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Tempus Fugit's Überlegungen

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Tempus Fugit:
Ich werde hier mal von Zeit zu Zeit einige meiner Ideen posten. Hauptsächlich meine Sicht von Dingen die man hätte besser machen können oder anders.

Als erstes nehmich heute mal die Rasse der Dwarves:

DWARVES
• +2 Constitution, –2 Charisma.
• Small: As a Small creature, a dwarf gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. Unlike othe small creatures her lifting and carrying limits are those of a Medium character.
• Powerful Build: The physical stature of a dwarf lets her function in many ways as if he were one size category larger. Whenever a dwarf is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the dwarf is treated as one size largerif doing so is advantageous to him. A dwarf is also considered to be one size larger when determing whether a creature’s special attacks based on size (such as improved grab or swallow hole) can affect him. A dwarf can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
• Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
• Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
• Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
• Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
• +2 racial bonus on saving throws against poison.
• +2 racial bonus on saving throws against spells and spell-like effects.
• +2 racial bonus on Appraise checks that are related to stone or metal items.
• +2 racial bonus on Craft checks that are related to stone or metal.
• Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
• Favored Class: Fighter. A multiclass dwarf ’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing


In meiner eigenen Kampagnenwelt haben Dwarves als Favored Class übrigens den Wizard.

Tempus Fugit:
Orks sind auch eine normale Spielerrasse.

ORCS
• +4 Strength, –2 Intelligence, –2 Charisma.
• Medium: As Medium creatures, orcs have no special bonuses or penalties due to their size.
• Orc base land speed is 30 feet.
• Darkvision: Orcs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and orcs can function just fine with no light at all.
• Weapon Affinity: Orcs receive +1 to their attack rolls with greataxes or double-axes. They treat these weapons as martial weapons.
• Automatic Languages: Common and Orc. Bonus Languages: Giant, Gnoll, Goblin
• Favored Class: Cleric or fighter (chosen at character creation). A multiclass orc ’s cleric or fighter class does not count when determining whether she takes an experience point penalty for multiclassing.

Tempus Fugit:
Einige veränderte Talente...

COMBAT CASTING [GENERAL]
Benefit: You get a +2 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned. The bonus increases every 2 levels with a cumulative +1.

IMPROVED TRIP  [GENERAL]
Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +2 bonus on your Strength check to trip your opponent.
If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt, but the attack suffers a –4 penalty.
Normal: Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.
Special: At 6th level, a monk may select Improved Trip as a bonus feat, even if she does not have the prerequisites.
A fighter may select Improved Trip as one of his fighter bonus feats.

TOUGHNESS  [GENERAL]
You are significantly tougher than normal.
Prerequisites: Base Fortitude save bonus +2.
Benefit: You gain a number of hit points equal to your current Hit Dice. Each time you gain a HD (such as by gaining a level), you gain 1 additional hit point. If you lose a HD (such as by losing a level), you lose 1 hit point permanently.

TWO-WEAPON FIGHTING  [GENERAL]
You can fight with a weapon in each hand. You can make extra attacks each round with the second weapon.
Prerequisite: Dex 16, base attack bonus +1.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
You can make as many attacks with his or her off-hand weapon as with his or her primary weapon, using the same base attack bonus, but each iterative attack after the first gains a cumulative –5 penalty. The character still takes the normal penalties for fighting with two weapons.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.)
Special: A 2nd-level ranger who has chosen the two-weapon combat style is treated as having Two-Weapon Fighting, even if he does not have the prerequisite for it, but only when he is wearing light or no armor.
A fighter may select Two-Weapon Fighting as one of his fighter bonus feats.

Tempus Fugit:
Eine Monsterfähigkeit:

Vergeltung (ÜF): Diese furchtbare Fähigkeit ist zentriert auf die Kreatur mit einem Radius von 12 m. Vergeltung ist immer aktiv, aber die Kreatur kann die Fähigkeit als freie Aktion für eine Runde unterbrechen, wenn sie das wünscht.
Wann immer die Kreatur Schaden von jegliche Quelle erleidet, so erhält jede Kreatur im Vergeltungs Radius die selbe Menge an Schaden, wenn ihr kein Zähigkeitsrettungswurf (SG 20) gelingt um halben Schaden zu erleiden. Unabhängig von der Schadensart wird der Schaden bei allen von Vergeltung betroffenen Zielen nicht durch Schadensreduktion (egal welche Quelle) reduziert.

Dandekar:
Also fangen wir mal oben an...


--- Zitat ---DWARVES

• Small: As a Small creature, a dwarf gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. Unlike othe small creatures her lifting and carrying limits are those of a Medium character.
 Powerful Build: The physical stature of a dwarf lets her function in many ways as if he were one size category larger. Whenever a dwarf is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the dwarf is treated as one size largerif doing so is advantageous to him...
--- Ende Zitat ---


Das mit dem carrying limit und dem poweful build find ich sehr passend, dafür würde ich den hide-bonus wegfallen lassen, da dann ja die statur anders sein muss... (vergleich halbling/gnom zu zwerg...)


--- Zitat ---A dwarf is also considered to be one size larger when determing whether a creature’s special attacks based on size (such as improved grab or swallow hole) can affect him A dwarf can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

• Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
--- Ende Zitat ---


find ich mumpitz, da übermachtig... das nimmt den specials grad den reiz und die schwitzerei im spiel.... immerhin ist ein zwerg halt etwas kleiner... und die "stability" ist ja schon im "powerful build" enthalten...


weiter mit den Talenten:


--- Zitat ---TWO-WEAPON FIGHTING [GENERAL]

You can make as many attacks with his or her off-hand weapon as with his or her primary weapon, using the same base attack bonus, but each iterative attack after the first gains a cumulative –5 penalty. The character still takes the normal penalties for fighting with two weapons.
--- Ende Zitat ---


dafür gibts doch glaub ich die "improved" und "greater" varianten? In einer low-level-kampagne bringt es dann gar nichts, und in den hohen levels ist es overkill, da die base-attack hoch genug ist, die -5 auzugleichen...


--- Zitat ---TOUGHNESS [GENERAL]
You are significantly tougher than normal.
Prerequisites: Base Fortitude save bonus +2.
Benefit: You gain a number of hit points equal to your current Hit Dice. Each time you gain a HD (such as by gaining a level), you gain 1 additional hit point. If you lose a HD (such as by losing a spell level), you lose 1 hit point permanently.
--- Ende Zitat ---


ich würde hier auf einen von beiden teilen verzichten... da feats eigentlich meistens level-unabhängig sind, würde ich meinen, das die bonus-hps direkt auf die Konstitution angerechnet werden... (bsp: Magier mit KO=6 & lv20 ist unrealistischer wie ein barbar mit KO16 & lv8)



--- Zitat ---COMBAT CASTING [GENERAL]
Benefit: You get a +2 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned. The bonus increases every 2 levels with a cumulative +1.
--- Ende Zitat ---


ok, ich verstehe, das +4 für einen lv1-char ein enormer boost ist... aber das würde auch bedeuten, das ein magier mit lv16 +10 bekommen würde, was meiner meinung alle anderen feats wieder extrem schwächt...

Dann eher +2 normal und dann eine "improved"-variante  mit +8 und einem minimum CL von 5....


--- Zitat ---Vergeltung (ÜF): Diese furchtbare Fähigkeit ist zentriert auf die Kreatur mit einem Radius von 12 m. Vergeltung ist immer aktiv, aber die Kreatur kann die Fähigkeit als freie Aktion für eine Runde unterbrechen, wenn sie das wünscht.
Wann immer die Kreatur Schaden von jegliche Quelle erleidet, so erhält jede Kreatur im Vergeltungs Radius die selbe Menge an Schaden, wenn ihr kein Zähigkeitsrettungswurf (SG 20) gelingt um halben Schaden zu erleiden. Unabhängig von der Schadensart wird der Schaden bei allen von Vergeltung betroffenen Zielen nicht durch Schadensreduktion (egal welche Quelle) reduziert.
--- Ende Zitat ---


puh... ziemlich harter tobak... das ist meiner meinung nach keine monsterfähigkeit, sondern wäre passender für den Gott des Ausgleichs oder des Todes.... Was wäre, wenn ein Troll mit der fähigkeit masochistisch veranlagt wäre? Was für ein Schaden soll es denn sein? magisch? böse? feuer? bardengejodel?
Den Rettungswurf würde ich auf ganz oder garnicht setzen, dafür den SG 10+Schaden rechnen, dann würde ich auf jeden Fall noch Magieresistenz und Schadensreduktion anrechnen....
Desweiteren würde ich sagen, das die schadensquelle auch im 12m Radius stehen sollte.

soviel meine meinung zum thema... hoffe, das es hilfreich ist...

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