Friday, September 28, 2018

My House Rules: Just a Big Ol' Mess of Mechanics



This post is kind of a mess, and I'll probably compile an easy to use house rules document in pdf format at some point. Feel free to steal anything you want from this (especially my d18 I'm stupidly proud of that).

Stats


Roll 3d6 to determine stats (Attribute Scores). Each stat has a modifier as defined below:

Stat            Modifier

3                -3
4-5             -2
6-8             -1
9-12          +0
13-15         +1
16-17         +2
18              +3

STRength modifies damage and attack rolls with melee
DEXterity modifies damage and attack rolls with ranged, also AC
CONstitution modifies hit points at first level and gained each level
INTelligence modifies languages known, base 2, minimum can’t read but can still speak simple sentences in one language
WISdom modifies saving throws against magical effects
CHArisma modifier is multiplied by 10, added to starting currency


Saving Throws


When told by the game master to make a saving throw, roll a d20 (or d18). Your aim is to roll equal to or higher than 15 minus your level (Or 14 minus your level if rolling a d18). Add your WIS modifier to your saving throw roll if you are attempting to resist a magical effect.

What the heck is a d18?




This, rolled in conjunction with a normal d6, is a d18. Its basically how I brute forced my home system to technically be d6 only if I wanted it to. Take a d6 or a blank cube, and write +0 on two opposing faces, +6 on two opposing faces, and +12 on two opposing faces. When you roll that with a d6, it will generate a number between 1 and 18. Whenever a mechanic in my system uses a d20, there is an option to replace it with a d18. 

Combat




In combat, player characters go first, followed by NPCs. During a round of combat, characters can move and perform an action. An action is anything that takes a few seconds to complete, such as casting a spell, attacking, or drinking a potion.

In order to attack, roll a d20 (or d18), add any modifiers to your attack roll, and check table below to see if hits, cross referencing your modified roll and the armor of the opponent.

D18 Roll      D20 Roll                       Hits

9                   10                                  Unarmored
10                 11                                  Unarmored plus shield
11                 12                                  Leather/Light armor
12                 13                                  Leather/Light armor plus shield
13                 14                                  Chainmail/Medium armor
14                 15                                  Chainmail/Medium armor plus shield
15                 16                                  Platemail/Heavy armor
16                 17                                  Platemail/Heavy armor plus shield


Weapon Damage Table

Weapon                           Damage

Unarmed                         1-3 (1d6, divided by 2)
Light Weapon                 1-5 (1d6-1, minimum 1)
1 Handed Weapon          1d6
2 Handed Weapon          1d6+1
Heavy Weapon               1d6+2

Healing


Characters may heal 1d3 HP after a combat, representing resting and catching one’s breath. Characters who rest for a full day regain 1d6 HP.


Leveling Up
Method 1: Milestones
Every time the player characters complete an important task/quest, they gain a level. This could be as simple as clearing a dungeon of monsters or as complex as banishing an eldritch deity to the moon. This method works better for a quest based/heroic fantasy game.



Method 2: Money as XP
For every coin of treasure one acquires, they gain 1 experience point (XP). When one acquires enough XP, they gain a level. This method works better for a sandbox game. Below is a table containing the total amount of XP needed to level up. Note that XP is cumulative, and is not lost upon gaining a level, and that if coins are lost, XP is not lost.

Level        Total XP Gained
1               0
2               2000
3               4000
4               8000
5               16000


Non-Human Species



Characters are assumed to be human, but don’t necessarily have to be. If one wants to play as a non-human creature, roll up a character as normal, and then apply the modifiers given by each species.



Elves
Elves automatically gain +2 to their DEX, but take a -1 penalty to CON and STR. Elves can see by moonlight as if it were daylight. Elves tend to be shorter than humans, but not much so. If their pointed ears are covered they can pass for exceptionally graceful humans.



Elves tend to be at home in the woods, building their homes in and on top of trees, or in underground caves. There is no known upper limit to how long elves can live, as they have only ever been recorded dying from battle, disease, or suicide.



Dwarves
Dwarves automatically gain +2 to their CON, but take a -1 penalty to CHA and DEX. Dwarves can always see at least a few feet in front of them, even in complete and utter darkness. Dwarves are only around 4 feet high, but as wide as a human. Dwarfish features tend to be bulbous and rounded, with exaggerated faces.



Dwarves are adapted to live underground, and many spend their entire lives without ever seeing the sun. Dwarves usually live in large extended family units, called clans. They live a couple centuries.



Halflings
Halflings gain +1 to their DEX and CHA, but take a -1 penalty to CON and STR. Halflings are only around 3 to 4 feet high. Halflings have long fingers and slightly pointed ears.



Halflings are essentially a smaller subspecies of humans, who dwell in burrow-like homes or small cottages. They have a faster metabolism than humans, but still tend to live longer, around a century or so on average.



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