I make it if you roll a natural one to hit, if you are level 1-5 you take half of the damage that would have been done by the weapon, if you are level 6-10 you take the amount of damage that would have been done by the weapon to the target, if you are level 11-15 you take a crit and an injury from the weapon, and if you are level 16-20 you take either the amount of damage that would have been done by a crit, or 1d100 damage, whichever is bigger. Any monsters that roll a one to hit automatically takes damage as if they were level 16-20.
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Please check out my homebrew, I would appreciate feedback:
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This is one we've been testing in our SKT campaign:
Death Saving Throws & Lingering Injuries
Death saving throws function as written with the following modifications:
Dangerous Failure and Exceptional Success. Degree of failure or success when making death saving throws now matters:
Rolling 6-9 or 10-15 results in a failed/successful death saving throw as outlined in the PHB.
Rolling 2-5 results in a dangerous failure. In addition to counting as a failed death save, you must also roll against a lingering injury as detailed above.
Rolling 16-19 results in an exceptional success, and you gain advantage to your next death save. If your third successful death saving throw is an excellent success, instead of merely becoming stable, you regain 1 hit point and are no longer unconscious.
Critical Success. When you make a death saving throw and roll a 20 on the d20, you regain 3 hit points, are no longer unconscious, and gain advantage on your next attack roll (your enemies thought you were down for the count and were not expecting you to make an attack).
Critical Failure. When you make a death saving throw and roll a 1 on the d20, it counts as two failures and you must roll against a lingering injury. However, you may choose to take an automatic injury in exchange for the failure only counting once
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DM: The Cult of the Crystal Spider (Currently playing Storm King's Thunder) Player: The Knuckles of Arth - Lemire (Tiefling Rogue 5/Fighter 1)
So, we've been playing with the following rules for a while now, with three DMs and 5 campaigns, and they have really helped 5e hit a sweet spot for my group.
At level 1, every character (even variant humans) can take a bonus feat. You can't opt for an ASI at this level, only a feat, and in most campaigns, this can't be one of the purely combat oriented feats, like Sharpshooter or War Mage. Since we also allow the AU feats, this tends to get used to shore up a skill deficiency, take a race feat, or fill out something like Linguist that would otherwise have to wait until after taking "important" feats. We ignore the normal restriction on what feats we can take in our Curse of Strahd game, because it is deadlier than our other games, and it is a small group.
At feat levels, any character who chooses to take a feat instead of an ASI gets a bonus +1 to a stat of their choice. (this does not include 1st level feats)
Instead of the standard Inspiration mechanic, we use the Force Points mechanic from Star Wars Saga Edition. You get 5+1/2 your level Inspiration Dice, which can be spent and rolled to add to any d20 roll, after the roll but before the result is announced. You get them back when you level up.
Other houserules we have considered, or that are used in only some campaigns:
Starting characters above 1st level can have spent time learning a proficiency before we begin play. (used in 1 campaign, again with a small group)
Inspiration Dice can be spent to add to healing during a short rest. (in consideration)
Magic Item crafting mostly uses Xanathar's Guide rules, with some exceptions. You have to make checks to successfully craft the item if it involves any spells higher than 1/2 your level, rounded down, losing part of the components (but not the rare component) on a failed check. The DC is determined by the rarity of the item. (used in one campaign wherein I play a tinker, alchemist, and enchanter)
Certain Basic consumables can be made with any of the Alchemist's Kit, Poisoner's Kit, or Herbalism Kit. Basic poison can be made with all three, Basic Healing potions can be made with Hermalism or Alchemy, Poisoners can make anti-venom, etc. (1 campaign, consideration in others)
The "Minor Traits" from the DMG for magic items can be enchanted by themselves to make Common magic items, and Common magic item enchantements can be used as Minor Traits, combined with larger enchantments. (theoretically all campaigns, but only comes up in 1)
Acquiring the rare ingredient for a magic item doesn't necessarily require dealing with a certain CR creature, but still requires a comparable amount of effort, time, and sometimes risk, if the ingredients needed aren't just found as normal rewards. ie, sometimes a player wants to make something, and the DM says, that loot you got in the cave a while back included some stuff that can be subbed in for the normal ingredient for that item. Sometimes, finding the ingredient is basically a matter of interacting with various merchants and collectors, rather than going out and finding a troll or whatever.
At level 1, every character (even variant humans) can take a bonus feat. You can't opt for an ASI at this level, only a feat, and in most campaigns, this can't be one of the purely combat oriented feats, like Sharpshooter or War Mage. Since we also allow the AU feats, this tends to get used to shore up a skill deficiency, take a race feat, or fill out something like Linguist that would otherwise have to wait until after taking "important" feats.
Magic Item crafting mostly uses Xanathar's Guide rules, with some exceptions. You have to make checks to successfully craft the item if it involves any spells higher than 1/2 your level, rounded down, losing part of the components (but not the rare component) on a failed check. The DC is determined by the rarity of the item. (used in one campaign wherein I play a tinker, alchemist, and enchanter) Acquiring the rare ingredient for a magic item doesn't necessarily require dealing with a certain CR creature, but still requires a comparable amount of effort, time, and sometimes risk, if the ingredients needed aren't just found as normal rewards.
I really like these rules! Especially that point about some of the feats going to waste sometimes because there are "better" feats. The racial feats could be pretty cool to add variety within a group of the same races.
And I've been trying to figure out a good crafting system that works for me, but yours is inspiring! A mix of making a check and following the guides in Xanathar's could be really nice.
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At level 1, every character (even variant humans) can take a bonus feat. You can't opt for an ASI at this level, only a feat, and in most campaigns, this can't be one of the purely combat oriented feats, like Sharpshooter or War Mage. Since we also allow the AU feats, this tends to get used to shore up a skill deficiency, take a race feat, or fill out something like Linguist that would otherwise have to wait until after taking "important" feats.
Magic Item crafting mostly uses Xanathar's Guide rules, with some exceptions. You have to make checks to successfully craft the item if it involves any spells higher than 1/2 your level, rounded down, losing part of the components (but not the rare component) on a failed check. The DC is determined by the rarity of the item. (used in one campaign wherein I play a tinker, alchemist, and enchanter) Acquiring the rare ingredient for a magic item doesn't necessarily require dealing with a certain CR creature, but still requires a comparable amount of effort, time, and sometimes risk, if the ingredients needed aren't just found as normal rewards.
I really like these rules! Especially that point about some of the feats going to waste sometimes because there are "better" feats. The racial feats could be pretty cool to add variety within a group of the same races.
And I've been trying to figure out a good crafting system that works for me, but yours is inspiring! A mix of making a check and following the guides in Xanathar's could be really nice.
Thanks! I found that as a player of a crafter, I was bored by the idea of just automatically making the thing, and I didn't dig the idea of being able to auto succeed on making a very rare weapon with no check whatsoever simply because I was able to get the ingredients. For stuff "at or below my level" as it were, I'm fine with no check, but I felt that striving above that should involve chance of failure.
get the story too the end and any insanity you come up with explain (that 2nd rule is null and void cause there at the half way point no more cudegraing bosses and converting them XD)
I love these discussions. Been playing a variety of RPGs for over 30 years now and I've incorporated a bunch of my experiences into the current D&D 5e games that I play. These have evolved over time, but 5th edition is so flexible, that it's very easy to bring those ideas to light. Let me correct myself, it's so much EASIER than many other RPGs. ;-)
Races & Classes
Maximum ability scores are set to 20 + any Racial bonus. This merely reflects that Halflings should always have a slightly higher max Dex from other reaces, Half Elves are always more Charismatic, Dwarves have higher Con, Half Orcs are usually stronger, etc. Feats and ASI will not increase past this number, but magic items can per usual if described as such.
Wizards/Clerics/Druids can swap out Cantrips on a long rest, but they can't have more than their normally allowed memorized. Extra cantrips can be found via scrolls or prayer for divine classes.
Bards/Sorcerers/Warlocks/Arcane Tricksters/Eldritch Knights can swap out cantrips on level ups only due to their spontaneous casting.
Drink potions as a bonus action (per the Matt Mercer rule).
Hero Points from the DMG p264. I highly recommend them as they add alot of excitement to the game in dire situations. Essentially they let the players add 1d6 to their attack, ability check, or a saving throw. We allow them to be used once per round, and they lose any unspent points on a level up. The total per level is 5+half their level rounded down.
Spell Points from the DMG p288. This has made 5th edition D&D so much more accessible to our new players who are used to MMOs and RPG games. Spell Points give players more choices on how to cast their spells and they don't have to save their spell slots for combats only now. We've never felt a need to go back to the more restrictive spell slot since exploring this alternate rule.
Skills
I don't believe in pure Ability Checks without using a related skill proficiency bonus or a saving throw bonus. To clarify, it's a huge pet peeve of mine when DM's completely ignore the existing skill system and force a player to roll a straight up Dexterity check, when Acrobatics, Slight of Hand, or Stealth could apply. Sure, if the player doesn't have proficiency, the bonus is just Dexterity, but Proficiencies should always be considered first. All of the skills listed in 5th edition are general areas of proficiency or expertise, and it's upsetting to see players penalized because the DM is being too literal. Therefore I've adopted the following rules:
If the player has time to prepare or has proficiency in a skill that comes up, they roll a d20 and use the closest matching skill bonus (per the DM's discretion).
If the player does not have time to prepare, or is suddenly surprised by a spell or effect, they use the appropriate saving throw bonus.
So for example, if a player decides to move across ice, they make an Acrobatics check to keep their balance. If the ice suddenly breaks without warning, they make a Dexterity saving throw or fall in.
If a Wizard is trying to control a spell in an unusual way, like throwing another player across the battlefield with Bigby's Hand, they would make an Arcana Check. However if they had to react to catching a boulder hurled at them with Bigby's Hand, they would make an Intelligence Saving Throw and probably would expend their reaction to catch it.
Resting & Encounters
We dice stack for Short and Long rests. Normal safe areas are d6, wilderness type areas are d8, dangerous dungeons are d10. First watch stacks 1 die per hour on watch (up to 4 per watch), plus additional dice depending number of people in party (+1 each), number of Wilderness character (-1 Rangers, Druids, Totem Barbarians, etc), if there's a campfire, if there's crafting, or if spells are used to mask the party (-1 per level of the spell). Stack modifiers first, then add 1 die per hour rested. If the dice fall for any reason, there's an encounter and long rests may get turned into short rests as a result.
Cantrip changes
Blade Ward: Cast as a Reaction vs a single non-magical bludgeon, piercing, or slashing attack.
Friends: Target must succeed a Wis save at the end of the spell duration to know they were influenced. Hostility is the DM's discretion.
Shillelagh: increases the damage die by 1-step. So if cast on a quarterstaff and used with two hands, the damage becomes 1d10. If cast on a Greatclub, the damage becomes 1d12. Makes crappy weapons more desirable via the cantrip.
True Strike: Bonus Action that affects next attack within 1 round. Side note - Still not sure why this is a controversial choice being that players have so many better options for their Bonus Action as they level up. We find relying on True Strike to be a trap after 5th level because it eats their bonus action that could otherwise be used to deal additional offhand or spell damage, Trickster Rogues could've hidden from the enemy they just backstabbed instead of just standing there vulnerable, Clerics could have used Healing Word to save a dying player, Bards could inspire an ally, etc. It turns a useless Cantrip into another option to help players.
Crafting
We use the Xanathar's Crafting Rules (p78) of gaining advantage on crafting when a player has proficiency in a similar skill, and vice-verse when it applies.
I also created a "simplified" crafting system that for healing, poisons, and creating various player homemade magic items.
Below is an example of the table we reference when crafting. Total Time and Cost are for single use items, poisons, potions, and scrolls. For permanent items, turn the Long Rests into the number of Weeks and multiply the cost by x5.
For example, if a players kill a Frost Giant, they might try to bottle the blood to be used in Cold Resistance potions, Cold Damage traps or weapons, etc. The Frost Giant is CR8, so based on the info below, it would be a DC10 Medicine check to gather the blood (advantage if they are proficient in Medicine & Alchemy). On success, the player would have 1d6 vials of Uncommon "Cold" crafting materials for later use. If they had Woodworking, they can try to make a single 1d6 cold arrow during a Long Rest.
Quality
DC
Total Time to Craft
Level
Dmg / HP
Magic
Spell Level
Craft Cost
Common
5
1x Short Rest
n/a
n/a
n/a
n/a
1gp (if any)
Uncommon
10
1x Long Rest
1st
Up to 1d6
+0
1st, 2nd
25gp / level
Rare
15
2x Long Rests
5th
Up to 2d6
+1
3rd, 4th
100gp / level
Very Rare
20
3x Long Rests
9th
Up to 3d6
+2
5th, 6th
200gp / level
Legendary
25
4x Long Rests
13th
Up to 4d6
+3
7th, 8th
400gp / level
Artifact
30
5x Long Rests
17+
Up to 5d6
+4
9th
800gp / level
Dice Roll Crits & Fumbles
Natural 20 in combat results in players rolling another d20 on my Critical tables (see below) to make combat a bit more exciting and deadly. High rolls result in extra damage and potentially a light enemy debuff, low rolls result in regular crit damage or the loss of the crit on a Natural 01. I pretty much have covered every possible 5th edition damage type, and fumble type. The extra damage listed below is in addition to the normal x2 dice damage. So rolling a natural 20 with a dagger and then a critical roll of 19, would result in 2d4+9 damage before any weapon or ability modifiers are added, and the enemy is incapacitated until their next turn.
Natural 01 in combat results on a d20 roll on my Fumble tables. Low rolls may result in attacking an ally, hitting yourself, dropping weapon, etc. High results range anywhere from just missing the attack to potentially reversing the fumble (nat 20).
Natural 01 on a Saving Throws results in critical failure, and person attacking gets to roll an appropriate crit on the target.
Natural 20 on Saving Throws means perfect success and zero damage! If a player rolls Nat20 vs a Fireball, it should result in zero damage instead of half damage.
Natural 20 on skill checks is always an absolute success. Natural 01 is absolute failure. Both may merit some kind of special benefit or penalty based on circumstances (e.g. rolling a Natural 20 may give the player advantage on their next attack or skill check).
Critical Table Examples
Roll another d20
Slash
Martial Arts
Fire
Poison
1
You might do better if you sharpened your weapon from time to time. (No extra damage)
Without proper breathing, your attacks have no power behind them. (No extra damage)
Hot air warms foe nicely. Nothing more. (no extra damage)
Poison? What poison? (no extra damage)
2-9
An opening appears and you smack foe with precision. (normal crit roll)
Your strike is pretty effective. Do your master proud! (normal crit roll)
With a burst of flame, you cover foe with heated air. Foe jumps back to avoid any additional wounds. (normal crit roll)
Foe coughs up a tiny bit of blood. (normal crit roll)
10
Quality strike. Nab him as he tries to step backward. (you gain +1 to attacks until end of next turn)
Snappy double strike to foe. Crack! Foe's side is bruised badly. (you gain +1 to attacks until end of next turn)
Firey blast forces foe back. Any containers of water boil and burst open. (you gain +1 to attacks until end of next turn)
Poison makes foe dizzy for a moment. But not long enough to cause worry. (you gain +1 to attacks until end of next turn)
11
Foe avoids your main attack, but you catch him on your recovery. (+1 dmg)
You catch foe off guard with a round house kick to the face. Your form is nearly perfect. (+1 dmg)
Violent inferno hits foe but much of the blast tumbles clear after impact. (+1 dmg)
Poison stings hard leaving a severe contact rash. (+1 dmg)
12
Catch foe off guard and slice into its side. Now that's gotta hurt. (+2 dmg)
Snap kick to foe's side spins foe. He is suspicious of gravity and struggles to stay standing. (+2 dmg)
Hit foe's back while they evade the strike. The heat penetrates deep and foe's face shows it. (+2 dmg)
Weak poison leaves a discernable and unsightly burn mark. Foe also feels euphoric for a few seconds. (+2 dmg)
13
Your edge bites half its width into the foe. Opens a nasty gash and you're spattered with blood. (+3 dmg)
Foe never sees your hands move. Your lightning fast combination strike staggers foe. (+3 dmg)
Strike to side and back ignite foe's cloak and pack if any. Neck and shoulder are lightly burned. (+3 dmg)
Truth serum. The poisoned creature can’t knowingly speak a lie for the next minute. (+3 dmg)
14
Foe has no idea what hit him. But you certainly do. (+4 dmg)
Boom! Great shot almost forces foe to lose their lunch. (+4 dmg)
Flames burst against foe's side. They stumble but do not fall. Foe tries to smother the fire. (+4 dmg)
Both of foe's eyes suddenly go bloodshot. (+4 dmg)
Excellent form and correct follow through leaves foe gasping. Your confidence builds. (+5 dmg & foe drops off-hand items)
Foe blocks flames with his weapon. A wooden weapon burst into flames. A metal weapon becomes too hot to hold. (+5 dmg & foe drops off-hand items)
Dizziness, tingling in the extremities, and numbness a round the mouth and lips. Not a great feeling. (+5 dmg & foe drops off-hand items)
16
You plunge your weapon into foe. Major abdomenal wound. Foe is instantly pale from blood loss. (+6 dmg & foe drops main hand items)
Precise combination of strikes leaves foe feeling bent, broken, and out of shape. (+6 dmg & foe drops main hand items)
Garments on foe are set aflame for a few seconds. Foe is frantic as they try to put out the flames. (+6 dmg & foe drops main hand items)
Foe keels over vomiting up blood. Drops all objects held in the process. (+6 dmg & foe drops main hand items)
17
With a flash of your blade, you slice foe mercilessly. (+7 dmg & foe pushed 5 ft)
Simultaneous palm strike to both of foe's ears. Destroy foe's hearing and balance. (+7 dmg & foe pushed 5 ft)
Foe leaps back from your deadly inferno. He escapes the main blast and nearly falls over. Medium burns. (+7 dmg & foe pushed 5 ft)
Sneaky poison disrupts foe's constitution. Mild pain is felt a round the abdomen, but symptoms like vomiting, and severe diarrhea may come hours later and indicate liver poisoning. (+7 dmg & foe pushed 5 ft)
18
You follow your training well. You extend on your slashing arc. Strike lands against foe's side. (+8 dmg & knocked prone)
Front kick to midsection doubles foe over. You follow with a nasty knee strike to foe's face. (+8 dmg & knocked prone)
Strike engulfs foe's most exposed areas and burns it without mercy. Foe screams in agony. (+8 dmg & knocked prone)
Some of the toxin splashed into foe's eyes causing temporary blindness. Foe wimpers in exhaustive pain. (+8 dmg & knocked prone)
19
Your attempt to behead foe almost works. Foe is not happy! (+9 dmg & incapacitated until their next turn)
Nasty strike catches foe in back of head dazing them temporarily. Use your advantage to kick him in the face. (+9 dmg & incapacitated until their next turn)
Foe screams as they are entangled in upward spreading flames, making terrifying noises as a result. All creatures in a 5 foot radius feel the extreme heat. (+9 dmg & incapacitated until their next turn)
The poison's effects are immediate and cause the victim to choke and almost suffocate. (+9 dmg & incapacitated until their next turn)
20
Horrific slashing blow to head. (+10 dmg, x3 crit & foe stunned until next turn, if dead see below)
Midsection strike doubles foe over and you follow with a nasty knee strike. (+10 dmg, x3 crit & foe stunned until next turn, if dead see below)
Every part of foe set ablaze, leaving them stunned 1 round. (+10 dmg, x3 crit & foe stunned until next turn, if dead see below)
Vicious poison hit's foe hard without compassion, leaving them stunned 1 round. (+10 dmg, x3 crit & foe stunned until next turn, if dead see below)
Even Damage #
If killed, your nasty head strike dazes foe for a moment. A follow-up strike to foe's midsection cuts them in half leaving their upper torso 3 feet to the right of their disemboweled lower half. Use your reaction to attack one nearby foe.
If killed, you disarm foe and use their weapon to kill them. A final strike sends foe flying 5 feet in any direction you choose.
Every part of foe is ablaze. If killed by even #, foe is cremated before your very eyes and their charred skeleton remains standing for 5 seconds before falling to dust and ash. A small fire lingers over the remains.
Deadly reaction to the poison causes victim to immediately collapse to the floor dead. Foe begins rapidly filling with gas. A split second later the corpse explodes releasing toxin to all creatures within 10 feet giving everyone disadvantage for 1 round.
Odd Damage #
If killed by damage, you do a spinning strike decapitating the poor fool. Foe's head flies through the air and lands 10 feet behind them. Impressive! Use your reaction to attack one nearby foe.
If killed, double palm strike to foe's nose breaks cartilage and drives bone into brain. The effects are rapid. Foe dies after a few seconds prone and immobile. Use your reaction to attack one nearby foe.
Violent inferno engulf's foe. Fire devours every part of foe in an instant. Bits of metal, teeth and a few bones shower to the area. Everyone in 5 ft makes a Dex save vs 1/2 the damage or take 2d6 fire.
The poison causes foe to cough up blood, then psychologically disrupts foe's emotions, turning them into a violent rage zombie. The monster immediately tries biting and tearing at a nearby random creature for 1d6 rounds, then dies. It uses it's claws, bite, and multi-attacks (2x, +8 attack, 2d4 slash dmg, 20HP).
My next project is creating a fully randomized RPG world where the DM is only there to referee. Very little needs to be prepared ahead of time, because the DM has no idea what will happen during the next session. I'll share more in the future, but for now if anyone wants to try the crit tables, let me know.
I've taken steps to minimize the video-gameyness from the core rules. The most effective of those steps include
1. require training and expense to level up
2. spontaneous healing with a long rest is limited to 1d4; first aid gives 1d4+1 + medic bonus per treatable wound;
3. no short rest recovery for HPs or Spell Slots
Admittedly, these are hardcore realism tweaks. So far the players seem to enjoy it, and they have to keep their characters' physical state firmly in mind in their role-play decisions. I don't get discussions like "Hey, we're pretty beaten up, so we better camp here to get our hit points back." Instead, they have to realistically assess their condition, make use of the medic skill, and (I think) really role-play rather than relying on the mechanics of spontaneous healing to see them through rougher parts of the story.
That's an interesting idea. The result will be that PCs will cast fireball (etc.) on their allies knowing they have little chance of doing heavy damage. This will significantly increase the frequency of such spells being used because half the time (at least in my campaign) the mage can't use such spells because of the potential for friendly fire problems and must come up with more creative options. If they can "just blast them" without consequences, they will. It will ultimately mean you have to increase the challenge rating of your encounters, I think.
Also, it makes the Evoker a little less desirable since being able to shape the AoE spells is part of that tradition.
I am thinking of making my own homebrewe rule and would like some imput
a group of advtures after they gain 3 levels together they have started to anticipate what each other is doing.
there fore they have advantage on saving throws from spell AOE attacts from freindly players
on a sucessfull ST they take no damage half if failed
if the attact does not have a saving throw they only date half damage
That steps on the toes of the evocation wizard, so I wouldn't do that. Maybe just add a +1 or +2 bonus to the saving throw instead of actual advantage.
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So lets just say I've never been one to follow rules, and I love making my players overpowered and in my experience these rules can very quickly turn players into dimigods.
Greater Casting:
I prefer high magic games so I often allow players to cast multiple spells per turn. If they have spless they can cast as an action and one as a bonus action or reaction I'll allow then to cast each spell. (Max of 3 action, bonus action, reaction)
Poweful proficiency
I like makeing sure my players diversify they skills so I often include that players can only crit on ability checks which they are proficient. This way the fighter doesn't steal the wizards moment to shine on that arcana check. I also rule that you can only critically fail on abilities that you don't have proficiency in.
Magical Surges
When a player loses concentration on a spell, they must roll an arcana check agianst 10+spell level or cause some wild magic havoc.
Emotional Advantage
I will allow my players to enhance the story by useing "emotional points" similar to hero points but only once ever 3-4 sessions. This is to enhance story when there character finally sees that NPC who murdered their family, or when there on the brink of death but vow to take down their enemy before death.
Minimum Rounds Rule
You know when you get that beast on the field thats supposes to go toe to toe with the whole party, but the fighter uses action surge and crits twice and the wizard rolls a max level fireball and suddenly the big bad is down to 3 hp, well my solution is simple. No creature can be killed before a number of round equal to half their CR. I know it's mean, but it really works with the big important badguy you want to live a little bit.
Deaths Grip
That character thats died 6 times and been resurrected though magic a bit too much, well lets make it harder after each death, their death saving DC increases by 1. Ex. when the player has died twice his new death save is DC 12
I could go on and on, but I'll stop here. I also have a broken magic system that runs on points instead of spell slits *not to use with new players*
One of my rules is if you roll a Natural 1 for initiative, you don't go for one round. If you have a minus to initiative, take the absolute value of the minus, and add 1, and that's the amount of turns you can't go.
Secondly, related to the first rule, if you roll a Natural 20 for initiative, there is a Crit Initiative, where every creature that rolled a Natural 20 initiative goes before combat starts, based first on dexterity, then on rock-paper-scissors, and after the Critical Initiative is over, and normal combat starts, with those who got a Natural 20 get to go again, but only on this round. In essence, they get an extra action, bonus action, and movement for the first round of combat.
Third, Natural 1/20's count for ability checks, and saving throws. A natural 20 against a fireball spell ignores all damage. A natural 1 is double damage, or lost limb check, or a mixture of both. A natural 1 for stealth, the character sneezes super loud, and bangs their head against the wall, or something like that. A natural 20 stealth would be as if you are invisible for one minute.
Fourth, System Shock, pg 273 of the Dungeon Master's Guide. I love using this, it adds more flavor to combat, and most DM's I know don't use this optional table, but I find it great.
Fifth, if something is boring, ignore it. This involves in most cases, food, water, so on. Just some small rules that most people find more boring, and take up game play time.
Let me know what you think about my list. These are the major ones I could think of right now, but I'm sure I'll think of others later.
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That character thats died 6 times and been resurrected though magic a bit too much, well lets make it harder after each death, their death saving DC increases by 1. Ex. when the player has died twice his new death save is DC 12
this sounds fun, the other are ok'ish but dont sound meaning full / or arn't really rules.
I might have to use the Deaths Grip rule, I have a player who keeps rolling natural 20's to knock on a door, breaking the door, and unleashing magical explosions that keep killing him, and he's died at least 3 times just from knocking on doors. I'm going to use this to stop him.
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Not 100% sure if this is edition specific (new to the site), but I play an almost entirely bastardized homebrew set of rules originally based off of 2e. Some of my favourite homebrew rules are as follows:
Criticals: Each weapon has a critical hit score, similar to those found in later editions, but also has a critical damage roll for unarmoured targets (see below). Against an armoured opponent, a critical hit penetrates, dealing weapon damage to both armour and hitpoints (or under armour if worn). Against an unarmoured opponent, a critical hit allows you to roll the critical damage dice, which inflicts constitutional damage. If your constitution reaches 0, youre dead!
This is great at making armour extra important, and makes even high levelled characters tread carefully against even low levelled opponents.
2: Weapon Modifications: We dont allow for to hit and damage bonuses to weapons based on quality in my games. Instead, the level of the weapon/armoursmiths skill denotes what modifications, specifications and qualities are available upon weapon construction. In the case of loot, instead of stumbling across a +3 rapier, you might find an ornate, flamberge rapier, forged of firebrass, with a basket hilt and a broad blade. Each modification carries a small, yet valuable bonus all of its own, whether that be having flanges upon your mace, or putting a longer fletch on your arrows.
This not only enriches the game in terms of depth, but also adds a level of customization that allows each player to really feel unique and important.
Two Handed Weapons: Weve made the gap between one and two handed weapons bigger by adding an attack rate penalty of 50% to two handed weapons, whilst also increasing their damage dice to have an average of approximately 250% of their original score. Combined with the fact that bigger weapons usually carry more devestating criticals, this makes bigger weapons more ideal for slaying monsters, whose attacks usually cannot be parried, whereas one handed weapons, with their now vastly superior attack speed, are more effective against weapon-wielding enemies, as more manouvres allows for more weapon parrying.
This adds more diversity to the game, where now multiple characters can have a character built around combat, but with vastly different strengths, everybody has their moment to shine. No more level 15 fighter overshadowing the level 8 at every turn.
Theres so many more, but I thought Id keep it to 3. Considering my lack of knowledge regarding later editions, I hope Ive made some sort of sense here 🤣
We changed the armour rules a bit to make them a bit more realistic.
First how does armour work.
I does not make you harder to hit (except gothic armour verses arrows)
It reduces damage
So what we did was keep the basic AC 10 plus dex plus shield modifier as you were not hit at all
Then add 2 AC per legs, arms, torso, head so a total of plus 8
So if you roll below base plus dex you miss
Then if you roll above this but below the armour bonus you hit the armour
So between 12 to 18 depending on coverage
If you hit the armour you get a damage reduction depending on how heavy the armour is
1d4 light ,1d6 medium and 1d8 heavy
Magic armour bonus can be added in one of 2. The first is like to positive magnets repelling each other so increases your base ac. The second is to multiply the number of dice for reduction purposes. So light padded +2 would have a damage reduction of 3d4
If you roll above the armour ac then you have hit a gap in the armour
If you want to include spell failure set it at 10% per 2AC of metal armour coverage (we explained this as a faraday cage effect)
An average person can wear and use full plate as it is about 3 stone in weight over the whole body( it is like a 12 stone person weighing 15 stone but what it does require is constitution) wearing heavy armour without proficiency in in gives you your constitution modifier in subdual damage every 10 minutes. (think of a obese person running for 10 minutes)
Shields just add to base AC
Armour weaknesses -1 lvl strengths +1 Lvl
Padded piercing Blunt
Leather blunt
Chain piercing and blunt Slashing
Scale piercing
Splint piercing blunt
Banded piercing
Plate None Slashing
(reduce armour by one level light goes to 1d2 and heavy goes up to 1d10)
Banded covers roman style banded armour and Brigandine
Studded armour never existed. So what we took this as was leather with occasional bits of metal attached not like brigandine which is basically a outer leather cover with a full set of large overlapping plates riveted to the back making it like a metal breastplate plus leather.
All heavier armour is be worn over padded so if you wear magical +1 padded with plate over the top the damage reduction is 1d8 for the plate plus 1d4.
Non light armour includes the weight of the padded armour (gambeson)
Quality armour weight is effected by quality full plate or chain armour weighed from 22 to 55lbs
So Master 50% reduction in weight cost x4
Fine 25% reduction in weight cost x 2
Normal 10% reduction in weight cost
Poor zero reduction in weight cost x.75
Rubbish +10% to weight cost x 1/2
These figures can be applied to all items except blunt weapons
When a character is hit with a critical hit that deals constitutional damage, the amount of damage dealt is cross referenced with a 1D12 die roll on the 'Wound Table'. This tells us if the character recieves a wound, and if so, if its a minor, moderate or major wound. These can be anything from a fractured wrist, to a severed leg.
In my games, magical healing isnt the answer to everything - it simply speeds up the healing process, albeit incredibly rapidly. So if your broken arm hasnt been properly set, you may suffer permanent, limited ability with the arm in question, or if your flesh wound on your leg hasnt been stitched up correctly, you may develop a limp as the flesh pulls when you walk. These permanent disabilities all have tangible effects on your character, whether its stat changes, movement rate debuffs, or even permanent health reduction.
This system further adds to the importance of armour and the dangers of combat, encouraging the PCs to try more diplomatic or stealthy approaches, whilst also increasing the value of medical profficiencies and, if your system allows, non-magical healing classes.
Weapon Profficiency Overhaul:
In 2e, you either are or arent profficient in a weapon. In my games however, its not that simple. You can have up to 10 profficiencies in a single weapon (12 if youre a fighter), that relay ever growing bonuses to hit, to damage, and to attack rate. It looks something like this:
PROF. HIT+ DAM+ ATKS/RND
1. +1. OR +1. 1/1
2. +1. +1. 1/1
3. +2. +1. 3/2
4. +2. +2. 3/2
5. +3. +2. 2/1
6. +4. +2 2/1
7. +5. +2 (+3*) 2/1
8. +6. +2 (+3*) 5/2
9. +7. +2 (+4*) 5/2
10. +8. +2 (+4*) 3/1
11* +9*. +4* 3/1
12* +9*. +5* 7/2
*Only fighters, advanced fighter classes, and prestige fighter classes.
This gives players something more to invest profficiencies in, allowing for them to feel like they can truly attain master status. As this system applies to weapon wielding enemies too, it allows for some more devastating encounters, whilst increasing the value of defensive fighting, even more so with a shield.
There is a UA article full of feats for skills. Each skill has an associated feat. I haven't done this yet, but I have thought about letting each character take one feat from this list at the beginning of the story as an indicator that the character has an exceptional development of that skill.
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"Not all those who wander are lost"
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I make it if you roll a natural one to hit, if you are level 1-5 you take half of the damage that would have been done by the weapon, if you are level 6-10 you take the amount of damage that would have been done by the weapon to the target, if you are level 11-15 you take a crit and an injury from the weapon, and if you are level 16-20 you take either the amount of damage that would have been done by a crit, or 1d100 damage, whichever is bigger. Any monsters that roll a one to hit automatically takes damage as if they were level 16-20.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Disclaimer: This signature is a badge of membership in the Forum Loudmouth Club. We are all friends. We are not attacking each other. We are engaging in spirited, friendly debate with one another. We may get snarky, but these are not attacks. Thank you for not reporting us.
This is one we've been testing in our SKT campaign:
Death Saving Throws & Lingering Injuries
Death saving throws function as written with the following modifications:
DM: The Cult of the Crystal Spider (Currently playing Storm King's Thunder)
Player: The Knuckles of Arth - Lemire (Tiefling Rogue 5/Fighter 1)
So, we've been playing with the following rules for a while now, with three DMs and 5 campaigns, and they have really helped 5e hit a sweet spot for my group.
At level 1, every character (even variant humans) can take a bonus feat. You can't opt for an ASI at this level, only a feat, and in most campaigns, this can't be one of the purely combat oriented feats, like Sharpshooter or War Mage. Since we also allow the AU feats, this tends to get used to shore up a skill deficiency, take a race feat, or fill out something like Linguist that would otherwise have to wait until after taking "important" feats. We ignore the normal restriction on what feats we can take in our Curse of Strahd game, because it is deadlier than our other games, and it is a small group.
At feat levels, any character who chooses to take a feat instead of an ASI gets a bonus +1 to a stat of their choice. (this does not include 1st level feats)
Instead of the standard Inspiration mechanic, we use the Force Points mechanic from Star Wars Saga Edition. You get 5+1/2 your level Inspiration Dice, which can be spent and rolled to add to any d20 roll, after the roll but before the result is announced. You get them back when you level up.
Other houserules we have considered, or that are used in only some campaigns:
Starting characters above 1st level can have spent time learning a proficiency before we begin play. (used in 1 campaign, again with a small group)
Inspiration Dice can be spent to add to healing during a short rest. (in consideration)
Magic Item crafting mostly uses Xanathar's Guide rules, with some exceptions. You have to make checks to successfully craft the item if it involves any spells higher than 1/2 your level, rounded down, losing part of the components (but not the rare component) on a failed check. The DC is determined by the rarity of the item. (used in one campaign wherein I play a tinker, alchemist, and enchanter)
Certain Basic consumables can be made with any of the Alchemist's Kit, Poisoner's Kit, or Herbalism Kit. Basic poison can be made with all three, Basic Healing potions can be made with Hermalism or Alchemy, Poisoners can make anti-venom, etc. (1 campaign, consideration in others)
The "Minor Traits" from the DMG for magic items can be enchanted by themselves to make Common magic items, and Common magic item enchantements can be used as Minor Traits, combined with larger enchantments. (theoretically all campaigns, but only comes up in 1)
Acquiring the rare ingredient for a magic item doesn't necessarily require dealing with a certain CR creature, but still requires a comparable amount of effort, time, and sometimes risk, if the ingredients needed aren't just found as normal rewards. ie, sometimes a player wants to make something, and the DM says, that loot you got in the cave a while back included some stuff that can be subbed in for the normal ingredient for that item. Sometimes, finding the ingredient is basically a matter of interacting with various merchants and collectors, rather than going out and finding a troll or whatever.
We do bones, motherf***ker!
Check out my blog for homebrew D&D stuff and other projects!
We do bones, motherf***ker!
my homebrew style is 1 golden rule
get the story too the end and any insanity you come up with explain (that 2nd rule is null and void cause there at the half way point no more cudegraing bosses and converting them XD)
I love these discussions. Been playing a variety of RPGs for over 30 years now and I've incorporated a bunch of my experiences into the current D&D 5e games that I play. These have evolved over time, but 5th edition is so flexible, that it's very easy to bring those ideas to light. Let me correct myself, it's so much EASIER than many other RPGs. ;-)
Races & Classes
Miscellaneous
Skills
Resting & Encounters
Cantrip changes
Crafting
Quality
DC
Total Time to Craft
Level
Dmg / HP
Magic
Spell Level
Craft Cost
Common
5
1x Short Rest
n/a
n/a
n/a
n/a
1gp (if any)
Uncommon
10
1x Long Rest
1st
Up to 1d6
+0
1st, 2nd
25gp / level
Rare
15
2x Long Rests
5th
Up to 2d6
+1
3rd, 4th
100gp / level
Very Rare
20
3x Long Rests
9th
Up to 3d6
+2
5th, 6th
200gp / level
Legendary
25
4x Long Rests
13th
Up to 4d6
+3
7th, 8th
400gp / level
Artifact
30
5x Long Rests
17+
Up to 5d6
+4
9th
800gp / level
Dice Roll Crits & Fumbles
Critical Table Examples
(No extra damage)
(No extra damage)
(no extra damage)
(no extra damage)
(normal crit roll)
(normal crit roll)
(normal crit roll)
(normal crit roll)
(you gain +1 to attacks until end of next turn)
(you gain +1 to attacks until end of next turn)
(you gain +1 to attacks until end of next turn)
(you gain +1 to attacks until end of next turn)
(+1 dmg)
(+1 dmg)
(+1 dmg)
(+1 dmg)
(+2 dmg)
(+2 dmg)
(+2 dmg)
(+2 dmg)
(+3 dmg)
(+3 dmg)
(+3 dmg)
(+3 dmg)
(+4 dmg)
(+4 dmg)
(+4 dmg)
(+4 dmg)
(+5 dmg & foe drops off-hand items)
(+5 dmg & foe drops off-hand items)
(+5 dmg & foe drops off-hand items)
(+5 dmg & foe drops off-hand items)
(+6 dmg & foe drops main hand items)
(+6 dmg & foe drops main hand items)
(+6 dmg & foe drops main hand items)
(+6 dmg & foe drops main hand items)
(+7 dmg & foe pushed 5 ft)
(+7 dmg & foe pushed 5 ft)
(+7 dmg & foe pushed 5 ft)
(+7 dmg & foe pushed 5 ft)
(+8 dmg & knocked prone)
(+8 dmg & knocked prone)
(+8 dmg & knocked prone)
(+8 dmg & knocked prone)
(+9 dmg & incapacitated until their next turn)
(+9 dmg & incapacitated until their next turn)
(+9 dmg & incapacitated until their next turn)
(+9 dmg & incapacitated until their next turn)
(+10 dmg, x3 crit & foe stunned until next turn, if dead see below)
(+10 dmg, x3 crit & foe stunned until next turn, if dead see below)
(+10 dmg, x3 crit & foe stunned until next turn, if dead see below)
(+10 dmg, x3 crit & foe stunned until next turn, if dead see below)
#
#
My next project is creating a fully randomized RPG world where the DM is only there to referee. Very little needs to be prepared ahead of time, because the DM has no idea what will happen during the next session. I'll share more in the future, but for now if anyone wants to try the crit tables, let me know.
I am thinking of making my own homebrewe rule and would like some imput
a group of advtures after they gain 3 levels together they have started to anticipate what each other is doing.
there fore they have advantage on saving throws from spell AOE attacts from freindly players
on a sucessfull ST they take no damage half if failed
if the attact does not have a saving throw they only date half damage
I've taken steps to minimize the video-gameyness from the core rules. The most effective of those steps include
1. require training and expense to level up
2. spontaneous healing with a long rest is limited to 1d4; first aid gives 1d4+1 + medic bonus per treatable wound;
3. no short rest recovery for HPs or Spell Slots
Admittedly, these are hardcore realism tweaks. So far the players seem to enjoy it, and they have to keep their characters' physical state firmly in mind in their role-play decisions. I don't get discussions like "Hey, we're pretty beaten up, so we better camp here to get our hit points back." Instead, they have to realistically assess their condition, make use of the medic skill, and (I think) really role-play rather than relying on the mechanics of spontaneous healing to see them through rougher parts of the story.
Recently returned to D&D after 20+ years.
Unapologetic.
Mattman578:
That's an interesting idea. The result will be that PCs will cast fireball (etc.) on their allies knowing they have little chance of doing heavy damage. This will significantly increase the frequency of such spells being used because half the time (at least in my campaign) the mage can't use such spells because of the potential for friendly fire problems and must come up with more creative options. If they can "just blast them" without consequences, they will. It will ultimately mean you have to increase the challenge rating of your encounters, I think.
Also, it makes the Evoker a little less desirable since being able to shape the AoE spells is part of that tradition.
Recently returned to D&D after 20+ years.
Unapologetic.
That steps on the toes of the evocation wizard, so I wouldn't do that. Maybe just add a +1 or +2 bonus to the saving throw instead of actual advantage.
Check out my blog for homebrew D&D stuff and other projects!
So lets just say I've never been one to follow rules, and I love making my players overpowered and in my experience these rules can very quickly turn players into dimigods.
Greater Casting:
I prefer high magic games so I often allow players to cast multiple spells per turn. If they have spless they can cast as an action and one as a bonus action or reaction I'll allow then to cast each spell. (Max of 3 action, bonus action, reaction)
Poweful proficiency
I like makeing sure my players diversify they skills so I often include that players can only crit on ability checks which they are proficient. This way the fighter doesn't steal the wizards moment to shine on that arcana check. I also rule that you can only critically fail on abilities that you don't have proficiency in.
Magical Surges
When a player loses concentration on a spell, they must roll an arcana check agianst 10+spell level or cause some wild magic havoc.
Emotional Advantage
I will allow my players to enhance the story by useing "emotional points" similar to hero points but only once ever 3-4 sessions. This is to enhance story when there character finally sees that NPC who murdered their family, or when there on the brink of death but vow to take down their enemy before death.
Minimum Rounds Rule
You know when you get that beast on the field thats supposes to go toe to toe with the whole party, but the fighter uses action surge and crits twice and the wizard rolls a max level fireball and suddenly the big bad is down to 3 hp, well my solution is simple. No creature can be killed before a number of round equal to half their CR. I know it's mean, but it really works with the big important badguy you want to live a little bit.
Deaths Grip
That character thats died 6 times and been resurrected though magic a bit too much, well lets make it harder after each death, their death saving DC increases by 1. Ex. when the player has died twice his new death save is DC 12
I could go on and on, but I'll stop here. I also have a broken magic system that runs on points instead of spell slits *not to use with new players*
One of my rules is if you roll a Natural 1 for initiative, you don't go for one round. If you have a minus to initiative, take the absolute value of the minus, and add 1, and that's the amount of turns you can't go.
Secondly, related to the first rule, if you roll a Natural 20 for initiative, there is a Crit Initiative, where every creature that rolled a Natural 20 initiative goes before combat starts, based first on dexterity, then on rock-paper-scissors, and after the Critical Initiative is over, and normal combat starts, with those who got a Natural 20 get to go again, but only on this round. In essence, they get an extra action, bonus action, and movement for the first round of combat.
Third, Natural 1/20's count for ability checks, and saving throws. A natural 20 against a fireball spell ignores all damage. A natural 1 is double damage, or lost limb check, or a mixture of both. A natural 1 for stealth, the character sneezes super loud, and bangs their head against the wall, or something like that. A natural 20 stealth would be as if you are invisible for one minute.
Fourth, System Shock, pg 273 of the Dungeon Master's Guide. I love using this, it adds more flavor to combat, and most DM's I know don't use this optional table, but I find it great.
Fifth, if something is boring, ignore it. This involves in most cases, food, water, so on. Just some small rules that most people find more boring, and take up game play time.
Let me know what you think about my list. These are the major ones I could think of right now, but I'm sure I'll think of others later.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Disclaimer: This signature is a badge of membership in the Forum Loudmouth Club. We are all friends. We are not attacking each other. We are engaging in spirited, friendly debate with one another. We may get snarky, but these are not attacks. Thank you for not reporting us.
this sounds fun, the other are ok'ish but dont sound meaning full / or arn't really rules.
I might have to use the Deaths Grip rule, I have a player who keeps rolling natural 20's to knock on a door, breaking the door, and unleashing magical explosions that keep killing him, and he's died at least 3 times just from knocking on doors. I'm going to use this to stop him.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Disclaimer: This signature is a badge of membership in the Forum Loudmouth Club. We are all friends. We are not attacking each other. We are engaging in spirited, friendly debate with one another. We may get snarky, but these are not attacks. Thank you for not reporting us.
Not 100% sure if this is edition specific (new to the site), but I play an almost entirely bastardized homebrew set of rules originally based off of 2e. Some of my favourite homebrew rules are as follows:
Criticals: Each weapon has a critical hit score, similar to those found in later editions, but also has a critical damage roll for unarmoured targets (see below). Against an armoured opponent, a critical hit penetrates, dealing weapon damage to both armour and hitpoints (or under armour if worn). Against an unarmoured opponent, a critical hit allows you to roll the critical damage dice, which inflicts constitutional damage. If your constitution reaches 0, youre dead!
This is great at making armour extra important, and makes even high levelled characters tread carefully against even low levelled opponents.
2: Weapon Modifications: We dont allow for to hit and damage bonuses to weapons based on quality in my games. Instead, the level of the weapon/armoursmiths skill denotes what modifications, specifications and qualities are available upon weapon construction. In the case of loot, instead of stumbling across a +3 rapier, you might find an ornate, flamberge rapier, forged of firebrass, with a basket hilt and a broad blade. Each modification carries a small, yet valuable bonus all of its own, whether that be having flanges upon your mace, or putting a longer fletch on your arrows.
This not only enriches the game in terms of depth, but also adds a level of customization that allows each player to really feel unique and important.
Two Handed Weapons: Weve made the gap between one and two handed weapons bigger by adding an attack rate penalty of 50% to two handed weapons, whilst also increasing their damage dice to have an average of approximately 250% of their original score. Combined with the fact that bigger weapons usually carry more devestating criticals, this makes bigger weapons more ideal for slaying monsters, whose attacks usually cannot be parried, whereas one handed weapons, with their now vastly superior attack speed, are more effective against weapon-wielding enemies, as more manouvres allows for more weapon parrying.
This adds more diversity to the game, where now multiple characters can have a character built around combat, but with vastly different strengths, everybody has their moment to shine. No more level 15 fighter overshadowing the level 8 at every turn.
Theres so many more, but I thought Id keep it to 3. Considering my lack of knowledge regarding later editions, I hope Ive made some sort of sense here 🤣
Please, share more. This is giving me quite the many ideas.
We changed the armour rules a bit to make them a bit more realistic.
First how does armour work.
I does not make you harder to hit (except gothic armour verses arrows)
It reduces damage
So what we did was keep the basic AC 10 plus dex plus shield modifier as you were not hit at all
Then add 2 AC per legs, arms, torso, head so a total of plus 8
So if you roll below base plus dex you miss
Then if you roll above this but below the armour bonus you hit the armour
So between 12 to 18 depending on coverage
If you hit the armour you get a damage reduction depending on how heavy the armour is
1d4 light ,1d6 medium and 1d8 heavy
Magic armour bonus can be added in one of 2. The first is like to positive magnets repelling each other so increases your base ac. The second is to multiply the number of dice for reduction purposes. So light padded +2 would have a damage reduction of 3d4
If you roll above the armour ac then you have hit a gap in the armour
If you want to include spell failure set it at 10% per 2AC of metal armour coverage (we explained this as a faraday cage effect)
An average person can wear and use full plate as it is about 3 stone in weight over the whole body( it is like a 12 stone person weighing 15 stone but what it does require is constitution) wearing heavy armour without proficiency in in gives you your constitution modifier in subdual damage every 10 minutes. (think of a obese person running for 10 minutes)
Shields just add to base AC
Armour weaknesses -1 lvl strengths +1 Lvl
Padded piercing Blunt
Leather blunt
Chain piercing and blunt Slashing
Scale piercing
Splint piercing blunt
Banded piercing
Plate None Slashing
(reduce armour by one level light goes to 1d2 and heavy goes up to 1d10)
Banded covers roman style banded armour and Brigandine
Studded armour never existed. So what we took this as was leather with occasional bits of metal attached not like brigandine which is basically a outer leather cover with a full set of large overlapping plates riveted to the back making it like a metal breastplate plus leather.
All heavier armour is be worn over padded so if you wear magical +1 padded with plate over the top the damage reduction is 1d8 for the plate plus 1d4.
Non light armour includes the weight of the padded armour (gambeson)
Quality armour weight is effected by quality full plate or chain armour weighed from 22 to 55lbs
So Master 50% reduction in weight cost x4
Fine 25% reduction in weight cost x 2
Normal 10% reduction in weight cost
Poor zero reduction in weight cost x.75
Rubbish +10% to weight cost x 1/2
These figures can be applied to all items except blunt weapons
Wounds:
When a character is hit with a critical hit that deals constitutional damage, the amount of damage dealt is cross referenced with a 1D12 die roll on the 'Wound Table'. This tells us if the character recieves a wound, and if so, if its a minor, moderate or major wound. These can be anything from a fractured wrist, to a severed leg.
In my games, magical healing isnt the answer to everything - it simply speeds up the healing process, albeit incredibly rapidly. So if your broken arm hasnt been properly set, you may suffer permanent, limited ability with the arm in question, or if your flesh wound on your leg hasnt been stitched up correctly, you may develop a limp as the flesh pulls when you walk. These permanent disabilities all have tangible effects on your character, whether its stat changes, movement rate debuffs, or even permanent health reduction.
This system further adds to the importance of armour and the dangers of combat, encouraging the PCs to try more diplomatic or stealthy approaches, whilst also increasing the value of medical profficiencies and, if your system allows, non-magical healing classes.
Weapon Profficiency Overhaul:
In 2e, you either are or arent profficient in a weapon. In my games however, its not that simple. You can have up to 10 profficiencies in a single weapon (12 if youre a fighter), that relay ever growing bonuses to hit, to damage, and to attack rate. It looks something like this:
PROF. HIT+ DAM+ ATKS/RND
1. +1. OR +1. 1/1
2. +1. +1. 1/1
3. +2. +1. 3/2
4. +2. +2. 3/2
5. +3. +2. 2/1
6. +4. +2 2/1
7. +5. +2 (+3*) 2/1
8. +6. +2 (+3*) 5/2
9. +7. +2 (+4*) 5/2
10. +8. +2 (+4*) 3/1
11* +9*. +4* 3/1
12* +9*. +5* 7/2
*Only fighters, advanced fighter classes, and prestige fighter classes.
This gives players something more to invest profficiencies in, allowing for them to feel like they can truly attain master status. As this system applies to weapon wielding enemies too, it allows for some more devastating encounters, whilst increasing the value of defensive fighting, even more so with a shield.
There is a UA article full of feats for skills. Each skill has an associated feat. I haven't done this yet, but I have thought about letting each character take one feat from this list at the beginning of the story as an indicator that the character has an exceptional development of that skill.
"Not all those who wander are lost"