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View Full Version : [somewhere between 3.5 and 4] Homebrew modern / house rules / system tweak



Ialdabaoth
2011-03-17, 01:14 PM
Can anyone with more D&D experience than me tell me how this system is likely to play out? Assume that, wherever not specified, the system is 3.5SRD.


Character Creation
Step one: Determine Attributes
Determine attributes (Con, Str, Dex, Wis, Cha, Int) as normal for a D&D character.

For “normal” characters, roll 3D6 six times, in order.

For “heroic” characters, roll 4D6 seven times, and take the highest 3 dice in each 4D6 set – then arrange the highest six results and assign them as desired to each attribute.

Step two: Determine Derived Statistics
A character's Initiative is determined by the higher of his Dexterity or Intelligence modifier.

A character's Defenses are determined by his Attributes. Will is equal to the character's Wisdom modifier; Reflex is equal to the character's Dexterity modifier, and Fortitude is equal to the character's Constitution modifier. Changes to these Attributes will also change the character's Defenses. Each of these Defenses also has a “passive value”, which is equal to 10 + the active Defense. These passive values are used to determine all target numbers for attacks that target the character.

A character's Size affects his statistics. A Small character receives +1 to Reflex and -1 to Fortitude; a Large character receives +1 to Fortitude and -1 to Reflex.


Gaining a Class Level
Step one: Adjust Defenses
A character gains +1 to one Defense each time he raises a level. Some classes only provide a single Defense that may be raised, while some classes allow the character to choose between two Defenses that may be raised.

Step two: Determine Hit Points
A character's Hit Points are determined by his Constitution modifier and his chosen class levels. When a character takes a class level, they gain a number of HP per level equal to his Constitution modifier plus the class's hit die. For example, a character who increases as a Field Medic adds 1D6 to his Constitution modifier to determine his HP gain for that level. A character always gains at least 1 HP per level, even if they have a negative Constitution modifier.

Step three: Determine Skills and Proficiencies
A character receives a number of skill points per level based on his Intelligence modifier and his chosen class level. Likewise, a character receives a number of proficiency points per level based on his Dexterity modifier and his chosen class level. A skill or proficiency has two values – its rank and its modifier. When you gain a skill level, you may spend 1 skill point to increase a skill's rank by 1 if it is on any of your class's skill lists, or you may spend 2 skill points to increase a skill's rank by 1 if it is not. A skill's modifier is equal to the skill's rank plus the associated Attribute modifier for that skill, plus an additional +2 if the skill has at least one rank and is a class skill in at least one of your classes.

Proficiencies are determined in the same way, spending proficiency points instead of skill points to increase them. You may not possess more ranks in any skill or proficiency than your character level. A weapon proficiency's modifier is added to the weapon's accuracy to determine the base attack modifier when rolling attacks; your proficiency in Armor is subtracted from your armor's base check penalty (to a minimum of the armor's minimum check penalty) to determine the penalty to all armor-affected skills when wearing the armor.

Step four: Choose a Feat
A character may choose a Feat each class level, from that class's list of available Feats.


Skills
Acrobatics (Dex)
Endurance (Con)
Perception (Wis)
Arcana (Int)
History (Int)
Religion (Wis)
Art (Wis)
Insight (Wis)
Science (Int)
Athletics (Str)
Intimidation (Cha)
Stealth (Dex)
Bluff (Cha)
Medicine (Wis)
Streetwise (Cha)
Diplomacy (Cha)
Nature (Wis)
Thievery (Dex)


Proficiencies
Unarmed (Strength)
Light Thrown Weapons (Dexterity)
Axes (Strength)
Heavy Thrown Weapons (Strength)
Clubs (Strength)
Bows (Dexterity)
Knives (Strength)
Crossbows (Dexterity)
Swords (Strength)
Pistols (Dexterity)
Flails (Strength)
Rifles (Dexterity)
Exotic Melee Weapon (Any) (Strength)
Exotic Ranged Weapon (Any) (Dexterity)

Feats
Improved Attribute (Any)
Prerequisites: Three character levels since the last Improved Attribute feat taken
You may increase one of your Attributes by +1. This does not retroactively increase your Hit Points, Skill Points, Proficiency Points or Magic Points gained from previous levels, but applies immediately to any points gained for this and future levels of any class.

Improved Initiative
Prerequisites: Dex or Int 13 (first purchase), Dex or Int 15 (second), Dex or Int 17 (third)
You permanently gain +3 to your Initiative score the first time you take this feat, +2 to your Initiative score the second time you take this feat, and +1 to your Initiative score the third time you take this feat.

Marksman
Prerequisites: Dex 13, Wis 13, two ranks of Perception
When you use a ranged weapon that you have at least two ranks of Proficiency with, you may spend a movement action to take an 'aimed shot' with your attack action. If you do, you take a -2 penalty to the attack roll and lower the critical hit threat range by 1, but ignore the -4 penalty for firing into melee.

Bull's-Eye Shot
Prerequisites: Marksman, Dex 15, Wis 15, four ranks of Perception
When you use the Marksman feat to take an aimed shot with a ranged weapon that you have at least four ranks of Proficiency with, you may choose to take an additional -2 penalty to the to-hit roll to lower the critical hit threat range by an additional 1 and gain a +5 bonus to confirm the critical hit.

Rapid Fire
Prerequisites: Dex 14, four ranks of Proficiency with a ranged weapon
When you use an automatic or semi-automatic ranged weapon that you have at least four ranks of Proficiency with, you may choose to make a number of shots up to your Dexterity modifier. The first shot suffers a penalty equal to the number of shots taken, while each additional shot suffers an additional -1 penalty. If the weapon is fully automatic, each shot may be a burst shot.

Weapon Finesse (Any)
Prerequisites: Dex 13, one rank of Proficiency with a melee weapon
When you use a light melee weapon of the specified weapon group, you may use Dexterity instead of Strength to determine your base attack bonus. Your damage bonus is still based on your Strength. You may take this feat multiple times, choosing a different weapon group each time.

Sneak Attack (Any)
Prerequisites: Dex 13, Str 13, Wis 11, two ranks of Proficiency with a melee or ranged weapon
When you use a weapon of the specified weapon group and would receive a bonus to the attack roll from surprise or flanking, you may forgo that bonus to your attack roll to double the critical hit threat range and gain a +5 bonus to confirm the critical hit.

Sweeping Blow (Any)
Prerequisites: Dex 13, Str 13, two ranks of Proficiency with a melee weapon
When you use a melee weapon of the specified weapon group, you may take 1HP of damage and a -2 penalty to your attack roll to attempt to hit all targets within the weapon's reach. You may take this feat multiple times, choosing a different weapon group each time.

Power Attack (Any)
Prerequisites: Con 13, Str 13, one rank of Proficiency with a melee weapon
When you use a melee weapon of the specified weapon group, you may take a penalty to your attack roll up to your ranks in Proficiency with that weapon. This penalty is applied as a bonus to the damage roll. You may take this feat multiple times, choosing a different weapon group each time.

Trip (Any)
Prerequisites: Con 13, Str 13, two ranks of Proficiency with a melee weapon
When you use a melee weapon of the specified weapon group, you may take a -2 penalty to your attack roll to force the target to make a Fortitude or Reflex check (their choice) vs. your attack roll or fall prone.

Tumble
Prerequisites: Dex 15, two ranks of Acrobatics
You may spend a movement action to move, jump or climb up to half your speed, add half your ranks in Acrobatics (round down) to your Reflex defense until the end of your next round, and subtract your ranks in Acrobatics from any falling damage taken until the end of your next round.

Toughness
Prerequisites: Con 13, one rank of Endurance
You gain +1D6 Hit Points. You may take this feat once per rank of Endurance you possess.

First Aid
Prerequisites: Int 13, Wis 13, one rank of Medicine
When you use the Medicine skill to stabilize someone, you may restore 1D4 Hit Points, plus one additional HP per point that your Skill check exceeded the DC.

Field Surgery
Prerequisites: Int 16, Wis 13, one rank of Medicine
When you use the Medicine skill to stabilize someone, you may restore 2D6 Hit Points and 1D4 points of Constitution damage, plus one additional HP per point that your Skill check exceeded the DC.

Pharmacology
Prerequisites: Cha 15, Wis 13, Int 13, two ranks of Medicine and two ranks of Science
Once per hour, you may use the lower of your Science or Medicine skill to attempt to manufacture or administer a drug.

Psychotherapy
Prerequisites: Cha 15, Wis 13, Int 13, one rank of Medicine and one rank of Insight
Once per hour, you may use the lower of your Insight or Medicine skill vs. the target's Will defense to attempt to heal 1D4 points of Wisdom damage that the target has sustained. You may not heal the same subject twice in one day.

Toxicology
Prerequisites: Wis 13, Int 13, two ranks of Medicine
Once per day, the target may use your Medicine skill with a bonus of the target's Constitution modifier in lieu of the their Fortitude defense when shaking off the effects of a toxin.

Treat Disease
Prerequisites: Wis 13, Int 13, two ranks of Medicine
Once per day, the target may use your Medicine skill with a bonus of the target's Constitution modifier in lieu of the their Fortitude defense when shaking off the effects of a disease.

Forensic Examination
Prerequisites: Wis 13, Int 13, one rank of Medicine, one rank of Perception
You may add your ranks of Medicine to your Perception modifier when examining biological evidence.

Field of Knowledge (Any)
Prerequisites: Wis 13, Int 13, two ranks of Arcana, History or Science (depending on subject)
You gain a +5 bonus to all knowledge checks involving your field of knowledge. You may take this feat once per rank of Arcana, History or Science you possess, choosing a different Field of Knowledge each time.

Street Contacts (Any)
Prerequisites: Wis 13, Cha 13, two ranks of Streetwise
You gain a +5 bonus to all social checks when you can properly utilize your contacts. You may take this feat once per rank of Streetwise you possess, choosing a different contact group each time. You may only apply a single +5 bonus from Street Contacts to any roll, regardless of how many applicable contacts you have.

Occult Knowledge (Any)
Prerequisites: Wis 13, Cha 13, Int 13, one rank of Arcana
You know one spell (or one additional spell if you already know spells), and gain +1D4 Magic Points. You may take this feat once per rank of Arcana you possess, choosing a different Spell each time.

Secrets Man was Not Meant to Know (Any)
Prerequisites: Occult Knowledge, Wis 15, Cha 15, four ranks of Arcana
You may choose to take 1D4 Wisdom damage when casting the spell associated with this Feat. If you do, you gain a modifier to the spell's casting roll equal to twice the Wisdom damage taken, and a modifier to each die in the spell's damage or effect roll equal to the Wisdom damage taken. If the spell uses your Wisdom modifier to determine its effect, do not apply the damage until after the spell has resolved.


Equipment


Modern and Medieval Armor
Armor DR Speed Penalty Check Penalty
Leather 1 / Bashing and Slashing -0 -2 (Minimum -0)
Chainmail 2 / All Physical -1 -6 (Minimum -1)
Platemail 4 / Bashing and Slashing -2 -10 (Minimum -4)
Kevlar Vest 2 / Piercing -0 -4 (Minimum -0)
Plated Vest 2 / All Physical -0 -6 (Minimum -1)
Kevlar Suit 4 / Piercing -1 -8 (Minimum -1)
Plated Suit 5 / All Physical -2 -10 (Minimum -3)
Helmet +1 / All Physical -0 Additional -2 (Additional Minimum -0)
Shield +1 / All Physical -1 Additional -4 (Additional Minimum -1)

Medieval Weapons
See SRD

Modern Ranged Weapons
Thrown Weapons Accuracy Damage Range Info
Shrapnel Grenade +0 2D4 Pierce/20' Light Thrown Crit 20 (4X)
Incendiary Grenade +0 3D6 Fire/15' Light Thrown Crit 20 (4X)
Flash-Bang Grenade +0 3D4 Subdual/10' Light Thrown Crit 20 (4X)
Smoke Grenade +0 1D4 Subdual/5' Light Thrown Crit 20 (4X), fills 20' radius with smoke

Bow Weapons Accuracy Damage Range Info
Compound Bow +3 1D10 Pierce 150' / 500' Two-Handed, Single Shot, Crit 20 (3X)

Crossbow Weapons Accuracy Damage Range Info
40mm Flare Gun -1 Per Grenade 10' / 50' One-Handed, Single Shot, Crit 20 (4X)
Grenade Launcher -1 Per Grenade 25' / 150' Two-Handed, Single Shot, Crit 20 (4X)
Automatic Grenade Launcher -1 Per Grenade 20' / 100' Two-Handed, Semi-Auto, Crit 20 (4X)

Pistol Weapons Accuracy Damage Range Info
Taser -1 2D4 Subdual 10' / 25' One-Handed, Single Shot, Crit 20 (4X)
Pistol +0 1D6 Piercing 10' / 100' One-Handed, Semi-Auto, Crit 19-20 (2X)
SMG -1 1D6 Piercing 10' / 75' One-Handed, Automatic, Crit 19-20 (2X)
Burst -2 3D6 Piercing 10' / 50' Crit 18-20 (1X)
Spray -3 1D4-1 Piercing 15' Cone Crit 20 (3X)

Rifle Weapons Accuracy Damage Range Info
Rifle +0 1D8 Piercing 20' / 300' Two-Handed, Single Shot, Crit 19-20 (2X)
Assault Rifle +1 1D8 Piercing 25' / 500' Two-Handed, Automatic, Crit 19-20 (2X)
Burst +0 3D8 Piercing 20' / 250' Crit 18-20 (1X)
Spray -1 1D6-1 Piercing 25' Cone Crit 20 (3X)
Shotgun -1 2D4 Piercing 15' / 100' Two-Handed, Single Shot, Crit 20 (3X)
Pellet Ammo +1 2D4 Slashing 10' / 20' Crit 20 (2X)
Sniper Rifle +1 1D10 Piercing 200' / 5,000' Two-Handed, Semi-Auto, Crit 18-20 (4X)
Machinegun +1 1D12 Piercing 100' / 3,000' Heavy, Automatic, Crit 18-20 (3X)
Burst +0 3D10 Piercing 20' / 250' Crit 18-20 (1X)
Spray -1 1D8-1 Piercing 30' Cone Crit 20 (3X)
Rocket Launcher -1 5D6 Fire/20' 2500' / 5,000' Heavy, Single Shot, Crit 18-20 (4X)

Pistol / Rifle Ammunition Types
Glazer +2 Damage, double armor DR
Talon +2 Damage, double armor DR, +1X Crit multiplier
FMJ +1 Damage, half armor DR, +1 Crit threat range



Character Classes
Sharpshooter
Hit Points: Con + 1D6
Defenses: Reflex
Skills: Int + 4
Perception, Acrobatics, Athletics, Bluff, Nature, Stealth, Streetwise
Proficiencies: Dex + 8
Bows, Crossbows, Pistols, Rifles, Exotic Ranged Weapons, Light Thrown Weapons
Feats:
Bull's-Eye Shot, Improved Initiative, Marksman, Rapid Fire, Sneak Attack

Field Medic
Hit Points: Con + 1D6
Defenses: Fortitude or Will
Skills: Int + 8
Medicine, Athletics, Diplomacy, Endurance, Insight, Nature, Perception, Religion, Science
Proficiencies: Dex + 4
Feats:
First Aid, Field Surgery, Forensic Examination, Pharmacology, Psychotherapy, Toxicology, Treat Disease

Athlete
Hit Points: Con + 1D6
Defenses: Fortitude or Reflex
Skills: Int + 6
Athletics, Acrobatics, Endurance, Intimidation, Perception, Stealth, Thievery
Proficiencies: Dex + 6
Unarmed, Clubs, Flails, Light Thrown Weapons, Heavy Thrown Weapons, Bows, Crossbows
Feats:
Improved Initiative, Sneak Attack, Sweeping Blow, Toughness, Trip, Tumble, Weapon Finesse

Brawler
Hit Points: Con + 1D8
Defenses: Fortitude
Skills: Int + 4
Endurance, Acrobatics, Athletics, Intimidation, Streetwise
Proficiencies: Dex + 8
Unarmed, Axes, Clubs, Knives, Swords, Flails, Light Thrown Weapons, Heavy Thrown Weapons
Feats:
Power Attack, Sweeping Blow, Weapon Finesse, Trip, Dazing Blow, Improved Initiative, Toughness

Investigator
Hit Points: Con + 1D6
Defenses: Reflex or Will
Skills: Int + 8
Insight, Bluff, Craft, Diplomacy, History, Nature, Perception, Religion, Science, Stealth, Streetwise, Thievery
Proficiencies: Dex + 4
Unarmed, Clubs, Pistols
Feats:
Field of Knowledge, Forensic Examination, Psychotherapy, Street Contacts, Occult Knowledge

Scientist
Hit Points: Con + 1D4
Defenses: Will
Skills: Int + 10
Science, Art, Craft, History, Insight, Medicine, Nature, Perception
Proficiencies: Dex + 2
Unarmed, Clubs, Knives
Feats:
Build Device, Field of Knowledge, Forensic Examination, Pharmacology, Psychotherapy, Occult Knowledge

Occultist
Prerequisite: Occult Knowledge, two ranks of Arcana
Hit Points: Con + 1D4
Magic Points: Cha + 1D4
Defenses: +2 Will; -1 Reflex or Fortitude
Skills: Int + 6
Arcana, Art, Bluff, Craft, Diplomacy, History, Insight, Nature, Religion, Science
Proficiencies: Dex + 2
Unarmed, Clubs, Knives, Exotic Melee Weapons, Exotic Ranged Weapons
Feats:
Field of Knowledge, Psychotherapy, Street Contacts, Occult Knowledge, Secrets Man was Not Meant to Know
Spells: Int + 4
See spell list


Changes from standard D&D – Combat
Armor no longer provides a penalty to hit a character. Instead, all attacks are made vs. Reflex, Fortitude, or Will, and all armor provides Damage Resistance against attacks.

Critical hits automatically divide the damage caused evenly between HP and Constitution (round down for HP loss and up for Constitution loss). Thus, if a weapon achieves a critical hit and deals 13 damage, the target will lose 6 HP and 7 Constitution. Constitution damage heals at the rate of one point per day.

A character does not have “negative hit points”, and thus does not die at -10 HP. Instead, all further damage below 0 HP is automatically applied as Constitution damage, until the character's Constitution is reduced to 0 and they die. A character at 0 HP loses one Constitution per turn until they stabilize (by successfully making a Fortitude check, usually vs. 10) or they die.

Subdual damage subtracts from the same Hit Point pool as normal damage, but is tracked separately when the damage affects Constitution. Subdual Constitution damage heals at the rate of 1 point per hour. Once the character's Constitution is reduced to 0 or lower through Subdual damage, they are unconscious, and any further Constitution damage is marked as lethal Constitution damage.


Changes from standard D&D – Spellcasting
Spellcasting is not based on “spells per day”. Instead, characters who can cast spells have a pool of “Magic Points” to cast from. Each time you cast a spell, you must make a Will check vs. 10 + the spell's level, or take (1D4 + spell's level) Wisdom damage, and spend a number of Magic Points equal to the spell's level. If you do not have sufficient Magic Points to cast the spell, you take Wisdom damage equal to the deficit. Additionally, if the spell's level exceeds your total levels in the Occultist character class, you automatically take an additional amount of Wisdom damage equal to the difference.

Ialdabaoth
2011-06-05, 06:01 PM
:( anyone?

Kilbourne
2011-06-05, 06:58 PM
Very neat. Interesting, but sparse. I'll have to take a longer look at it later.