Author Topic: Level hault  (Read 1801 times)

Offline Mizter0oz

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Level hault
« on: December 03, 2014, 04:05:50 PM »
I have been looking for a 3.5 iteration that removes levels ultimately removing hit-points. I was wondering if anyone knows of any game modifications that do this.

The only type of system similar to this that I know of is True d20 which eliminates hit-points completely. I was hoping to find a system that eliminates hit-points and similar damage options past level one but still has interesting spells, feats and abilities that continue to level 20.

Thank you,
Corb

Offline Mizter0oz

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Re: Level hault
« Reply #1 on: December 04, 2014, 12:13:12 PM »
I worded this poorly; I am not trying to eliminate hit points I meant to say hit point progression. What I am attempting to find is a game (ideally d20) that has all the cool stuff of the higher levels such as flight, teleport, invisibility, dimensional pocket ect. However without hit-point progression damage would be stunted, attacks per round would be stunted and 1st level characters would be at least a threat to 20th level.
There are probably other systems that are more similar to this; although I have looked at a couple (savage worlds, Heroes and EBA) none of which had the simplicity of d20 or continued level progression. Ideally I am looking for a mod that reworked spells to do less damage and max out damage at lower amounts, some reworks of the magic items maybe skills. If no one can think of something like this that exists, I would love some suggestions on what you believe should exist within this sort of d20 mod.

Offline phaedrusxy

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Re: Level hault
« Reply #2 on: December 04, 2014, 12:43:56 PM »
You might check out Grim-n-Gritty. It doesn't entirely eliminate HP advancement, but it is extremely stunted. Of course you need to really nerf the hell out of spellcasting if you go with this, otherwise casters become even more insanely overpowered than they are in standard D&D. There is a game starting here which is using a compilation of house rules to address this. I'm very interested to see how it pans out.

Also, misspelling halt in your thread title probably isn't helping you draw in potential comments. :)
« Last Edit: December 04, 2014, 12:48:35 PM by phaedrusxy »
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Offline Pity Crit

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Re: Level hault
« Reply #3 on: December 07, 2014, 07:22:10 PM »
Buy a used copy of a 3.5 players handbook, get a permanent marker, and make some changes: Everybody gets 15 hp. If you're feeling reasonable, fighters/barbarians can have an extra 5 hp. Nix iterative attacks for anybody except the fighter-style classes and monk, give those guys a max of two attacks per round.

Feats: The toughness feat can either impart an extra 5 HP or you can eliminate it (if everybody takes it, it's a feat tax). Maybe stick power attack with a static -2/+2 to hit/damage, rather than a flexible amount.

Zip through the spells, blacking out and re-writing the damage amounts so they scale from 1d8 to 3d8, with steadily increasing damage and flexibility, or else black out the damage spells after a certain level.

I'd have baselines like:
  • 1st: 1d8 damage, save for half. Magic missile works the same but cannot have more than one missile per target.
  • 2nd: 2d6 damage to up to two people, save negates.
  • 3rd: Fireball is a 2x2 space thing that does 3d6 fire, save for half. Lightning bolt is 3d6 but cannot hit more than 3 people at once.
  • 4th: Ice storm is a 3x3 area that does 3d6 cold, save half.
  • 5th: Cone Of Cold: 3d8 cold, save half.
  • 6th: Chain lightning: 3d8 electric to one target (no save), 3d8 electric to a second target who receives a save.
  • etc etc
When using monsters, decide what kind of attack they should get:

  • Pathetic: 1d4 to 1d6
  • Weak: 1d8
  • Strong: 2d6 to 2d8
  • Overwhelming: 3d6 to 3d8
Saves for half for breath weapons, spells, etc. If it's too hard for the players, reduce the damage or attack or area of your critters, or use less of them. Or make raising dead relatively easy. You might want to use 5e-style damage resistance (half damage from that energy type) rather than using increasing numerical values. You will also want to cut down monster hit points. 1 hp for goblin-type swarms is always better than tracking HP. About 10-20 hit points for groups of human type foes. Solo monsters can have anywhere from 50-100 hp depending on how much of a slog you want the fight to be.

You probably think it is stupid to go through an entire d20 rulebook marking it up, but I promise it's much faster and more enjoyable than you'd expect. I enjoyed it, anyway. I did the above in like ten minutes with no intention of using it. I'm sure you can do better with a few hours and some consideration about your personal preferences.
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