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-2

NO there is not I have heard most of the AZ podcasts and I've never found an "official" Adventure Zone ruleset. Griffin, like many a DM, did it on the fly. He toned down some of the game mechanics that can confuse new players and relied more heavily on storytelling. Things like exhaustion, hunger and thirst, resource replenishment, strict time framing, etc. ...


1

Gestalt characters In the situations you described for the Event, and taking into account that the characters can manage with mundane equipment and masterwork equipment only for the early part of the game, letting the players choose Gestalt classes will give them some leeway while simultaneously giving them a bit of fallback until the Event actually happens ...


0

Full-caster classes could be problematic. If you have a wizard, you will need to start some time after the cataclysm has happened - it is assumed by the rules that a "Level 1 Wizard" has already spent a number of years as an apprentice to another Wizard, or as part of a university, and has learned from them the basics of spell casting. For your wizard, ...


3

Simply put, I don't think you should try to fit D&D 3.5 classes into a magic-less system. It is obviously possible to just reflavor everything so that nothing is actually magical, and anything that can't be reflavored, you just remove. But I don't think it will catch the flavor you want, and it might even remove a nice possible "surprise" for your ...


11

I suggest broadening the Event just a little: some people do indeed learn to cast spells, but others learn to draw subtler power from within themselves. These other powers are perhaps too subtle to be called "magic" -no one thinks of them as such, anyway- but because of them, even non-casters are still somehow more grand than what came before. In the ...


18

Dungeons & Dragons 3.5 is not well equipped to describe the world prior to the Event. If you try to do so, you’ll be fighting the system every step of the way: 3.5 is extremely high magic, and expectations of high magic are baked into the system at every turn (most especially with how CR is determined, and by extension published modules). It certainly ...


4

I believe they are two distinct issues: how to deal with "magical" classes prior to the Event potential consequences for the affected characters after the Event and I will answer them backward as the latter issue depends on how the former was dealt with. What are potential consequences for the affected characters after the Event? You suggest ...


0

Morale! Giving orders: (use diplomacy rules) Starting Attitude Diplomacy DC Hostile 25 + creature's Cha modifier − 1/2 your morale modifier Unfriendly 20 + creature's Cha modifier − 1/2 your morale modifier Indifferent 15 + creature's Cha modifier − 1/2 your morale modifier Friendly 10 + creature's Cha modifier − 1/2 ...


-2

Make a Con check, GM sets the dc based on the wound. On a failed check, roll percentile: 01–40: nothing lingering other than a scar 40–50: broken ribs — one action per turn 51–60: broken limb — roll 1d4 to determine which: leg (left or right), −1 to attack and −20 to speed. arm (left or right), −3 to attack can not use two handed ...


13

The 5e Dungeon Master's Guide contains an optional rule on p.272: Lingering injuries A creature might sustain a lingering injury under the following circumstances: When it takes a critical hit When it drops to 0 hit points but isn't killed outright When it fails a death saving throw by 5 or more. When an injury happens, the player ...


3

WOtC has recently released some variant rules. Among these is a "vitality" rule, which temporarily reduces your maximum hit points when you take large amounts of damage (>10 hp), effectively making it take longer to completely heal the damage taken during a fight. In general, each character has a "Vitality Pool" which begins equal to your Constitution ...


0

Updated Answer: This is straight from Jeremy Crawford ‏on Twitter: @JeremyECrawford 22h22 hours ago Jeremy Crawford retweeted Lino Ciaralli The Martial Arts feature doesn't give monk weapons and unarmed strikes the finesse property.


2

As I have shown in my other answer, this system allows for some unreasonable things to happen: a rogue can walk behind an enemy in plain sight and sneak attack while the enemy is just standing there without doing anything. I have thought of a modification of your system based on awareness. Awareness represents whether the position and actions of the ...


4

Would Coven be too powerful if I houseruled the hex to increase class level? Coven is what might be called a “build-around” hex. Its benefits are very specific, and getting the most from it requires a very particular type of campaign. When you have such a campaign, its effects are fairly potent, but in a typical campaign it is almost-useless. So the ...


0

It's such a great scene, and i guess there's two different aspects you might want to emulate: 1. Witty exchanges The Dying Earth Revivification Folio might be useful since it has a mechanism that encourages players to turn into banter-machines. Below I copied a short description from a review of the game "One of the best adjustments involves the ...


0

Rules As Written The rules as written are abstract enough to simply reskin and (everybody join in) Describe, Describe, Describe!!! The obligatory "you can do it RAW" comment out of the way, on to... Mechanically Encouraging Description and Banter I'm going to pull a nasty trick out of the earliest versions in print... Tweak the target number! If all ...


14

The Tools are There The Princess Bride scene is so good because it includes good banter, stylish moves, and good storytelling. You can capture those with the RAW system. The attack/defense rolls in WoD, especially nWoD, are very abstract. A basic attack with Weaponry could involve any number of weapons, wielded with a wide range of styles and flourish. ...


3

How about them Stunts ? My first idea when I read your question was to suggest Feng Shui. Feng Shui rewards creativity in descriptions of actions by giving bonuses. But then I remembered : Exalted has that too ! They're Stunts ! Basically, Stunts reward creative description of actions by giving 1-3 bonus dice to your check for that action. 3 dice stunts ...


3

Below are a pair of the rules that I have run in the past (cWoD) which worked fairly well. They are fairly simple and robust. Player enthusiasm was high when using them, and because the main action roll takes so many attributes, skills, and modifiers into account my players felt they were quite fair. Replicating the off-hand / main-hand issue is simple in ...


1

As suggested in the comments, I'll make my initial thoughts into an answer. Firstly consider Relentless Avenger, Vengeance Paladin class feature (PHB p88): When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity ...


5

If I understand your system correctly, it will give rogues an automatic way to activate Sneak Attack: The green character is the Rogue and the blue one is an enemy. On his turn the rogue steps two squares to get behind the enemy and turns for free. He attacks (with advantage, -2 to enemy AC, and possible more reduce due to the shield), activating Sneak ...


-1

You have a few choices... You could limit casting that spell to only once per day. Maybe if you made it a class ability and removed it from the spell list as a spell. You could require it to be scaled to the caster's level, like Magic Missile is (1d6 at lvl 1, 2d6 at lvl 2, etc). Make the caster succeed on a saving throw or the party members (they could ...


6

There's no need to house rule this — you just need to start enforcing its restrictions. Allow me to draw your attention to its area of effect: 4 square″ + 1″ square/level (Aside, this is taken from PHB page 95, since the Illusionist version of the spell has different range and area of effect.) These are table inches, which we could convert to ...


3

You need to have all the people that are going to GM sit together and agree on the house rules before you begin play. I have had similar experiences, and you need to get everybody on board or else someone with just undermine it in a week or two and then it's gone. Sit down as a group and address what rules you find dissatisfying or insufficient, then ...



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