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abcd_z
2015-02-11, 03:51 AM
Character Creation

Generate the 6 attributes using 4d6 drop one, or any other method the DM okays.
List of attribute generation options: http://www.d20pfsrd.com/basics-ability-scores/ability-scores

Score: Modifier
0-1: -5
2-3: -4
4-5: -3
6-7: -2
8-9: -1
10-11: 0
12-13: 1
14-15: 2
16-17: 3
18-19: 4
20-21: 5

Races and Classes:
The following information is drawn from the SRD:
Hit dice, land speed, armor proficiency, racial attribute adjustments, any racial or class-based special abilities or qualities, including spells or spell-like abilities, spellcasting attribute (if applicable), and the character level at which the character gains at least 1 level 1 spell per day (if applicable).

Classes are proficient with every weapon that does their class hit die of damage or lower. Weapons that do 2 dice of damage count as a single die of double the size. 2d4 counts as 1d8, and 2d6 counts as 1d12.

Bonus feats from the class or race are replaced with a +1 bonus to any attribute of the player's choice. Martial weapon proficiency feats are ignored for this purpose and just treated like regular weapon proficiency.

Armor Class (AC) = 10 + DEX bonus + Armor bonus.
Touch AC = 10 + Armor bonus

HP: Starts at max HP for first level. Roll hit die for each level afterwards, or take the average result rounded up.

Average roll (rounded up):
d4: 3
d6: 4
d8: 5
d10: 6
d12: 7


Magic:

Spellcasters have a daily limit to their spellcasting which is listed in their class description.

After a character's first spellcasting level they gain another spellcasting level every two character levels. A wizard gains his first spell level at level 1, and then another spell level at character level 3, while a paladin would gain his first spell level at character level 6, then another spell level at character level 8.

Any spellcaster whose spell list contains 0-level spells may cast them at first level.

Spellcasters don't have to memorize their spells ahead of time, and they can know as many spells as they want.


Attributes, skills, and saving throws:

All skill checks and saving throws are replaced with the relevant attribute check. A spot check becomes a wisdom check, a reflex save becomes a dexterity check, etc.
Character bonuses to skills and saving throws, however, are recorded as-is and applied when relevant.

Almost every roll is 1d20 + attribute mod + half the character's level.

Instead of spending skill points, skills may either be trained or untrained. Trained skills get a +3 bonus to their roll. The number of trained skills a player may have is equal to the SRD listing for "skill points at each additional level".


Unopposed attribute checks:

The player rolls 1d20 + attribute mod + level. If the result is equal to or higher than the DM-decided difficulty level, the attempt is a success. Otherwise, the attempt failed.

Difficulty (DC) Example
Very easy (0) Notice something large in plain sight
Easy (5) Climb a knotted rope
Average (10) Hear an approaching guard
Tough (15) Rig a wagon wheel to fall off
Challenging (20) Swim in stormy water
Formidable (25) Open an average lock
Heroic (30) Leap across a 30-foot chasm
Nearly impossible (40) Track a squad of orcs across hard ground after 24 hours of rainfall


Opposed attribute checks:

The player rolls (1d20 + attribute mod + half the PC's level) vs (1d20 + NPC's attribute mod + half the NPC's level or number of hit dice). If the player's result is higher than or equal to the NPC's result, the player succeeded in their attempt.


Combat:

The person with the highest dex modifier for each side in combat rolls initative. The side that wins goes first, and any character in that group may act in any order. Once everybody in the group has gone, it's the other side's turn. Combat alternates between groups in this manner until combat ends.

Attack rolls:
Melee attack: 1d20 + STR + half level
Ranged attack: 1d20 + DEX + half level
Magic attack: 1d20 + spellcasting attribute mod (WIS or INT or CHA) + half level

If the result of the attack roll is equal to or higher than your opponent's AC it's a hit. A roll of 1 on an attack roll (and ONLY an attack roll) always misses. A roll of 20 on an attack roll (and ONLY an attack roll) always hits.

Unlike the base d20 system, an attack bonus over 5 does not mean you get any extra attacks. This applies to every character; PC and NPC alike. Nobody gets extra attacks for a high attack bonus.

Damage:
Roll your weapon die to see how much damage you did. If the attack roll was a natural 20, you don't need to roll for damage; the attack automatically does max damage.

At higher levels weapons may have bonuses on them (+1 sword, +2 bow, etc.) Add this number to both the attack roll and the damage roll.
If a melee attack connects, add the character's STR bonus to the damage done.
Attacks that connect always do at least 1 damage, even after penalties.

Movement:
In combat a character may move up to their land speed distance each round in addition to taking an action that round (usually attacking, casting a spell, or making a second movement.) A character may take their action before, during, or after their move.


Dying:
If a character has 0 or less HP they fall unconscious. For each round that passes the character loses 1 HP. A DC 15 Heal check (Wisdom) will stabilize the character, preventing them from losing any more HP. If a character hits -10 HP, they die.

Regaining Health:
With a full night’s rest (8 hours of sleep or more), you recover 1 hit point per character level. Any significant interruption during your rest prevents you from healing that night.
If you undergo complete bed rest for an entire day and night, you recover twice your character level in hit points.


Experience and levelling up:

Encounter Level = Hit Dice of defeated monsters, or the given EL for the trap, situation, etc. Add +1 for each doubling of the number of foes. e.g: 1 kobold = EL1. 2 kobolds = EL2. 4 kobolds = EL3, etc.

Add up the Encounter Levels (ELs) of every encounter you take part in. When the total = 10 x your current level, you’ve advanced to the next level. Reset the total to 0 after advancing.

Every time you level up, you get to roll your health die once and add the result to your max HP.
Every other level, spellcasters gain access to a new spell level.
Attributes (and their related skills) do not increase on level-up. However, every other level they effectively get a +1 bonus from the "half your level" bonus to all attribute rolls.

abcd_z
2015-02-12, 12:21 AM
Here are the classes, streamlined for Simple D20. I didn't bother copying down spells and special abilities, but everything else should be here.

d20 SRD classes:

Barbarian:
d12 weapons and hit dice
proficient with light armor, medium armor, and shields (except tower shields)
4 + Int mod trained skills
3d6 × 10 starting GP

Bard:
d6 weapons and hit dice
proficient with light armor and shields (except tower shields)
6 + Int mod trained skills
Charisma-based spellcasting
1st spell level at character level 3
4 + Cha mod spells per day
3d6 × 10 starting GP

Cleric:
d6 weapons and hit dice
proficient with all types of armor (light, medium, and heavy) and shields (except tower shields)
2 + Int mod trained skills
Wisdom-based spellcasting
1st spell level at character level 1
6 + Wis mod spells per day
4d6 × 10 starting GP

Druid:
d8 weapons and hit dice
proficient with padded, leather, or hide armor and wooden shields (except tower shields)
4 + Int mod trained skills
Wisdom-based spellcasting
1st spell level at character level 1
6 + Wis mod spells per day
2d6 × 10 starting GP

Fighter:
d10 weapons and hit dice
proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields)
2 + Int modifier trained skills
5d6 x 10 starting GP

Monk:
d8 hit dice and weapons
not proficient with any armor or shields
4 + Int modifier trained skills
1d6 × 10 starting GP

Paladin:
d10 weapons and hit dice
proficient with all types of armor (heavy, medium, and light), and shields (except tower shields)
2 + Int mod trained skills
Charisma-based spellcasting
1st spell level at character level 6
3 + Cha mod spells per day
5d6 × 10 starting GP

Ranger:
d8 weapons and hit dice
proficient with light armor and shields (except tower shields)
6 + Int modifier trained skills
Wisdom-based spellcasting
1st spell level at character level 6
3 + Wis mod spells per day
5d6 × 10 starting GP

Rogue:
d6 weapons and hit dice
proficient with light armor but not shields
8 + Int modifier trained skills
4d6 × 10 starting GP

Sorcerer:
d4 weapons and hit dice
not proficient with any armor or shield
2 + Int modifier trained skills
Charisma-based spellcasting
1st spell level at character level 1
6 + Cha mod spells per day
2d6 × 10 starting GP

Wizard:
d4 weapons and hit dice
not proficient with any armor or shield
2 + Int modifier trained skills
Intelligence-based spellcasting
1st spell level at character level 1
4 + Int mod spells per day
2d6 × 10 starting GP


Pathfinder base classes:

Alchemist:
d8 weapons and hit dice
proficient with light armor but not shields
4 + Int modifier trained skills
Intelligence-based alchemy
1st extract at character level 1
5 + Int mod extracts per day
3d6 × 10 starting GP

Cavalier:
d10 weapons and hit dice
proficient with all types of armor (heavy, light, and medium) and shields (except tower shields)
4 + Int modifier trained skills
5d6 × 10 starting GP

Gunslinger:
d10 weapons and hit dice
proficient with all light armor
4 + Int modifier trained skills
5d6 × 10 starting GP

Inquisitor:
d8 weapons and hit dice
proficient with light armor, medium armor, and shields (except tower shields)
6 + Int modifier trained skills
Wisdom-based spellcasting
1st spell level at character level 1
5 + Wis mod spells per day
4d6 × 10 starting GP

Magus:
d8 weapons and hit dice
proficient with light armor
2 + Int modifier trained skills
Intelligence-based spellcasting
1st spell level at character level 1
5 + Int mod spells per day
4d6 × 10 starting GP

Oracle:
d8 weapons and hit dice
proficient with light armor, medium armor, and shields (except tower shields)
4 + Int modifier trained skills
Charisma-based spellcasting
1st spell level at character level 1
6 + Cha mod spells per day
3d6 × 10 starting GP

Summoner:
d8 weapons and hit dice
proficient with light armor
2 + Int modifier trained skills
Charisma-based spellcasting
1st spell level at character level 1
5 + Cha mod spells per day
2d6 × 10 starting GP

Witch:
d6 weapons and hit dice
not proficient with any type of armor or shield
2 + Int modifier trained skills
Intelligence-based spellcasting
1st spell level at character level 1
4 + Cha mod spells per day
3d6 × 10 starting GP