Friday, 27 June 2008

3.S beginner's book progress

Well I've had some feedback on what's been done thus far on the beginner's book and I've got some good stuff to begin working on.

I'm moving multiclassing, action points and skill synergies to the advanced book, or I may reserve a space at the end of the book for an advanced section...I'm not sure yet.

I wanted to leave out clerics so as to be able to leave out religion, to simplify things. However it's been suggested that I should leave the cleric in so that there's a healer class. So, I have two options: -

1 - Reinstate the cleric in to the beginner's version and add religion. (Easy but liable to be more complex for a beginner)

2 - Introduce a new class suited to healing...somehow (I've no idea wher I'll begin with this one but it'll be simpler for the player).

So far, this book will be for those who play roleplay games and want a better system to play with. One of the selling points will be that it'll be just like RPGs on consoles only without limits. Although I wont be able to test this particular selling point until september.

Should I leave it for D&D players in particular? Should I not try to market this beginner's book for people from outside the normal sphere of D&D players?

I suppose I'll have to ponder on that. If you have an opinion on this, feel free to post on the project's forums and have your say.

Also, I rather like Action points. They're (overall) not that complex and they add a dynamic dimension to D&Ding, which is why I'm including them. However I will be moving it to either an advanced section at the end of this book...or to the separate advanced book.

To clarify, this advanced book will be a full and complete version of this system's player's handbook. This will be for D&D players who want to use this system and for people confident enough in what they've learned from the beginner's book. That book will be the player's handbook I think you're all expecting.

Perhaps I'm going about this all wrong. Perhaps that is the book that should be produced first and then elements transplanted over to make a beginner's book...

I'll ponder over that.

Right, I'll get back to work.

Have fun folks

^_^

Thursday, 26 June 2008

Progress thus far

Well I've been working on a draft version of the core rules for D20 Synergy. They're a beginner's guide to the rules of the game and as such don't have all of the feats and magic of ordinary 3.5 rules.

I've also restricted the classes to: Fighter, Rogue, Wizard and Sorcerer.

This is for simplicity's sake, as this particular version will serve as an introduction to D20 gaming for the beginner. The elements that weren't included will be in an advanced edition, which I'll put together later. Meanwhile, everything else will be left Build-Specific and will be included in the relevant Build Handbooks.

In any case, I've so far covered chapters on: -

The D20 gaming system,
Character abilities,
The class system (with the Fighter Class filled in. I'll do the others later).
Skills (Mostly done)

I've still got to finish the skills section, add the other three class entries, do feats, magic, a step-by-step character creation walkthrough, utilising all of the previous sections, then a chapter on adventuring and combat, then a section on basic equipment, finished with levelling up (and anything else i think up along the way).

I've got several copies out there, being reviewed. I'll probably stick a few up on the forums later on, once they're in more of a complete state.

Until later, have fun kids ^_^

HMR

Wednesday, 25 June 2008

Acck, an update!

I've been somewhat quiet over the last few months though that's not to say that I've not been doing anything.

Of minor importance is that I've been working on my stat blocks. Up until now I've been doing them in a non-standard form (which was apparently only convenient to me) so I'll be working on a more standardised system (so that you can all use what I produce).

This has ramifications on a greater project, which I'm begin to work on now.

This project is a more standardised version of the 3.5 rules of D&D, which I'm calling D&D Synergy, or 3.S.

Now bear with me and I shall explain.

I was mulling over the various RPG forums out on the vast expanse of the internets and it occured to me that many people are eager to roleplay their favourite series, games, etc. That got me thinking; why use a forum when there's a perfectly good D20 system not being used? This is why I'm issuing a call-to-arms, of sorts to help me with a unified fandom project, creating rulesets (or "builds", as I've found myself calling them in my notes) for each of the universes that folks want to play with.

Not only do I want to try and do builds for each universe, but I want to do them in a way that they can be synergised. This achieves two goals:

1. It assures that each universe is balanced against each other.

2. It gave me the idea of a Smash Bros. style build to accompany the project.

In any case, it's still early days yet but the forum is up, at least. So if you're interested, join up and get posting and I'll keep you all updated.

In the meantime, I'll put up sections and offer support for any fandom you want to contribute to and I'll be working on getting a wiki sorted to more easily compile submissions and contributions.

Personally, I'm intrigued by a Naruto build (seeing as I've already got some notes down on that) and a Kingdom Hearts build.

And finally, I'll also be happy to provide support and room for original projects, also.

Well, I've rambled enough. I'll bring you some updates within the next fortnight.

Have fun folks ^_^

Saturday, 12 April 2008

A grid for you to use!


I figured I'd post this useful little tool. I went looking for grids and had very little luck...so I made one.

It's rather large and in PSD format. The reason I've done this is so that places with multiple stories can be stacked over one another and all the DM need to is make layers visible or not.

In addition, all a DM need to to use any map (grid with it or not) is to import it and change the blend mode so that it matches the grids. There, easy map.

To prove it, I'll later be posting a map I'm doing as part of a tutorial for newbies.

Oh, I've included a non-PSD version as an accompanying image...because I'm nice...Assuming it isn't distorted too much by resizing...And I've done it in low quality. The PSD is in high quality.

Anyhow, click here for the file...

Monday, 7 April 2008

Playtester character for Silent Hill

I made this lass to test the strength of the creatures for my Silent Hill setting.

I figured duplicating the main character (to an extend) would mean I can better measure their effectiveness against the ones from the games. Simple no?

In fact, I would like to extend an offer to all of you gamers out there. My challange is to take this character and make her your own. I've left her story ambigious and she's only at first level.

Take her as she is and play as her and see what kind of directions you can take her in. I'm curious to see what she could do, when put in the hands of lots of different people.

Anyhow, don't worry about monsters. I'll be uploading more soon. ^_^

And now, to the NPC!

~~~~~~~~~~~~~~~~~~~~~~~~

Silent Hill Playtester

Amy Keins

Level 1 Human Commoner

An ordinary girl that stumbled in to Silent Hill...or did she?

D4 for HD.

4/4HP

Str 10
Dex 10
Con 10
Int 10
Wis 10
Cha 10



BAB Fort Ref Will

+0 +0 +0 +0


Skills

(2+Int) + 1 [human] + 1 [feat]

Jump 1
Spot 2
Swim 2
Use Rope 2
Profession (Waitress) 4
Listen 1


Proficiencies: -

One simple [Dagger]

~~~

Feats

Human - Natural Skill [General]

You have a natural knack for picking up new abilities. You gain 1 extra skill point per level. This ability stacks with a human's racial ability, giving them a total of two free skill points per level.

Prerequisite: -
Character level 1st. It was something you have always had, and cannot be 'learned'.

Benefit: -
You gain 1 extra skill point per level (and 4x skill points at first level).

Normal: -
You gain skill points equal to your class + your Int score only.

---

1 - Exotic Weapon Proficiency [Firearms]

~~~

Gear: -

Dagger

Pistol, Automatic. 2d6 Damage X2 40ft 3lbs Piercing.

The magazine holding the bullets weighs 1/2 pound. [15 bullets]

The pistol can fire fifteen times befor reloading and can be used to attack more than once per round if the user has the ability to make multiple attacks.

Releasing an empty magazine and inserting a new one is a move action.

She has on her only a single magazine.

Silent Hill Creatures - Groaner Dog and it's Otherworld forms too...




Ok, here is the first of my new Silent Hill creatures. This is the first monster you usually come across first in the games. It starts off as a Groaner, but when Otherworld descents, it changes in to an even more abberant form. I've even included a third form (for those nastier places) based off of a creature from the upcoming Silent Hill V.

Enjoy ^_^

~~~

Groaner

CE

Medium Abberation

CR = 1

Str 11 +0
Dex 14 +2
Con 12 +1
Int 02 -4
Wis 04 -3
Cha 04 -3


1d8 HD + 1

Bite 1d6

(Sole natural attack so gets 1.5 Str bonus to attacks instead of just 1)


Has the scent ability.
Has Darkvision to 60 ft.




BAB 0

FORT 1
REF 1
WILL 2


Skill Points = 12

Hide 3
Spot 3
Listen 3
Move Silently 3

Get a +2 racial bonus to hiding when in mist or darkness.


FEATS - 2

Improved Scent [General] (Savage Species)

Prerequisites: Scent Ability

Benefit: You can detect approaching enemies and sniff out hidden foes within 60 feet. For strong sents, such as smoke or rotting garbage, double these ranges.
Overpowering scents, such as skunk musk can be detectd at triple normal range.

Normal: Without this feat, you can detect creatures by smell only within 30 feet.

---

Uncanny Scent [General] (Savage Species)

Prerequisite: Scent Ability, Improved Scent.

Benefit: You can pinpoint the location of a scent when within 20 feet.

Normal: You can pinpoint the location of a scent when within 5 feet.

---

Space 5ft

Reach 10ft



Iniative = +1

Speed = 40ft

AC = 14

AC = 10 + Size + Dex (+2) + Armour + Natural Armour (+2)+ Shield + Deflection

Touch = 10 + Size + Dex + Deflection

Flat = 10 + Size + Armour + Natural Armour + Shield + Deflection

~~~

[Second Form]

Wormhead

CE

Medium Abberation

CR = 2

Str 15 +2
Dex 12 +1
Con 16 +3
Int 02 -4
Wis 02 -4
Cha 02 -8


1d8 HD + 3

Bite 1d8

(Sole natural attack so gets 1.5 Str bonus to attacks instead of just 1)


Has the scent ability.
Has Darkvision to 60 ft.
Has Acid Immunity.

Disruptive Attack (Su): The corrupt creature deals additional Vile damage (chapter 2 of BoVD) when it touches uncorrupted, living, corporeal non-outsiders.
The amount of Vile Damage dealt is equal to half the creature's Hit Dice (maximum 20 points of damage) [2 in this case.] This applies only to natural attacks.

Enchanced Power (Su): The save DC of any and all of the corrupt creature's special attacks increase by +4.

Fast Healing (Su): Each round, a corrupted creature heals damage equal to half of it's Hit Dice (maximum of 10 points per round healed) [In this case, 2].



BAB 0

FORT 1
REF 1
WILL 2


Skill Points = 12

Hide 3
Spot 3
Listen 3
Move Silently 3

Get a +2 racial bonus to hiding when in mist or darkness.


FEATS - 2

Improved Scent [General] (Savage Species)

Prerequisites: Scent Ability

Benefit: You can detect approaching enemies and sniff out hidden foes within 60 feet. For strong sents, such as smoke or rotting garbage, double these ranges.
Overpowering scents, such as skunk musk can be detectd at triple normal range.

Normal: Without this feat, you can detect creatures by smell only within 30 feet.

---

Uncanny Scent [General] (Savage Species)

Prerequisite: Scent Ability, Improved Scent.

Benefit: You can pinpoint the location of a scent when within 20 feet.

Normal: You can pinpoint the location of a scent when within 5 feet.

---

Space 5ft

Reach 10ft



Iniative = +1

Speed = 40ft

AC = ??

AC = 10 + Size + Dex (+2) + Armour + Natural Armour (+6)+ Shield + Deflection

Touch = 10 + Size + Dex + Deflection

Flat = 10 + Size + Armour + Natural Armour + Shield + Deflection

~~~

[Third form]

Feral Morph

CE

Medium Abberation

CR = 3

Str 19 +8
Dex 14 +2
Con 20 +5
Int 06 -2
Wis 02 -4
Cha 02 -8


2d8 HD + 10

Bite 1d8


(Sole natural attack so gets 1.5 Str bonus to attacks instead of just 1)


Has the scent ability.
Has Darkvision to 60 ft.
Has Acid Immunity.

Disruptive Attack (Su): The corrupt creature deals additional Vile damage (chapter 2 of BoVD) when it touches uncorrupted, living, corporeal non-outsiders.
The amount of Vile Damage dealt is equal to half the creature's Hit Dice (maximum 20 points of damage) [2 in this case.] This applies only to natural attacks.

Enchanced Power (Su): The save DC of any and all of the corrupt creature's special attacks increase by +4.

Fast Healing (Su): Each round, a corrupted creature heals damage equal to half of it's Hit Dice (maximum of 10 points per round healed) [In this case, 2].

Spell Resistance (Ex): Gains spell rsistance equal to 12.

Spell Absorbtion (Su): Whenever a spell fails to penetrate the creature's spell resistance, the creature gains one of the following benefits, chosen at the time that the spell resolves;

Might: The creature gains a +4 enhancement bonus to Strength for 1 minute.

Agility: The creature gains a +4 enhancement bonus to Dexterity for 1 minute.

Endurance: The creature gains a +4 enhancement bonus to Constitution for 1 minute.

Life: The creature gains temporary hit points equal to 5 X the leel of the failed spell.

Speed: The creature's base speed increases by a number of feet equal to 5 X the level of the failed spell.

Resistance: The creature gains resistance 10 to one energy type (acid, cold, electricity, fire or sonic).



BAB 0

FORT 1
REF 1
WILL 2


Skill Points = 12

Hide 3
Spot 3
Listen 3
Move Silently 3

Get a +2 racial bonus to hiding when in mist or darkness.


FEATS - 2

Improved Scent [General] (Savage Species)

Prerequisites: Scent Ability

Benefit: You can detect approaching enemies and sniff out hidden foes within 60 feet. For strong sents, such as smoke or rotting garbage, double these ranges.
Overpowering scents, such as skunk musk can be detectd at triple normal range.

Normal: Without this feat, you can detect creatures by smell only within 30 feet.

---

Uncanny Scent [General] (Savage Species)

Prerequisite: Scent Ability, Improved Scent.

Benefit: You can pinpoint the location of a scent when within 20 feet.

Normal: You can pinpoint the location of a scent when within 5 feet.

---

Space 5ft

Reach 10ft



Iniative = +1

Speed = 40ft

AC = ??

AC = 10 + Size + Dex (+2) + Armour + Natural Armour (+8)+ Shield + Deflection

Touch = 10 + Size + Dex + Deflection

Flat = 10 + Size + Armour + Natural Armour + Shield + Deflection

Some NPCs (All level 1)

These are the followers of a sterotypical knight in shining armour I'm using for my campaign. There are othrs which aren't complted yet, but I will later when the hero himself is finished and at that point I'll explain more about him.

Oh, and I've managed to implement the Naruto rules too (which I've got an update for, which I'll post at the end...)

~~~

Human Ranger from Khorvaire (Eberron)

Partner of Warforged.

From House Deneith.


Keyla Shira

Human

Female

Level 1 Ranger

BAB Fort Ref Will

+1 +2 +2 +0



HD = D8 + (Con X Level)

8/8 hp

Str 11
Dex 12 +1
Con 11
Int 12 +1
Wis 12 +1
Cha 11



Special

First Favoured Enemy - Humanoid (Orc)

Track bonus feat.

Wild Empathy.



!!!Proficiencies!!!


Simple,
Martial,
Light Armour,
Shieds (ET)


!!!Skills!!!

(6+Int) X 4 + 4 (human)

32

Craft (Alchemy) 3
Heal 4
Hide 2
Knowledge Nature 3
Listen 3
Move Silently 3
Search 1
Spot 1
Survival 4
Spellcraft 2
Tumble 2

---------------------------

!!!Feats!!!

1 - Necropolis Born

In anate talent for magic allows you to cast some spells as spell-like abilities as a 1st level caster.
Use Cause Fear, Ghost Sound, Touch of Fatigue as spell-like abilities 1/day.

Save DC = 10 + Spell level + Cha mod.

---

Human - Least Dragonmark

1/day spell-like ability: -

Mage Armour
& +2 on sense motive checks.

Save = 10 + spell + cha mod.
Caster Level = 1 + level in dragonmark heir prestige class (if any)

---

Ranger Bonus - Track
----------------------------

!!!Gear!!!

Longbow

20 arrows

~~~

Warforged Fighter

(Description - 20/23 Eberron)

Medium Construct (Living Subtype)


Neutral Alignment

Languages = Common

Has no name...so far.

(Find a cute Japanese name for Hitome to have given him)

No low light vision or darkvision

Not immune to mind-affecting.

Immune to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drains.

Cannot heal damage naturally.

Are subject to criticals, non-lethal, stunning, ability damage, ability drain, death and necromancy effects.

Can be afected by spells that target living creatures and those that target constructs.
Spells from healing subschool and supernatural abilities that cue hit points or ability damage provide only half their normal effect.

Warforged takes damage from heat metal and chill metal as if he were wearing metal armour, and repel metal or stone in the same way.

He is also repelled by repel wood.

Vulnerable to Rusting Grasp - Takes 2d6 points of damage from the spell (reflex half. DC = 14 + caster's ability mod). Takes same dmage form Rust monster's touch (Reflex 17 half).

Stone to flesh, Stone Shape, Warp Wood & Wod shape doesn't work on warforged.

Warforged are disabled at 0 hit points, like a living creature. Can only take a single move action or standard each round but strenuous ctivities do not risk further damage.

At -1 to -10, he is inert. He is unconscious and helpless. He is always stable.

Can be raised or ress'd.

Does not eat, sleep or breathe but can still benefit from heroes feast, potions, etc.

Must rest for 8 hours before preparing spells.

+2 constitution, -2 wisdom, -2 charisma.

+2 armour bonus (+8 because of adamantine body feat). Is not natural and does not stack with things that give armour bonus. Stacks with natural armour (as if that would happen...)

Occupies armour & robe slot on body.

Can be enchanted like armour.

5% arcane spell failure.

25% chance that criticals don't do critical damage and just do normal.

Has a natural weapon that does 1d4 damage.

Favoured = Fighter.

!!!Statistics!!!

Str 12
Dex 10
Con 16
Int 10
Wis 10
Cha 08


AC = 18

--------

D10 HD + (Con bonus X level)

13/13 HP

---

Skills: -


Intimidate 2
Jump 1
Spot 1
Listen 1
Climb 1



Proficiencies

Simple,
Martial,
Armour
Shields.


---

!!!Feats!!!

1 - Adamantine Body [Armour Bonus +8, DR 2/Adamantine - Speed is now 20ft)

You are considered to be wearing heavy armour.

+1 Max dex to AC, -5 on all skills that Armour Checks apply to. Arcane Spell = 35%

Fighter - Wapon Focus - Falchion




---

!!!Gear!!!

Warforged Repair Kit X3 (Page 121/124 of Eberron Book)

Falchion 2d4 18-20/X2 8lb Slashing

~~~

Hitome

Languages: -

Japanese,
Common.

Human

Level 1 Kishimoto Ninja

Str 11
Dex 12 +1
Con 12 +1
Int 10
Wis 12 +1
Cha 10

AC = 10 + Size + Dex + Armour + Ninja


AC = 12 (13 against melee, not flat or touch)

---

Hd = 1d6 + (Con X Level)

7/7

Chakra - Chakra skill + Con Bonus + Ninja Level

= 6/6

!!!Feats!!!

Monk - Unarmed Strike

1 - Chakra Focus (Allows spider climb if running)

Human - Chakra Focus 2 - Waterwalking

----

Skills: -



Chakra Use 4 Wis
Ninjutsu 2 Int
Taijutsu 3 Dex
Genjutsu 1 Wis
Tumble 4
Move Silently 3
Climb 1
Balance 2
Concentration 1
Jump 1
Listen 2
Spot 3
Heal 2


---

Gear: -

Kunai

3 X Smoke Bombs

---

Special Abilities

Sneak Attack + 1d6
AC Bonus

---

BAB Fort Ref Will

+0 +2 +2 +2


+1 to attacks because of Taijutsu


~~~

Dayo

Halfling Cleric of H'w'whiffttt't.

LG

This Deity is a Deity of The Weather.

Speaks: Common, Halfing.

8/8 HD

---


Domains: - Air, Good, Sun, Travel, Luck

Domains picked: -

Air, Sun.

AIR DOMAIN

Granted Powers: Turn or destroy earth creatures as a good cleric
turns undead. Rebuke, command, or bolster air creatures as an evil
cleric rebukes undead. Use these abilities a total number of times
per day equal to 3 + your Charisma modifier. This granted power is a
supernatural ability.

SUN DOMAIN

Granted Power: Once per day, you can perform a greater turning
against undead in place of a regular turning. The greater turning is
like a normal turning except that the undead creatures that would
be turned are destroyed instead.

-----

Str 08 -1
Dex 14 +2
Con 10
Int 11
Wis 14 +2
Cha 11

---

+1 to AC for size

+1 on attack rolls

+4 on hide

Speed = 20ft

+2 racial on climb, jump, move silently.

+1 racial on all saving throws.

+2 morale on saves against fear. Stacks with above save on everything in general.

+1 racial on thrown weapons & slings

+2 on listen

---

BAB Fort Ref Will

+0 +2 +0 +2

---

Turn or Rebuke Dead

---

Spells

0-level

1. Detect Magic
2. Read MAgic
3. Virtue

1-level

1. Detect Undead
2. Bless

D. Obscuring Mist

2-level

1. Augury
---

Proficiencies: -

Simple,
All armour,
All shields (ET).

~~~~~

And now, Naruto rules update!

!!!Ninja rules addendum!!!

Fighter or Ninja feat at second level and every three levels after that.

Every three ranks of Taijutsu, gives a +1 to melee attacks (to hit) and +1 to AC against melee attacks. Doesn't apply to flat or touch.

Every three ranks of Genjutsu gives +1 to will saves.