Corsair14
2021-02-17, 10:37 AM
I wanted to bounce some ideas about some how rules I plan on using for an upcoming Dragon Lance campaign I will be running just to see how they are received here and get any ideas on improving them. The DL stuff I will do in a nutshell form real quick. All characters are assumed to be "normal" people placed into extraordinary situations, they are not the Avengers.
Playable races. Humans, elves, dwarves, minotaurs, forest gnomes, draconians(chromatic only). Kender and Tinker gnomes only by experienced Role players who have read about them extensively.
-No tieflings, dragonborn, halflings, half orcs ect. Any of the oddball races must have approval to see if they even exist
Classes would take too long to explain. For example Solamnic knight orders are archtypes available to fighters and clerics. No paladins.
Adding a Solamnic Nobility background- grants half plate or full plate armor, and a large bonus to admittance to the Order of the Rose. Human only.
Moon magic. Sorcerers and warlocks(and other arcane casters) will become hunted renegades when they cast 3rd+ level spells. Wizards are invited to take their test at the nearest Tower of magic at level 3. They become hunted renegades if they haven't by 5. They must wear alignment appropriate robes or be classed as a renegade. You cannot multi-class into a wizard, it takes up too much time and effort. You can however say screw it, it takes up too much time and effort, and multi-class out. The people of Krynn barely tolerate wizards and that's about as far as it goes.
I also add the Order of the KingFisher which is an auxiliary wizard order to the Solamnic Knights. This is a tradition kind of like the specialist schools and has its own requirements and benefits.
Actual home rules set.
Weight and Encumbrance: Carry what they think the PC can carry, if it sounds too ludicrous then we pull out the calculator. I actually have an assortment of actual armor to show how much armor weighs in real life.
Basic Attribute Checks: After situation modifiers, roll under the affected stat. Very quick and easy, plus a lot of my adventures are old 2nd edition adventures which use these a lot for very basic actions like lifting something heavy.
Armor Use:
Higher tier armor incorporates elements of lower tier armor. A breastplate(medium) for example has chain under it. Everything has a gambeson (padded armor)or something like a gambeson under it except maybe leather. Since it didn’t actually exist then no one knows, but there likely would be some sort of cloth to prevent chafing and cushion impacts.
Due to this multi-layered armor it is possible to put only certain layers on in case of an emergency. For example if you are camping, you can in fact sleep in padded armor, its like sleeping in a heavy tunic and is quite comfortable, I have done it before.
Medium armor will take 2 rounds in a hurry where you are completely defenseless while putting it on. It wont be perfectly adjusted but good enough. Basically you are tossing on the armor and maybe buckling a buckle to keep it from flying around.
Heavy armor takes a full ten minutes, ie useless in an emergency. Half time if you have help from someone with the heavy armor proficiency or who has practiced it.
Additional Benefits:
Heavy Armor has DR vs non-magical slashing and piercing.
Medium Armor has DR vs non-magical slashing
Salvaged non-magical metal plate type armor either from battle or a horde or off the shelf munition grade has only a 25% of fitting a character. It must be brought to a professional armorer and readjusted.
Critical Hits: Are very devastating. Rolling a natural 20 will inflict max damage on one dice plus rolled damage on a second + whatever your bonus is. In addition anytime an opponent crits you or you crit them with a melee weapon, the crit has a 50% chance of stunning the target for 1d4 rounds (causing disadvantage on all rolls and no spell casting) also negating the current round’s actions. A critical hit automatically ends a concentration type spell.
Critical Fail: You are automatically last in initiative order for the next 2 rounds as you try and regain your tempo.
If multiple combatants are going last at the same time, the PCs go before the enemy and if there is still a tie, the highest dex modifier breaks the tie. If its still a tie, paper rock scissors until someone wins.
Helms: Helms are important to protect your noggin. Having an open face helm drops the critical hit stunning chance to 25%. A full helm negates this chance completely***(Strength over 20 still brings this to a 25%). There is a real reason why every soldier and conscript in history, even if they have crap or no body armor, they still have a helm/head covering of some sort and it gets thicker the higher tier you go.
-Open Face Helms also give a -2 to perception related skills due to partial hearing loss and lack of peripheral vision.
-Full Helms provide a +1 to AC but, due to the limited vision and hearing, you are at disadvantage for all perception related checks and anything that a helm would normally interfere with. Further in a hot environment, you consume double the amount of water you normally would.
-A helm takes a full action to strap on. Usually it was a chin strap either simply pulled down under the chin or a chin strap that was quick pull tightened.
-A full helm with an adjustable visor(adds 50% to the cost) acts as an open face helm until the user drops it as his bonus action to get the full helm bonus.
Feats
Feats must be realistic. Crossbow master will allow you to shoot twice with a light crossbow, you are still reduced to once per round with a heavy. There’s a Youtube video on how to shoot and reload a heavy crossbow and you will understand why you cannot shoot one 4 times in a 6 second round, it’s just not physically possible and twice is ridiculously generous. I am not familiar with every feat in the game but be warned, they aren’t giving you super powers. Ask me, the DM, for clarification ahead of time.
Exotic weapon is a new feat and must be taken to not have disadvantage with an exotic type weapon.
Playable races. Humans, elves, dwarves, minotaurs, forest gnomes, draconians(chromatic only). Kender and Tinker gnomes only by experienced Role players who have read about them extensively.
-No tieflings, dragonborn, halflings, half orcs ect. Any of the oddball races must have approval to see if they even exist
Classes would take too long to explain. For example Solamnic knight orders are archtypes available to fighters and clerics. No paladins.
Adding a Solamnic Nobility background- grants half plate or full plate armor, and a large bonus to admittance to the Order of the Rose. Human only.
Moon magic. Sorcerers and warlocks(and other arcane casters) will become hunted renegades when they cast 3rd+ level spells. Wizards are invited to take their test at the nearest Tower of magic at level 3. They become hunted renegades if they haven't by 5. They must wear alignment appropriate robes or be classed as a renegade. You cannot multi-class into a wizard, it takes up too much time and effort. You can however say screw it, it takes up too much time and effort, and multi-class out. The people of Krynn barely tolerate wizards and that's about as far as it goes.
I also add the Order of the KingFisher which is an auxiliary wizard order to the Solamnic Knights. This is a tradition kind of like the specialist schools and has its own requirements and benefits.
Actual home rules set.
Weight and Encumbrance: Carry what they think the PC can carry, if it sounds too ludicrous then we pull out the calculator. I actually have an assortment of actual armor to show how much armor weighs in real life.
Basic Attribute Checks: After situation modifiers, roll under the affected stat. Very quick and easy, plus a lot of my adventures are old 2nd edition adventures which use these a lot for very basic actions like lifting something heavy.
Armor Use:
Higher tier armor incorporates elements of lower tier armor. A breastplate(medium) for example has chain under it. Everything has a gambeson (padded armor)or something like a gambeson under it except maybe leather. Since it didn’t actually exist then no one knows, but there likely would be some sort of cloth to prevent chafing and cushion impacts.
Due to this multi-layered armor it is possible to put only certain layers on in case of an emergency. For example if you are camping, you can in fact sleep in padded armor, its like sleeping in a heavy tunic and is quite comfortable, I have done it before.
Medium armor will take 2 rounds in a hurry where you are completely defenseless while putting it on. It wont be perfectly adjusted but good enough. Basically you are tossing on the armor and maybe buckling a buckle to keep it from flying around.
Heavy armor takes a full ten minutes, ie useless in an emergency. Half time if you have help from someone with the heavy armor proficiency or who has practiced it.
Additional Benefits:
Heavy Armor has DR vs non-magical slashing and piercing.
Medium Armor has DR vs non-magical slashing
Salvaged non-magical metal plate type armor either from battle or a horde or off the shelf munition grade has only a 25% of fitting a character. It must be brought to a professional armorer and readjusted.
Critical Hits: Are very devastating. Rolling a natural 20 will inflict max damage on one dice plus rolled damage on a second + whatever your bonus is. In addition anytime an opponent crits you or you crit them with a melee weapon, the crit has a 50% chance of stunning the target for 1d4 rounds (causing disadvantage on all rolls and no spell casting) also negating the current round’s actions. A critical hit automatically ends a concentration type spell.
Critical Fail: You are automatically last in initiative order for the next 2 rounds as you try and regain your tempo.
If multiple combatants are going last at the same time, the PCs go before the enemy and if there is still a tie, the highest dex modifier breaks the tie. If its still a tie, paper rock scissors until someone wins.
Helms: Helms are important to protect your noggin. Having an open face helm drops the critical hit stunning chance to 25%. A full helm negates this chance completely***(Strength over 20 still brings this to a 25%). There is a real reason why every soldier and conscript in history, even if they have crap or no body armor, they still have a helm/head covering of some sort and it gets thicker the higher tier you go.
-Open Face Helms also give a -2 to perception related skills due to partial hearing loss and lack of peripheral vision.
-Full Helms provide a +1 to AC but, due to the limited vision and hearing, you are at disadvantage for all perception related checks and anything that a helm would normally interfere with. Further in a hot environment, you consume double the amount of water you normally would.
-A helm takes a full action to strap on. Usually it was a chin strap either simply pulled down under the chin or a chin strap that was quick pull tightened.
-A full helm with an adjustable visor(adds 50% to the cost) acts as an open face helm until the user drops it as his bonus action to get the full helm bonus.
Feats
Feats must be realistic. Crossbow master will allow you to shoot twice with a light crossbow, you are still reduced to once per round with a heavy. There’s a Youtube video on how to shoot and reload a heavy crossbow and you will understand why you cannot shoot one 4 times in a 6 second round, it’s just not physically possible and twice is ridiculously generous. I am not familiar with every feat in the game but be warned, they aren’t giving you super powers. Ask me, the DM, for clarification ahead of time.
Exotic weapon is a new feat and must be taken to not have disadvantage with an exotic type weapon.