Open Content House Rules from 3rd party support ...
Open Content House Rules from 3rd party support ...
With C&C a house rulers paradise, I wondered what people thought of the ideas that 3rd party support has put out over the years.
I'd like to start up the discussion with the game mechanic that I think would be the easist to add to C&C, "Luck Points."
Luck Points appears in:
d20 Modern (along with varients in Eberron and Unearthed Arcana)
d20 Deadlands
d20 Adventure! trilogy
d20 Farscape
Spycraft
Overall Usage:
Depending on the game, Luck Points are used either to boost the next d20, reroll a bad roll or allow the PC to do something beyond their current capablilties.
Both d20 Adventure and d20 Farscape took the idea further in that your Luck Points (I'm actually using a generic term -- every game gives them a different name -- like d20 Adventure calls them "Inspiration") can also be used as spell points.
In fact, d20 Adventure! had a third use that let players make "Dramatic Edits and Cliffhanger Endings" to the GM's described scenes. Something that could be all sorts of awesome, or disasterous, depending on the group.
Implementation:
Perhaps the three easiest version of Luck Points to implement would be the versions found in Eberron, d20 Deadlands and Unearthed Arcana. It mostly depends on your budget and eBay.
d20 Deadlands' "Fate Chips" simply added a d6 roll to your next d20 roll or gave you back d6 hit points when spent. The PC were only offered 3 at the start of the game and any additonal Bonus Chips had to be earned in play, i.e., up to the discretion of the GM. But while this would be the simple to implement, you'll have to go digging in bargin bins and eBay if you want to have a copy of the rules on hand. Then again, you should get them pretty cheap.
The pricer, but more readily available version of easy implementation is the mechanic would be in both thevarients in Unearthed Arcana and
Eberron.
I haven't had a chance to compare the two side-by-side, but I haven't been too impressed with how Unearthed Arcana introduced other ideas from 3rd party support, like vitality/wound points. It gave you just enought to think you could include an idea, like vitality points, but as you went along, you discovered there was still a lot of work left. On the other hand, I don't see why they couldn't include all the copy from the versions I've seen in d20 Modern and Eberron. UA is $35.
I like the small tweaks they did for "Luck Points" (called Action Points) in Eberron. You see in d20 Modern you keep acquiring Action Points every level, which made me nervous that someone would horde them until 16th level and then go *BOOM* on my high-level big-bad.
In Eberron, Action Points are lost and refreshed at every level. You use them or lose them. You also have Action Point feats, which you could use as career rewards in C&C. But for $40 a pop for d20 Modern or Eberron,that's pricey if you're just wanting to add one mechanic to your game.
After that, Spycraft needs some work to implement because the Luck Points are tied into other systems. i.e., a PC must use their points to turn a threat into a critical or a natural "1" into a weapon malfuction. Spycraft is $40.
The same goes for d20 Adventure!, but with the right storytelling group, the effort might be worth it. d20 A! is $30, I believe.
d20 Farscape has so many other edgy rules tied into their points it would be difficult to seperate everything (You got your Luck/Spell points based on your class level ... and then you got hit dice based on your race.) D20 Farscape is not only $40, it's been out of print for years.
I hope this has helped someone decide how and if they want to add Luck Points to their C&C game.
P.S. While this is probably a great thread for someone to discuss what Unearthed Arcana could do for your C&C campaign, I don't own the book.
I'd like to start up the discussion with the game mechanic that I think would be the easist to add to C&C, "Luck Points."
Luck Points appears in:
d20 Modern (along with varients in Eberron and Unearthed Arcana)
d20 Deadlands
d20 Adventure! trilogy
d20 Farscape
Spycraft
Overall Usage:
Depending on the game, Luck Points are used either to boost the next d20, reroll a bad roll or allow the PC to do something beyond their current capablilties.
Both d20 Adventure and d20 Farscape took the idea further in that your Luck Points (I'm actually using a generic term -- every game gives them a different name -- like d20 Adventure calls them "Inspiration") can also be used as spell points.
In fact, d20 Adventure! had a third use that let players make "Dramatic Edits and Cliffhanger Endings" to the GM's described scenes. Something that could be all sorts of awesome, or disasterous, depending on the group.
Implementation:
Perhaps the three easiest version of Luck Points to implement would be the versions found in Eberron, d20 Deadlands and Unearthed Arcana. It mostly depends on your budget and eBay.
d20 Deadlands' "Fate Chips" simply added a d6 roll to your next d20 roll or gave you back d6 hit points when spent. The PC were only offered 3 at the start of the game and any additonal Bonus Chips had to be earned in play, i.e., up to the discretion of the GM. But while this would be the simple to implement, you'll have to go digging in bargin bins and eBay if you want to have a copy of the rules on hand. Then again, you should get them pretty cheap.
The pricer, but more readily available version of easy implementation is the mechanic would be in both thevarients in Unearthed Arcana and
Eberron.
I haven't had a chance to compare the two side-by-side, but I haven't been too impressed with how Unearthed Arcana introduced other ideas from 3rd party support, like vitality/wound points. It gave you just enought to think you could include an idea, like vitality points, but as you went along, you discovered there was still a lot of work left. On the other hand, I don't see why they couldn't include all the copy from the versions I've seen in d20 Modern and Eberron. UA is $35.
I like the small tweaks they did for "Luck Points" (called Action Points) in Eberron. You see in d20 Modern you keep acquiring Action Points every level, which made me nervous that someone would horde them until 16th level and then go *BOOM* on my high-level big-bad.
In Eberron, Action Points are lost and refreshed at every level. You use them or lose them. You also have Action Point feats, which you could use as career rewards in C&C. But for $40 a pop for d20 Modern or Eberron,that's pricey if you're just wanting to add one mechanic to your game.
After that, Spycraft needs some work to implement because the Luck Points are tied into other systems. i.e., a PC must use their points to turn a threat into a critical or a natural "1" into a weapon malfuction. Spycraft is $40.
The same goes for d20 Adventure!, but with the right storytelling group, the effort might be worth it. d20 A! is $30, I believe.
d20 Farscape has so many other edgy rules tied into their points it would be difficult to seperate everything (You got your Luck/Spell points based on your class level ... and then you got hit dice based on your race.) D20 Farscape is not only $40, it's been out of print for years.
I hope this has helped someone decide how and if they want to add Luck Points to their C&C game.
P.S. While this is probably a great thread for someone to discuss what Unearthed Arcana could do for your C&C campaign, I don't own the book.
- Omote
- Battle Stag
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I have used "luck points" for rerolls and such before, but never like the "action dice" method of increasing the number rolled. Overall though, I'm not too much a fan of this mechanic and I mostly ignore it.
.............................................Omote
FPQ
_________________
> Omote's Advanced C&C stuff <
Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society
.............................................Omote
FPQ
_________________
> Omote's Advanced C&C stuff <
Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society
@-Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society-@
VAE VICTUS!
>> Omote's Advanced C&C stuff <<
VAE VICTUS!
>> Omote's Advanced C&C stuff <<
On that note, here are some of the varient rules in UA that C&C GMs might make use of:
Chapter 3: Building Characters
Alternative Skill System
Complex Skill Checks
Character Traits
Character Flaws
Craft Points
Character Background
Chapter 4: Adventuring
Defense Bonus
Armor as Damage Reduction
Armor Damage Conversion
Injury System
Vitality and Wound Points
Reserve Points
Massive Damage
Death and Dying
Action Points
Combat Facing
Hex Grid
Variable Modifi ers
Bell Curve Rolls
Players Roll All the Dice
Chapter 5: Magic
Magic Rating
Summon Monster Variants
Metamagic Components
Spontaneous Metamagic
Spell Points
Recharge Magic
Legendary Weapons
Item Familiars
Incantations
Chapter 6: Campaigns
Contacts
Reputation
Honor
Taint
Sanity
Test-Based Prerequisites
Level-Independent XP Awards
____ ___
_________________
___
Dungeon Masters Guide Variants
Sapient Mounts
Striking the Cover
Automatic Hits and Misses
Defense Roll
Clobbered
Massive Damage Based on Size
Damage to Specifi c Areas
Weapon Equivalencies
Instant Kill
Softer Critical Hits
Critical Misses (Fumbles)
Skills with Different Abilities
Critical Success or Failure
Spell Roll
Power Components
Summoning Individual Monsters
Free-Form Experience
Faster or Slower Experience
Upkeep
Separate Ability Loss
Nonmagical Psionics
Less Lethal Falls
Chapter 3: Building Characters
Alternative Skill System
Complex Skill Checks
Character Traits
Character Flaws
Craft Points
Character Background
Chapter 4: Adventuring
Defense Bonus
Armor as Damage Reduction
Armor Damage Conversion
Injury System
Vitality and Wound Points
Reserve Points
Massive Damage
Death and Dying
Action Points
Combat Facing
Hex Grid
Variable Modifi ers
Bell Curve Rolls
Players Roll All the Dice
Chapter 5: Magic
Magic Rating
Summon Monster Variants
Metamagic Components
Spontaneous Metamagic
Spell Points
Recharge Magic
Legendary Weapons
Item Familiars
Incantations
Chapter 6: Campaigns
Contacts
Reputation
Honor
Taint
Sanity
Test-Based Prerequisites
Level-Independent XP Awards
____ ___
_________________
___
Dungeon Masters Guide Variants
Sapient Mounts
Striking the Cover
Automatic Hits and Misses
Defense Roll
Clobbered
Massive Damage Based on Size
Damage to Specifi c Areas
Weapon Equivalencies
Instant Kill
Softer Critical Hits
Critical Misses (Fumbles)
Skills with Different Abilities
Critical Success or Failure
Spell Roll
Power Components
Summoning Individual Monsters
Free-Form Experience
Faster or Slower Experience
Upkeep
Separate Ability Loss
Nonmagical Psionics
Less Lethal Falls
Omote wrote:
I have used "luck points" for rerolls and such before, but never like the "action dice" method of increasing the number rolled. Overall though, I'm not too much a fan of this mechanic and I mostly ignore it.
.............................................Omote
FPQ
My attraction to the mechanic is that it's a "safety net" that allows you to roll your dice out in the open. You fudge less rolls, but still can avoid a bad result at the worst time. For my group, it appeals to their apprecation of the "gamey" aspect of role-playing.
I have had others, though, complain when Luck Points are given to both the GM and the Players - especally when the GM can only get more points when he give a like number to the group - it sets up a GM vs. Us situtation.
I use Luck points for re-rolls only and have been happy with its effect of keeping the PC's alive longer.
I just got UA (3E) a couple of months ago, but there are definite mechanics in there that I want to use next time around, such as reputation and honor.
I just got UA (3E) a couple of months ago, but there are definite mechanics in there that I want to use next time around, such as reputation and honor.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Treebore wrote:
I use Luck points for re-rolls only and have been happy with its effect of keeping the PC's alive longer.
I just got UA (3E) a couple of months ago, but there are definite mechanics in there that I want to use next time around, such as reputation and honor.
Don't tease.
How do these mechanics work and how easy are they to implement?
- Breakdaddy
- Greater Lore Drake
- Posts: 3875
- Joined: Tue Aug 15, 2006 7:00 am
anglefish wrote:
Don't tease.
How do these mechanics work and how easy are they to implement?
The following is open content from AU, enjoy:
Action points give characters the means to affect game play in
significant ways, by improving important rolls or unlocking
special abilities. Each character has a limited number of action
points, and once an action point is spent, it is gone for good.
ACQUIRING ACTION POINTS
A beginning (1st-level) character starts the game with 5 action
points. A character above 1st level starts the game with a number
of action points equal to 5 + 1/2 his current character level.
Every time a character advances, he gains a number of action
points equal to 5 + 1/2 his new character level. Some prestige
classes might allow a faster rate of accrual, at the DMs option.
Action Points and Existing Games
Adding action points to an existing campaign is easy, since
characters dont need to make any special changes. Each character
simply gains a number of action points equal to 5 + 1/2 his
current character level.
NPCs and Action Points
Most NPCs probably shouldnt have action points, due to the
added complexity this would create. In the case of important
villains or other signifi cant characters, however, the DM may
award them an appropriate number of action points to use
against the player characters. A number of action points equal
to 1/2 the NPCs level is a good baseline.
USING ACTION POINTS
You can spend 1 action point either to add to a single d20 roll, to
take a special action, or to improve the use of a feat.
You can spend 1 action point in a round. If you spend a point
to use a special action (see below), you cant spend another one
in the same round to improve a die roll, and vice versa.
Add to a Roll
When you spend 1 action point to improve a d20 roll, you add the
result of a 1d6 roll to your d20 roll (including attack rolls, saves,
checks, or any other roll of a d20) to help you meet or exceed the
target number. You can declare the use of 1 action point to alter a
d20 roll after the roll is made, but only before the DM reveals the
result of that roll. You cant use an action point to alter the result
of a d20 roll when you are taking 10 or taking 20.
Depending on character level (see the table below), a character
might be able to roll more than one d6 when he spends 1 action
point. If so, apply the highest result and disregard the other rolls.
A 15th-level character, for instance, gets to roll 3d6 and take the
best result of the three. So, if he rolled a 1, 2, and 4, he would
apply the 4 to his d20 roll.
Character Action Point
Level Dice Rolled
1st7th 1d6
8th14th 2d6
15th20th 3d6
Special Actions
A character can perform certain tasks by spending an action point. In addition to the actions described below, some prestige classes or feats (see below) might allow the expenditure of action points in order to gain or activate specifi c abilities, at the DMs option.
Activate Class Ability: A character can spend 1 action point to gain another use of a class ability that has a limited number of uses per day. For example, a monk might spend an action point to gain another use of her stunning fist ability, or a paladin might spend an action point to make an additional smite attack.
Boost Defense: A character can spend 1 action point as a free action when fighting defensively. This gives him double the normal benefi ts for fi ghting defensively for the entire round (+4 dodge bonus to AC; +6 if he has 5 or more ranks in Tumble).
Emulate Feat: At the beginning of a characters turn, he may spend 1 action point as a free action to gain the benefit of
a feat that he doesnt have. He must meet the prerequisites of the
feat. He gains the benefi t until the beginning of his next turn.
Extra Attack: During any round in which a character takes a
full attack action, he may spend 1 action point to make an extra
attack at his highest attack bonus. Action points may be used in
this way with both melee and ranged attacks.
Spell Boost: A character can spend 1 action point as a free action
to increase the effective caster level of one of his spells by 2.
He must decide whether or not to spend an action point in this
manner before casting the spell.
Spell Recall: Spellcasters who prepare their spells in advance
can spend 1 action point to recall any spell just cast. The spell can
be cast again later with no effect on other prepared spells. This
use of an action point is a free action and can only be done in the
same round that the spell is cast. Spontaneous spellcasters such as
sorcerers and bards can spend 1 action point to cast a spell without
using one of their daily spell slots. This use of an action point is a
free action and can only be done as the spell is being cast.
Stable: Any time a character is dying, he can spend 1 action
point to become stable at his current hit point total.
Improving Feats
The use of action points opens up a whole range of possible feats.
However, its easier on characters simply to improve existing feats
to take advantage of action pointsthat way, characters neednt
spend their precious feat slots simply to gain the ability to use
their action points. Below are a few examples of how actions
points can be used with existing feats. Unless otherwise stated, each effect requires a free action to activate and lasts 1 round.
Blind-Fight: You can spend 1 action point to negate your miss chance for a single attack.
Combat Expertise: You can spend 1 action point to double the bonus to Armor Class granted by the feat. For example, if you take a penalty of 3 on your attack roll, you gain a +6 dodge bonus to AC.
Dodge: You can spend 1 action point to increase the dodge bonus granted by the feat to +2. The effect lasts for the entire encounter. Improved Critical: You can spend 1 action point to double your critical threat range. Since two doublings equals a tripling, this benefit increases your threat range from 1920 to 1820, from 1720 to 1520, or from 1520 to 1220, including the effect of your Improved Critical feat). This benefi t stacks with the benefi t from Improved Critical, but not with other effects that increase threat range.
Improved Initiative:
You can spend 1 action point to double the bonus on initiative checks granted by the feat, from +4 to +8.
Metamagic Feats: You can spend 1 action point to add the
effect of any one metamagic feat that you have to a spell you
are casting. The spell is cast at its normal level (without any
level adjustment because of the feat) and takes no extra time
to cast.
"If you had not committed great sins, God would not have sent a punishment like me upon you."
-Genghis Khan
-Genghis Khan
Thanks Breakdaddy, it wouldn't even of occurred to me to see how much of UA was in the SRD.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
- Breakdaddy
- Greater Lore Drake
- Posts: 3875
- Joined: Tue Aug 15, 2006 7:00 am
Treebore wrote:
Thanks Breakdaddy, it wouldn't even of occurred to me to see how much of UA was in the SRD.
No problem at all. It's my understanding that this is 100% OGC, as with most of the content in UA.
"If you had not committed great sins, God would not have sent a punishment like me upon you."
-Genghis Khan
-Genghis Khan
Breakdaddy wrote:
The following is open content from AU, enjoy ...
That was cool, but what I really meant was for Treebore to explain how Honor and Reputation work. LOL!
Well, here's my second installment of "3rd Party Support House Rules"*
Heroic Paths/Backgrounds
Appears in:
Shackled City
Midnight
Dawnforge
Path of Swords
Overview:
Theres no denying that the PCs in your game are special. Something sets them apart from the very start.
It could be something minor, like the Shacked City backgrounds (they also may be in UA. Can someone confirm?). Either randomly rolled or chosen, the PC gets a hindrance, such as a -2 to Will saves, for a benefit that might range from bonuses to skills or savings throws to a minor magical ability. With names like Dragon blooded, the Backgrounds represent something extraordinary in the heritage of the PC.
Fantasy Flight Games puts out Midnight, DawnForge (both are campaign settings) and Path of Swords (a class book).
Midnight introduced Heroic Paths, which is a definite step up in power level. Every player chooses a themed path that provides a bonus, or an ability, at every level. Odds are that at 12th level, most C&C characters class abilities will be outnumbered compared to the bag of tricks offered by Heroic Paths.
In DawnForge, a PC can earn Legend Points, which do two things. The first function of Legendary Points is to be a perquisite for six uber PrCs that give the PCs awe-inspiring powers. The points also allow a 1/day use of a +20 skill bonus related to the theme of a Legendary Path. If you keep succeeding at the skill roll, you can continue it, allowing PC to literally jump from tree top to tree top. As a side note, Dawnforge gives 3-5 racial bonuses similar to Midnights Heroic Paths at a rate of every third level or so, capping out at 10th level, I think.
Legendary Classes are found in the Path of Swords and basically amount to advanced PrCs that have insane perquisites that require high-level multicasting.
Implementation:
The backgrounds in Shackled City are the easiest to implement, but SC is a $60 campaign/mega-adventure book. If thats what youre looking for, the backgrounds are a nice bonus. Personally, give SC a look over for your library if youve got the budget. Otherwise, if you find backgrounds in a cheaper product (UA maybe?), let us know.
Midnights Heroic Paths are also a quick way to pump up the power level of your campaign and wed PCs to character theme. Like PrCs a C&C GM is going to have to delineate what hes going to give players when it comes to skill bonuses, bonus feat lists and magical powers that might be over the top.
Just keep in mind that Midnight is a 3.0/3.5 setting thats low on magic/healing and Heroic Paths were designed to off set this. Its safe to assume youll have to send in higher level monsters as compared to a regular party of the same size. The 3.0 setting is out of print, so look in the bargain bin. the 3.5 version is $50.
The Legendary Points of DawnForge seems to be a cute bookkeeping method that motivates players to throw their PCs into GMs Call into Adventure, especially when the stakes are high. (Because no GM has ever run into the Time to get out of town! party, where the players constantly move from half-finished adventure to half-finished adventure to avoid suicidal missions or even the consequences of their mistakes. *rolls eyes*). You can get all three DawnForge products, including the core campaign book for $40. If you get the core book alone, it will be $35.
Beyond that, both Legendary Paths and Legendary Classes are essentially the same thing. PrCs that bestow epic abilities on the PCs. Treat them as you would other PrCs in your campaign, after the PCs have earned them of course. This OOP book is $24, but you might be able to snag it off the half-price rack.
* I've played with Luck Points in several different d20 products over the years, but never got to use Heroic Paths/Backgrounds so take what I say with a grain of salt since I'm being an "armchair GM."
Anyone else try out some 3rd party rulesets in C&C?
Sorry, I didn't really read through what Breakdaddy posted, so I did not realize Honor and Reputation wasn't in the post.
On pages 180 to 189 Honor and Reputation are covered. They use reputation to enhance skill checks under conditions where the DM feels the PC's reputation would effect such a roll.
They also go into ways to calculate reputation (which is what I was mainly looking at).
Then Honor is covered as a point based mechanic much like it was in OA and Rokugan and gaining beneifts or drawbacks based on how high or low your honor gets.
They then cover a free form honor where no points are tracked. Basically as long as you act honorably you gain some benefits from doing so.
They also cover family honor and list several sample codes of honor for Paladins, thieves, and Bushido as the main ones.
I came to the conclusion that it was just as effective for me to decide what the parties reputation was as well as their individual honor and reputation, then modify rolls as I see fit. Plus just decide how it effects their interactions with certain NPC's.
I think my judgement will work far more effectively then some abstact system that doesn't track well, in my opinion.
On pages 180 to 189 Honor and Reputation are covered. They use reputation to enhance skill checks under conditions where the DM feels the PC's reputation would effect such a roll.
They also go into ways to calculate reputation (which is what I was mainly looking at).
Then Honor is covered as a point based mechanic much like it was in OA and Rokugan and gaining beneifts or drawbacks based on how high or low your honor gets.
They then cover a free form honor where no points are tracked. Basically as long as you act honorably you gain some benefits from doing so.
They also cover family honor and list several sample codes of honor for Paladins, thieves, and Bushido as the main ones.
I came to the conclusion that it was just as effective for me to decide what the parties reputation was as well as their individual honor and reputation, then modify rolls as I see fit. Plus just decide how it effects their interactions with certain NPC's.
I think my judgement will work far more effectively then some abstact system that doesn't track well, in my opinion.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
- Breakdaddy
- Greater Lore Drake
- Posts: 3875
- Joined: Tue Aug 15, 2006 7:00 am
Treebore wrote:
I think my judgement will work far more effectively then some abstact system that doesn't track well, in my opinion.
When it comes to thngs like Rep and Honor, I think they only work "right out of the box" when you and the game designer have EXACTLY the same wavelength on what's honorable and what gets people notice -- and even that can change from game to game. *
I'd just use these systems to get an idea of what benchmarks are set for the modifiers and go from there.
As a quick side note, I might have to take over a game that has two ADD kids in it. I'm thinking of using a "Honor" and "Cunning" system to give the boys immeadiate rewards and punishments for good role-play AND good behavior at the game table. (The Cunning system would be just a rogueish twist on Honor. A paladin would be respectful when the king speaks and not interrupt. The rogue would keep quiet to avoid notice. )
*A perfect example was my last DnD game, Eberron. In that set up, I had their reputation go through the roof early to reflect the Pulpish nature of the game. They had sponsors and mayors hunting them down for high-profile jobs at 5th level, something I don't let happen usually until 10th.
Then you may find the code of honor for thieves and maybe even the one for criminals a useful guideline.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Well, guess what. I bought the 2004 version of Unearthed Arcana.
So I might give a few more of these reports. For those who don't know, this was the Wizards book that collected some of the 3rd party d20 ideas that the wizards staff liked -- or at least would sell well in said collection.
For C&C some of these ideas fit in better than others.
And some fit in better with the suggestions they give, spell points being an example.*
Appearing in:
Soverign Stone Setting
Soverign Stone magic suppliment
Midnight
d20 Deadlands
Unearthed Arcana
d20 Black Company
and a few others I can't remember.
Overview: To most game designer's credit a LOT of spell point systems in 3rd party support are designed to reflect the game world. Some systems that have gotten good reviews are Black Company and Soverign Stone.
But on the other hand, not many of them are offered as a generic systems that might fit C&C more. So off the bat, the Unearthed Arcana leaps to the front of the pack.
Implementation:
What sold me on taking UA's version seriously was two things. The spells points were determined by DnD class (Bard, Ranger, Sorcerer, etc.), most other systems determined spell points by a setting specific class or a generic X spells per level. Ironically, for C&C all of the core spell casters are in one column.
As in most spell point systems, the level of spell deterimined the cost of casting.
The book also offered varients to offset the flexibility that spell points may bring. Both of which I liked to the point of tempting me to use the system.
The first suggestion is to base bonus spell points off of Con. instead of the key casting score, forcing spellcasters to be more well rounded.
The second was to impose some sort of "fatigue" and "exhaustion" penality on spell casters when they reach 1/2 and then 1/4 their spell point total. In the SRD, these are penalities to Str. and Dex, which may not be so devestating to a C&C caster but the idea can transfer to something that won't make the PC too happy.
I'll take any suggestions, though.
*Disclaimer, I'm just "armchair GMing" a this point.
So I might give a few more of these reports. For those who don't know, this was the Wizards book that collected some of the 3rd party d20 ideas that the wizards staff liked -- or at least would sell well in said collection.
For C&C some of these ideas fit in better than others.
And some fit in better with the suggestions they give, spell points being an example.*
Appearing in:
Soverign Stone Setting
Soverign Stone magic suppliment
Midnight
d20 Deadlands
Unearthed Arcana
d20 Black Company
and a few others I can't remember.
Overview: To most game designer's credit a LOT of spell point systems in 3rd party support are designed to reflect the game world. Some systems that have gotten good reviews are Black Company and Soverign Stone.
But on the other hand, not many of them are offered as a generic systems that might fit C&C more. So off the bat, the Unearthed Arcana leaps to the front of the pack.
Implementation:
What sold me on taking UA's version seriously was two things. The spells points were determined by DnD class (Bard, Ranger, Sorcerer, etc.), most other systems determined spell points by a setting specific class or a generic X spells per level. Ironically, for C&C all of the core spell casters are in one column.
As in most spell point systems, the level of spell deterimined the cost of casting.
The book also offered varients to offset the flexibility that spell points may bring. Both of which I liked to the point of tempting me to use the system.
The first suggestion is to base bonus spell points off of Con. instead of the key casting score, forcing spellcasters to be more well rounded.
The second was to impose some sort of "fatigue" and "exhaustion" penality on spell casters when they reach 1/2 and then 1/4 their spell point total. In the SRD, these are penalities to Str. and Dex, which may not be so devestating to a C&C caster but the idea can transfer to something that won't make the PC too happy.
I'll take any suggestions, though.
*Disclaimer, I'm just "armchair GMing" a this point.
- moriarty777
- Renegade Mage
- Posts: 3735
- Joined: Fri Jul 07, 2006 7:00 am
- Location: Montreal, Canada
The Unearthed Arcana (d20) has always been one of my favorites... Enjoy!
Moriarty the Red
_________________
"You face Death itself in the form of... 1d4 Tarrasques!"
Partner to Brave Halfling Publishing
http://www.arcanacreations.com
Moriarty the Red
_________________
"You face Death itself in the form of... 1d4 Tarrasques!"
Partner to Brave Halfling Publishing
http://www.arcanacreations.com
In case anyone was wondering, spell energy system for Midnight is spell level in cost, separated by schools, evocation and conjuration are divided in two, summoning spells are greater conjuration and available at level 5 only, costing 2 more spell energy than level, greater evocation includes anything dealing lots of damage, like fireball and magic missile (lazy to look exactly what descriptors place them where), available from level 5 and cost 2 more spell energy.
I have tested a theory and proven that on 3.5 a character without heroic path with one level more than one with one is about the same power level. Anyone wanting to take a look at Midnight mechanics can see them for free at http://darknessfalls.leaderdesslok.com/
_________________
"We cannot live only for ourselves. A thousand fibers connect us with our fellow men; and among those fibers, as sympathetic threads, our actions run as causes, and they come back to us as effects." - Attributed to Herman Melville.
I have tested a theory and proven that on 3.5 a character without heroic path with one level more than one with one is about the same power level. Anyone wanting to take a look at Midnight mechanics can see them for free at http://darknessfalls.leaderdesslok.com/
_________________
"We cannot live only for ourselves. A thousand fibers connect us with our fellow men; and among those fibers, as sympathetic threads, our actions run as causes, and they come back to us as effects." - Attributed to Herman Melville.
Doh!
I found a hypertext d20 SRD that includes the Unearthed Arcana rules at (http://www.d20srd.org/). I guess it's nice to have a printed book though. LOL!
Funny enough, I found it by checking out TLG's partner links. I was looking over the Necromancer Games site and then saw the ad for the hypertext site.
So anyone want more info on the spell points or any of that jazz?
I found a hypertext d20 SRD that includes the Unearthed Arcana rules at (http://www.d20srd.org/). I guess it's nice to have a printed book though. LOL!
Funny enough, I found it by checking out TLG's partner links. I was looking over the Necromancer Games site and then saw the ad for the hypertext site.
So anyone want more info on the spell points or any of that jazz?
IF it helps everything in UA is NOT in the SRD.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Player Rolling All The Dice
Appears in:
Unearthed Arcana
The Hypertext d20 SRD
Overview:
This is a great case of C&C improving the rules when it comes to Saves. With the abbreviated monster system for Prime and non-Prime saves, there's only two reversed rolls to know.
According to the Hypertext d20 SRD this set of rules "... requries the players to become much more active and aware of whats going on. ...
One drawback is that it takes away some of the GMs ability to adjust encounters on the fly. Since the GM isnt rolling the dice, he cant fudge a result to give the characters a break (or take one away). Thus, it requires him to be more precise in his estimation of Challenge Ratings and encounter levels."
Depending on a GM's style this could be a godsend or a nightmare. For me personally, I think I'd only use this with a varition of the Action Dice mechanic. Since the players will know the result, it's probably better if the GM and players commit to using their Action Dice before the roll.
Appears in:
Unearthed Arcana
The Hypertext d20 SRD
Overview:
Implementation:Quote:
(As from the Hypertext d20 SRD-- http://www.d20srd.org/index.htm)
Players Roll All The Dice
In large combats, players often have little control over the outcome of events when it isnt their turn. This can lead to boredom if a players attention drifts between his turns, threatening to distance him from the outcome of events.
One method of dealing with this problem is to put more dice rolling into your players hands: allow your players to make all of the dice rolls during the combat.
Attacking And Defending
With this variant, PCs make their attacks just like they do in the standard rules. Their opponents, however, do not. Each time an enemy attacks a PC, the characters player rolls a defense check. If that defense check equals or exceeds the attack score of the enemy, the attack misses.
To determine a creatures attack score, add 11 to the creatures standard attack modifier (the number it would use, as either a bonus or penalty to its attack roll, if it were attacking an ordinary situation using the standard rules). For instance, an ogre has a standard attack modifier of +8 with its greatclub. That means that its attack score is 19.
To make a defense check, roll 1d20 and add any modifiers that normally apply to your Armor Class (armor, size, deflection, and the like). This is effectively the same as rolling d20, adding your total AC, and then subtracting 10.
Attack Score: 11 + enemys attack bonus
Defense Check: 1d20 + characters AC modifiers
If a player rolls a natural 1 on a defense check, his characters opponent has scored a threat (just as if it had rolled a natural 20 on its attack roll). Make another defense check; if it again fails to avoid the attack, the opponent has scored a critical hit.
When a PC attacks an opponent, he makes an attack roll against the opponents AC as normal.
Saving Throws And Save Scores
With this variant, NPCs and other opponents no longer make saving throws to avoid special attacks of player characters. Instead, each creature has a Fortitude, Reflex, and Will score. These scores are equal to 11 + the creatures Fortitude, Reflex, and Will save modifiers.
Any time you cast a spell or use a special attack that forces an opponent to make a saving throw, instead make a magic check to determine your success. To make a magic check, roll 1d20 and add all the normal modifiers to any DC required by the spell or special attack (including the appropriate ability modifier, the spells level if casting a spell, the adjustment for Spell Focus, and so on).
If the result of the magic check equals or exceeds the appropriate save score (Fortitude, Reflex or Will, depending on the special ability), the creature is affected by the spell or special attack as if it had failed its save. If the result is lower than the creatures Fortitude, Reflex or Will score (as appropriate to the spell or special attack used), the creature is affected as if it had succeeded on its save.
Magic Check: 1d20 + spell level + ability modifer + other modifiers
Fortitude Score: 11 + enemys Fortitude save modifier
Reflex Score: 11 + enemys Reflex save modifier
Will Score: 11 + enemys Will save modifier
If a player rolls a natural 20 on a magic check, the creatures equipment may take damage (just as if it had rolled a natural 1 on its save; see Items Surviving after a Saving Throw).
Spell Resistance
If a PC has spell resistance, his player makes a spell resistance check against each incoming spell that allows spell resistance. A spell resistance check is 1d20 plus the PCs spell resistance, minus 10.
The DC of this check is equal to 11 + the attackers caster level, plus any modifiers that normally apply to the attackers caster level check to overcome spell resistance (such as from the Spell Penetration feat). That value is known as the attackers caster level score. If the spell resistance check equals or exceeds this number, the spell fails to penetrate the PCs spell resistance.
To beat a creatures spell resistance, a player makes a caster level check (1d20 + caster level) against its spell resistance, just as in the standard rules.
Spell Resistance Check: 1d20 + SR - 10
Caster Level Score: 11 + attackers caster level + modifiers
This is a great case of C&C improving the rules when it comes to Saves. With the abbreviated monster system for Prime and non-Prime saves, there's only two reversed rolls to know.
According to the Hypertext d20 SRD this set of rules "... requries the players to become much more active and aware of whats going on. ...
One drawback is that it takes away some of the GMs ability to adjust encounters on the fly. Since the GM isnt rolling the dice, he cant fudge a result to give the characters a break (or take one away). Thus, it requires him to be more precise in his estimation of Challenge Ratings and encounter levels."
Depending on a GM's style this could be a godsend or a nightmare. For me personally, I think I'd only use this with a varition of the Action Dice mechanic. Since the players will know the result, it's probably better if the GM and players commit to using their Action Dice before the roll.
