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

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(Armor)
(Fighting Style: Gun Kata)
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== Fighting Style: Gun Kata ==
 
== Fighting Style: Gun Kata ==
  
Available to: Fighters; Paladins; Rangers
+
Available to: Fighters; Paladins; Rangers<br/>
 
Adapted from: Close Quarters Shooter ([https://dnd.wizards.com/articles/unearthed-arcana/light-dark-underdark Unearthed Arcana: Light, Dark, Underdark!])
 
Adapted from: Close Quarters Shooter ([https://dnd.wizards.com/articles/unearthed-arcana/light-dark-underdark Unearthed Arcana: Light, Dark, Underdark!])
  

Revision as of 16:25, 14 September 2019

OOC


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).

Rules Experiments

We're currently experimenting with "house rules" that include:

  • 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.
  • 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".)

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.