User-Provided Mana Items
Items that draw their power from their user, rather than their creator.
Items that draw their power from their user, rather than their creator.
Each round represents approximately 6 seconds in the game world. A round presents an opportunity for each character involved in a combat to take an action. Each round’s activity begins with the character with the highest initiative result and then proceeds, in order, from there. Each round of a combat …
Introduction Languages are handled simply — simplistically, in my opinion — in D&D, using the Speak Language ‘skill’. There are several things I don’t care for with this model. In this article I describe how I would change the language model so it better suits my understanding of linguistics and …
This article describes a variant of the Vitality and Wound Points rules from Unearthed Arcana Chapter 4: Adventuring. In considering how to synthesize d20 and HERO system, I considered various hit point and damage models. Vitality and wound points look like they come close, with some modifications. Definitions Vitality points …
I originally got the idea for my karma rules from David Harper’s Kismet rules. They are not available online, unfortunately. I have adapted them for use with d20 rules. Karma is a point-based measure of accumulated luck, divine favor, and other such concepts. Karma points are also sometimes referred to …
Advanced classes provide some additional ability, sometimes at the cost of constraining character options. Each class has prerequisites such that a character has to work toward becoming a member of the class. To become a Wizard you must have some spell casting ability, a cleric must be able to channel …
Basic classes are very flexible, but not particularly powerful when compared to Advanced Classes and Prestige Classes. They may be considered as something of an apprenticeship and preparation for later, more constrained ‘careers’. Some sample basic classes are described below. I give them somewhat descriptive names to help identify them, …
Over the years I’ve looked at how character classes are designed. It seems that most of the common class abilities could be reasonably modeled as feats. Using just the Revised System Resource Document, the classes tend to be fairly cohesive and have clearly-defined class abilities — and stepping on the …
I treat enchanted arms and armor slightly differently from core rules. This affects not only the enchanted items, but a few other rules as well. Enchanted Weapons As in core rules, weapons must be masterwork in order to be enchanted. Unlike core rules, I allow ‘+0’ enchanted weapons. Such weapons …
With great anger comes great resp… well, smashing of stuff, really. Here are three ways that immense fury can be modeled. Frenzy Some characters can focus their anger into a burst of furious action. This furious action is referred to as a ‘frenzy’. A character who can frenzy mayactivate it …