Saturday, 1 October 2022

New campaign rules 1

 

D&D the new game

Any character race that is published in a book . . . a few caveats, I am not ready for robots.  And no flying races because Flying is such a huge advantage anytime and at first level it is game breaking.   Any class if it is published in a standard book.

There will be NO FEATS except in character creation, only ability score increases.  ONLY HUMANS get a feat at first level.  Sharpshooter and Great Weapon Master are not available.

I will be deflating the economy of the campaign, all prices will be 1/10 the listed prices in the player’s handbook, i.e. I will use silver in place of gold, copper in place of silver and copper bits in place of copper (10 bits is a copper).  Gold will be present but will be rarer just like platinum and platinum will also still exist, but even rarer.  The exception is magic items, they are priced in gold if you buy them, silver if you sell them.

Experience will be calculated for all present characters for each session, miss a session, miss experience.  Same with money.  You get experience from defeating monsters (killing, subduing, or reasoning with them), passing skill challenges and by getting wealth.  Experience for levels will be different from 5e. You will get 1xp for every 1sp that make/find/extort.  You will get experience from magic items at 1/10 their value, but can sell them for 1/10 their value, but will only get the one experience once, so essentially, you get experience for finding loot.

With your money that you will have you will be able to buy many magical items, but these will never give you experience.  You could invest your money and build a town, taxes are calculated and collected every month and you will get experience from this money.  I suggest you work collectively.  You can also sell monster body parts for money and get more experience.  Potentially, you might even decide to hire yourself out as a mercenary company and all earnings will give you experience.

Downtime

If we end a session in a town, every day between sessions is one day in game.  For example, if we are end a session in a town and we don’t meet for 14 days, then the world advances 14 days.  If we don’t meet for a month, then a month passes.  This means a few things: 1) things will happen between adventures, 2) advancement will not be breakneck but occur over months and years, 3) if you want to go to another town to look for magic items you can go there and return before the adventure picks up again.  4) if you are building a town, it will grow between sessions and you will acquire tax moneys, and gain experience too.  if you have a trade, you can ply your trade and earn money too.  5) Monster populations will repopulate too.  6) you have the option of saying at the end of a session, “Let’s go back to town.” and if it is possible, you do, your characters find the quickest safest route and start the next session rested with replenished simple gear when the next session begins.  Missing characters are not there. 

Welcome to D&D Capitalist Edition.


 

player/level

Cumulative XP

2250

2250

4500

6750

13500

20250

28500

48750

56250

105000

67500

172500

82500

255000

105000

360000

120000

480000

157500

637500

112500

750000

150000

900000

150000

1050000

187500

1237500

225000

1462500

225000

1687500

300000

1987500

300000

2287500

375000

2662500

375000

3037500

450000

3487500

450000

3937500

525000

4462500

525000

4987500

600000

5587500

600000

6187500

675000

6862500

675000

7537500

750000

8287500

750000

9037500

 

Additional rules

Improved Critical:  Max + roll

Heroic Hit points for level gain:  roll or average which ever is greater

Advanced Initiative:  roll for initiative before combat

Morale on NPCs:  when NPCs encounter something distressing,  like high level magic, the execution of their leader . . . etc. they need to fail a wis save to stay and fight.  Wise people know when to cut their losses.

Alignment fix

Morality table

Check Considerations negative

 Check Considerations positive

 

Compassion

how good you are

Wisdom Check

 

0

Psychopathic

nothing, you could kill puppies

doing anything for anyone with no benefit for yourself

 

1

Jaded

Murder

Helping someone outside your group/being first to offer to help your friends

 

2

Average

Causing harm to others

Offering to help strangers for free

 

3

Morale

Stealing from others

Sacificing yourself for a stranger

 

4

Martyr

telling a lie about another person

nothing

 

 

Patience

how you control yourself

Intelligence Check

 

0

Unpredicable

nothing, you change your mind with every breath

Making any decision for yourself

 

1

Impulsive

Breaking an Oath

promising to help a friend

 

2

Average

Breaking your word with a Stranger

promising to help a stranger

 

3

Thoughtful

Breaking your word with a friend

Agreeing to go on a quest

 

4

Obstinant

changing your way of life/direction/your path

Nothing

 

 

Righteousness

respect of the laws

Charisma Check

 

0

You know what the laws says but you choose to do otherwise

you don't care

doing the right thing with a friend or family member (someone close)

 

1

laws are guidelines, you can pick and choose what you follow

doing wrong to a friend or family member

Doing the right thing with a stranger

 

2

You mostly follow the laws but sometimes the laws are impede living

Doing wrong to a stranger

Informing on someone who breaks the laws

 

3

it is okay to bend some laws as long as you follow the rest

Failing inform on someone who breaks the laws in your presence

Acting when someone breaks the laws

 

4

you instinctfully follow all the rules, otherwise there would be anarchy

Failing to act when someone breaks the law in your presence

you are a Scorian

 

 

Willpower

This is a measure of your ability to impose your will on the world around you.

When a roll is important to you, you may use a temporary willpower point to gain advantage on the roll

you will gain one temporary willpower back every day minimum, when you get inspiration from any source

 

Your Willpower score is the total of your Compassion, Patience, and Righteousness Scores

Willpower is affected by your actions, that is, your Compassion, Patience, and Righteousness score will change over the course of game play

you can spend a temporary willpower succeed at a Morality check that you failed.  If you have no Temporary Willpower left, you must abide by the result of the check

 

every Hero (Player Character) starts game play with 5 points to distribute to Three scores.  You can have a 4,1,0 a 2,2,1 or anything.  You will have a 5 in Willpower

if you override your morality 5-(your current level time) times your morality level will change in that direction.  It is hard to climb up, but easy to fall!

example, I want to murder this captive, because murder is cool and you fail your compassion check, your subconscious will say that’s wrong and stop you, but you can spend a temporary willpower and say but it is cool and you do so

 

 

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