The Changes
Skills: Provide a -2 bonus to any relevant roll, are usually more specific or niche (ex. map reading, dwarven script literacy, sailing in a campaign usually on land). Can be gained through downtime.
Opposed Rolls: Modifying the DCs based on the opponent's stat minus ten always freaked me out, so I simplified it. both sides roll, the one who gets the highest margin of success (points under their relevant stat) wins. If both sides fail, shenanigans may ensue (DM's choice)
Combat Maneuvers: Use the new opposed roll rule as above except if the initiator fails their check, then the defender can make a free counter-attack (in the case of combat maneuvers) with their reaction (another piece I stole added)
Associated Stats:
Defense is now descending rather than ascending to simplify combat rolls due to my earlier problem with opposed rolls.
Attack stat has been replaced with an attack bonus based on level, starting at 1 and increasing as the attack stat would increase.
Movement has its uses but I never used it so I scrapped it. However, I have been contemplating on replacing it with something else to determine character speed in combat.
Stealth has been replaced with just a flat opposed roll of dex/int vs wis/int (roller's choice).
Combat:
Initiative functions more closely with how classic initiative works, d12+wis modifier, start at the top, and work your way down.
Attacking is now 1d20 minus the relevant modifier (determined by weapon) minus your attack bonus, with your goal to be under the opponent's defense.
Actions are currently set up similar to how 5e works, Main action, Move, Reaction. got another idea in the works though and will probably test it out soon, involves replacing movement with another action and making movement an option for a player's action, similar to PF2e.
Overland Travel: This is probably the most overhauled on my part. Each day is divided into 6 parts of roughly 4 hours each.
- Dawn
- Morning
- Noon
- Afternoon
- Dusk
- Night
Each of these phases is used as turns during hex map exploration; things like taking a long lunch, foraging, moving over a (6 mile) hex all take one turn while things like building small constructs (short bridges, small fortifications), long resting, and other complex actions take two turns.
Note that actions taken at night that would reasonably require sight have either detrimental modifiers to relevant rolls (as the characters stumble in the dark) or increased chances of encounters (as enemies notice the light source of the party).
Sanity: Since this campaign was originally meant to be a horror campaign, I also stole added, the sanity rules from Arnold K's original copy.
For the most part, that covers the majority of changes that I've been currently running in my home campaign, although I've been preparing some more drastic changes for an upcoming setting set in a fictional version of 1930s-40s Earth where a strange continent suddenly appears in the ocean, ripe for the looting by foreign nations and pulp adventurers.
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