Difference between revisions of "Rules Changes . DnD 5E"

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(Rules Experiments)
(Rules Experiments)
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== Rules Experiments ==
 
== Rules Experiments ==
  
We're currently experimenting with "House Rules" that include:
+
We're currently experimenting with House Rules that include:
  
 
* n/a
 
* n/a

Revision as of 16:06, 24 November 2019

OOC


We use D&D 5E with some modifications.

See also: Chain; Limits of Magic; Paradigm

Armor

The following armor is available to PCs where the tech level is Modern or Future. (It's available in Fantasy Grounds.)

Armor Category AC Strength Stealth
Undercover Vest Light 12 + Dex modifier . .
Tactical Vest Medium 14 + Dex modifier Str 10 .
Light Military Armor Heavy 16 Str 13 Disadvantage
Heavy Military Armor Heavy 18 Str 13 Disadvantage

This table is partly inspired by My New D20 Modern Campaign.

City Circle Spells

A druid of the Circle of the Land can choose City, and receive these spells.

  • Level 3
    • Knock
    • Pass Without Trace
  • Level 5
    • Stinking Cloud
    • Tongues
  • Level 7
    • Compulsion
    • Fabricate
  • Level 9
    • Cloudkill
    • Passwall

Fighting Style: Gun Kata

Available to: Fighters; Paladins; Rangers
Adapted from: Close Quarters Shooter (Unearthed Arcana: Light, Dark, Underdark!)

You are trained in making ranged attacks at close quarters. When making a ranged attack with a one-handed ranged weapon while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. If you make such an attack, you may take a bonus action to make a melee attack against any creature using your ranged weapon; the base damage for this attack is 1d4 bludgeoning damage, and you can use Str or Dex. You may make the ranged attack and melee attack in either order. If you hit with the first attack, you have advantage on the second attack. When making the melee attack, on a roll of 1 you lose your grip on your ranged weapon and it lands 10 feet away (DM's choice of direction).

House Rules

  • Healing from a potion (or any source other than a direct spell or feature) causes Exhaustion, up to Exhaustion level 2.
  • Each PC has Equipment Points to spend on magic items, for more fairness. Work with the DM on your Equipment Points.
  • You can spend Inspiration for a reroll.
  • We're using a Tactical Formation for loosely-assigned team roles on operations and in combat. (In Fantasy Grounds, search Images for "tct".)

Rules Experiments

We're currently experimenting with House Rules that include:

  • n/a

Skills: Computers & Tradecraft

  • Computers (Int) measures how well you perceive, understand, and manipulate any computer or computer-like system.
  • Tradecraft (Dex) measures how well you perform certain clandestine activities, including: planting, finding, and disarming bugs and traps; surveillance; and other intelligence gathering and analysis. Sleight of Hand still applies to Picking Pockets. Survival still applies to tracking.

Spells

Haelra's Chains

Level 2 Necromancy
Casting Time: 3 rounds
Range: Touch
Components: V,S
Duration: Concentration, up to 1 hour

You touch a creature which has two of its wrists or ankles touching (e.g., together, crossed). Its wrists may be in front of or behind its back. If the creature moves it wrists/ankles while you're casting the spell, the spell fails.

The target must succeed on a Constitution saving throw or have its wrists/ankles paralyzed and connected for the duration. The connection can be tight like glue or loose like a short chain. Every 1 minute the target can make another Constitution saving throw. On a success, the spell ends on the target.

This spell causes the actual flesh and bones of the wrists/ankles to be magically chained together. It may not work on a creature without flesh and bone (e.g., a construct). There are no permanent side effects.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one pair of wrists/ankles (on the same creature or another creature) for each slot level about 2nd. Each pair must be touched while you're casting the spell.

Tech Levels

We use 4 tech levels:

  • Past: Stone Age through the Age of Sail
  • Mythic: Past, plus magic is relatively common, which has removed some pressure/incentive to advance technology
  • Modern: Industrial Revolution through the Digital Age
  • Future: Microtech Age and beyond; mad science

I loosely base this on the the GURPS tech levels. Your PC can be from a Past, Mythic, or Modern setting.

Weapons

We use the optional Firearms rules in the Dungeon Master's Guide (p. 267-268).

Explosives

  • Dynamite… As an action, a creature can light a stick of dynamite and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
  • Grenades… As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character cna propel the grenade up to 120 feet away. Each creature within 20 feet of an exploding fragmentation grenade must make a DC 15 Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one.

Firearms

Firearms are Martial weapons. The DM decides whether your character has proficiency in firearms, based on your backstory.

Firearm Damage Weight Properties
Pistol, automatic 2d6 piercing 3 lb Ammunition (range 50/150), reload (15 shots)
Revolver 2d8 piercing 3 lb Ammunition (range 40/120), reload (6 shots)
Rifle, hunting 2d10 piercing 8 lb Ammunition (range 80/240), reload (5 shots), two-handed
Rifle, automatic 2d8 piercing 8 lb Ammunition (range 80/240), burst fire, reload (30 shots), two-handed
Shotgun 2d8 piercing 7 lb Ammunition (range 30/90), reload (2 shots), two-handed
  • Ammunition… The ammunition of a firearm is destroyed upon use. Renaissance and modern firearms use bullets. Futuristic firearms are powered by a special type of ammunition called energy cells. An energy cell contains enough power for all the shots its firearm can make.
  • Burst Fire... A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon’s normal damage. This action uses ten pieces of ammunition.
  • Reload… A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).

Other

Weapon Damage Details
Shock Baton 1d8 lightning Simple Melee Weapon

Light
No ability bonus to damage
Con Save (DC 12) or Prone, Paralyzed (1 turn)

Spring Baton 1d6 bludgeoning Simple Melee Weapon

Finesse, Light

Taser 1d6 lightning Martial Ranged Weapon

Ammunition (range 10/20), Light, Loading
No ability bonus to damage
Con Save (DC 12) or Prone, Paralyzed (1 turn)