House Rules
Like most RPG group games, this game will have a few modifications that are in line with the
DM's preferences. These rules should be considered fluid. as such, they are not set in stone.
The rules on this page can change if they no longer fit the game's goals.
DM's preferences. These rules should be considered fluid. as such, they are not set in stone.
The rules on this page can change if they no longer fit the game's goals.
I. Game Modifications (a quick glance)
A). Guilds. This game is heavily influenced by guilds. characters receive bonuses, and sometimes penalties for joining certain guilds. Joining guilds is not required, but worthwhile to consider. See the guilds document on the cloud for details.
B). Class Options. Any character class and kit combination from the 2nd edition D&D source books is available, unless otherwise noted. New classes can be combined with old kits. Exceptions follow:
1) The Cavalier kit is only accessible to Human Paladins & Warriors. Cavaliers follow (most) 1st edition rules.
2) The Archer kit is only accessible to Elf Rangers & Warriors. Archers follow 2nd edition rules.
C). Ability Scores & Attribute Points. All new characters have ability point totals that vary by race. See section II for details.
D). proficiency Modifications. There are some weapon and non weapon proficiency modifications. See Section III for details.
E). Hit dice & Game Mechanics. There are some Hit Dice and Game mechanic Modifications. See section IV for details.
F). Casting Spells & Mana Pool. All Magic users will use a mana pool to cast spells. See section V for details.
G). Religions of the realm. Their are two main ethos available for worship; the light and the void. See section VI for details.
H). Specific Spell Modifications. Some spells have been modified. This section will detail the spells in question. See section VII for details.
F). Meta Mechanics. There are player options, skills and powers that are introduced. See section VIII for details.
B). Class Options. Any character class and kit combination from the 2nd edition D&D source books is available, unless otherwise noted. New classes can be combined with old kits. Exceptions follow:
1) The Cavalier kit is only accessible to Human Paladins & Warriors. Cavaliers follow (most) 1st edition rules.
2) The Archer kit is only accessible to Elf Rangers & Warriors. Archers follow 2nd edition rules.
C). Ability Scores & Attribute Points. All new characters have ability point totals that vary by race. See section II for details.
D). proficiency Modifications. There are some weapon and non weapon proficiency modifications. See Section III for details.
E). Hit dice & Game Mechanics. There are some Hit Dice and Game mechanic Modifications. See section IV for details.
F). Casting Spells & Mana Pool. All Magic users will use a mana pool to cast spells. See section V for details.
G). Religions of the realm. Their are two main ethos available for worship; the light and the void. See section VI for details.
H). Specific Spell Modifications. Some spells have been modified. This section will detail the spells in question. See section VII for details.
F). Meta Mechanics. There are player options, skills and powers that are introduced. See section VIII for details.
II. Ability Scores & Attribute Points
A). Definitions. The following 2 definitions will make this easier to understand.
1) Attribute Score = A number on a character sheet that represents strength, dexterity, etc.
2) Ability Point = A raw number players use to purchase attribute scores for their characters.
B). Ability Points. characters start with an ability point total that is dependent on race. Ratios covered below.
C). BONUSES: at his discretion, the DM may award bonus attribute scores, if the player showed exceptional participation over several games. These discretionary bonuses are not guaranteed. They must be earned, not simply given. Exceptional play includes being generally on time to game sessions, and knowing game world history and events. MOST OF ALL - making a concerted effort to immerse in role play.
D). Starting points based on character race. Important notes follow:
i. The lower the number, the more innate abilities the race has.
iI. List one and two are races that get along and can cohabitate in the same city.
III. List one is the federation. List two are insurrectionists. List three are dissidents, and can work with everyone.
iV. Federation Races. (these races can cohabitate and collaborate):
1) Human (all types): 106
2) Realmsman (Dwarf): 104
3) Gnome: 104
4) Halfling: 104
5) Pandaren: 104
6) Draenai: 103
7) Worgen: 103
8) Kitsune: 103
9) Half Dorei (Human & Kal-Dorei Hybrid): 103
10) Kal-Dorei (AKA: Night Elf / Wood elf): 102
V. Insurrectionist Races. (these races can cohabitate and collaborate):
1) Orc: 106
2) Goblin & Kin: 104
3) Half-Ogre: 104 (human & Ogre Hybrid)
4) Mok-Nathol: 104 (Orc & Ogre Hybrid)
5) Tauren: 104
6) Troll & Kin: 103
7) Forsaken: 103
8) Half Dorei (Human and Syn-Dorei Hybrid): 103
9) Syn-Dorei (AKA: High Elf / Blood Elf): 102
VI. Dissidents. (These races can work with either group, but are distrusted by both):
1) Half Dorei (Human & Quel-Dorei Hybrid): 103
2) Half-Orc (Human & Orc hybrid): 106
3) Lionian: 103
4) Lupin: 103
5) Quel-Dorei (AKA: Sundered Elf / Grey Elf): 102
E). Ratios: Ability points are spent at a 1 to 1 ratio for attributes scores up to, and including 14. If a player wants attribute scores of 15 or higher, it will cost more ability points.
F). Background: A player must offer a background as to why a character has an initial starting score that is above 15. This will help the player gain valuable experience points. ability point cost ratios follow:
1) Attribute score of 14 = 14 ability points
2) Attribute score of 15 = 16 ability points
3) Attribute score of 16 = 18 ability points
4) Attribute score of 17 = 20 ability points
5) Attribute score of 18 = 22 ability points
6) Attribute Score of 19 = 26 ability points
7) Attribute Score of 20 = 30 Ability Points
8) Attribute Scores above 20 cost 2 ability points per attribute score.
G). Limitations:
1) A new character must have an absolute minimum attribute score of 8 in all scores, no matter the race or gender.
2) Attribute scores above 18 are not possible for new characters, unless their race allows it, and DM allows it.
3) Keep in mind that a score of 9 to 12 is completely average. Anything above or below 9-12 is exceptional, one way or the other.
4) a score of 8 is average female human STR. 6 is average forsaken CHA. despite this, they must still meet the minimum of 8.
5) Score ratio limit: At a score of a 20, ratios end. To calculate costs of initial character creation with a score above 20, add the previous ratio amount and one additional point per score increase). NOTE: characters will generally never start with a score above 18, unless specifically coordinated with the DM.
H). Exceptional Strength: Characters that begin the game with an 18 strength, and are a warrior class are allowed to roll for exceptional strength. This will yield a result of 18.01 to 18.100 (18.00). Once the roll is made, the number of tier increments above 18 is taken into account. the player is allowed to keep that score, but they have to pay for it on a 1 for 1 ability point to tier increment basis.
I). Some guilds will have ability score requirements.
1) Attribute Score = A number on a character sheet that represents strength, dexterity, etc.
2) Ability Point = A raw number players use to purchase attribute scores for their characters.
B). Ability Points. characters start with an ability point total that is dependent on race. Ratios covered below.
C). BONUSES: at his discretion, the DM may award bonus attribute scores, if the player showed exceptional participation over several games. These discretionary bonuses are not guaranteed. They must be earned, not simply given. Exceptional play includes being generally on time to game sessions, and knowing game world history and events. MOST OF ALL - making a concerted effort to immerse in role play.
D). Starting points based on character race. Important notes follow:
i. The lower the number, the more innate abilities the race has.
iI. List one and two are races that get along and can cohabitate in the same city.
III. List one is the federation. List two are insurrectionists. List three are dissidents, and can work with everyone.
iV. Federation Races. (these races can cohabitate and collaborate):
1) Human (all types): 106
2) Realmsman (Dwarf): 104
3) Gnome: 104
4) Halfling: 104
5) Pandaren: 104
6) Draenai: 103
7) Worgen: 103
8) Kitsune: 103
9) Half Dorei (Human & Kal-Dorei Hybrid): 103
10) Kal-Dorei (AKA: Night Elf / Wood elf): 102
V. Insurrectionist Races. (these races can cohabitate and collaborate):
1) Orc: 106
2) Goblin & Kin: 104
3) Half-Ogre: 104 (human & Ogre Hybrid)
4) Mok-Nathol: 104 (Orc & Ogre Hybrid)
5) Tauren: 104
6) Troll & Kin: 103
7) Forsaken: 103
8) Half Dorei (Human and Syn-Dorei Hybrid): 103
9) Syn-Dorei (AKA: High Elf / Blood Elf): 102
VI. Dissidents. (These races can work with either group, but are distrusted by both):
1) Half Dorei (Human & Quel-Dorei Hybrid): 103
2) Half-Orc (Human & Orc hybrid): 106
3) Lionian: 103
4) Lupin: 103
5) Quel-Dorei (AKA: Sundered Elf / Grey Elf): 102
E). Ratios: Ability points are spent at a 1 to 1 ratio for attributes scores up to, and including 14. If a player wants attribute scores of 15 or higher, it will cost more ability points.
F). Background: A player must offer a background as to why a character has an initial starting score that is above 15. This will help the player gain valuable experience points. ability point cost ratios follow:
1) Attribute score of 14 = 14 ability points
2) Attribute score of 15 = 16 ability points
3) Attribute score of 16 = 18 ability points
4) Attribute score of 17 = 20 ability points
5) Attribute score of 18 = 22 ability points
6) Attribute Score of 19 = 26 ability points
7) Attribute Score of 20 = 30 Ability Points
8) Attribute Scores above 20 cost 2 ability points per attribute score.
G). Limitations:
1) A new character must have an absolute minimum attribute score of 8 in all scores, no matter the race or gender.
2) Attribute scores above 18 are not possible for new characters, unless their race allows it, and DM allows it.
3) Keep in mind that a score of 9 to 12 is completely average. Anything above or below 9-12 is exceptional, one way or the other.
4) a score of 8 is average female human STR. 6 is average forsaken CHA. despite this, they must still meet the minimum of 8.
5) Score ratio limit: At a score of a 20, ratios end. To calculate costs of initial character creation with a score above 20, add the previous ratio amount and one additional point per score increase). NOTE: characters will generally never start with a score above 18, unless specifically coordinated with the DM.
H). Exceptional Strength: Characters that begin the game with an 18 strength, and are a warrior class are allowed to roll for exceptional strength. This will yield a result of 18.01 to 18.100 (18.00). Once the roll is made, the number of tier increments above 18 is taken into account. the player is allowed to keep that score, but they have to pay for it on a 1 for 1 ability point to tier increment basis.
I). Some guilds will have ability score requirements.
III. Proficiency Modifications
1) Non Weapon Proficiency Modifications:
Some Non weapon proficiencies have been altered from the way they appear in the manuals. As changes occur, they will appear on this list. These changes are designed to better fit this game world.
A) Etiquette - This proficiency now includes an individual's cleanliness, upkeep, and mannerisms. Without this proficiency, a character would allow themselves to relieve basic bodily functions without a care in the world as to those around them. In other words, a person that lacks this proficiency would not care if they pass gas, belch, pick their nose, or other similar natural acts in the presence of others. A character with this proficiency would understand that it is bad manner to do such things in front of others; especially in front of nobles. In addition, a character with this proficiency will want to bathe regularly, if not daily. a character without this proficiency would only want to bathe when it is both free and convenient. However, all characters will get the sense that they should eventually clean up after the passage of two weeks or more. If nothing else, a character will want to clean up after two weeks or more for health reasons.
B) Tumbling - At standard cost, this proficiency operates exactly as it does in the player's handbook. If a player opts to take a second slot in this proficiency, the character will receive a passive bonus of 2 to their armor class. If conditions are met as written in the player's handbook, the character will receive a bonus of 2 to armor class, for a total of 4 when counting their passive. if a player opts to take this proficiency a 3rd time, the character will receive a passive bonus of 4 to their armor class, as opposed to having to meet the conditions as written. Other bonuses in the book must meet the conditions as written. This proficiency cannot be taken more than 3 times.
C) Boywer/Fletcher - This proficiency will grant wielder of a bow weapon, that fires arrows they've constructed (or modified) a plus 1 to strike, damage, and speed factor.
D) Spell Craft - broken down into 6 sub archtypes of magic. they are as follows: Arcane, Divine, Song, Angelic, Demonic, and meta Magic. Each type of magic is a different proficiency slot, and will need to be paid for separately. If a 2nd slot is paid into an already known school of magic, a character can gain a bonus of 1 to cast, or 2 to casting speed for one school of magic. speed, casting, and school must be chosen at time of selection. This process can repeat for every new proficiency paid.
E) Reading/Writing - must be taken for each language.
f) Lore - A character can take a 'Lore' proficiency in any type of knowledge. This will allow the character to gain much greater insight into facts about their subject matter than normally allowed. The more specific the proficiency, the greater information is garnered. In addition, a proficiency like this will grant the character a +1 to strike and damage against a creature for which they have lore, in addition to a bonus to morale or reaction adjustment checks when dealing with such creatures. Check with the DM for specific bonuses in regard to your proficiency. These bonuses stacks equal to the number of times the character has invested in the proficiency for the subject matter. For example: A character might take monster lore, in order to gain general knowledge on how to deal with most monsters of the realm. However, if a character takes vampire lore, they will gain a +1 to reaction adjustment when dealing with vampires, a +1 to retainer morale checks, as well as a +1 to personal combat stats against vampires. However, taking vampire lore will not allow someone to have broad, general knowledge of all monsters of the realm, only vampires.
G) Running - This proficiency now grants a +2 to movement rate. this proficiency also adds a +2 to movement rate for every subsequent time it is taken. In addition, upon a successful proficiency check, the character may add an additional 1d6 to movement rate for one round as a burst of speed.
H) New Proficiency: Casting Concentration.
Attribute: Wis +1.
Class list: Mage, Priest, Bard.
slots: 2
Requirements: Ability to cast spell of selected level, school, & type.
Description: This proficiency signifies an extensive focus on learning to be able to focus on casting spells during high-pressure situations, such as combat. This proficiency provides one of the following: benefits, defined at time of selection:
1) Level Focus: The character gains a +1 modifier to all casting rolls when attempting to cast any spell of the selected level.
2) Specific Focus: The character gains a +2 modified to a specific spell for casting purposes.
I) Weapon & Armor Smithing - After paying for the initial proficiency, smiths can continue to pay 2 slots for additional crafting improvement. for every 2 slots devoted into the proficiency, smiths gain a +1 to crafting, and can create +1 non magical (crafting) bonus items. Example: Weapon smithing is 3 slots. Adding to slots for as total of 5 can create +1 weapons. adding 2 more slots for a total of 7 can create +2 weapons. this maxes out at +5.
J) Anatomy - This proficiency adds a plus 1 to damage with all physical weapons.
K) Open ended Creativity - If there is a gap in proficiency slots that you feel the game needs, or something creative, please feel free to create it and send it to the GM for approval.
2) Weapon Proficiency Modifications:
There are 4 levels of weapon knowledge that a character can potentially learn. This weapon knowledge levels are Proficiency, specialization, focus, and Mastery. a character's class determines what level of weapon knowledge they can gain. Please see the table below to determine a character's weapon knowledge potential.
A) Weapon proficiency. this has not changed from Standard 2nd Edition Rules.
B) Weapon specialization. This has changed slightly. More character classes are allowed to learn specialization. In addition, ranged weapons follow the same attack rate schedule as melee weapons, which is plus 1 to strike, plus 2 to damage. this is for simplicity's sake.
(Note: If a character can learn both specialization and focus, they must learn specialization before they can learn focus in that weapon).
C) Weapon focus. A character with weapon focus can continue to improve their weapon skills in a weapon they have specialization in. (Note: If a character can learn both focus and mastery, they must learn mastery before they can learn weapon focus in that weapon).
A character can devote earned weapon proficiency slots to a weapon type. This will allow the character to choose one bonus to improve by plus 1. The character can choose from the following: (They can only choose 1 per weapon slot devoted to focus).
- Strike
- Damage
- Speed
D) Weapon Mastery. A character with weapon specialization must choose one of four fighting styles for their chosen mastered weapon. The 4 style choices are: Swift style, tenacious style, brutal style, and cunning style. Once a weapon master attains their first mastery in a particular weapon style, they may add additional styles to the same weapon for the cost of 2 additional earned weapon proficiency slots. Attaining mastery in a second type of weapon will still cost 5 slots, when specialization slots are accounted for. The styles are explained below:
* Swift style: This fighting style is best suited for dexterity based weapon masters.
* Tenacious Style: This fighting style is best suited for tank based weapon masters.
* Brutal style: This fighting style is best suited for damage dealing based weapon masters.
* Cunning style: this fighting style is best suited for weapon masters that prefer a moderate, all-around general style.
E) The following table shows the schedule of bonuses, penalties, and special maneuvers associated with each weapon mastery style.
Notes on special maneuvers:
* each weapon master special maneuver requires an intelligence check to activate.
* Special maneuver activation does not take a combat action.
* special maneuvers can be performed a number of times per day equal to 1 per 4 levels of of the weapon master.
Restrictions:
* Swift Stance: Requires that no shield is equipped (Dual wield allowed).
* Tenacious Stance: Requires a shield to be equipped.
* Brutal Stance: Requires a 2 handed weapon, or a weapon that can be wielded with 2 hands & combined with 2 handed style.
* Cunning Stance: Requires Dual Wield weapons to be equipped.
F) The following table shows what level of weapon knowledge each class can learn. Green boxes indicate that the weapon knowledge can be learned by that class. Grey boxes indicate that the weapon knowledge cannot be learned:
* each weapon master special maneuver requires an intelligence check to activate.
* Special maneuver activation does not take a combat action.
* special maneuvers can be performed a number of times per day equal to 1 per 4 levels of of the weapon master.
Restrictions:
* Swift Stance: Requires that no shield is equipped (Dual wield allowed).
* Tenacious Stance: Requires a shield to be equipped.
* Brutal Stance: Requires a 2 handed weapon, or a weapon that can be wielded with 2 hands & combined with 2 handed style.
* Cunning Stance: Requires Dual Wield weapons to be equipped.
F) The following table shows what level of weapon knowledge each class can learn. Green boxes indicate that the weapon knowledge can be learned by that class. Grey boxes indicate that the weapon knowledge cannot be learned:
G) Exceptional Damage. the following table shows the schedule for potential bonus physical damage, due to exceptional dice rolls.
a) using a Non proficient weapon: No bonus damage is possible.
b) Using a proficient weapon: times 1.5 damage on roll of 20.
C) Using a specialized weapon: times 2 damage on roll of 20.
D) Using a focused weapon: times 1.25 damage on roll of 19, and times 2 on roll of 20.
E) Using a mastered weapon: Times 1.5 damage on roll of 19, and times 2 on roll of 20.
a) using a Non proficient weapon: No bonus damage is possible.
b) Using a proficient weapon: times 1.5 damage on roll of 20.
C) Using a specialized weapon: times 2 damage on roll of 20.
D) Using a focused weapon: times 1.25 damage on roll of 19, and times 2 on roll of 20.
E) Using a mastered weapon: Times 1.5 damage on roll of 19, and times 2 on roll of 20.
IV. Hit Dice and Game Mechanic Modifiers
A. Reaction adjustment from dexterity will be used to modify a character's individual initiative roll.
B. All classes will be able to add their reaction adjustment from dexterity to melee weapon damage. In addition, missile attack adjustment under dexterity will now also apply to missile attack damage.
C. Every time that a character reaches a level that allows for a new weapon proficiency slot, they also gain a natural bonus of 1 to their armor class. This is designed to show that martial training also improves defensive training.
d. Physical attack rolls are modified as follows:
1) non proficiency weapon usage, A roll of 1-3 is an automatic miss, Despite Thaco differential.
2) proficiency weapon usage, a roll of 1-2 is an automatic miss, Despite Thaco differential.
3) Specialization and above usage, a roll of 1 is an automatic miss, Despite Thaco differential.
e: Comeliness: One primary attribute score has been added from 1st edition d&D. This stat is called comeliness. Rules for comeliness are found in the first edition unearthed arcana book. This attribute represents a character's physical beauty or handsomeness. Comeliness also represents a character's fashion sense, cleanliness, and appearance of health. Like all attributes, a 9-11 is considered average. Every point above 11 means that the character has 1 attractive feature. These refined features can be attractive eyes, a nice smile, or anything the player wants.
Likewise Scores per point below 9 means the character has an unattractive feature. Examples include but are not limited to: bad or missing teeth, scars and etc.
* A score of 1-3 is considered monstrous, or horribly deformed: Example: a complete burn victim.
* A score of 4-6 is considered repulsive, or bad looking. This person can still potentially find friends.
* A score of 7-8 is considered homely, scarred, or misshapen. This person can still potentially find friends and love interests.
* A score of 9-11 is considered very average. Nothing special to look at. maybe some bad scars, but
also nice features.
* A score of 12-13 is interesting to look upon. Example may include people that work out, eat well,
and stay clean, but may have scars.
* A score of 14-15 is considered attractive, such as a catalog photo or pinup model, no visible scars,
mostly proportional body.
* A score of 16-17 is considered runway Supermodel looks. No scars, nothing overly misshapen, very
proportional body.
* A score of 18-19 is considered high society looks. great style, health, attractive facial features, and
greatly proportional body.
* a score of 20-21 is considered the pinnacle of mortal perfection. People are in awe of this person's
appearance. this person has a completely perfect body, face, style and health.
* A score above 21 is considered unearthly. Please see the unearthed arcana book for details.
comeliness effects some skills, abilities, and reaction adjustment. This is an useful attribute for
rogues in general, politicians, and people who want power and position. Comeliness has the
following sub-stats:
1) reaction adjustment: Reaction adjustment is used when meeting new people, it is additive to Charisma's reaction adjustment.
2) Favoritism: Favoritism allows for an unspoken preference or special consideration for the character by lords, ladies, or people that otherwise employ the character. Favoritism adds a percentage based differential, depending on the comeliness score. This percentage is used for certain negotiations, such a the sale price of goods, favors, or other interactions.
3) Seduction: Seduction allows for a character to have a chance make a target feel amorous towards him or her. Through special attention and flirting, a character can make another person feel certain feelings of romance. A character under these effects can have their reaction adjustment altered. In order for this to work, the target and the character attempting to seduce must be of two races that can produce offspring. additionally, the target must have a sexual orientation favorable to the character attempting to seduce. These rules only apply to mortals. If those conditions are met, the following seduction adjustments are allowed:
To determine if a target is seduced or not, add the comeliness percentage change to seduce, total reaction adjustment, and level. Special proficiencies can also be factored in as necessary. check with the DM to determine if any proficiencies assist in this capacity. Subtract the target's wisdom and level. The sum of these numbers is equal to the percentage chance to seduce. The seducer must then make a 1d100 dice check to determine success. if successful, the target is granted a saving though vs spells to resist at a penalty equal to the seducer's reaction adjustment. if the percentage change fails, or the saving throw passes, the seduction attempt will be revealed for what it is, and could adversely effect the target's reaction towards the seducer.
B. All classes will be able to add their reaction adjustment from dexterity to melee weapon damage. In addition, missile attack adjustment under dexterity will now also apply to missile attack damage.
C. Every time that a character reaches a level that allows for a new weapon proficiency slot, they also gain a natural bonus of 1 to their armor class. This is designed to show that martial training also improves defensive training.
d. Physical attack rolls are modified as follows:
1) non proficiency weapon usage, A roll of 1-3 is an automatic miss, Despite Thaco differential.
2) proficiency weapon usage, a roll of 1-2 is an automatic miss, Despite Thaco differential.
3) Specialization and above usage, a roll of 1 is an automatic miss, Despite Thaco differential.
e: Comeliness: One primary attribute score has been added from 1st edition d&D. This stat is called comeliness. Rules for comeliness are found in the first edition unearthed arcana book. This attribute represents a character's physical beauty or handsomeness. Comeliness also represents a character's fashion sense, cleanliness, and appearance of health. Like all attributes, a 9-11 is considered average. Every point above 11 means that the character has 1 attractive feature. These refined features can be attractive eyes, a nice smile, or anything the player wants.
Likewise Scores per point below 9 means the character has an unattractive feature. Examples include but are not limited to: bad or missing teeth, scars and etc.
* A score of 1-3 is considered monstrous, or horribly deformed: Example: a complete burn victim.
* A score of 4-6 is considered repulsive, or bad looking. This person can still potentially find friends.
* A score of 7-8 is considered homely, scarred, or misshapen. This person can still potentially find friends and love interests.
* A score of 9-11 is considered very average. Nothing special to look at. maybe some bad scars, but
also nice features.
* A score of 12-13 is interesting to look upon. Example may include people that work out, eat well,
and stay clean, but may have scars.
* A score of 14-15 is considered attractive, such as a catalog photo or pinup model, no visible scars,
mostly proportional body.
* A score of 16-17 is considered runway Supermodel looks. No scars, nothing overly misshapen, very
proportional body.
* A score of 18-19 is considered high society looks. great style, health, attractive facial features, and
greatly proportional body.
* a score of 20-21 is considered the pinnacle of mortal perfection. People are in awe of this person's
appearance. this person has a completely perfect body, face, style and health.
* A score above 21 is considered unearthly. Please see the unearthed arcana book for details.
comeliness effects some skills, abilities, and reaction adjustment. This is an useful attribute for
rogues in general, politicians, and people who want power and position. Comeliness has the
following sub-stats:
1) reaction adjustment: Reaction adjustment is used when meeting new people, it is additive to Charisma's reaction adjustment.
2) Favoritism: Favoritism allows for an unspoken preference or special consideration for the character by lords, ladies, or people that otherwise employ the character. Favoritism adds a percentage based differential, depending on the comeliness score. This percentage is used for certain negotiations, such a the sale price of goods, favors, or other interactions.
3) Seduction: Seduction allows for a character to have a chance make a target feel amorous towards him or her. Through special attention and flirting, a character can make another person feel certain feelings of romance. A character under these effects can have their reaction adjustment altered. In order for this to work, the target and the character attempting to seduce must be of two races that can produce offspring. additionally, the target must have a sexual orientation favorable to the character attempting to seduce. These rules only apply to mortals. If those conditions are met, the following seduction adjustments are allowed:
To determine if a target is seduced or not, add the comeliness percentage change to seduce, total reaction adjustment, and level. Special proficiencies can also be factored in as necessary. check with the DM to determine if any proficiencies assist in this capacity. Subtract the target's wisdom and level. The sum of these numbers is equal to the percentage chance to seduce. The seducer must then make a 1d100 dice check to determine success. if successful, the target is granted a saving though vs spells to resist at a penalty equal to the seducer's reaction adjustment. if the percentage change fails, or the saving throw passes, the seduction attempt will be revealed for what it is, and could adversely effect the target's reaction towards the seducer.
f: Tempting Fate: an optional rule that players can take advantage of is the tempting fate & DM's Bounty rule. For hit point and energy resource pools, player can opt to take their chances and tempt fate by rolling 1 natural dice with no modifications whatsoever. The player agrees to respect the dice roll and live with the results, no matter what the roll may be. However, for the first 3 levels, the DM may at his discretion allow a character a 2nd roll, if the roll was a 1. (in all cases, this will be allowed, for now).
Alternatively, the player can accept the DM's bounty. The DM's bounty is a preset amount of hit points and mana pool. (Check with DM to determine if Bounty is being used in current campaign. Note that in current campaign, bounty is suspended).
Players will choose whether to tempt fate, or accept the DM's bounty at every level. The DM's bounty is as follows for both Hit Points and Mana Pool, determined by the number of sides per dice:
1) 12-Sided dice. DM's bounty = 7.
2) 10-Sided Dice. DM's bounty = 6.
3) 8-Sided Dice. DM's bounty = 5.
4) 6-Sided Dice. DM's bounty = 4.
5) 4-Sided Dice. DM's bounty = 2.
g. Exceptional Hit points from high constitution. All characters are allowed to take advantage of additional hit point boosts above a constitution of 16.
h: The hit points that a character has at 1st level is considered their true hit points. Any hit points gained above 1st level is a character's heroism. Max hit points, (not including constitution modifiers) and hit dice table follows:
Alternatively, the player can accept the DM's bounty. The DM's bounty is a preset amount of hit points and mana pool. (Check with DM to determine if Bounty is being used in current campaign. Note that in current campaign, bounty is suspended).
Players will choose whether to tempt fate, or accept the DM's bounty at every level. The DM's bounty is as follows for both Hit Points and Mana Pool, determined by the number of sides per dice:
1) 12-Sided dice. DM's bounty = 7.
2) 10-Sided Dice. DM's bounty = 6.
3) 8-Sided Dice. DM's bounty = 5.
4) 6-Sided Dice. DM's bounty = 4.
5) 4-Sided Dice. DM's bounty = 2.
g. Exceptional Hit points from high constitution. All characters are allowed to take advantage of additional hit point boosts above a constitution of 16.
h: The hit points that a character has at 1st level is considered their true hit points. Any hit points gained above 1st level is a character's heroism. Max hit points, (not including constitution modifiers) and hit dice table follows:
N. Attack Rate & Attack tiers.
The Rate at which a character can attack with physical weapons is dictated by a number of different factors. The most common factors are as follows:
1. Level 7
2. Level 13
3. Weapon training (Proficiency, Specialization, Focus, Mastery).
Attack rates are always measured in two rounds (20 seconds). The physical weapon Attack (Actions per 2 rounds) table is as follows:
1. One Attack in two rounds = character is using a Non proficient weapon.
2. two attacks in two rounds = character is using a proficient weapon.
3. three attacks in two rounds = character is using a specialized weapon prior to level 7 (this includes focus).
4. four attacks in two rounds = character is using a specialized weapon, and has reached level 7 (this includes focus).
5. five attacks in two rounds = character is using a specialized weapon, and has reached level 13 or higher (this includes focus).
6. six attacks in two rounds = character is using a mastered weapon, and has reached level 13 or higher.
in addition to the common factors above, a character has the potential to achieve higher levels of attack rate through magical or dual wielding means. it is important to note that dual weapons are always the odd attack. Magical or dual boosts are as follows:
1. Spells. Example: Haste. = adds one attack in 2 rounds.
2. Magical items that specify attack rate enhancement. = adds one attack in two rounds.
3. Dual Wielding = adds one attack in two rounds.
O: Dual Weapons. depending on physical limitations, some weapons can be dual wielded. Example of dual wieldable weapons are daggers, short swords, and small hand-sized war hammers. All other rules in the pHB and DMG apply in regard to dual wield weapons, and the need to have a varied sized. What is not included as per the PHB and the DMG is the penalty mitigation from high dexterity.
If a player declares that their character is dual wielding, they will receive a minus 4 penalty to strike with their off hand weapon. This can be mitigated to a -2 penalty if they have the 'ambidexterity' proficiency, which counts as a weapon proficiency. This can be further mitigated by taking the 'dual weapon wield' weapon proficiency. Taking the second proficiency will negate the attack penalty.
P: All Game Mechanics. Items, spells, or buffs that are written as "all game mechanic improvement by X" (X being a particular number) will include the following mechanics:
a) Combat chance to Hit. (or spell casting check)
B) Damage (spell & weapon). (Damage is per successful hit, *NOT* per dice, unless otherwise noted).
C) Armor Class.
"all game mechanics" does not include:
A) Speed factor.
B) proficiency checks / Ability Score Checks (other than spell casting)
C) Trade Skill Checks.
D) armor penetration.
E) damage mitigation.
F) Magic Resistance.
The above 6 items are called: "Meta Mechanics". meta Mechanics are a separate entity apart from game mechanics.
Q: Mechanical Charge.
1) A charging character must have at least a 30 foot charge distance to gain momentum.
2) A double move may NOT be taken to charge in the same round as the attack occurs. This is because a double move precludes the possibility of all other actions that round.
3) Penalty. A charging character loses their martial bonus, dexterity bonus and any tumbling bonus to armor class during the current, and next 2 rounds of their charge. In addition, the charging character takes on am additional +2 penalty to AC during the same time frame. This is to account for mental and physical charge recovery.
4) Penalty. A charging character is subject to a -2 to all other game and meta mechanics for the current, and next 2 rounds after they’ve completed their charge.
5) During the penalty phase, a charging character may take no other actions whatsoever.
6) Bonus. A charging character’s successful hit will be treated as a critical strike. (-2 to hit applied, no damage penalty on hit).
7) Bonus: Upon getting a true critical strike with a charge, the character will inflict triple damage.
R: Brace for Impact.
1) Brace for impact is a technique that characters can perform in order to mitigate incoming physical damage. Thus, brace for impact is only effective against melee attacks.
2) A character that is bracing for impact must have shield equipped, or an object that can be reasonably used as a shield.
3) In order to qualify for a brace for impact move, a character must have one initiative over their attacker by 5 or more. Bracing for impact precludes any and all other proc-based moves that could be performed, such as a riposte, retaliation or similar effects. (In other words, if a player calls for Brace for Impact, they give up any possible retaliation effects in that same round.
4) Upon calling for brace for impact, AND making a successful Petra/Poly saving throw, the character will automatically mitigate 25% of the incoming damage from the targeted source. Added to the 25%, the character will also damage mitigate their CON HP adjustment + Damage mitigation meta mechanic amount.
5) Bracing for impact takes up all actions, including a move and item use action for that round. However, a single half move is still allowed, so long as it is away from their attacker. Note that this mechanic gives a player some choices when it comes to defending themselves against charges, or if they want to parry or not.
S: Actions available per round.
1) Physical attack. (at their attack rate divided as evenly as possible over 2 Rounds).
2) Cast a spell. (at their casting rate, divided as evenly as possible over 2 rounds).
3) Use an item. An item may only be used once in a given round. An item with multiple abilities may only have one of their abilities used in a given round. However, in place of spell casting (unless it’s a proc’d spell) or any physical attacks, parries, or movement actions.
4) Brace for impact. If relative requirements are met.
5) Change a spell cast. The character alter’s the initially planned spell they were going to cast in a round. They incur an additional 10 to initiative for a changes spell.
7) Movement actions, as below:
These new movement rate rules will be considered to be in a testing or “beta” phase for the first few games of their use. However, they will be used in the live game. After a few games, if it is working as intended, they will be considered live. These rules supersede all previous rules and guidelines for movement rate.
8 How is Movement rate determined:
Movement rate is determined with the following formula:
(DEX score) + (CON’s HP mod) + (Class mod) + (Race mod) + (Proficiency mods) + (Level).
The number that results from the formula above, will be the number of feet per round that a character can move, as a “full movement”. Players can compare their movement rate to the value of a hex on a map to determine their moving distance on a map. Note: Movement rate can be modified by potions, injuries, spells, or curses. A character has several movement rate options at their disposal. As they adventure and maneuver through the world. A player can declare any of the following movement techniques on their turn:
8. Half-movement - This allows a character to move half of their allowable distance in combat, at no penalty to actions or abilities.
9. Full-movement - This allows a character to move their full allowable distance in combat. At the end of the movement, they can take any action but at a -3 penalty. Characters that do a full movement may attack, cast spells, or activate an item. However, they may not parry, as they are moving into combat. Note that some ranged weapons, such as longbows cannot be used by doing anything more than a half movement.
10. One and a Half-movement - This allows the character to move their full movement, plus half. At the end of the movement, they can take any action but at a -6 penalty. All other notes as per the Full-movement apply.
11. Double movement - This allows the character to move double their full movement. At the end of the movement, they can take no actions at all, and will use their surprised armor class for this, and the next round. A character must make an Endurance check before the start of the next round, to conduct a 2nd round of double-movement. By the start of the 2nd round after a double movement, the character will be considered to have recovered. However, for each round spent double-moving, the duration of their fatigue is extended for one additional round. This allows spells like “Dispel Fatigue” to begin seeing more usage. If a character does not have the Endurance proficiency, they may still make an unskilled, skill check at -12. A character’s race and class can affect their movement rate. Check under each race for specifics. The Running proficiency adds 4 to a character’s movement rate. The Endurance proficiency adds 2 to a character’s moment rate
12. More notes on the Double movement action to clarify - in order to avoid exploitation - If a character took no actions, other than a move action on the previous round, a character can perform a double move with a role of CON at -12. If the character has the running proficiency, this penalty only becomes CON at -6 (the standard Running proficiency check). At the end of the character’s double move, they may take no actions, other than another move action. Another Con check will be required before each new round of double movement. A failure means the character must slow down to standard movement, to regain their bearings. Regardless if the character passes or fails their con check, they are considered committed to the double move action, and thus forfeit their non move actions on the next round.
The Rate at which a character can attack with physical weapons is dictated by a number of different factors. The most common factors are as follows:
1. Level 7
2. Level 13
3. Weapon training (Proficiency, Specialization, Focus, Mastery).
Attack rates are always measured in two rounds (20 seconds). The physical weapon Attack (Actions per 2 rounds) table is as follows:
1. One Attack in two rounds = character is using a Non proficient weapon.
2. two attacks in two rounds = character is using a proficient weapon.
3. three attacks in two rounds = character is using a specialized weapon prior to level 7 (this includes focus).
4. four attacks in two rounds = character is using a specialized weapon, and has reached level 7 (this includes focus).
5. five attacks in two rounds = character is using a specialized weapon, and has reached level 13 or higher (this includes focus).
6. six attacks in two rounds = character is using a mastered weapon, and has reached level 13 or higher.
in addition to the common factors above, a character has the potential to achieve higher levels of attack rate through magical or dual wielding means. it is important to note that dual weapons are always the odd attack. Magical or dual boosts are as follows:
1. Spells. Example: Haste. = adds one attack in 2 rounds.
2. Magical items that specify attack rate enhancement. = adds one attack in two rounds.
3. Dual Wielding = adds one attack in two rounds.
O: Dual Weapons. depending on physical limitations, some weapons can be dual wielded. Example of dual wieldable weapons are daggers, short swords, and small hand-sized war hammers. All other rules in the pHB and DMG apply in regard to dual wield weapons, and the need to have a varied sized. What is not included as per the PHB and the DMG is the penalty mitigation from high dexterity.
If a player declares that their character is dual wielding, they will receive a minus 4 penalty to strike with their off hand weapon. This can be mitigated to a -2 penalty if they have the 'ambidexterity' proficiency, which counts as a weapon proficiency. This can be further mitigated by taking the 'dual weapon wield' weapon proficiency. Taking the second proficiency will negate the attack penalty.
P: All Game Mechanics. Items, spells, or buffs that are written as "all game mechanic improvement by X" (X being a particular number) will include the following mechanics:
a) Combat chance to Hit. (or spell casting check)
B) Damage (spell & weapon). (Damage is per successful hit, *NOT* per dice, unless otherwise noted).
C) Armor Class.
"all game mechanics" does not include:
A) Speed factor.
B) proficiency checks / Ability Score Checks (other than spell casting)
C) Trade Skill Checks.
D) armor penetration.
E) damage mitigation.
F) Magic Resistance.
The above 6 items are called: "Meta Mechanics". meta Mechanics are a separate entity apart from game mechanics.
Q: Mechanical Charge.
1) A charging character must have at least a 30 foot charge distance to gain momentum.
2) A double move may NOT be taken to charge in the same round as the attack occurs. This is because a double move precludes the possibility of all other actions that round.
3) Penalty. A charging character loses their martial bonus, dexterity bonus and any tumbling bonus to armor class during the current, and next 2 rounds of their charge. In addition, the charging character takes on am additional +2 penalty to AC during the same time frame. This is to account for mental and physical charge recovery.
4) Penalty. A charging character is subject to a -2 to all other game and meta mechanics for the current, and next 2 rounds after they’ve completed their charge.
5) During the penalty phase, a charging character may take no other actions whatsoever.
6) Bonus. A charging character’s successful hit will be treated as a critical strike. (-2 to hit applied, no damage penalty on hit).
7) Bonus: Upon getting a true critical strike with a charge, the character will inflict triple damage.
R: Brace for Impact.
1) Brace for impact is a technique that characters can perform in order to mitigate incoming physical damage. Thus, brace for impact is only effective against melee attacks.
2) A character that is bracing for impact must have shield equipped, or an object that can be reasonably used as a shield.
3) In order to qualify for a brace for impact move, a character must have one initiative over their attacker by 5 or more. Bracing for impact precludes any and all other proc-based moves that could be performed, such as a riposte, retaliation or similar effects. (In other words, if a player calls for Brace for Impact, they give up any possible retaliation effects in that same round.
4) Upon calling for brace for impact, AND making a successful Petra/Poly saving throw, the character will automatically mitigate 25% of the incoming damage from the targeted source. Added to the 25%, the character will also damage mitigate their CON HP adjustment + Damage mitigation meta mechanic amount.
5) Bracing for impact takes up all actions, including a move and item use action for that round. However, a single half move is still allowed, so long as it is away from their attacker. Note that this mechanic gives a player some choices when it comes to defending themselves against charges, or if they want to parry or not.
S: Actions available per round.
1) Physical attack. (at their attack rate divided as evenly as possible over 2 Rounds).
2) Cast a spell. (at their casting rate, divided as evenly as possible over 2 rounds).
3) Use an item. An item may only be used once in a given round. An item with multiple abilities may only have one of their abilities used in a given round. However, in place of spell casting (unless it’s a proc’d spell) or any physical attacks, parries, or movement actions.
4) Brace for impact. If relative requirements are met.
5) Change a spell cast. The character alter’s the initially planned spell they were going to cast in a round. They incur an additional 10 to initiative for a changes spell.
7) Movement actions, as below:
These new movement rate rules will be considered to be in a testing or “beta” phase for the first few games of their use. However, they will be used in the live game. After a few games, if it is working as intended, they will be considered live. These rules supersede all previous rules and guidelines for movement rate.
8 How is Movement rate determined:
Movement rate is determined with the following formula:
(DEX score) + (CON’s HP mod) + (Class mod) + (Race mod) + (Proficiency mods) + (Level).
The number that results from the formula above, will be the number of feet per round that a character can move, as a “full movement”. Players can compare their movement rate to the value of a hex on a map to determine their moving distance on a map. Note: Movement rate can be modified by potions, injuries, spells, or curses. A character has several movement rate options at their disposal. As they adventure and maneuver through the world. A player can declare any of the following movement techniques on their turn:
8. Half-movement - This allows a character to move half of their allowable distance in combat, at no penalty to actions or abilities.
9. Full-movement - This allows a character to move their full allowable distance in combat. At the end of the movement, they can take any action but at a -3 penalty. Characters that do a full movement may attack, cast spells, or activate an item. However, they may not parry, as they are moving into combat. Note that some ranged weapons, such as longbows cannot be used by doing anything more than a half movement.
10. One and a Half-movement - This allows the character to move their full movement, plus half. At the end of the movement, they can take any action but at a -6 penalty. All other notes as per the Full-movement apply.
11. Double movement - This allows the character to move double their full movement. At the end of the movement, they can take no actions at all, and will use their surprised armor class for this, and the next round. A character must make an Endurance check before the start of the next round, to conduct a 2nd round of double-movement. By the start of the 2nd round after a double movement, the character will be considered to have recovered. However, for each round spent double-moving, the duration of their fatigue is extended for one additional round. This allows spells like “Dispel Fatigue” to begin seeing more usage. If a character does not have the Endurance proficiency, they may still make an unskilled, skill check at -12. A character’s race and class can affect their movement rate. Check under each race for specifics. The Running proficiency adds 4 to a character’s movement rate. The Endurance proficiency adds 2 to a character’s moment rate
12. More notes on the Double movement action to clarify - in order to avoid exploitation - If a character took no actions, other than a move action on the previous round, a character can perform a double move with a role of CON at -12. If the character has the running proficiency, this penalty only becomes CON at -6 (the standard Running proficiency check). At the end of the character’s double move, they may take no actions, other than another move action. Another Con check will be required before each new round of double movement. A failure means the character must slow down to standard movement, to regain their bearings. Regardless if the character passes or fails their con check, they are considered committed to the double move action, and thus forfeit their non move actions on the next round.
T: Ranged Attack Distance.
Ranged attack ranges will be modified as follows:
Ranged attack ranges will be modified as follows:
- Range will now be considered the minimum range of a weapon & ammo combo listed in the player's handbook and other sources with adjustments listed below.
- Flight Arrows: using flight arrows will give a weapon the mid range level at no penalty. Characters may go for the long ranged distance with flight arrows as well, but they will be at disadvantage.
- sheaf arrows: Sheaf Arrows will be held to the minimum range with no option for the mid or long ranged version. However, weapon mastery (or 5 points of Hit Focus) in a ranged weapon will allow sheaf arrows to be fired into the mid range level with disadvantage. The long range level is not possible with sheaf arrows under any conditions.
- The above changes create various tactical scenarios. New ammo options will be created for other types of ranged weapons, such as crossbow bolts, darts, and blunderbuss weapons. These new ammo options will be the equivalent to sheaf and flight arrows for the specific weapon type. These new options are considered live and available.
U: Exhaustion.
Monks or alternative resources that start at zero are not subject to exhaustion.
- a character is considered physically exhausted if they are at 25% -1 of their total HP.
- A character with a mana bar is mentally exhausted if their mana bar is at 25%-1 of their total Mana Pool.
- Characters with the endurance proficiency can sustain exhaustion to 15%.
- Characters with a meditation proficiency can sustain exhaustion to 15%.
Monks or alternative resources that start at zero are not subject to exhaustion.
V: Advantage & Disadvantage.
1) Summary statement: When to use, and what is A/D? advantage allows a character to roll 2d20, taking the higher roll result. disadvantage requires a character to roll 2d20, taking the lower result.
A Character can never roll more than two dice because multiple advantage/disadvantage conditions do not stack. If a character has conditions that give both advantage and disadvantage, they cancel each other out and he or she gets neither.
Purpose: The purpose of the Advantage & Disadvantage rule is to add an additional layer of realism to our game. We accomplish this by characters trying to create tactical advantageous scenarios that will provide an advantage. Needless to say, this new rule addition is a great boon for characters that have several battlefield control abilities, such as Monks, Shamans, and Bards.
NOTE: It is up to the DM to decide whether or not advantage or disadvantage applies. However, are always encouraged to create situations where they gain advantage, or minimize disadvantages.
2) GUIDANCE FOR DETERMINING IF YOU HAVE ADVANTAGE:
When trying to determine if a situation warrants an advantage or disadvantage, it may be helpful to review the specific situations listed in the 5th edition player’s handbook.
1) Summary statement: When to use, and what is A/D? advantage allows a character to roll 2d20, taking the higher roll result. disadvantage requires a character to roll 2d20, taking the lower result.
A Character can never roll more than two dice because multiple advantage/disadvantage conditions do not stack. If a character has conditions that give both advantage and disadvantage, they cancel each other out and he or she gets neither.
Purpose: The purpose of the Advantage & Disadvantage rule is to add an additional layer of realism to our game. We accomplish this by characters trying to create tactical advantageous scenarios that will provide an advantage. Needless to say, this new rule addition is a great boon for characters that have several battlefield control abilities, such as Monks, Shamans, and Bards.
NOTE: It is up to the DM to decide whether or not advantage or disadvantage applies. However, are always encouraged to create situations where they gain advantage, or minimize disadvantages.
2) GUIDANCE FOR DETERMINING IF YOU HAVE ADVANTAGE:
When trying to determine if a situation warrants an advantage or disadvantage, it may be helpful to review the specific situations listed in the 5th edition player’s handbook.
W: Examples that provide advantage are as follows:
• If you have inspiration, you can expend it (in other words you can lose it by choice) when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you advantage on that roll, including saving throw.
• Using a crowbar grants advantage to Strength checks where the crow bar’s leverage can be applied.
• A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.
• A military grade saddle gives you advantage on any check you make to remain mounted, such as in jousting or other mounted combat.
• When mounted – You have advantage on melee attack rolls against any unmounted foe, or creature that is smaller than your mount.
• Helping another with a task (where your assistance could actually be of help) adds advantage to their check: (Example: One rogue helping another on remove traps).
• If you are hiding – the Dungeon Master might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack before you are seen.
• When a creature can’t see you, you have advantage on attack rolls against it.
• Attack rolls against a blinded creature have advantage.
• Invisible creature’s attack rolls have advantage.
• Attack rolls against paralyzed and petrified creatures have advantage.
• An attack roll against a prone creature has advantage if the attacker is within 5 feet of the creature.
• Attack rolls against restrained or stunned or unconscious creatures have advantage.
• You are encouraged to think tactically in your future combat endeavors to figure out ways to gain advantage.
• If you have inspiration, you can expend it (in other words you can lose it by choice) when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you advantage on that roll, including saving throw.
• Using a crowbar grants advantage to Strength checks where the crow bar’s leverage can be applied.
• A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.
• A military grade saddle gives you advantage on any check you make to remain mounted, such as in jousting or other mounted combat.
• When mounted – You have advantage on melee attack rolls against any unmounted foe, or creature that is smaller than your mount.
• Helping another with a task (where your assistance could actually be of help) adds advantage to their check: (Example: One rogue helping another on remove traps).
• If you are hiding – the Dungeon Master might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack before you are seen.
• When a creature can’t see you, you have advantage on attack rolls against it.
• Attack rolls against a blinded creature have advantage.
• Invisible creature’s attack rolls have advantage.
• Attack rolls against paralyzed and petrified creatures have advantage.
• An attack roll against a prone creature has advantage if the attacker is within 5 feet of the creature.
• Attack rolls against restrained or stunned or unconscious creatures have advantage.
• You are encouraged to think tactically in your future combat endeavors to figure out ways to gain advantage.
X: Examples that provide Disadvantage are as follows:
• If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity.
• If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks (Basically anything non magical heavier than leather).
• Small creatures or characters have disadvantage on attack rolls with heavy weapons. (This includes Halflings, Realmsmen, Gnomes, Goblins, Lupins under 5 feet tall, Pandarens under 5 feet tall, and Kitsune). However, this can be negated with weapon mastery, or 5 points of to hit focus.
• In lightly obscured areas – creatures have disadvantage on Wisdom (Perception) checks that rely on sight, this includes characters with alertness.
• When attacking a target beyond normal range, you have disadvantage on the attack roll.
• You have disadvantage when you use a lance to attack a target within 5 feet of you.
• When you attack a target that you can’t see, you have disadvantage on the attack roll.
• You have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that is not incapacitated.
• Blinded creature’s attack rolls have disadvantage.
• Attack rolls against invisible creatures have disadvantage.
• Exhaustion gives you a disadvantage on ability, casting or other checks.
• A poisoned creature has disadvantage on attack rolls and ability checks.
• A prone creature has disadvantage on attack rolls.
• An attack roll against a prone creature has disadvantage if the attacker is more than 5 feet from the creature.
• Restrained creatures have disadvantage on Dexterity based saving throws and attack rolls.
• If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity.
• If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks (Basically anything non magical heavier than leather).
• Small creatures or characters have disadvantage on attack rolls with heavy weapons. (This includes Halflings, Realmsmen, Gnomes, Goblins, Lupins under 5 feet tall, Pandarens under 5 feet tall, and Kitsune). However, this can be negated with weapon mastery, or 5 points of to hit focus.
• In lightly obscured areas – creatures have disadvantage on Wisdom (Perception) checks that rely on sight, this includes characters with alertness.
• When attacking a target beyond normal range, you have disadvantage on the attack roll.
• You have disadvantage when you use a lance to attack a target within 5 feet of you.
• When you attack a target that you can’t see, you have disadvantage on the attack roll.
• You have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that is not incapacitated.
• Blinded creature’s attack rolls have disadvantage.
• Attack rolls against invisible creatures have disadvantage.
• Exhaustion gives you a disadvantage on ability, casting or other checks.
• A poisoned creature has disadvantage on attack rolls and ability checks.
• A prone creature has disadvantage on attack rolls.
• An attack roll against a prone creature has disadvantage if the attacker is more than 5 feet from the creature.
• Restrained creatures have disadvantage on Dexterity based saving throws and attack rolls.
V. Casting Spells & Mana Pool
A). Any character that casts spells will have a mana pool. These mana pools represent a character's magical strength and aptitude. Mana pools are determined in the same manner as hit points. Ergo, magic users will roll dice per level, and add that number to their mana pool. The number of sides of the dice is determined by the magic user's class. See table below for details.
B). Casting spells will cost mana and deplete a character's mana pool for the day. The amount of mana that a spell costs, is determined by its spell level. A player will roll a d4 for every spell level to determine mana cost. For example, if a Mage wants to cast lightning bolt (3rd level), the player will roll 3d4. This number will be deducted from the player's mana pool for the day.
C). Magic users regenerate mana at the rate of 1d4 per full hour of rest. Rest means they are sitting, meditating, or reading by a campfire, in a tent, at an Inn, or etc. Resting does not mean continuing to explore a dungeon, walking around, etc. Three consecutive full nights of rest will completely regenerate a mana pool, no matter how much mana was depleted.
D). Depending on the spell, class, and guild, some spells may cost more or less mana. this will be applied as a plus/Minus to dice, or more/Less dice per spell level.
E). for specialist mages, the following table will be used to determine mana cost:
1. Spell from a Major School: -1 mana per dice (minimum of 1).
2. Spell from Minor school: No modifier, unless the minor is taken 3 times. In which case: -1 mana dice for spells in the minor school.
3. Spell from a non specialist school: +2 mana per dice.
F). Magic users will roll a d20 to cast spells against the prime requisite for their class. the required number for success is equal to the prime requisite score, minus the spell level. For example, if a mage has a 16 intelligence, and wants to cast a 3rd level lightning bolt spell, the mage will have to roll a 13 or less (16 - 3 = 13).
G). For mages: Casting spells will be modified as follows:
1) unlearned spell used from scroll, apply -5 to casting roll.
2) Casting a spell from a major school: +1 bonus to cast.
3) Casting a spell from a minor school: no modifier.
4) Casting a spell from a non specialist school: -1 penalty to cast.
H. Exceptional magic damage is modified as follows:
1) unlearned spell used from scroll, bonus damage not possible.
2) non specialist school spell, bonus damage on roll of 1 (times 1.5).
3) minor school spell, bonus damage on roll of 1 = times 2.
4) major spell school, bonus damage od roll of 2 = times 1.5, 1 = times 2.
I). There are potions available to restore mana. Shaman totems, Monk auras, Bard songs, and other affects can also restore mana. Additionally, magic users gain regeneration if they have a prime requisite score of 15 or higher (Int or Wis). Add 1 point of mana regeneration per hour of rest ascending from 15 to 18. Table below:
1. Int or Wis of 15: +1
2. Int or Wis of 16: +2
3. Int or Wis of 17: +3
4. Int or Wis of 18: +4 (This is the max regeneration bonus).
J) Mana pools are modified by a character's prime requisite for spell casting. Divine magic is wisdom. Arcane magic is Intelligence. Mana pools per level are adjusted on the same schedule as the table above.
K). Mana pool dice rolls, and maximum table follows:
B). Casting spells will cost mana and deplete a character's mana pool for the day. The amount of mana that a spell costs, is determined by its spell level. A player will roll a d4 for every spell level to determine mana cost. For example, if a Mage wants to cast lightning bolt (3rd level), the player will roll 3d4. This number will be deducted from the player's mana pool for the day.
C). Magic users regenerate mana at the rate of 1d4 per full hour of rest. Rest means they are sitting, meditating, or reading by a campfire, in a tent, at an Inn, or etc. Resting does not mean continuing to explore a dungeon, walking around, etc. Three consecutive full nights of rest will completely regenerate a mana pool, no matter how much mana was depleted.
D). Depending on the spell, class, and guild, some spells may cost more or less mana. this will be applied as a plus/Minus to dice, or more/Less dice per spell level.
E). for specialist mages, the following table will be used to determine mana cost:
1. Spell from a Major School: -1 mana per dice (minimum of 1).
2. Spell from Minor school: No modifier, unless the minor is taken 3 times. In which case: -1 mana dice for spells in the minor school.
3. Spell from a non specialist school: +2 mana per dice.
F). Magic users will roll a d20 to cast spells against the prime requisite for their class. the required number for success is equal to the prime requisite score, minus the spell level. For example, if a mage has a 16 intelligence, and wants to cast a 3rd level lightning bolt spell, the mage will have to roll a 13 or less (16 - 3 = 13).
G). For mages: Casting spells will be modified as follows:
1) unlearned spell used from scroll, apply -5 to casting roll.
2) Casting a spell from a major school: +1 bonus to cast.
3) Casting a spell from a minor school: no modifier.
4) Casting a spell from a non specialist school: -1 penalty to cast.
H. Exceptional magic damage is modified as follows:
1) unlearned spell used from scroll, bonus damage not possible.
2) non specialist school spell, bonus damage on roll of 1 (times 1.5).
3) minor school spell, bonus damage on roll of 1 = times 2.
4) major spell school, bonus damage od roll of 2 = times 1.5, 1 = times 2.
I). There are potions available to restore mana. Shaman totems, Monk auras, Bard songs, and other affects can also restore mana. Additionally, magic users gain regeneration if they have a prime requisite score of 15 or higher (Int or Wis). Add 1 point of mana regeneration per hour of rest ascending from 15 to 18. Table below:
1. Int or Wis of 15: +1
2. Int or Wis of 16: +2
3. Int or Wis of 17: +3
4. Int or Wis of 18: +4 (This is the max regeneration bonus).
J) Mana pools are modified by a character's prime requisite for spell casting. Divine magic is wisdom. Arcane magic is Intelligence. Mana pools per level are adjusted on the same schedule as the table above.
K). Mana pool dice rolls, and maximum table follows:
VI. Religions of the Realm
A). Currently, the vast majority of pantheons do not have any worshipers in the new wild lands of Kalimor. As such, they are represented by 2 prevailing ethos. They are the Light and the Void. Generally speaking, good beings follow the light, and evil beings follow the void. however, this is not always true. there is grey area in which evil beings follow the light, such as wicked monarchs. There are also cases where good hearted barbarians follow the void. There are many examples. Even though the actual Gods that empower each ethos are unknown to followers of the Light and the Void, they could potentially reveal themselves to the mortal races of the realm one day.
B). The Light and the Void gives followers power on an individual basis determined by class, race, and background. Characters that benefit from deities will have a custom-made list of granted powers, spheres of influence, and spells made for them. Communicate privately with the DM to set up your character's sphere of influence and granted powers.
C). There are some notable exceptions to Gods that are available to the people of Kalimor. The list of available Gods that have revealed themselves to date are as follows:
1) Elune. alignment: NG & CG. Moon Goddess of life, healing, protecter of children, and warden of nature. In addition, she balances the ideals of tranquility & harmony with chaotic rain storms and wild tides. The moon goddess has been revered by the Kal-Dorei (Wood elves) and sylvan beings since the earliest ages of Kalimor's history. However, she is not a Goddess who advocates peace at all costs. one of Elune's aspects (avatars) is the Night Warrior. She is worshiped by Druids, all Kal-Dorei, sylvan beings, Rangers, and Tauren. To Taurens, she is called Mu'sha. She is available to other characters that want to study her ways.
2) Ilneval. alignment: LE & NE. Ilneval is known by several titles. He is known as the Orc deity of warfare. Lord of intellectual deception and political sabbatoge. the lieutenant of Gruumsh. Ilneval is currently the only known deity of the Orcs. He is offered sacrifices by Orc warriors and commanders before a battle. It is said that if offerings are powerful enough, ilneval will send his aspects (avatars) to fight in battle alongside his worshipers.
3) Yurtrus. alignment: NE. Undead deity of death and disease. His churches are always in disgusting settings of rotting flesh and waste. Those who enter the pretense of his aspects (avatars), will reek of death for several weeks. He is also known as the Lord of Maggots, and the Rotting One. Yurtrus is revered by evil undead characters, because he gives them peace in passing the pain of their afflictions.
D). The Light. alignment: Any good. The light is considered to be the ethos of law, goodness, holiness, Honor, and devotion. Paladins and good priests get their power from the light. The light is not an individual deity in and of itself, but rather a culmination of unknown good deities.
E). The Void. Alignment: any non lawful and non good. The void is considered to be the ethos of Indifference (neutrality), chaos, evil, treachery, deception, and betrayal. death knights, warlocks, and evil priests get their power from the void. Like the light, the void is not a specific deity. It is a culmination of unknown evil deities.
B). The Light and the Void gives followers power on an individual basis determined by class, race, and background. Characters that benefit from deities will have a custom-made list of granted powers, spheres of influence, and spells made for them. Communicate privately with the DM to set up your character's sphere of influence and granted powers.
C). There are some notable exceptions to Gods that are available to the people of Kalimor. The list of available Gods that have revealed themselves to date are as follows:
1) Elune. alignment: NG & CG. Moon Goddess of life, healing, protecter of children, and warden of nature. In addition, she balances the ideals of tranquility & harmony with chaotic rain storms and wild tides. The moon goddess has been revered by the Kal-Dorei (Wood elves) and sylvan beings since the earliest ages of Kalimor's history. However, she is not a Goddess who advocates peace at all costs. one of Elune's aspects (avatars) is the Night Warrior. She is worshiped by Druids, all Kal-Dorei, sylvan beings, Rangers, and Tauren. To Taurens, she is called Mu'sha. She is available to other characters that want to study her ways.
2) Ilneval. alignment: LE & NE. Ilneval is known by several titles. He is known as the Orc deity of warfare. Lord of intellectual deception and political sabbatoge. the lieutenant of Gruumsh. Ilneval is currently the only known deity of the Orcs. He is offered sacrifices by Orc warriors and commanders before a battle. It is said that if offerings are powerful enough, ilneval will send his aspects (avatars) to fight in battle alongside his worshipers.
3) Yurtrus. alignment: NE. Undead deity of death and disease. His churches are always in disgusting settings of rotting flesh and waste. Those who enter the pretense of his aspects (avatars), will reek of death for several weeks. He is also known as the Lord of Maggots, and the Rotting One. Yurtrus is revered by evil undead characters, because he gives them peace in passing the pain of their afflictions.
D). The Light. alignment: Any good. The light is considered to be the ethos of law, goodness, holiness, Honor, and devotion. Paladins and good priests get their power from the light. The light is not an individual deity in and of itself, but rather a culmination of unknown good deities.
E). The Void. Alignment: any non lawful and non good. The void is considered to be the ethos of Indifference (neutrality), chaos, evil, treachery, deception, and betrayal. death knights, warlocks, and evil priests get their power from the void. Like the light, the void is not a specific deity. It is a culmination of unknown evil deities.
VII. Specific Spell Modifications
A) Rary's Mnemonic Enhancer. This 4th level mage spell was designed for the original spell memorization system. since spell memorization has been replaced with a mana system, this spell's mechanics are modified. Previously, this spell allows the caster to prepare additional spells or retain spells in memory that have been recently cast. This spell is modified as follows:
1) This spell now allows the mage to cast one additional spell per round, for up to 2 rounds. If the caster's major school is Transmutation (alteration), the spell allows for 3 rounds of additional casting per round.
2) The self buff will last for 1 turn (10 rounds). If the caster's major school is transmutation, this buff will last for 1 turn + 1 round per level.
3) All other aspects of this spell remain the same.
B) Priest Cure wound spells (Light, Moderate, Serious, Critical).
1) In order to improve healing magic, each level of cure spells is granted a +1 bonus to healing output.
2) Note that this does not affect regeneration spells. All other aspects of these spells remain the same.
1) This spell now allows the mage to cast one additional spell per round, for up to 2 rounds. If the caster's major school is Transmutation (alteration), the spell allows for 3 rounds of additional casting per round.
2) The self buff will last for 1 turn (10 rounds). If the caster's major school is transmutation, this buff will last for 1 turn + 1 round per level.
3) All other aspects of this spell remain the same.
B) Priest Cure wound spells (Light, Moderate, Serious, Critical).
1) In order to improve healing magic, each level of cure spells is granted a +1 bonus to healing output.
2) Note that this does not affect regeneration spells. All other aspects of these spells remain the same.
VIII. Meta Mechanics
A) Inspire.
Inspire is a new Charisma based derived Stat. Inspire affects a character’s ability to influence friendly forces that are under duress, under stress, or otherwise have lost control of their mental capacity.
Example: If an adventuring party was required to make a saving throw vs an AOE fear effect, (such as from a Psionic Golem/Lion Sphynx) – A character that succeeds at the saving throw can attempt to inspire his comrades to follow him, and lead them to safety. In the case of parties, a character can attempt to inspire a character under the effects of fear, chaos, havoc, geas, or similar effects to help them break out of it.
Inspire is also useful in battlegrounds. If a character’s unit has taken losses to morale, a character can attempt to re-inspire them, thus removing. morale loss debuffs. Inspire will be added directly to a background unit’s next morale check if they are in command of a battleground unit.
An ally may attempt to break control affects on an ally after a set time amount of time. This time must be continuously spent with the ally or allies. Use the following schedule:
Inspire is a new Charisma based derived Stat. Inspire affects a character’s ability to influence friendly forces that are under duress, under stress, or otherwise have lost control of their mental capacity.
Example: If an adventuring party was required to make a saving throw vs an AOE fear effect, (such as from a Psionic Golem/Lion Sphynx) – A character that succeeds at the saving throw can attempt to inspire his comrades to follow him, and lead them to safety. In the case of parties, a character can attempt to inspire a character under the effects of fear, chaos, havoc, geas, or similar effects to help them break out of it.
Inspire is also useful in battlegrounds. If a character’s unit has taken losses to morale, a character can attempt to re-inspire them, thus removing. morale loss debuffs. Inspire will be added directly to a background unit’s next morale check if they are in command of a battleground unit.
An ally may attempt to break control affects on an ally after a set time amount of time. This time must be continuously spent with the ally or allies. Use the following schedule:
B) Perturb.
Perturb is a new Charisma based derived Stat. Perturb directly affects a character’s damage mitigation meta mechanic stat. for every point of perturb that a character has, add 1 point directly to damage mitigation. More information on Damage mitigation below.
C) Infatuate.
Infatuate directly affects a character’s ability influence a crowd based on their high appearance. Infatuate influences a crowd at small events like a dinner party or meeting. It also affects a character’s influence over standing armies. Infatuate is a solid defend against mutiny or sedition. The number listed under Infatuate is directly equal to the number of people that will not betray or commit mutiny against a character with a high Infatuate score when it comes to battlegrounds.
D) Vitality.
Vitality is a direct reflection of a character’s health and fitness. While these qualities can arguably fall under CON as well, COM is selected for game balance purposes. This is not to say that a character with a low COM score is unhealthy, if they also have a high CON score. It only means that the character’s lack of self care has caused their vitality to degrade. We must keep in mind that a character’s COM score is a direct reflection of how other members of THEIR own race view them.
For example: A realmsman might be extremely hairy. They might also multiple battlescars, tattoos, and piercings on their face and visible skin. However, to other realmsman, this will not be considered ugly. In fact, it might be considered very attractive. If a character still has a low COM score, it means they have other defects that are unappealing. The player is invited to be creative with these so that they make sense. On the other hand, a beautiful Quel-Dorei woman might have no tattoos, piercings, scars or visible body hair. A realmsman might think such a Quel-Dorei woman is rather plane to look upon. There is nothing interesting about her, and she has no war stories to tell.
Vitality is a direct reflection of how well a character takes care of themselves. How they eat, whether or not their meals are balanced? Do they get enough sleep? Do they watch their alcohol and tabacco intake? Does the character get enough vitamins from vegetables? Or are they constantly eating raw red meat, to the point that they may even have ulcers or intestinal parasites? things of this nature is what Vitality examines.
Keep in mind, that such a character can still otherwise be very healthy, but they simply have other issues they are dealing with that gives them a lower vitality. Remember: health is considered beautiful in all cultures. A lack of health is considered unattractive is all cultures.
Vitality directly affects how much damage a character can sustain before they have to roll system shock. As such, this is a meta mechanic. All mortal characters can sustain up to 49 points of damage from any damage source (This is a “hard coded” 2nd edition D&D rule). Note that a character can take damage from multiple sources in any single given round, so long as any single one of them is not 50 or more. At 50 damage, a character must roll system shock at a penalty of 1% to system shock per damage point above 50.
Now comes Vitality. Because of a character’s good eating, sleeping, and other fitness habits – Vitality can increase (or decrease) the 50 point threshold a character can take before they must roll system shock. For example: if a character has a +3 to Vitality, it means they can take 53 points of damage from any single source before they must roll system shock.
Perturb is a new Charisma based derived Stat. Perturb directly affects a character’s damage mitigation meta mechanic stat. for every point of perturb that a character has, add 1 point directly to damage mitigation. More information on Damage mitigation below.
C) Infatuate.
Infatuate directly affects a character’s ability influence a crowd based on their high appearance. Infatuate influences a crowd at small events like a dinner party or meeting. It also affects a character’s influence over standing armies. Infatuate is a solid defend against mutiny or sedition. The number listed under Infatuate is directly equal to the number of people that will not betray or commit mutiny against a character with a high Infatuate score when it comes to battlegrounds.
D) Vitality.
Vitality is a direct reflection of a character’s health and fitness. While these qualities can arguably fall under CON as well, COM is selected for game balance purposes. This is not to say that a character with a low COM score is unhealthy, if they also have a high CON score. It only means that the character’s lack of self care has caused their vitality to degrade. We must keep in mind that a character’s COM score is a direct reflection of how other members of THEIR own race view them.
For example: A realmsman might be extremely hairy. They might also multiple battlescars, tattoos, and piercings on their face and visible skin. However, to other realmsman, this will not be considered ugly. In fact, it might be considered very attractive. If a character still has a low COM score, it means they have other defects that are unappealing. The player is invited to be creative with these so that they make sense. On the other hand, a beautiful Quel-Dorei woman might have no tattoos, piercings, scars or visible body hair. A realmsman might think such a Quel-Dorei woman is rather plane to look upon. There is nothing interesting about her, and she has no war stories to tell.
Vitality is a direct reflection of how well a character takes care of themselves. How they eat, whether or not their meals are balanced? Do they get enough sleep? Do they watch their alcohol and tabacco intake? Does the character get enough vitamins from vegetables? Or are they constantly eating raw red meat, to the point that they may even have ulcers or intestinal parasites? things of this nature is what Vitality examines.
Keep in mind, that such a character can still otherwise be very healthy, but they simply have other issues they are dealing with that gives them a lower vitality. Remember: health is considered beautiful in all cultures. A lack of health is considered unattractive is all cultures.
Vitality directly affects how much damage a character can sustain before they have to roll system shock. As such, this is a meta mechanic. All mortal characters can sustain up to 49 points of damage from any damage source (This is a “hard coded” 2nd edition D&D rule). Note that a character can take damage from multiple sources in any single given round, so long as any single one of them is not 50 or more. At 50 damage, a character must roll system shock at a penalty of 1% to system shock per damage point above 50.
Now comes Vitality. Because of a character’s good eating, sleeping, and other fitness habits – Vitality can increase (or decrease) the 50 point threshold a character can take before they must roll system shock. For example: if a character has a +3 to Vitality, it means they can take 53 points of damage from any single source before they must roll system shock.
Armor Penetration.
Purpose:
Armor penetration is a metric that measures a character’s chance to inflict additional damage with their spells or abilities. This additional damage is derived from training, experience, and familiarity. This is a statistic that is independent of critical strikes and casts. However, armor penetration can and will boost critical strike and cast output under favorable conditions.
Definition:
The term “Armor” does not represent a physical device that an offensive maneuver is penetrating; much less an attacker or target physically wearing an armor device. In other words, the traditional meaning of the word “armor” has nothing to do with this mechanic at all. In this case, the word “armor” is an abstract term used to represent an attacker’s ability to obtain a higher level of performance out of offensive capabilities. Ergo, armor penetration can technically bypass expected target resistance due to an unexpected performance boost from offensive capabilities. Armor penetration is due in large part to an attacker’s skill with an offensive device or spell. As such, an offensive maneuver can inflict additional damage from the armor penetration meta mechanic against a target of any kind; Whether or not the target or the attacker is wearing a physical armor device.
Mechanics:
(1) Successful armor penetration checks will result in boosted damage.
(2) Armor penetration is an offensive meta mechanic.
(3) Armor penetration also works for healing spells, but it is a heal, as opposed to an attack.
(4) Armor penetration is represented as a percentage chance.
(5) Critical strikes & casts in conjunction with successful armor penetration checks will boost critical damage in terms of raw performance output, potential for destroying inanimate objects used by targets to defend themselves, and situational immersive outcomes (S.I.O.s) from critical strikes & casts.
(6.) Examples of S.I.O.s are events such as dropping a sword, shattering a shield or armor piece, crushing bones, losing limbs, & etc.)
(7) Armor penetration’s percentage value directly increases the likelihood of an S.I.O affect taking place, when the percentage value is determined for critical successes and critical fails.
(8.) As a free action, a player may call for their character to perform an armor penetration check a number of times per day equal to their martial training bonus. NOTE: a standard armor penetration call has no penalties in terms of other actions, but a focused armor penetration move does have penalties. See below for more details.
(9) Focused Armor Penetration. In exchange for all actions, including all movement, parrying, and additional attack & casting tier actions (Proc’d actions are okay to perform) in a round, a character may perform a focused armor penetration attack or cast (The character is fully concentrating on a singular offensive shot, nothing else).
(10) A focused armor penetration attack will double a character’s armor penetration value (the damage will not double, unless its a critical success).
(11) A focused armor penetration move takes 2 rounds. it begins on the first round of a given attempt. The character is essentially locked from doing anything else that round, other than focusing on what their offensive maneuver (Proc’d actions are still perfectly okay).
(12) On the 2nd round, the focused armor penetration maneuver is performed.
(13) Performing any action before focused armor penetration is called precludes character from a focused armor penetration move in a given round. The character must focus on their offensive move; nothing else.
(14) HOW IT WORKS: Upon a calling for armor penetration, or focused armor penetration attack or cast call – The character rolls 1d100 and compares it to their armor penetration percentage chance. Success is indicated by rolling below a character’s armor penetration value.
(15) Critical successes or failures are not under consideration for the actual 1d100 roll of armor penetration itself.
(16) Upon Failing: If a character fails an armor penetration check, the character simply applies the results of the failure and moves on. There will be no addition or subtraction from armor penetration. (It can still be a critical successful strike/cast or failure).
(17) Upon Succeeding: If a character succeeds an armor penetration check, the resulting boosted damage is equal to the character’s level plus 1d8 (+1d8 per 3 levels). Boosted damage is applied to the final result. It is additive, not multiplicative, nor does it apply to each damage dice. In other words, boosted damage is only added once. Example: A character that is 9th level would do 4d8+9 additional damage.
(18) How is armor penetration increased?:
a) A character gains 1% point of armor penetration per level, starting at level 1.
b) A character gains 1% when using a specialized weapon. (mutually exclusive with mastery. It’s one or the other).
c) A character gains 3% when using a mastered weapon. (mutually exclusive with specialization. It’s one or the other).
d) A character gains 1% when using an offensive spell from a school of magic in which they have major access. (mutually exclusive with signature spells. It’s one or the other).
e) A character gains 3% when using an offensive spell from signature spells. (mutually exclusive with major school spells. It’s one or the other).
f) Bards & Shamans will have access to temporary buffs to Meta Mechanics.
g) Magical Items will be introduced that do a whole slab of unique and interesting things with meta mechanics. Players will be limited only by their creativity.
(19) Likely top concern:
a) Question: Why does my character have less Armor Penetration than other classes? Answer* : Look at the holistic picture. Every character, class, and race has strengths and weaknesses. It’s all an intricate balancing act - similar to a real time strategy game. Where your class may not have as much armor pen, your class in and of itself can probably do a lot of other things that other classes cannot. Your experience, Thaco, saving throws or proficiency progression might be better; etc.
(20) Classes will gain a slot boost to Armor Penetration based on the following schedule:
Purpose:
Armor penetration is a metric that measures a character’s chance to inflict additional damage with their spells or abilities. This additional damage is derived from training, experience, and familiarity. This is a statistic that is independent of critical strikes and casts. However, armor penetration can and will boost critical strike and cast output under favorable conditions.
Definition:
The term “Armor” does not represent a physical device that an offensive maneuver is penetrating; much less an attacker or target physically wearing an armor device. In other words, the traditional meaning of the word “armor” has nothing to do with this mechanic at all. In this case, the word “armor” is an abstract term used to represent an attacker’s ability to obtain a higher level of performance out of offensive capabilities. Ergo, armor penetration can technically bypass expected target resistance due to an unexpected performance boost from offensive capabilities. Armor penetration is due in large part to an attacker’s skill with an offensive device or spell. As such, an offensive maneuver can inflict additional damage from the armor penetration meta mechanic against a target of any kind; Whether or not the target or the attacker is wearing a physical armor device.
Mechanics:
(1) Successful armor penetration checks will result in boosted damage.
(2) Armor penetration is an offensive meta mechanic.
(3) Armor penetration also works for healing spells, but it is a heal, as opposed to an attack.
(4) Armor penetration is represented as a percentage chance.
(5) Critical strikes & casts in conjunction with successful armor penetration checks will boost critical damage in terms of raw performance output, potential for destroying inanimate objects used by targets to defend themselves, and situational immersive outcomes (S.I.O.s) from critical strikes & casts.
(6.) Examples of S.I.O.s are events such as dropping a sword, shattering a shield or armor piece, crushing bones, losing limbs, & etc.)
(7) Armor penetration’s percentage value directly increases the likelihood of an S.I.O affect taking place, when the percentage value is determined for critical successes and critical fails.
(8.) As a free action, a player may call for their character to perform an armor penetration check a number of times per day equal to their martial training bonus. NOTE: a standard armor penetration call has no penalties in terms of other actions, but a focused armor penetration move does have penalties. See below for more details.
(9) Focused Armor Penetration. In exchange for all actions, including all movement, parrying, and additional attack & casting tier actions (Proc’d actions are okay to perform) in a round, a character may perform a focused armor penetration attack or cast (The character is fully concentrating on a singular offensive shot, nothing else).
(10) A focused armor penetration attack will double a character’s armor penetration value (the damage will not double, unless its a critical success).
(11) A focused armor penetration move takes 2 rounds. it begins on the first round of a given attempt. The character is essentially locked from doing anything else that round, other than focusing on what their offensive maneuver (Proc’d actions are still perfectly okay).
(12) On the 2nd round, the focused armor penetration maneuver is performed.
(13) Performing any action before focused armor penetration is called precludes character from a focused armor penetration move in a given round. The character must focus on their offensive move; nothing else.
(14) HOW IT WORKS: Upon a calling for armor penetration, or focused armor penetration attack or cast call – The character rolls 1d100 and compares it to their armor penetration percentage chance. Success is indicated by rolling below a character’s armor penetration value.
(15) Critical successes or failures are not under consideration for the actual 1d100 roll of armor penetration itself.
(16) Upon Failing: If a character fails an armor penetration check, the character simply applies the results of the failure and moves on. There will be no addition or subtraction from armor penetration. (It can still be a critical successful strike/cast or failure).
(17) Upon Succeeding: If a character succeeds an armor penetration check, the resulting boosted damage is equal to the character’s level plus 1d8 (+1d8 per 3 levels). Boosted damage is applied to the final result. It is additive, not multiplicative, nor does it apply to each damage dice. In other words, boosted damage is only added once. Example: A character that is 9th level would do 4d8+9 additional damage.
(18) How is armor penetration increased?:
a) A character gains 1% point of armor penetration per level, starting at level 1.
b) A character gains 1% when using a specialized weapon. (mutually exclusive with mastery. It’s one or the other).
c) A character gains 3% when using a mastered weapon. (mutually exclusive with specialization. It’s one or the other).
d) A character gains 1% when using an offensive spell from a school of magic in which they have major access. (mutually exclusive with signature spells. It’s one or the other).
e) A character gains 3% when using an offensive spell from signature spells. (mutually exclusive with major school spells. It’s one or the other).
f) Bards & Shamans will have access to temporary buffs to Meta Mechanics.
g) Magical Items will be introduced that do a whole slab of unique and interesting things with meta mechanics. Players will be limited only by their creativity.
(19) Likely top concern:
a) Question: Why does my character have less Armor Penetration than other classes? Answer* : Look at the holistic picture. Every character, class, and race has strengths and weaknesses. It’s all an intricate balancing act - similar to a real time strategy game. Where your class may not have as much armor pen, your class in and of itself can probably do a lot of other things that other classes cannot. Your experience, Thaco, saving throws or proficiency progression might be better; etc.
(20) Classes will gain a slot boost to Armor Penetration based on the following schedule:
Damage Mitigation
Purpose:
Damage mitigation is a counter-play mechanic to armor penetration. Damage mitigation is a metric that measures a character’s chance to absorb, or brush off damage with their training, armor, shield, experience, familiarity, or otherwise. Compared to armor penetration, damage mitigation is much easier to keep track of, and can be applied to all forms of damage.
Mechanics:
(1) A player DOES NOT need to call for damage mitigation prior to damage being determined. Not calling out for damage mitigation gives the damage receiving player a chance to determine whether or not they want to spend their damage mitigation option on the damage. This is a highly tactical decision, and it should be driven by available cooldowns, location of healers, location and toughness of an enemy, and other such factors. Full control of when damage mitigation is used is in the hands of the player.
(2) Damage mitigation does not need to be rolled. It only needs to be called out.
(3) Like armor penetration (not the focus version), Damage mitigation is a free action.
(4) Damage mitigation is a defensive meta mechanic.
(5) Damage mitigation can be used in conjunction with bracing for impact.
(6) Damage mitigation is represented as a whole number.
(7) Situational immersive outcomes (S.I.O.s) percentage rolls that come from critical strikes & casts will be reduced by 1% per point of damage mitigation, so long as the damage mitigation option is used. The call will need to be made before the results are announced. However, the call can be made after the roll is made. This is the only time that Damage mitigation will be treated as a percentage value.
(8) As a free action, a player may call for their character to perform damage mitigation a number of times per day equal to their martial training bonus. NOTE: A standard damage mitigation call has no penalties in terms of other actions, but a focused damage mitigation move does have penalties. See below for more details.
(9) Focused damage mitigation. In exchange for all* actions, including all movement, parrying, and additional attack & casting tier actions (Proc’d actions are okay to perform) in a round, a character may perform a focused damage mitigation defensive move (The character is fully concentrating on a singular defensive stance, nothing else).
(10) A focused damage mitigation move will double a character’s damage mitigation value.
(11) A focused damage mitigation move can be done at anytime, but unlike a standard damage mitigation move, it must be called prior to an offensive attack. The character is essentially locked from doing anything else that round, other than focusing on surviving a devastating blow. This is useful when there is an expected incoming heavy attack, such as an AOE pulse, dragon breath weapon, or similar attack (Proc’d actions are still perfectly okay).
(12) Performing any action before focused damage mitigation is called precludes the character from a focused damage mitigation move in a given round. The character must focus on their defensive move; nothing else.
(13) HOW IT WORKS: Upon a calling for damage mitigation, or focused damage mitigation, the character will reduce incoming damage from one damage source by an amount directly equal to their damage mitigation. Example: If a character has 5 points of damage mitigation, and is about to take 20 points of damage, the character can call for damage mitigation, and instead receive only 15 points of damage. This is essentially considered a soft “brace for impact”. This can be performed as long as a character has chances left basted on their martial training bonus.
(14) How is damage mitigation increased?:
h) A character gains 1 point of damage mitigation per 3 levels of experience.
i) A character’s perturb derived stats directly improves (or lowers) damage mitigation.
j) Bards & Shamans will have access to temporary buffs to Meta Mechanics.
k) Magical Items will be introduced that do a whole slab of unique and interesting things with meta mechanics. Players will be limited only by their creativity.
(15) Likely top concern:
b) Question: Why does my character have less damage mitigation than other classes? Answer : Look at the holistic picture. Is your character a tank? Or do they have tanking capabilities. Every character, class, and race has strengths and weaknesses. It’s all an intricate balancing act - similar to a real time strategy game. Where your class may not have as much damage mitigation, your class in and of itself can probably do a lot of other things that other classes cannot. Your experience, Thaco, saving throws or proficiency progression might be better; etc.
(16) Classes will gain a slight boost to damage mitigation based on the following schedule:
Purpose:
Damage mitigation is a counter-play mechanic to armor penetration. Damage mitigation is a metric that measures a character’s chance to absorb, or brush off damage with their training, armor, shield, experience, familiarity, or otherwise. Compared to armor penetration, damage mitigation is much easier to keep track of, and can be applied to all forms of damage.
Mechanics:
(1) A player DOES NOT need to call for damage mitigation prior to damage being determined. Not calling out for damage mitigation gives the damage receiving player a chance to determine whether or not they want to spend their damage mitigation option on the damage. This is a highly tactical decision, and it should be driven by available cooldowns, location of healers, location and toughness of an enemy, and other such factors. Full control of when damage mitigation is used is in the hands of the player.
(2) Damage mitigation does not need to be rolled. It only needs to be called out.
(3) Like armor penetration (not the focus version), Damage mitigation is a free action.
(4) Damage mitigation is a defensive meta mechanic.
(5) Damage mitigation can be used in conjunction with bracing for impact.
(6) Damage mitigation is represented as a whole number.
(7) Situational immersive outcomes (S.I.O.s) percentage rolls that come from critical strikes & casts will be reduced by 1% per point of damage mitigation, so long as the damage mitigation option is used. The call will need to be made before the results are announced. However, the call can be made after the roll is made. This is the only time that Damage mitigation will be treated as a percentage value.
(8) As a free action, a player may call for their character to perform damage mitigation a number of times per day equal to their martial training bonus. NOTE: A standard damage mitigation call has no penalties in terms of other actions, but a focused damage mitigation move does have penalties. See below for more details.
(9) Focused damage mitigation. In exchange for all* actions, including all movement, parrying, and additional attack & casting tier actions (Proc’d actions are okay to perform) in a round, a character may perform a focused damage mitigation defensive move (The character is fully concentrating on a singular defensive stance, nothing else).
(10) A focused damage mitigation move will double a character’s damage mitigation value.
(11) A focused damage mitigation move can be done at anytime, but unlike a standard damage mitigation move, it must be called prior to an offensive attack. The character is essentially locked from doing anything else that round, other than focusing on surviving a devastating blow. This is useful when there is an expected incoming heavy attack, such as an AOE pulse, dragon breath weapon, or similar attack (Proc’d actions are still perfectly okay).
(12) Performing any action before focused damage mitigation is called precludes the character from a focused damage mitigation move in a given round. The character must focus on their defensive move; nothing else.
(13) HOW IT WORKS: Upon a calling for damage mitigation, or focused damage mitigation, the character will reduce incoming damage from one damage source by an amount directly equal to their damage mitigation. Example: If a character has 5 points of damage mitigation, and is about to take 20 points of damage, the character can call for damage mitigation, and instead receive only 15 points of damage. This is essentially considered a soft “brace for impact”. This can be performed as long as a character has chances left basted on their martial training bonus.
(14) How is damage mitigation increased?:
h) A character gains 1 point of damage mitigation per 3 levels of experience.
i) A character’s perturb derived stats directly improves (or lowers) damage mitigation.
j) Bards & Shamans will have access to temporary buffs to Meta Mechanics.
k) Magical Items will be introduced that do a whole slab of unique and interesting things with meta mechanics. Players will be limited only by their creativity.
(15) Likely top concern:
b) Question: Why does my character have less damage mitigation than other classes? Answer : Look at the holistic picture. Is your character a tank? Or do they have tanking capabilities. Every character, class, and race has strengths and weaknesses. It’s all an intricate balancing act - similar to a real time strategy game. Where your class may not have as much damage mitigation, your class in and of itself can probably do a lot of other things that other classes cannot. Your experience, Thaco, saving throws or proficiency progression might be better; etc.
(16) Classes will gain a slight boost to damage mitigation based on the following schedule: