Feb 1, 2022 9:58 am
1. Failing Forward
In the interest of keeping things moving failures will either succeed with a negative twist, or the story will introduce a new thread with the fail. So if someone fails a roll, or suspects a fail, please do not post with a follow up attempt unless I allow it.
2. Anti-Vancian Magic
If you're like me, Vancian magic, a system that's as old as the game itself, having been around for 48 years, it's fairly dull nowadays - maybe even a bit restrictive on one's homebrew worlds. In regards to mine, magic, while largely controlled by a council to keep things from becoming rampant once more, comes from an elemental plane of magic.
In lieu of said system, we will use these rules:3. GiffyGlyph's Monster Maker
Instead of the average monster you'd normally encounter, they will instead either be custom built and/or converted to the rules written by GiffyGlyph. Creatures will take on certain aspects from 4e, giving ranked and "classed" enemies. You'll see things from minion canon fire, standard chumps, badass (to borrow from Borderlands ) elites, and and big bad solos. Each will have different "classes," so no two enemies will always be alike.
For example, a group of waylaying bandits might be composed of a few minion snipers to pick people off from afar, standard strikers and defenders to both harass the party and guard the snipers, with the elite bandit leader joining in the scrap later on.
Aside from that, there are two other take-aways: ACs will be lower, while HP will be higher, as well as elites and solos having "paragon actions". Paragon actions are akin to legendary actions, but instead allow the user to either move or use an action. The elite will only ever have 1, but solo's will have 1 less than the total number of he party. However, the biggest thing to note about paragon actions is that should the enemy have an effect on them that requires a save either at the beginning or end of their turn, they do so during their paragon actions as well. So be sure to keep on your toes.
4. DM Rolls
In order to keep things moving, I may roll certain things for player rather than asking and waiting, such as perception.
5. Crits
Whenever you land a crit, instead of simply doubling the damage rolled, max out the first set and then roll for additional damage. (Ex. 2d10+2 on a crit would be 20+2d10+2)
In the interest of keeping things moving failures will either succeed with a negative twist, or the story will introduce a new thread with the fail. So if someone fails a roll, or suspects a fail, please do not post with a follow up attempt unless I allow it.
2. Anti-Vancian Magic
If you're like me, Vancian magic, a system that's as old as the game itself, having been around for 48 years, it's fairly dull nowadays - maybe even a bit restrictive on one's homebrew worlds. In regards to mine, magic, while largely controlled by a council to keep things from becoming rampant once more, comes from an elemental plane of magic.
In lieu of said system, we will use these rules:
[ +- ] Alternate Magic System
Instead of having spell slots, cast magic will instead rely on a roll
Failing a check has a few effects:
Spellcasting DC | Spellcasting roll |
10+spell level | 1d20+spell casting modifier |
Failing a check has a few effects:
Natural 1 | Unable to cast spells of 1st level and higher for 1 minute and gain a point of exhaustion |
Fail under 5 | Unable to cast spells of 1st level and higher for 1 round |
Fail by 5 | The spell fizzles for the round but the caster my cast again on their next turn |
The goal is to remove a resource that doesn't need extra management, but if things wind up unstable, we will swap over to spell points from the DMG |
Instead of the average monster you'd normally encounter, they will instead either be custom built and/or converted to the rules written by GiffyGlyph. Creatures will take on certain aspects from 4e, giving ranked and "classed" enemies. You'll see things from minion canon fire, standard chumps, badass (to borrow from Borderlands ) elites, and and big bad solos. Each will have different "classes," so no two enemies will always be alike.
For example, a group of waylaying bandits might be composed of a few minion snipers to pick people off from afar, standard strikers and defenders to both harass the party and guard the snipers, with the elite bandit leader joining in the scrap later on.
Aside from that, there are two other take-aways: ACs will be lower, while HP will be higher, as well as elites and solos having "paragon actions". Paragon actions are akin to legendary actions, but instead allow the user to either move or use an action. The elite will only ever have 1, but solo's will have 1 less than the total number of he party. However, the biggest thing to note about paragon actions is that should the enemy have an effect on them that requires a save either at the beginning or end of their turn, they do so during their paragon actions as well. So be sure to keep on your toes.
4. DM Rolls
In order to keep things moving, I may roll certain things for player rather than asking and waiting, such as perception.
5. Crits
Whenever you land a crit, instead of simply doubling the damage rolled, max out the first set and then roll for additional damage. (Ex. 2d10+2 on a crit would be 20+2d10+2)