Re: IC: Truly deadly dungeon with rp
That's one person. :)
I've been up 19 hours now, so the following is hardly my best writing, but since understanding the rules was a big thing, I went with the 3.x mod. Sticking with core books, though each player can ask for one thing from either the d20srd or the pfsrd, though nothing is certain till I see what you want, but I'll honestly try to work it in.
The general idea of the rules mods,
4 major facets
1) Dice. This is the 3d6 and Variable Modifiers alt rules, but with a twist. Instead of 3 same sized dice, one is a d12, one is based on your ability modifier (these adjusted to always have a positive modifier), and one is either a skill rank (for skill checks, attack rolls, etc) or a second ability modifier (for saves). Other modifiers are still static.
This also uses the "players roll the dice" variant rule, except you roll for any actions you proactively take, while I'll roll for anything that happens to you (to reduce turn around on discussions, I won't generally ask you to make a check because something happened to you, but things you actively do will be your roll instead of me rolling to beat your DCs. This mostly affects magic, but other abilities that normally call for saves will now be you rolling to beat enemy saves).
There are two new Take 10 like options, Careful and Precise. Careful lets you assume a max result on your smallest die, but it takes twice the materials and expert tools, if any, and 10 times as long. Precise takes 100 times as long, 10 times the materials, and masterwork tools, but lets lets you assume max result on your two smallest dice. (this can be used for spells, disable device, open lock, etc).
2) Advancement
The numerical power is swapped to scale on attributes or the new Power stat, and thus levels can be gained faster and expand your options without drastically increasing numerical power beyond humanity into demigods. This also allows power to be adjusted based on narrative points (like finding certain things in the dungeon, hint, hint. That said, you are unlikely to reach 10 power).
In some ways this increases power at first level (more hp, more spell slots, etc), but also makes it grow broadly rather than deeply as the game goes on (you gain access to more spells but not many more slots).
Most of it is quite simply looking at a stat instead of level for certain numbers. Sneak Attack and similar progressions go by power, while max skill ranks starts at 4 and increases by one at lvls 6, 18, 30, 48, ... (a recurring progression).
At first level you start with your int score in skill ranks, and every lvl up you gain your int modifier in skill points.
Proficiencies are now skills and bab is your skill in a weapon. Thus attacks are literally skill checks. Armor skill ranks reduce armor check penalties and spell failure chance.
3) Health and Injury
The Alexandrian's Death and Dying rules are in use except modified as following, Hit points are your "non-lethal" points. You have a number equal to your Con score plus your con modifier for each of these levels 6, 18, 30, 48, 72, ...
Non-lethal dmg simply deals hp dmg. Lethal dmg over half your con score forces a fort save, failure and you get injured taking 1 con dmg and the injury leads to some ongoing penalty effect thematically appropriate (hit location rolled randomly, effects like slowed speed, -2 to movement skills, etc). If the lethal dmg was over your con score, then injuries can be severe, such as losing a leg, taking 1d6 con dmg, etc.
Note, just as PCs are being kept "down-to-earth," so are the monsters, so dmg values won't be skyrocketing like normal. That doesn't mean they'll be weak.
The threshold of death is your con score times 1+ your con modifier. Non-lethal dmg will generally knock you out long before killing you, but lethal dmg will usually cause your con score to go down to, reducing your death threshold.
4) Magic
Magic now requires a skill check to cast, with a magic skill for each spell (spontaneous casters) or spell school/subschool (for prepped casters).
Casting a spell simply requires the correct skill check to beat a DC 5*(Spell level +1). Margin of success dictates CL of the spell.
Any spell of a spell level less than 1/2 your power stat, can be cast indefinitely per day unless fatigued or exhausted.
If fatigued, and/or out of spell slots, you can cast a spell by taking 1d4 hp damage per spell lvl.
Most general metamagic feats are usable by any caster without a feat. In all cases, metamagic feats increase the DC to cast a spell but do not otherwise raise the spell level (meaning you can metamagic your highest level spells).
The DC of your spells (now a check on your part) uses your casting check result plus power. However, you can increase the DC by upping the difficulty of the spell (basically the heighten spell feat).
Note, summoning effects are altered in flavor, require expensive foci, and require choosing specific creatures. Also, mid to high level only.
This message was last edited by the user at 13:47, Fri 05 Apr 2019.