Optional rules I'm playing with, none of which has been implemented so don't freak out!

So this area is my “drawing board”. Here you’ll find things that I’m kicking around but have not decided on implementing at this time. I’m open to feedback on any of these if you find you particularly like / dislike.

~ Lazlo ~

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Class Defense Bonus

Current status: Implemented.
http://www.d20srd.org/srd/variant/adventuring/defenseBonus.htm

The same dodge bonuses should be given to NPCs as well. Those with class levels figure their dodge bonus just like PCs. Characters with multiple HD gain a dodge bonus based on their type, as noted below. Creature types that frequently wear armor (humanoids, giants, monstrous humanoids, and outsiders) have the same restrictions as PCs — limiting their maximum dodge bonus by armor type. Other creature types (aberrations, animals, constructs, dragons, elementals, fey, magical beasts, oozes, plants, undead, and vermin) are often balanced with natural armor. These types may not gain a dodge bonus greater than their Dexterity modifier before bonuses and/or penalties. Thus, a dire wolf, with a +2 Dexterity bonus, cannot gain more than a +2 dodge bonus from its Hit Dice, no matter how many Hit Dice it has.

Dodge Progressions By Creature Type

Amazing
Dragons, magical beasts,outsiders

Good
Aberrations, constructs,elementals, giants,monstrous humanoids

Fair
Animals, humanoids,oozes, plants, vermin

Poor
Fey, undead

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Bushwhacking Rules / Coup de Grace

current status – Implemented
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Signature Spells

The arcane caster may select one spell from their specialization school, which they may cast as a standard action once per round without expending spell slots. This spell must be at least two levels below their max level spell.
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Combat / Magic

This is one area I’ve given a lot of thought.

AC / To hit / damage / DR:

1) take the average value of any weapon dice (IE: a D12 = 6, D4 = 2, etc)
2) add all your damage bonuses normally & divide by 1/2.

This becomes your “base damage value” or BDV.

3) Roll your D20 and see if you hit the AC value.
4) For every point over the AC (up to your max wpn dmg -MxWD + Full bonuses) you deal 1 additional point of damage. EX: AC 10, you roll a 15 with a BaB of 3 + 5 Str (16 Str w/ 2 handed grip) = you would deal BDV + 3 damage.

In the event of a missed AC.

5) For every point that you miss the AC, minus 1 pt of damage (to a Minimum WPN Damage based and assumed die roll of 1 + bonuses). EX AC 10 you roll a 7 = BDV -3.

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For Spells:

At first glance this may work well for spells as well. BDV is of course based on the damage of the spell + your SpellCraft check (up to a max of your level) or a Caster Level Check (which ever mechanic works easier for you). This becomes the DC, which is resisted with a normal save in order to mitigate some of the damage. This actually allows for an easy address of one of the long standing problems with the D&D spell system: Low level spells do NOT scale well. A level 40 caster will still only hit just as hard with a Magic Missle as a level 9 mage. Of course with spells like Magic Missle, i’d simply rule that BDV is based off the total damage of the spell. While the top end tier will likely not be quite as high with spells like Fire ball and meteor swarm, the fact that your saving throws are not “all or nothing” in regards to save or fail (or even save = 1/2 value), this will likely still result in damage that is very comparible. (For spells that do not deal direct damage like Charm or Hold Person simply resolve them normally.)

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Critical Hits:

So then what about crits? If you roll within your threat range, simply reroll the dice and ADD it to the original value. This should happen about as often as a regular crit now, and when you compare it to the odd 36 pts that a Great Axe can deliver currently (plus feats, magic and STR bonuses) the damage output should be comparible. Granted this will make crit more common however as confirmation is basically assumed. Large weapons which only crit on a Nat 20 but have a X3 “Crunch” Crit simply loose the x3 and the threat becomes a 19 – 20. The pay off for a large weapon is of course in that the base dice for such weapons tend to be larger.

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Spell Point System

current status – rejected due to unnecessary additional complexity
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Exotic Weapons
I’ve based my concept on Exotic & Master Work weapons by comparing the Dwarven War Axe to the Battle Axe & the Bastard Sword to the Long Sword, and came up with the following:

  • Exotic Weapons increase the base dice by one step, this should result in a 2 damage range (1 damage on average). In some cases such as 2h wpns like the GreatSword and GreatAxe this will mean using two types of dice (1d6 + 1d8). The Exotic Weapon advances one size category unless used with the Exotic Weapon Feat (light becomes 1h, 1h becomes 2h), and if not used with the Feat incurs a -4 attack penalty.
  • +150gp Base Cost

Master Work

  • Crit or Threat Range may be advanced by +1 (to a max of 18-20 threat or x3 crit)
  • Must be constructed of at least Steel
  • +300gp Base Cost

Examples of Exotic / Masterwork Weapons

  • Bastard Sword
    Type: Exotic
    Base Weapon: Long Sword
    Cost: 165gp
    Stats: 1d10 – 19-20/x2
  • Dwarven War Axe
    Type: Exotic
    Base Weapon: Battle Axe
    Cost: 160gp
    Stats: 1d10 – 20/x3
  • Exotic Rapier
    Type: Exotic
    Base Weapon: Rapier
    Exotic Advancement: treated as a light weapon if used in the off hand.
    Cost: 160gp
    Stats: 1d6 18-20/x2
    NOTE: The Rapier is a Finesse weapon, unlike most Finesse weapons it may be used with Power Attack per core rules.
  • Elven War Blade (Katana)
    Type: Exotic, Masterwork
    Base Weapon: Long Sword (Bastard Sword)
    Exotic Damage Advancement: 1d10
    MasterWork Advancement: Threat Range to 18-20
    Cost: 350gp
    Stats: 1d10 – 18-20/x2
  • Elven Thin Blade
    Type: Exotic, Masterwork
    Base Weapon: Rapier
    Exotic Damage Advancement: 1d8
    MasterWork Advancement: Crit Advancement x3
    Cost: 465gp
    Stats: 1d8 – 18-20/x3
    NOTE: See exotic Rapier above, may not be used in a 2h grip.
  • Dwarven Broad Sword
    Type: Exotic, Masterwork
    Base Weapon: Long Sword
    Exotic Damage Advancement: 1d10
    MasterWork Advancement: Crit Advancement x3
    Cost: 465gp
    Stats: 1d10 19-20/x3
  • Kukri of the Red Mantis
    Type: Exotic, Masterwork
    Base Weapon: Kukri
    Exotic Damage Advancement: 1d6
    MasterWork Advancement: Crit Advancement x3
    Cost: 468gp
    Stats: 1d6 18-20/x3
    NOTE: This is a favored weapon of assassins. It is a finesse weapon, treated as light if used in the off hand, and is usable with power attack.
    (A must cheaper way to build a very similar weapon how ever is to simply use the Falcata. 18 gold gets you a medium weapon with 1d8 base damage, 19-20 threat, & x3 crit as medium sized exotic weapon which can be masterworked and enchanted as normal.)

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Damage Reduction from Armor
DR is based on the weight class of the armor. Light is DR1, Medium DR2, Heavy DR3, Full Plate DR4 NOTE: Some effects completely bypass the DR values of armor. Critical Hits, Magic, elemental attacks like fire, or smoke. Drowning, poison, disease, any attack which scores a Natural 20 and a spear which has been set vs charge. Like wise a Prone or Helpless Defender does not benefit from Armor DR.

Exotic

  • Base Cost: +30%
  • Improves value by 1 to each of the following: AC, Max Dex, reduces Armor check penalty.

MasterWork

  • Base Cost: +100%
  • Arcane Failure: Light -5%, Medium -10%, Heavy -15%
  • +5 Movement for Medium & Heavy Armor (Full Plate does NOT get this effect)

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shields
Exotic

  • Base Cost: + 200%
  • +1 AC per Weight Catagory

MasterWork

  • Base Cost: +500%
  • +1DR Light, +2DR Heavy, +3 DR Tower

Exotic Weapons
I’ve based my concept on Exotic & Master Work weapons by comparing the Dwarven War Axe to the Battle Axe & the Bastard Sword to the Long Sword, and came up with the following:

  • Exotic Weapons increase the base dice by one step, this should result in a 2 damage range (1 damage on average). In some cases such as 2h wpns like the GreatSword and GreatAxe this will mean using two types of dice (1d6 + 1d8). The Exotic Weapon advances one size category unless used with the Exotic Weapon Feat (light becomes 1h, 1h becomes 2h), and if not used with the Feat incurs a -4 attack penalty.
  • +150gp Base Cost

Master Work

  • Crit or Threat Range may be advanced by +1 (to a max of 18-20 threat or x3 crit)
  • Must be constructed of at least Steel
  • +300gp Base Cost

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Optional System on Mass Combat

  • Ambidexterity – requires feat: Two Weapon Fighting. Allows a player to reduce the 2wpn fighting penalties by -2 on both hands
  • Weapon Finesse: The use of DEX to determine you To Hit roll is already included with this rule set, as such Weapon Finesse now allows the DEX modifier to be used as a Damage modifier and is treated as Precise Damage. Normal restrictions for this Feat apply, such as the requirement that the weapon is small or light. Prerequisite: Combat Reflexes.

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Dexterity = to hit bonus, Weapon Finesse, Damage for Ranged Weapons, and Ranged Touch attacks.
Strength= melee dmg and thrown weapon damage

Current Status – implemented

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Armor

  • Armor and Shields may be enchanted to increase DR. This requires a prereq of AC bonus equal to the DR value. Meaning if you want a + 3 DR added to your shield, it has to be a +3 shield to qualify first.
  • Max Dex from Armor also applies vs Ref Saves. It is simply harder to dodge out of the way in heavier armors.

Shields

Light +2 AC / DR1
Heavy +3 AC / DR2
Tower +4 AC / +2 Ref (full cover) / DR3

Optional rules I'm playing with, none of which has been implemented so don't freak out!

Lazlo COS Pathfinder lazlo_campaign