Author Topic: d20 Game Engine Overhaul  (Read 5561 times)

Offline Garryl

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d20 Game Engine Overhaul
« on: November 20, 2011, 04:38:32 PM »
This is my response to all of those mechanics in D&D that are ambiguous or are restrictive and impede future expansion. The goal is to fix those issues while changing as little as possible about how the game actually plays. Ideally, when all of the changes here are applied, you'd be able to play like everything was exactly the same as without the changes under all but the obscure and ambiguous situations that nobody expected, all while making it easier to fit in the new material and mechanics (including homebrew) that didn't exist when the books were written.

I'm basically writing down ideas as they come up. Post away if you have any comments or questions.

Edit:
I'm now also co-opting this thread for all of those little rules and variants that I have for the core rules of the system, not just the mechanics that don't change anything. Some are universal rules that I reference with other homebrew. Some are modifications or re-phrasings of the written rules that change little in practice but make things clearer and easier to work with. Some are variants that would change gameplay significantly by making changes to the core rules.

Index
(Most of these will be moved into this thread. At present, several are just in the idea stage.)
« Last Edit: August 06, 2012, 11:51:00 AM by Garryl »

Offline Garryl

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Re: d20 Game Engine Overhaul
« Reply #1 on: November 20, 2011, 04:38:59 PM »
Expanded "on fire" condition

Currently, being on fire means 1d6 damage now, followed by a DC 15 reflex save and 1d6 damage on each subsequent turn. It doesn't leave much use at higher levels.

New condition: Ablaze
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Revised rules: Catching on Fire
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New spell/powers and similar to use the ablaze condition:
(click to show/hide)

Offline Garryl

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Re: d20 Game Engine Overhaul
« Reply #2 on: November 20, 2011, 04:39:16 PM »
DR + Resistances = One joined form of resistance

Resistance
Resistance consists of three things:
1) A form of damage that it protects against. This can be as specific as a single damage type (such as fire damage), an entire category of damage types (such as all weapon damage types, bludgeoning, piercing, and slashing), a descriptor (such as mind-affecting), or anything else, including combinations of the above or everything at all.
2) A value. All sources of damage that deal damage of the protected form are reduced by the indicated amount.
3) A method of bypass. Some forms of resistance are bypassed by a specific subset of the forms of damage they protect against. Much like the protected form of damage, this can be any combination of damage types, categories, descriptors, and so forth. Many forms of resistance do not have a bypass method.

Resistance is usually written in the form of "(damage protected against) resistance (value)/(method of bypass)". For instance, resistance 10 to all weapon damage types except those that are good-aligned or cold iron would be written as "Weapon resistance 10/good or cold iron". Resistances that are not bypassed by anything are usually written as "/-", such as "Fire resistance 20/-" for a form of resistance that reduces any fire damage by 20.

Damage Reduction
Damage Reduction (DR for short) is a specific, common form of resistance. It applies to all weapon damage types and is bypassed by energy damage, spells, spell-like abilities, and supernatural abilities, in addition to the indicated methods of bypass. It only applies to weapon damage types. For instance, DR 10/adamantine would reduce all sources of weapon damage by 10, except those that were adamantine, or that were energy damage, spells, spell-like abilities, and supernatural abilities.

Offline Garryl

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Re: d20 Game Engine Overhaul
« Reply #3 on: November 20, 2011, 04:39:25 PM »
Effects
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Conditions
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Inheritance
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I told you that story so I could tell you this one...
Revised Spells and Abilities
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Offline Garryl

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Re: d20 Game Engine Overhaul
« Reply #4 on: November 20, 2011, 04:39:34 PM »
Descriptors for everything!


Damage types and classes should have descriptors. They already sort of do, but it's hidden. Wizard is a prepared, arcane, Intelligence-based, spellcasting class, but that's only defined indirectly by his spellcasting ability. Why not spell it out specifically. That way, you can also add descriptors where it makes sense without having to tack on another ability. I know 4E did something similar in dividing the classes into power source and role, but it could be made as a way to include things together in categories rather than to segregate them.

Damage can and should work similarly. We already have precision damage, nonlethal damage, spell-based damage, weapon-based damage, energy damage, and a few other things that can be combined in various ways. It would also allow for interesting things like multiple-energy type damage that deals damage as whichever would be better. Weapons already do this (such as morning stars), why not other effects? For instance, something that deals acid and cold damage would be reduced by the lesser of the target's acid and cold resistance. Something that deals piercing and fire damage to a cold-subtype creature would work against the lesser of the creature's fire resistance and DR/not piercing, and deal an 50% extra damage either way due to weakness.

I'd also like to change DR to work like resistance, or rather, have resistance be applicable to physical damage types in some cases. But that's another matter.


Class Descriptors
Note: Effects that list their source only mention their default sources. Certain effects may add the descriptor to other effects that would not normally have it, or remove it from ones that would.
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Damage Descriptors
Note: Effects that list their source only mention their default sources. Certain effects may add the descriptor to other effects that would not normally have it, or remove it from ones that would.
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Some classes and their descriptors:
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Some abilities that change because of this:
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Offline Garryl

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Re: d20 Game Engine Overhaul
« Reply #5 on: November 20, 2011, 04:40:07 PM »
Amalgam Damage Types:
These are special damage types. They function as a combination of other damage types. If a creature has a weakness against any of the component damage types, that weakness applies to the entire amalgam damage type. If it has a weakness against more than one of them, only the greatest weakness applies. If a creature has damage reduction (which applies regardless of whether the source is otherwise an energy attack, spell, power, supernatural ability, spell-like ability, or psi-like ability, but otherwise functions normally), energy resistance, immunity, the ability to heal from damage taken, or similar damage reducing abilities that would apply to one or more component damage types, only the least effective such ability applies against the amalgam damage, or none if none of them would apply to one or more of the component damage types. All other effects apply as though the amalgam damage was the most damaging of its component damage types with respect to that ability.

For example, if a Half-Red Dragon Troll with 10 points of cold resistance from a resist energy spell were struck for 20 points of frostfire damage, it would suffer 10 points of damage, bypassing its regeneration. As an amalgam of cold and fire, frostfire would bypass the troll's immunity to fire as cold damage, being reduced by 10 points due to energy resistance, and would bypass its regeneration as fire damage.

Any combination of damage types can be considered amalgam damage. The sample amalgam damage types listed below are only shorthands for common combinations. Amalgam damage can even include more than two damage types (such as a fire, cold, electricity, sonic, magical bludgeoning, good-aligned slashing, and negative energy amalgam damage).



Sample Amalgam Damage types
(click to show/hide)



Offline Garryl

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Re: d20 Game Engine Overhaul
« Reply #6 on: November 20, 2011, 04:44:13 PM »
Canceling Absolutes

I'd prefer something like a +/-/default arrangement (which is an absolutely horrible name for what I'm thinking of, but it's all that comes to mind). Unfortunately, its scope requires it to be a systemic change rather than something specific to ToB's maneuvers.

Basically, any time two absolute statements that are exceptions to the normal rules disagree, whichever applies is based on how many of them are functioning, or the default (normal rules) if there's an equal amount in opposition. Naturally, effects that apply an absolute and specify that they override other absolutes ignore the overridden absolutes when checking this. (Eg: "This damage cannot be prevented by any means, even by resistances or immunities" would not be prevented no matter how many ways you had to be immune or resistant to it.)

In the above case of Thicket vs. No AoO charging (say, War Leader's Charge), there would indeed be an AoO provoked under this system. +1 provoking from Thicket, -1 provoking from the charging maneuver, resulting in the default of AoOs being provoked for leaving a threatened space.


Some other examples:

 - Thicket vs. 5 foot step: +1 Thicket, -1 5' step, default is AoO.
 - Thicket vs. Boulder Roll + Tumble: +1 Thicket, -1 Boulder Roll, -1 Tumble, so no AoO.
 - Thicket vs. Cover or Total Concealment: Cover and Total Concealment don't stop AoOs from being provoked, they just prevent you from taking them. This is already the case according to the wording in the SRD.

And, a few more complicated interactions...
 - Thicket w/ spiked chain-style reach + Hold the Line vs. War Leader's Charge: When the charger enters your first threatened space, Thicket is irrelevant (charger isn't leaving a threatened space), so +1 Hold the Line, -1 War Leader's Charge results in the default of no AoO for entering (but not leaving) a threatened space. When the charger enters your second threatened space, both Thicket and Hold the Line apply, so it's +2-1, and an AoO is provoked.
 - Thicket w/ normal reach (threatening at 10' but not 5') + Hold the Line vs. War Leader's Charge: As above, no AoO for entering the threatened space at 10', but no AoO either for moving closer since while Thicket counts (leaving a threatened space), Hold the Line doesn't (not entering an area you threaten).


Offline Prime32

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Re: d20 Game Engine Overhaul
« Reply #7 on: November 20, 2011, 07:05:48 PM »
New condition: Ablaze
If you're doing that, might as well add a Frozen condition.

Offline oslecamo

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Re: d20 Game Engine Overhaul
« Reply #8 on: November 20, 2011, 07:10:46 PM »
And electrified. And acid-melting. And heart-broken.

Offline Garryl

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Re: d20 Game Engine Overhaul
« Reply #9 on: November 21, 2011, 12:34:16 AM »
Martial Adepts, martial disciplines, and class skills.

In order to facilitate homebrew disciplines that swap out for existing discipline access, the skill lists of martial adepts will be split into two parts.

Class Skills: The skill granted in and of the class itself.
Discipline Skills: The key skills of disciplines it has access to.

A character's skill list is the union of the two when taking levels in that class.
If a discipline is lost or traded out, it's key skill is removed from the Disipline skill list for that class, but not the Class skill list.

The following changes will be made for ToB classes (haven't done PrCs yet). The listed skills are no longer on the classes' class skill lists (although characters taking levels in them still get them as class skills due to the discipline skill lists).
Crusader: Lose Balance.
Swordsage: Lose nothing.
Warblade: Lose Diplomacy.

Jade Phoenix Mage: Lose Diplomacy and Tumble.
Ruby Knight Vindicator: Lose Balance and Hide.
Shadow Sun Ninja:
Bloodclaw Master: Lose nothing.
Deepstone Sentinel: Lose nothing.
Eternal Blade:
Bloodstorm Blade: N/A
Master of Nine: Lose Diplomacy, Hide, and Sense Motive.