The Alexandrian

Posts tagged ‘advanced D20 rules’

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A character can choose to push the limits of their normal abilities in exchange for the character suffering some fatigue from the effort. Immediately after using extra effort, a character becomes fatigued (-2 Strength, -2 Dexterity, cannot run), even if they are normally immune to fatigue. If a character uses extra effort while fatigued they become exhausted (-6 Strength, -6 Dexterity, one-half speed). If a character uses extra effort while exhausted they become unconscious.

A character using extra effort can gain one of the following benefits for a single round:

Activate Class Ability: Gain an additional use of a class ability that has a limited number of uses per day.

Desperate Parry: As an immediate action, gain the the benefits of fighting defensively (or using the Combat Expertise feat) against one attack. If the character was already fighting defensively (or using the Combat Expertise feat), double the bonus gained.

Desperate Speed: Move at double speed for one round or take an additional 5 foot step.

Emulate Feat: Benefit from a feat they don’t have for 1 round. The character must meet the prerequisites of the feat.

Emulate Metamagic: The character can use a metamagic feat they don’t have or don’t have prepared. This increases the casting time of the spell to at least a full round unless using the Quicken Spell feat. A caster with prepared spells must use up a prepared spell of the appropriate level, but can keep the original spell being modified. A spontaneous caster can use extra effort to use a metamagic feat they do know without increasing the casting time of the spell.

Extra Attack: When performing the full attack action, make 1 extra attack at their highest base attack bonus.

Focused Skill Check: Take 10 on a skill check even when they normally couldn’t.

Opportunist: Take an extra attack of opportunity.

Prodigious Strength: Double their carrying capacity for one round or gain a +2 bonus to a single Strength check (or Strength-based skill).

Spell Boost: A caster can use extra effort to gain a +2 bonus to their effective caster level for a single spell. (Must declare before casting the spell.)

Turn the Blow: Automatically negate an opponent’s critical hit (turning it into a normal hit).

Vicious Blow: Automatically confirm a critical without making an additional attack roll. (Must be declared before checking the crit.)

 

EXHAUSTING EFFORT

A character performing an exhausting effort suffers from exhaustion. If a character is fatigued when performing an exhausting effort, they become unsconsious. Exhausted characters cannot attempt an exhausting effort.

Intense Skill Check: The character can Take 20 on a physical skill check without expending any additional time on the check and even in circumstances where they normally couldn’t.

Recall Spell: Spellcasters who prepare their spells can use exhausting effort to recall any spell previously cast on the same day. The spell can be cast again with no effect on other prepared spells. Spontaneous spellcasters can use extra effort to cast a spell without using one of their daily spell slots.

Second Effort: The character can reroll any one die roll and use whichever result is better.

 

DESIGN NOTES

The Extra Effort mechanics serve a function similar to Action Points. One key difference is that while Action Points are a dissociated mechanic, the Extra Effort mechanics are associated: They specifically model that moment when a character digs deep and finds the inner reserves necessary to do what must be done.

The specific list of benefits that a character can gain from Extra Effort should be considered a sampler. Players should be encouraged to propose their own, situation-specific benefits from Extra Effort.

In judging whether or not a particular benefit is appropriate, I propose a simple spot-check: If it’s appropriate for a 2nd-level spell, then it’s appropriate for extra effort. If it’s appropriate for a 4th-level spell, then it’s appropriate for an exhausting effort.

The rationale for this is simple: Fatigue can be removed with lesser restoration (a 2nd-level spell) and exhaustion can be removed with restoration (a 4th-level spell). Therefore, in a worst case scenario, the system can’t be abused any farther than a character using extra effort and then immediately wiping it out with a 2nd-level spell or using exhausting effort and then immediately wiping it out with a 4th-level spell.

In playtesting, for example, exhaustive efforts were created when the Recall Spell ability proved too powerful: Characters were getting the benefit of a mnemonic enhancer spell for the use of a lesser restoration spell. Mnemonic enhancer, however, is a 4th-level spell — so if characters want to use a 4th-level restoration spell to more-or-less mimic the effect of another 4th-level spell, I’ve got no problem with that.

Untested: Research Checks

March 12th, 2009

Shamus Young has posted his proposal for an interesting Learning Mechanic at Twenty Sided. Here’s how he describes the goal of the mechanic:

Most gameplay mechanics are set up so that characters learn and grow from success. The more success, the more XP. I wanted a mechanic that would simulate an activity that was inherently driven by trial-and-error, and where (this is the important part) the character got gradually better at the activity as time went on. Learning would be fast at first, but progress would be slow. Later on, learning would slower, but success would be more frequent.

He recommends the mechanic for tasks like translating a tome written in an archaic language; finding the cure for a zombie plague; breeding animals; and the like.

Here’s how he describes the mechanic:

The player writes down all the numbers from 1 to 20 on a notecard. Every time they roll a number, that number will be crossed out on the card. If they roll a 15, then they cross out 15.

Each attempt needs to simulate a stretch of in-game time. Hours of labwork, meditation, tinkering, writing on the chalkboard, or whatever is required.

When they make an attempt, they roll the d20. If the resulting number is already crossed out, then the action was a success and they get their reward. If not, they still get to cross out the number they rolled, which will improve their chances next time around. Using a d20, they have no chance of success on their first attempt, and a 5% chance on their next attempt. Every failure improves their chances by 5%, and every success moves them closer to their goal. You decide ahead of time how many successes it will take to reach their overall goal. (For our game, I had the book broken into 13 sections. So the character finished the translation after 13 successes.)

I like the basic concept of this mechanic a lot. It’s similar to a complex skill check, but offers the specific benefits Shamus describes: At first, learning happens fast but progress is slow. Later, learning is slow but progress is fast.

 

STREAMLINING THE MECHANIC

The idea of keeping a notecard and crossing off number is a nifty gimmick, but if you want to streamline things then you can simplify this mechanic:

Roll 1d20. If the result is equal to or lower than the number of failed attempts you’ve made, you score a success. When you achieve the requisite number of successes, you succeed at the task.

I recommend checking out Shamus’ article directly, as he includes a probability chart useful for determining how many successes a task should require.

It should be noted that, by default, the problems handled by this mechanic are always soluble — given enough time, you will eventually solve them. There is no possiblity of absolute failure. In addition, the mechanic doesn’t account for skill. For some problems these may be seen as features. For other problems they’re bugs. Let’s take a look at how the mechanic might be made more flexible and robust.

 

EXTENDING THE MECHANIC

PROGRESSIVE SUCCESS: Each success can yield additional information or some other tangible benefit. (A cure that works against the bite of a specific zombie; several pages of translated text; a slightly improved animal.) The mechanic is specifically designed to model tasks which don’t feature all-or-nothing successes.

ROADBLOCK: After a certain number of successes, progress in the task may only be possible when some other prerequisite is met (additional biological samples, a different type of natural resource, etc.). In many cases, the nature of the roadblock may not be known until the roadblock is reached.

VARIABLE DIE TYPES: For tasks of greater or lesser difficulty, you could vary the die type. (With a 1d4 you learn everything about the project rapidly and then gather successes rapidly. On the other hand, with a 1d100 your learning curve takes considerably longer.)

INTRACTABLE PROBLEMS: For problems that could prove intractable for a character, simply set the maximum number of possible attempts. If the character has not achieved success after X attempts, then they’ve exhausted their insight into the problem. (Having multiple people working on a problem like this is useful not only because it speeds up resolution, but also because it gives greater insight into the problem — as represented by more potential checks.)

FACTORING SKILL, METHOD 1: You can factor the character’s skill into the attempt by limiting the number of possible attempts based on their skill. In D&D, off-the-cuff, I’d recommend something along the lines of 10 + skill modifier attempts.

FACTORING SKILL, METHOD 2: You can also make character skill a factor by simply setting a minimum skill requirement. A particular problem, for example, might require a minimum Knowledge (history) bonus of +10. (The drawback of this method is that it still doesn’t allow for any variation in completion time based on character skill. A character with a +10 bonus is just as capable of solving the problem as a character with a +50 bonus.)

FACTORING SKILL, METHOD 3: Set a DC for the task. Each d20 roll becomes an actual skill check. If the character succeeds on the check, the roll counts double. In other words, depending on the die roll, it either counts as two successes or as two failed attempts. (If you’re combining this method with an intractable problem, however, each die roll still only counts as one attempt against the maximum number of possible attempts.)

DISCLAIMER

I’m just spitballing some ideas here. I have not actually run any kind of mathematical analysis on this mechanic (although, as I noted, Shamus Young did provide useful charts for the core mechanic).

Yesterday I tackled half of the “scry and die” combo by offering my house rules for teleport spells. Today I’m going to be dealing with the other half of the equation with advanced rules for scrying. As with my house rules for teleport, these advanced rules are deliberately designed to tweak the rules for scrying without negating the unique utility and flavor of the spell.

ADVANCED RULES: SCRYING

When using the scrying spell, a crystal ball, or similar effect, the following rules apply:

Scrying Location: You can choose to scry on a particular location instead of a creature. Doing so requires a Spellcraft check (DC 20), using the same modifiers for the DC that apply to the Will save (see scrying spell). If the check is successful, you can observe an area within a radius of 10 feet per caster level. While scrying on a location your scrying sensor cannot be moved.

Spotting the Sensor: With detect magic or similar effects active, a scrying sensor can be spotted with a successful Spot check (DC 25) or Spellcraft check (DC 20).

Counterspelling the Sensor: Spellcasters who are aware of a scrying sensor can attempt to counterspell the scrying (even though they are unable to see the caster).

Learn Scryer: If you determine that you’re being scried upon, you can learn the identity of the scryer with a Spellcraft check (DC 30). If successful, you learn the name, race, and location of the scryer. The scryer may make an opposed Spellcraft check or cancel the scrying as a reaction to prevent you from learning the information.

Break Scrying: If you determine that you’re being scried, you can make a Spellcraft check (DC 30) to attempt to break the scrying. On a successful check, the scrying ends and the scryer may not target you with a Divination (Scrying) spell or similar effect for at least 24 hours. The scryer may make an opposed Spellcraft check as a reaction to prevent you from breaking the scrying in this way.

Return Scrying: If you determine that you’re being scried upon, you can look back through the sensor at the scryer with a successful Spellcraft check (DC 40). This allows you to spy on the scryer as if you had cast a scrying spell upon that person. The scryer may make an opposed Spellcraft check or cancel the scrying as a reaction to prevent you from looking back through the sensor.

Alternatively, you can cast scrying or use a similar effect to target the character currently scrying on you. The character scrying on you can cancel the scrying as a reaction to your spell, but if they do not they suffer a -20 penalty on their Will save to resist the attempt.

Hiding from Scrying: In addition to spells tailored to defeat scrying, there are a few other tricks that can help you keep others from knowing what you’re doing:

Saving Throw Bonus
Circumstance of Subject
+8
Standing within 20 feet of a large energy or heat source, such as a pool of lava, energy well, etc.
+5
Holding a source of magical power of at least lesser artifact strength.
+5
Polymorphy or shape change in effect.
+2
Disguise self or alter self in effect.
+2
Standing within 20 feet of a large amount (at least 100 lbs. of lead or mithril).
+1
Using the Disguise skill with a check result higher than DC 25.
Circumstance of Scrier
+5
Standing within 20 feet of a large energy or heat source, such as a pool of lava, energy well, etc.
+2 per failed attempt
Previous attempt to scry the same subject failed.

DESIGN NOTES

The key rule here, as with the teleport house rules, lies in the ability to spot the scrying sensor: This gives the person being scried upon a chance to detect the attempt. Once that’s true, they can begin working to either prepare for potential danger or to disrupt the scrying (depending on the resources they have available).

The rest of the rules simply serve to make scrying a little more interesting and dynamic: The counter-scrying actions give scrying a potentially dangerous edge, while the ability to scry on a location (instead of a character) gives scrying a little more versatility.

Yesterday I talked about the ability to control the pace of encounters in D&D, and how that control can tip the balance of power between the fighters and the wizards. A lot of people believe that you need to completely rip apart the system in order to correct this imbalance, but in my experience — once you understand the true source of the problem — you can actually get a lot of mileage out of a handful of meaningful tweaks.

For example, one of the most powerful pace-control combinations at higher levels of play is the scrying-and-teleport combo (also known as a “scry and die”): You use scrying to find your target, teleport to reach them, blast the crap out of them before they have a chance to prepare or defend themselves, and then teleport away again.

I’ve seen DMs simply remove teleport and scrying from the game entirely, but I’ve found that a gentler approach works just as well (without removing some nifty abilities entirely from the game).

TELEPORT HOUSE RULES

These rules apply to any spells of the Conjuration (Teleportation) type and similar effects.

  • You can only teleport a number of miles equal to your caster level. (When teleporting through the use of a racial ability, the distance is limited to a number of miles equal to your total HD.)
  • Teleporting characters or objects disappear instantly, but teleportation takes a number of rounds equal to the number of miles traveled (minimum of 1 round). During this time, characters at the destination of the teleport can make a Spot check (DC 20). If the check succeeds, they are aware of the incoming teleport. If the distance of the teleport is a mile or less, characters at the receiving end of the teleport will only have a surprise round in which to take actions before the teleport is completed.
  • Teleport Trace: Outgoing teleport spells leave a teleport trace during the duration of the teleport. Characters at the source of a teleport can make a Spot check (DC 20) to spot the teleport trace. Teleport spells and similar effects can be used to automatically follow the original teleport, although the caster will not know where the teleport spell goes until they arrive. Scrying sensors can be sent through a teleport trace.
  • Dispelling Teleports: Spellcasters who are aware of the incoming teleport can attempt to counterspell the teleport (even though they are unable to see the caster).
  • Blocked Teleports: If a teleport is counterspelled, blocked, or otherwise disrupted the character or object being teleported returns to its original location.
  • Gate: The gate spell can be used to circumvent the distance limitation on teleportation. The casting time for the spell is equal to 1 round per mile traveled or 1d10 minutes for interplanar travel. During the casting time, the gate is clearly visible from both ends and events at the other end of the gate can be seen murkily through it (Spot checks suffer a -10 penalty). Once the gate is established, travel through the gate is instantaneous.

DESIGN NOTES

The distance limitation was actually added to my house rules for flavor reasons and can be ignored if you’re just interested in tweaking the rules for balance purposes. (The original group of PCs in my current campaign world wanted a campaign featuring a Lord of the Rings-style cross-country epic. Long-range teleportation would have undermined that goal: Lord of the Rings is a very different story when Gandalf just teleports the Fellowship from Rivendell to Mt. Doom. Long-range teleportation is also one of those abilities which, if you considered its practical impact on the world, would completely transform society.)

The meaningful tweaks here is adding a duration to the teleport itself and allowing characters at the destination or source of the teleport to spot the teleport and interact with it in meaningful ways. The ability to use a teleport spell to facilitate hit-and-run tactics isn’t removed from the game, but it is given its own unique effects and consequences. The target of the technique, for example, can simply choose to run away. Or prep their defenses. Or call for help. The PCs could actually end jumping into the middle of a massive ambush of their own making.

Similarly, PCs can’t count on teleport necessarily being an automatic escape plan after the hit-and-run has been completed: Enemy spellcasters can follow them through their teleports.

It’s a small adjustment, but it means that “scry and die” is no longer clearly superior option to a traditional assault: It has its own strengths and weaknesses, which will sometimes make it better than a traditional assault and sometimes worse.

Super Simple Grappling

February 16th, 2008

DM: With a leering grin, the orc turns towards Eldath the Arcane!
Peter: Shit! That axe will kill me quicker than spit!
Bob: I grab him!
Peter: NO!
Bob: What’s wrong? You want to stop the orc, right?
DM: Okay, what page were the grappling rules on, again?

What do you call a rule that people don’t use because it’s too much hassle to use it?

Useless.

Which is the fate of the grappling rules in many, many gaming tables. Action movies are full of heroes and villains grabbing each other, throwing each other around, and generally wrestling of all kinds. When we see Indiana Jones grab a Nazi and throw him off a zeppelin we cheer. But if Bob’s character tries to leap on the back of the dragon and hurl the dragonrider to the ground, we cringe at the thought of looking up all those rules.

What’s the problem here? Why are so many people leery of the grappling rules?

The rules for actually initiating a grapple are relatively simply (being largely similar to the rules for bull rushing, disarming, and the like). The problem is that, once you’re in a grapple, there’s a whole slew of new rules to determine what you can and cannot do in the grapple.

If you look at any one of these rules, you can easily see the logic of why the rule works that way. But the system, as a whole, doesn’t follow any kind of consistent pattern: You can’t just take what you know about Action A in normal combat, apply the “when in grappling” rule, and know what happens when you attempt Action A while grappling.

Sometimes you can’t attempt the action. Sometimes you have to make an opposed grapple check in addition to the normal check. Sometimes you make an opposed grapple check instead of the normal check. Sometimes the scope of the action is limited (attack, but only with a light weapon; cast a spell, but only if the action is no more than 1 standard action). Sometimes the rules aren’t changed at all.

And then, on top of all that, there’s pinning… which introduces a completely different set of conditional rules. These aren’t as complicated as the rules in a non-pinned grapple, but they’re kind of a cherry on top of it all.

The net result of all this is to, effectively, double the complexity of the combat system. It’s essentially a completely new combat system which is just similar enough to the combat system you already know to add a little extra confusion to the mix.

This set of optional rules tries to fix that problem by applying a simple, consistent rule to actions attempted in grappling. You’ll find that, despite the streamlining to make them easy-to-use, they play very similarly to the existing rules for grappling.

GRAPPLING

GRAB: A character can attempt to grab another character by making a successful melee touch attack. This provokes an attack of opportunity from the target. If the attack of opportunity deals damage, the grappling attempt fails.

STARTING A GRAPPLE: Once they have grabbed an opponent, a character can immediately attempt to start a grapple by taking a free action and making an opposed grapple check. If the character fails, their grab is broken and the attempt fails. If the character succeeds, they move into their opponent’s space and begin grappling.

IN A GRAPPLE:

Characters in a grapple do not threaten opponents they are not grappling.

Characters in a grapple lose their Dexterity bonus to AC (if any) against opponents they are not grappling.

When attempting any action, a character in a grapple must first succeed at an opposed grapple check against everyone else in the grapple. This check is a free action. Opposing characters can choose to automatically fail their checks. (Note: When making a full attack you must make an opposed grapple check before each attack.)

ESCAPING A GRAPPLE: Escaping a grapple requires an attack action. As with any action in a grapple, the character must succeed at an opposed grapple check against everyone in the grapple.

MULTIPLE GRAPPLERS: Up to five combatants of the same size can grapple each other at the same time. Creatures smaller than the largest creature involved in the grapple count for half.

PINNING

A character in a grapple can attempt to pin their opponent for 1 round by making an opposed grapple check as an attack action. If the check is successful, the opponent cannot take any action except trying to escape the pin (by making an opposed grapple check as an attack action).

A character performing a pin can take additional actions normally (although they are considered to be in a grapple and must succeed at an opposed grapple check).

The character performing a pin can release it as a free action.

GRABBING WITHOUT HOLDING

When initiating a grapple, a character can attempt to grab an opponent without holding them. They (but not the opponent they are grabbing) are considered to be grappled: They do not threaten other opponents, gain no Dexterity bonus to AC against opponents they are not grabbing, and can’t move normally.

Each round, the character performing the grab must either release the grab (as a free action), use an attack action and make an opposed grapple check to maintain the grab, or use an attack action and an opposed grapple check to initiate a grapple.

Characters being grabbed can attempt to break the grab by making an opposed grapple check as an attack action. If the character being grabbed moves, they must carry the character grabbing them.

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