Post by Stormcrow on Nov 15, 2005 1:26:36 GMT
Not all of theese modifications will be in use in every game and some of them most likely not in any as they are experimental ideas.
Here is a list of the standard variants from DMG that are concidered standard in official Nanoriath D&D as well as a few added rules. In post below this one the more experimental ideas will follow.
Again . all mods may varry from DM to DM and from campaign to campaign.
Nanoriath Standard Variants:
-MASSIVE DAMAGE-
(DMG Variant) If you take more than a certain amount of damage from a single attack you have to make a flat Fort save or die. In this version if you make the save DC: 15 , you are still down but not dead and loose your next round.
S:40 M:50 L:60 etc
-CLOBBERED-
(DMG Variant) If you take more than half your current hp in damage in one round you are clobbered and can only take a standard action on your next turn.
-INSTANT KILL-
(DMG Variant) The instant Kill has been included as a part of the criticals variant.
-DAMAGE TO SPECIFIC AREAS-
(DMG Variant) A -2 penalty on actions that involves the certain area applyes. In our version a -4 penalty might involve things as totall destruction or loss of a limb.
-SEVERE CRITICALS-
All criticalthreaths that hit are criticals! A natural 20 allways hit, and is a critical if the threatroll hits (ie: another 20 most of the time).
On a critical a severe critical threat occurs, that treathens to give a + 1*Damage on top of the critical.
If the severe critical threat comes out 20 it is an instant Kill threath.
Ex: [/b]
Burt Brewer swings his shorsword at a goblinoid creature with AC:15. Burts ability with the sword is [ 1d20+1, damage 1d6+1 crit: (19-20)*2]
He rolls 19! this hits and is a critical and poses a sever critcal threat and he rolls again he gets a 15, and wih his +1 this is a hit as well. It is there for a sever critical hit! he deals 3d6+3 hitpoints of damage to this poor goblinoid wich on the average would be 14hp.
[/i][/size]
-PC'S MIRACLE STABILISATION-
For the sake of helping unlucky players to survive if at a heavy cost this variant gives players the option to stabilise a dying pc that is at -1 to -9 HP by paying XP.
The cost is 1/4 of the cost for the next level.
lvl 1) 250xp, 2) 750xp, 3) 1500xp, 4) 2500xp,...10) 13750xp etc..
[/size]
Here is a list of the standard variants from DMG that are concidered standard in official Nanoriath D&D as well as a few added rules. In post below this one the more experimental ideas will follow.
Again . all mods may varry from DM to DM and from campaign to campaign.
Nanoriath Standard Variants:
-MASSIVE DAMAGE-
(DMG Variant) If you take more than a certain amount of damage from a single attack you have to make a flat Fort save or die. In this version if you make the save DC: 15 , you are still down but not dead and loose your next round.
S:40 M:50 L:60 etc
-CLOBBERED-
(DMG Variant) If you take more than half your current hp in damage in one round you are clobbered and can only take a standard action on your next turn.
-INSTANT KILL-
(DMG Variant) The instant Kill has been included as a part of the criticals variant.
-DAMAGE TO SPECIFIC AREAS-
(DMG Variant) A -2 penalty on actions that involves the certain area applyes. In our version a -4 penalty might involve things as totall destruction or loss of a limb.
-SEVERE CRITICALS-
All criticalthreaths that hit are criticals! A natural 20 allways hit, and is a critical if the threatroll hits (ie: another 20 most of the time).
On a critical a severe critical threat occurs, that treathens to give a + 1*Damage on top of the critical.
If the severe critical threat comes out 20 it is an instant Kill threath.
Ex: [/b]
Burt Brewer swings his shorsword at a goblinoid creature with AC:15. Burts ability with the sword is [ 1d20+1, damage 1d6+1 crit: (19-20)*2]
He rolls 19! this hits and is a critical and poses a sever critcal threat and he rolls again he gets a 15, and wih his +1 this is a hit as well. It is there for a sever critical hit! he deals 3d6+3 hitpoints of damage to this poor goblinoid wich on the average would be 14hp.
[/i][/size]
-PC'S MIRACLE STABILISATION-
For the sake of helping unlucky players to survive if at a heavy cost this variant gives players the option to stabilise a dying pc that is at -1 to -9 HP by paying XP.
The cost is 1/4 of the cost for the next level.
lvl 1) 250xp, 2) 750xp, 3) 1500xp, 4) 2500xp,...10) 13750xp etc..
[/size]