules, my answer would have been "...to know how to kill it faster?". But now I can smile wide and say, "MONEY!"

Harvesting (Intended for 3.5)

Upon the defeat of any monster, the PCs are able to use their skills to take bits and pieces of the creature that someone, somewhere will want to buy. 
                Harvesting from a creature takes 1 minute per HD and at the end of the time spent, the one doing the harvesting makes a Knowledge check and gains their check result times the creatures HD in valuable organs, fluids, etc.  Any amount harvested from a living creature will decay at least somewhat or partially.  Each hour the harvested parts go without being sold or preserved in some manner reduces their worth by 2%, to a minimum of 50%.  Some of the pieces harvested will not be able to decay (nails, scales, etc) or simply won’t fully decay to nothing, so the amount harvested will never decay to being worthless.  The bits and pieces sold will most often be sold to a spell component or magic shop.
                Certain skills and class or race abilities will grant a synergy bonus to harvest from certain creature types.  When a player has 5 or more ranks in the listed skill, they gain a +2 bonus to harvest from the listed creature types.  If a character has both 5 or more ranks in the skill and the listed class ability, they gain a +4 bonus to the Harvest check.
                A ranger’s favored enemy bonus also applies to Harvest checks.
Creature Type
Skill Synergy
Ability Synergy
Aberration
Survival
Ability to cast or use a (Calling) spell or ability.
Animal
Heal
Wild Empathy Ability
Construct
Disable Device
Trapfinding Ability
Dragon
Heal
Having Sorcerer levels
Elemental
Spellcraft
Resistance or immunity to the appropriate elemental damage type
Fey
Heal
Save bonus against Enchantment effects
Giant
Heal
Dodge bonus against giants
Humanoid
Heal
Having the same subtype as the creature to be harvested
Magical Beast
Spellcraft
Having a familiar
Monstrous Humanoid
Heal
None
Ooze
Survival
Resistance or immunity to acid
Outsider
Heal
Ability to cast or use a (Teleportation) spell or ability.
Plant
Survival
Ability to wild shape into plants
Undead
Heal
Ability to channel divine energy (turn, rebuke, etc)
Vermin
Heal
Resistance or immunity to disease or poison



Research(3.5 or 4th)

The Knowledge skills allow a PC to read at a library and learn that way, instead of being restricted to their own knowledge. The size of the library gives the character a bonus to this check. A small library might have a bonus of +4. A local library might have +8. A large library would have +16 and an enormous library could have +24 or more. However, every 1 point of bonus the library has, the time to find the information increases by 2 hours.  Although, the PCs can opt to reduce the bonus to whatever they want, and thus reduce the time researching. This method, generally, won’t allow a PC to find recent news or the like, as that is not typically found in a library. If the PCs can use a library to help with the Knowledge check, it is called a Research check, meaning the PC can use either of these skills in conjunction with a library.  Researching allows a PC to make any Knowledge check untrained, however the PC must gain at least a +1 bonus from the library to do so. 
With a very large library, the time required to fully benefit from the library’s resources could take multiple days.  Each day, the PCs can research for 8 hours without penalty.  For purposes of researching for a long time, the rules are similar for attempting to forced march (3.5 PHB 164).  If the PCs don’t want to deal with Forced Research, they will have to spread the researching out over multiple days.  Any extra researching time spills over to the next day. 
At the end of each hour past 8, the researcher makes a Constitution or Endurance check, if he fails, he passes out.  If not, he can keep researching.  The DC is 10 + 2 per extra hour. The researcher is allowed to sleep during the time he is researching, while this will essentially waste his time, it resets his Forced Research count, allowing him to research a further 8 hours the next day without penalty.
Once the researcher has either passed out or drawn the bonus he wanted from the library, he makes his Knowledge check with the bonus from the library.  Regardless of how long he searched, or over however many days, he only receives one check.  He may take a 10 on the check but not a 20.  A portion of the roll is representative of simple luck to determine if the library has books on the topic to be Researched.
Lastly, the researcher cannot continuously research a single topic at a library, over and over.  At a certain point, he discovers the library simply does not have any information on that topic.  This point occurs when the researcher has drawn twice the library bonus from it, over however many checks.  For example, Tardok wants to research Blue Dragons at his local library (+8 library bonus).  He spends his first day researching for 8 hours, giving him a +4 library bonus.  He makes his Research check and unfortunately, he discovers nothing he didn’t already know.  He pushes harder the second day, researching for 12 hours, granting him a +6 bonus.  Again, he learns nothing new.  At this point, Tardok has drawn a total of +10 bonus from this library, over his two days of research.  When he tries again the next day, no matter how long he researches for, he will only gain a +6 bonus.  The library grants +8 typically, twice of which is +16.  Tardok has already gained a total of +10 from this library, so he only has +6 library bonus left before he has checked every book the library has that might contain information about Blue Dragons.  Any further researching at this particular library about Blue Dragons will not give any sort of library bonus.

Taunting (3.5 Only)

The Intimidate skill can be used quite well in combat. In addition to demoralizing an opponent, it is possible to send him into a reckless anger.  To do this, the one doing the intimidating, must make a successful Intimidate check DC equal to the targets HD + target’s Wis modifier, a negative modifier will lower the DC. If this check is successful, the target must then make a Will save DC equal to that of the Intimidate result. If this check fails, the target becomes reckless.  This is a mind-affecting, language-dependent, fear effect and takes a standard action.
A reckless character gains +2 Str, but ‑4 to AC and Will saves. The reckless character will focus his attention on the intimidater. This does not mean he will completely ignore all other attacks, but his focus remains on the intimidator. If a reckless character is being attacked from all sides, he will get himself to a better fighting position and then go after his target. The reckless character remains in that state until either he or the intimidator has been defeated, or he has been out of line of sight of the intimidater for a full round or 1 minute has passed since becoming reckless, which ever comes first. For example, if a fighter intimidates a wizard, then the fighter runs out of the room, the wizard will run after him. If the wizard spots the fighter in on his round, the reckless state continues.  If the fighter is out of line of sight, then the state ends.
Once an attempt has been made to make a character reckless, all further attempts from that intimidator to affect that target will fail for the next 24 hours. If the person being taunted is willing, they can choose to automatically be effected to gain the bonus to Strength.  It essentially becomes a pep-talk at that point.



Cheaper identify (3.5 Only)
While using detect magic, the caster must make a Spellcraft check to determine the school of the effect.  The DC for this is 15 + spell level for a spell or DC 15 + one half caster level for a non-spell effect.  If the caster of detect magic beats the DC by 5 or more, he also learns the subschool.  If he beats the DC by 10 or more, he also learns any and all descriptors the effect has.
However, knowing more about an item, reduces the cost to identify it.  The base cost to identify an item is 110 gp, 100 gp for the material component, 10 for the service charge.  If the caster already knows the school (and the item does not have a subschool) of the item, the material cost is reduced by 10 gp.  If the caster knows the school of the item, and the item does have a subschool, knowing the school reduces the material cost by 5 gp.  If a subschool is available and known, that reduces the price another 5 gp.  Each descriptor known reduces the material cost by a further 5 gp.
                Attempting to identify an item with incorrect knowledge of school or subschool or descriptor causes the identify to automatically fail with wasted components.


Monday, October 4, 2010

D&D Web Resources

It's been a while since I've had the chance to post anything.  For that, I pretend to apologize.  Rather than bore everyone with why I haven't posted, I give you Filler Materials!!!

I've recently gotten a Dungeons and Dragons 3.5 Edition game in the works with some friends.  In my travels upon the Sea of the Internet, I found several websites that might interest people in a similar situation.

Anyone who has searched around for 3.5 stuff has probably seen this first page already.  It's a page of all the open source information.  The Hypertext d20 SRD has the information available broken down into categories, rather than books, which is easier to sail around (in continuing with this Sea of the Internet metaphor).  For anyone wanting to find basic information about D&D 3.5, this is a great site.  It's got all the basics laid out nice and simply.

The next page comes to us from our good friends over at everyone's favorite online Encyclopedia, Wikipedia.  Over at Wiki, they host a page of a List of alternate Dungeons and Dragons classes.  It's actually not 3.5 specific, so it works for any edition.  What's great about this list is with all the different source books out there, it's great to have a handy table with all the classes (except the ones from the PHB, which can be found in the Hypertext SRD).  They don't give anything about the class itself, minus a short description, but they do tell you where you can find the class.  So, (more Sea metaphor) if you know a Bay where a certain group of nautical villains might hang out, they could help you over there.

The last page I have today is questionably legal.  Certainly no more that my thinly veiled Pirate Bay reference earlier.  Crystal Keep hosts PDFs of damn near everything you could ever need from 3.5 D&D.  To the point, even, it's a bit of a hassle to wade through.  However, even with this inundation of information, Crystal Keep has become part of my bookmarks only because I know if I need to find some super esoteric race or feat, I can find it there.  Like the wiki page, they tell you the source of the information, so you can either go buy the book (like a chump) or be a pirate.

Thursday, July 29, 2010

Combat Runner Tool

4th Edition Dungeons and Dragons Tool


As an aspiring engineer, I'm completely in favor of working smarter, not harder.  Plus, with my penchant for programming on the side, I have a habit of making my computer do my more mundane, monotonous tasks.  I've been a big fan of Visual Basic or Visual Studio or whatever it's calling itself nowadays for a while.  It's easy to pick up and even easier to make a good user interface without needing to spend too much time on it.  (Again going back to the smarter, not harder thing).

So, when I starting running 4th Edition Dungeons and Dragons adventures, I got pretty tired of keeping track of monsters hit points, and attack bonuses and all that stuff.  So, my natural instinct was to make my computer do it for me.  I spent a lot of time on this tool, but it's still not perfect.  But I figure it's good enough that I don't mind sharing it with the world.  I did my best to make most bugs Ignorable anyway.

If you find any bugs, please let me know and I'll do my best to fix it soon as I feel like it.  As I mentioned before I used Visual Studio, so you might need some drivers and whatnot.  I don't know where you get them. That's on you.

Download Combat Runner


Friday, July 23, 2010

Shifting Alignment Variant (v 1.1)

Dungeons and Dragons 3rd Ed. Variant Rule (v 1.1)
Updated 10/27/2011

It's high time I came to accept it.  Third Edition D&D is gone.  Yeah, I could still go and play it with some friends, but with no new books being released, it's time I move on.  I prefer 3rd to 4th.  Don't get me wrong, 4th is great.  The power system is very cool and really gets more of that "Look what I can do!" feel into the game that 3rd didn't do so well.  But part of that lacking is what made it better.  3rd was more open to change and manipulation.  It's much harder to make a new class in 4th, unless you want to spend days making enough powers.  In 3rd, it was much easier to make new rules and classes and such.

Anyway, that's not really what this post is about.  If you read through the last D&D post I made, I mentioned how I love to take a small, mostly inconsequential part of the game and build it up into something bigger.  That's what I've done here.  I took alignment and made it more involved.  I never much liked the idea that you can choose your alignment.  For most people, they don't really consider being an alignment that isn't how they view themselves, to some extent.  I've always said "You don't choose your alignment, it chooses you."  Super deep, right?  My main problem with alignment was, except Paladins, there was no major penalty for acting outside your alignment.  On top of that, a lot of people claimed to be Chaotic Neutral, but I found most of them were actually more leaning toward Chaotic Good.  This system really helps with people actually having the right alignment.  So, I wanted to make a mechanic that would make alignment more dynamic.  So I did.

This variant takes alignment to a new level.  Each and every character has scale on each axis of the alignment chart: Good v. Evil, Law v. Chaos.  A character's alignment is based on the balance of his alignment scales.  Each time a character performs an action toward a particular alignment, he shifts on the scale, based on the action itself.  Any action has potential to shift a character's alignment slightly, based on the DM's discretion.

Sample ActionsEffects
Cheating in a game +1 Evil
Being unnecessarily kind to a stranger +1 Good
Upholding a tradition for the sake of tradition +1 Law
Defacing public property +1 Chaos
Using another for personal gain +2 Evil
Helping another at the a cost or risk to yourself +2 Good
Telling the truth regardless of the negative consequences  +2 Law
Acting recklessly +2 Chaos
Killing an innocent +3 Evil
Giving mercy to an enemy +3 Good
Improving a town's bureaucratic system +3 Law
Attacking an authoritative figure +3 Chaos
Performing a sacrifice +4 Evil
Building a house for the unprivileged +4 Good
Bringing a famously known criminal to justice +4 Law
Destroy a large structure +4 Chaos
Committing mass murder +5 Evil
Sacrificing yourself to save another +5 Good
Bringing order to a lawless town +5 Law
Starting a revolution +5 Chaos
Shifting the alignment of another to yours +3 *
Doing nothing for a long period of time -2 **
Casting an aligned spell 1/2 spell level, rounded down
Wielding an aligned weapon +2 ***
Performing a kill with an aligned smite +1 ****

* When changing another's alignment to yours, choose one axis.  You gain 2 points to further yourself on that axis.

** If a character does nothing for a long time, he starts to lose his alignment.  At a certain point, the character shifts 2 points on both axes towards 0.  The length of time required for this to occur is based on the DM's discretion, but should be a reasonably infrequent occurrence.  For instance, even a devil who stays in solitude for several years would eventually become Neutral.  However, if he spend his time thinking of evil things or plotting revenge or something similar, he would not risk losing his Evil status and would likely keep his Lawful as well.

*** Wielding an aligned weapon only grants alignment shift after the weapon has been used for long enough that it is considered your "primary weapon". The specifics of what that means are up to the DM.

**** Killing a creature with an aligned smite will always grant +1 to the alignment of the smite, regardless of current alignment strength. However, only up to +14.

Aura Strength
Lv. 1: FeintLv. 2: ModerateLv. 3: StrongLv. 4: Overwhelming
Creature6-1112-1819-2627+

At each level of aura (as per detect spells) on a particular side of an axis, the amount you gain from each action on that side of that axis is reduced by the strength of your aura.  Therefore, for a Strong force of Chaos to shift a point, he would have to do something on the level of destroying a large structure.  Even still, he would still only shift 1 point.

Conversely, for each level of aura that opposes an action, the amount shifted is increased by that much.  For instance, if a +11 Chaos Rogue were to tell the truth when he knew it would only work against him to do so, he would shift 4 points toward Law (2 for telling the truth, 2 for his Moderate Chaotic aura).  This would place him at +7 Chaos.  The stronger a character's aura, the more he is affected by actions out of his alignment.

Starting Points
A newly created character chooses his or her alignment.  Based on the alignment chosen, the character shifts 7 points toward each extreme chosen.  For instance, a Lawful Neutral character is at 0 on his Good v. Evil scale, but +7 Law on his Law v. Chaos scale.

Any creature with an alignment descriptor starts with as many points on the descriptor's axis as the creature has Hit Dice.  For example, a creature with the Good and Chaotic descriptors has as many points on both the Good and Chaos axis as it has Hit Dice.

Changing Alignment
If a character drops to 5 or below on either alignment scale, he drops to Neutral for that axis.  This could, perhaps, have devastating effects for a certain characters with alignment based abilities.  A fighter who dropped to +5 Good becomes Neutral on his Good v. Evil axis. The fighter stays Neutral until he performs some act that would push him above 5 on the Good v. Evil axis.   Note that using another for personal gain is considered Evil.  Therefore, if the fighter went and gave money to the church when he dropped to Neutral, he is doing so solely for the purpose to gain his Good status back.  He would still shift +2 Good for the donation, but he would shift +2 Evil for the selfishness of his actions.  This catch-22 makes gaining a Good status rather difficult.

There is no penalty for changing alignments, other then the specifically written ones, as for the paladin, monk, barbarian and so on.

Alignment Restricted Classes
Paladins, monks and several other classes are restricted by their inability to perform certain aligned actions.  Any time a character of these classes shifts even 1 point towards his restricted alignment, that axis (and only that axis) is locked and he can not shift towards his unrestricted alignment until he receives an atonement spell or repents in some similar way.
For example, a Paladin performs an Evil action and her alignment shifts several points towards Evil.  Until she atones, her alignment can continue to become more Evil, as well as Chaotic or Lawful, but she cannot become more Good.

Spells
Certain spells work differently with this variant.


Detection Spells
Detection spells work, basically, just as they always have.  However, the strength of the aura is no longer based on the HD of the creature, but rather the amount shifted on the particular axis.  Detection spells for objects work as they always did.

Note that being a cleric, outsider or undead no longer affects detection spells.  With this variant, all creatures have the capacity to be extremely Good, Evil, Chaotic or Lawful.  Meaning, a commoner who goes around helping people and performing good deeds, while never even gaining any levels, can become an Overwhelming force of Good.

It should also be noted that, with this system, each character has two auras.  Good v. Evil and Law v. Chaos.  It is possible to be a Strong force of Good and, at the same time, a Feint force of Law.

Atonement
The Redemption or Temptation aspect of the spell, if successful, places the affected character at +6/+6 on your alignment.  Unless the affected character was further along in one of the axes, in which case, it keeps its original value.  From that point on, the character is free to do as he pleases, with his new alignment in mind.

Alignment Flipping Spells
Spells or effects that automatically flip one's alignment to its opposite, do so by shifting completely to the other side of the axis.  A monk with a +7/+5 Lawful Good alignment who undergoes a complete shift, becomes +7/+5 Chaotic Evil.

As with atonement, any spell that changes a character to a certain alignment, does so by placing it at +6 of whatever the new alignment is.  A demon who turns Good, is going to be pretty new at it and will need time to learn his new ways.

Aura Empowerment Variant
A variant within this variant is the idea of Aura Empowerment.  This is the idea that the stronger one's aura is toward any one particular axis, the more strength they have when using abilities based on that aura.  This gives bonuses to those characters who stay within their alignment and do what they can to further it.

If a character has a Moderate aura or better (as per the detect spells), their aligned spells and abilities are enhanced.  This bonus applies to any aligned spell, smite damage, bonus aligned damage of an aligned weapon and any similar effect that deals damage based on aura.

Aura Strength
ModerateStrongOverwhelming
x1.25x1.5x2.0


I hate making tables in HTML.  It's the worst.

Anyway, this variant could work in 4th as well, but you'd have to bring back the 9 alignments.

1.01 Updates
- Added more specific sample actions

1.1 Updates
- Edited ranges of Aura Strength
- Added better examples

Wednesday, July 21, 2010

Divine Favor

Dungeons and Dragons 4th Ed. Variant Mechanic

One of my favorite things in making new rules is finding some small inconsequential part of the game and making a whole mechanic out of that.  I do it a lot and I usually enjoy the results.  In Dungeons and Dragons, there are a lot of opportunities for me to work on small parts.  In the 4th edition campaign I run right now, I've taken the gods and made them practically NPCs.  I wanted to make the gods more involved as I always felt like they were very unimportant.  You pick your Primary Deity at 1st level and most characters never think about it again.

The PCs gain Favor Points with each Deity individually and can spend them by praying to that god for assistance.  But not every god can help in anyway.  Below is a chart I wrote up laying out how the PCs could spend their FP (favor points) with each god, based on skills, abilities, keywords and alignment to add to their rolls or reroll completely.  The PCs keep track of how many points they currently have, as well as how many points they have ever accumulated in their career.  If a player has a total of 10 FP then spends 7, they have 3 FP and 10 Accumulated Favor Points.
Divine Favor, Page 1
Divine Favor, Page 2
 The bottom of the first chart mentions a Godsend. This is a special ability each god possesses and each Godsend manifests differently. The people I play with have come to really enjoy the Divine Favor mechanic.  It adds an element of roleplay that everyone enjoys and keeps the PCs in character in an effort to score more FP.  Plus, with an added way to reroll a bad roll, it keeps the players in high spirits when they roll a 1 on their favorite daily power.  

Each PC keeps track of their own FP, so it's not too difficult on me, as the DM.  The only real addition to my work is making ways for the PCs to gain Favor into each quest, although that's really not that hard.  For a while, we played that, at each level gain, the PC would gain 5 FP with their primary deity, but that ended up being too many points, with how often I was handing them out as well.  Dropping the automatic points every level, we've found a good balance.    

This mechanic shouldn't be something the PCs rely on, but rather a back-up to the back-up when something goes very wrong.  And it rewards players who stay in character and think as their characters would.  For example, the PCs happened upon a subservient zombie which obeyed their orders.  Because they accepted it as an ally (or rather pack mule / butler), they gained favor with Vecna and Orcus.  If they had chosen to kill it, they would have gained points with The Raven Queen and Pelor instead.  I try to make the FP gain based on decisions the characters make, or rewarding good (or evil) deeds.

The more astute out there might notice Orcus listed as a god.  Although he is not a god, he really ought to be.  He's got enough worshipers and now even his own miniature! (although calling it "miniature" is insulting.)

A Very Good Place To Start

As a pretty hardcore nerd, one of my favorite activities is playing games (role playing / board / video). But more than that, I enjoy making my own games and rules for other games. The idea behind this blog is a place where I'll be able to post some of these rules and such that I create and, perhaps, find around the web.

Dungeons and Dragons will probably be a major part of this, but I'm also pretty into board games, Settlers of Catan, Arkham Horror, Zombies!!! just to name a few.

I'll be posting several things soon and will continue to post as I continue to create.

I made a sweet banner! OMG!

Actually, it's not that exciting...