Ok. I'm going to try my hand at Dm'ing a game here on the inn, that's going to be akin to something Almerin does with them being short adventures...*hopefully*
It's going to be DnD 3.5, Core rule books and All Complete series, and Unearthed Arcana, and PHB 2 also. I'll even allow races with Level Adjustment +1. This world of mine where it will be based out of is more tolerant of goblinoid races and those alike, kind of Eberron-esque.
**ALSO**
I want a low magic setting, so no more than one caster please. Think of magic along the rarity of how Audulis has it. Thank you. Also I take back my rules based limitations on casters, the only downside will be the "shock and awe" you'll have on some NPC's if you cast in front of them. This can go either good or bad depending on the situation.
I'm looking for 4-6 Players, starting at Level 2. Starting stat will be point buy system, based off of 32 points. Starting Gear will consist of 175 gold, no more.
I've decided to bump up the starting level to 3. I'll be editing it in the beginning post.
This means you can have a normal, no level adjustment character with three class levels
Or, a level adjustment +1 character with two PC levels.
OR
if you would like, you can play a level adjustment 2 character, with 1 PC class.
If you choose this route, ALL RACES MUST BE RAN BY ME FIRST. Thank you and have fun
I won't shy away from an Evil character, just NO CHAOTIC EVIL. That's just a no go, and if you play an Evil character, Please Role Play them in a way that it won't destroy the party or the fun for other players. Just because you are evil does not mean you can kill your members, randomly steal and screw them over, and other stuff that is just general griefing. Your character represents your alignment, not vice versa.
Now, I will be using Some alternative rules that will need some explaining. This is kind of a test for it, as I've played with about half these rules on table top and it works out to be a very fun, but VERY Deadly style of game play. I CANNOT GUARANTEE ALL CHARACTERS WILL SURVIVE (now doesn't that sound fun?) I will not shy away from death if it swings your way, but with these changes that shouldn't happen as easily. Now here they are.
1) I am getting rid of the D20. Instead, for all rolls that will need A d20 roll, it will be substituted for 3d6. This is called the "Bell Curve Roll" (fancy name, right?)
Metagame Analysis: The Bell Curve
In general, this variant leads to a grittier d20 game, because there will be far fewer very good or very bad rolls. Not only can you no longer roll 1, 2, 19 or 20, but most rolls will be clustered around the average of 10.5. With a d20, every result is equally likely; you have a 5% chance of rolling an 18 and a 5% chance of rolling a 10. With 3d6, there’s only one possible combination of dice that results in an 18 (three sixes, obviously), but there are twenty-four combinations that result in a 10. Players used to the thrill of rolling high and the agony of a natural 1 will get that feeling less often—but it may be more meaningful when it does happen. Good die rolls are a fundamental reward of the game, and it changes the character of the game when the rewards are somewhat stronger but less frequent.
Game balance shifts subtly when you use the bell curve variant. Rolling 3d6 gives you a lot more average rolls, which favors the stronger side in combat. And in the d20 game, that’s almost always the PCs. Many monsters—especially low-CR monsters encountered in groups—rely heavily on a lucky shot to damage PCs. When rolling 3d6, those lucky shots are fewer and farther between. In a fair fight when everyone rolls a 10, the PCs should win almost every time. The bell curve variant adheres more tightly to that average (which is the reason behind the reduction in CR for monsters encountered in groups).
Another subtle change to the game is that the bell curve variant awards bonuses relatively more and the die roll relatively less, simply because the die roll is almost always within a few points of 10. A character’s skill ranks, ability scores, and gear have a much bigger impact on success and failure than they do in the standard d20 rules.
Rules For Rolling
This system requires several changes to how rolls are made.
Automatic Successes and Failures
Automatic successes (for attack rolls and saves) happen on a natural 18, and automatic failures on a natural 3. Neither occurs as often as in standard d20 (less than 1/2% of the time as opposed to 5% of the time).
Taking 20 and taking 10
You can’t take 20 using the bell curve variant. Instead, you have two new options: You can take 16, which makes the task take ten times as long, or you can take 18, which makes the task take one hundred times as long. As with the rules for taking 20, you can only take 16 and 18 when you have plenty of time, when you aren’t distracted, and when the task carries no consequences for failure. For a check that normally requires a standard action, taking 16 uses up 1 minute and taking 18 uses up 10 minutes.
The rules for taking 10 remain unchanged.
Threat Range
Old Threat Range New Threat Range
20 16-18
19-20 15-18
18-20 14-18
17-20 14-18
15-20 13-18
Because it’s no longer possible to roll a natural 19 or 20, the threat ranges of weapons change in the bell curve variant. Refer to the following table above.
With the bell curve variant, the narrowest threat range becomes slightly more narrow (4.6% rather than 5%), and the new 14-18 range (16%) falls between the old 18-20 and 17-20 ranges. But because the Improved Critical feat and the keen edge spell double threat ranges, characters still improve their weapons in every case, despite the flat spot on the table.
There’s no table entry for a threat range of 16-20 because no combination weapons, feats, and magic can attain it in the standard d20 rules.
(copy pasted from www.d20srd.org)
2) I am changing how Hit Points work
The new Hit Points
A zero-level character has a number of hit points equal to his Constitution plus his Strength modifier.(this means at character creation)
If Constitution or Strength changes, even temporarily as in a barbarian's rage or due to poison, hit points change along.
Experienced characters do get extra hit points, but not that many. Each time a character levels up, roll the hit die as usual, adding the Constitution modifier. (At 1st level, don't roll. Just take the highest result possible, as normal.)
The result, however, is not added directly to the character's hit points. It is interpreted as follows:
Result Hit Points
4 or less 1 extra hit point
5-9 2 extra hit points
10-14 3 extra hit points
15+ 4 extra hit points
Also as a rule of thumb, I don't let my Player characters roll less than half on the hit die.
When a character has lost more than half of his hit points, his wounds start taking their toll and he becomes fatigued.
He will remain so until he has healed up to half of his hit points again.
(adapted from http://hyboria.xoth.net)
3) I am changing how AC and Armor work.
Defense Class replaces Armor Class as the target number an attack roll must pass. Defense Class is not affected by armor, but your Dexterity modifier still applies. Your Defense Class equals 10 + base Defense bonus + Dexterity bonus + Shield bonus.
Each class has a Defense progression, like the base attack bonus progression. For standard classes, these can be derived from their hit die. This is reasonable, since hit points are the primary experience-based defensive factor of classes in standard D20, and the Defense bonus occupies that position in these optional rules.
The following is a Defense bonus progression chart based on hit die. It only goes up to level 20. If a character reaches level 21, the progression starts over again, stacking fully.
Level d4 d6 d8 d10 d12
1 0 +1 +1 +1 +1
2 +1 +1 +2 +2 +2
3 +1 +2 +3 +3 +3
4 +1 +2 +3 +4 +4
5 +2 +3 +4 +5 +5
6 +2 +3 +5 +6 +6
7 +2 +4 +6 +7 +7
8 +3 +4 +6 +8 +8
9 +3 +5 +7 +9 +9
10 +3 +5 +8 +9 +10
11 +4 +6 +9 +10 +11
12 +4 +6 +9 +11 +12
13 +4 +7 +10 +12 +13
14 +5 +7 +11 +13 +14
15 +5 +8 +12 +14 +15
16 +5 +8 +12 +15 +16
17 +6 +9 +13 +16 +17
18 +6 +9 +14 +17 +18
19 +6 +10 +15 +18 +19
20 +7 +10 +15 +18 +20
Concentrated Defense
It is easier to defend against one attack than it is to defend against many. To simulate this, we use the Concentrated Defense bonus.
This Concentrated Defense bonus can be used once each round to defend against a specific attack. It adds to your Defense Class against that attack only.
You must declare that you are using your Concentrated Defense after the attack is announced but before the attack roll is made.
The magnitude of Concentrated Defense depends on your base Defense bonus.
Defense Bonus Concentrated Defense
1-3 +1
4-6 +2
7-9 +3
10-12 +4
13-15 +5
16-18 +6
19-20 +7
Concentrated Defense has no effect on your attacks. It can be combined with Total Defense (no attacks, +4 to Defense).
Armor absorbs damage
Armor is made for one purpose: to take the damage from a weapon strike instead of your body. It literally gets in the way of incoming strikes, but if those strikes are strong enough to penetrate through the armor or send destructive shock waves to your flesh, then you still get hurt -- but not as much as you would have without the armor.
Armor therefore works like damage reduction. However, it isn't evenly spread around your body. You always armor certain vital spots more than others, and there are always openings and weak spots. For this reason, and because roleplayers love to roll dice, the damage reduction against each individual hit is randomized.
A suit of armor has an absorption statistic, which replaces its AC bonus. Determine the absorption of existing suits of armor from their AC scores by this short table:
AC Bonus Absorption
1 1d2
2 1d4
3 1d6
4 1d8
5 1d10
6 2d6
7 2d8
8 2d10
(adapted from http://hyboria.xoth.net)
Also, I'm adding in that along with all it's other benefits, masterwork armor adds a +1 Absorption.
Ok, that's it for all the rule changing. The feel i'm going for by using all these alternitives is a grittier, more realistic feel compared to the old " i take some damage out of my infinite pool of HP, i'm ok to go."
Now for where you'll be playing. You'll be playing in my homebrew world of Rayeskell. The continent you'll be playing on is Aundil, a place where war has been the main export, creating some of the greatest fighting units the world has known. This place has been ravaged for so long only because none of the major factions want to cross such a vast amount of ocean to get to such a place that has little reward.
Aundil is a large island continent that is mainly used by other countries to dump the worst outlaws and unwanted in life. The penal colonies that have been set up here have sprung up to become small towns and eventually cities.
Over the Centuries leaders rose and fell and now six small principalities vie for power over the land, isolated from any influences across the great ocean.
The terrain on the island is mostly cold temperate to Tundra, with vast swaths of the land bordering wasteland.
Giant pine forests do sprawl on some sections of the island, and few have ever put together a large enough expedition to find out what dwells in the center. Those that have, have come back with horror stories of demons, creatures of the night ripping apart the horses and men alike. Since then none have seen any reason to wander outside the high pallisades of the cities.
You'll be playing characters that most likely have come upon the island three ways. One, you were born there. Two, you were sent there as a prisoner or unwanted. ( most unwanted people were either persecuted because of race, religion, or just supported the wrong side of a war). Third, you ventured here to seek out some sort of fortune fighting in the seemingly endless battles that occur on the borders. But if you have some other idea, please feel free to be creative.
If I missed anything or you want more about the world, just ask. I'm drawing a map also and i'll post a link to it soon.
Continent of Aundil
Also please be aware, this map is a work in progress. Right now it's just for a visual. I'll add up a key, province names and borders and same with counties, and some names of the peopel that you would know in game.
*EDIT*
So far, I have interest and comments from these people below
Reralae
Kreia
Brundel
Chessic
Ayrn
there's room for one more, so please hop in fast! Also to those who are interested, please post here or send me a PM of what kind of character you'd like to play, that'd be great