[d20 Patch] Dirty Dungeons
Posted: Sun May 28, 2023 2:33 pm
Dirty Dungeons
I thought up an easy RPG fix for d20 using games.
75% hit rate and save throws
This mean TN 6+ on a plain d20, no bonuses on accuracy allowed
ODDS OF SUCCESS
Excellent (reroll two failures)
Good (reroll one failure)
Average (pass on a roll of 6 or higher, 16 or higher is a critical success)
Bad (reroll one success)
Terrible (reroll two successes)
If the target has armor, decrease odds by one for each category of Light, Medium, or Heavy
If the target is immobile, no roll is required to hit
ABILITY SCORES
Basic (10-11)
Above average (14-15) upgrade all relevant rolls by one step
Exceptional (18-19) upgrade all relevant rolls by two steps
Str adds to Brute weapon damage
Dex adds to Finesse weapon damage
Con use score for Health Points at level 1 + 8 for each additional level
Int number of bonus trained skills at level 1
Wis score is Mana Points, each spell draining an amount equal to spell level
Cha adds to spell damage at level 1
You get two Aboves and two Exceptional
These determine the bonus of 0, 2, or 4 for things like damage output and the number of retries a character gets every 10 minute rest using the stat to roll.
LEVELING
Only 6 levels.
To defeat higher level opponents, try planning, using terrain, build an army, or just flee.
WEAPONS
Weapons:
Light 1d6
Medium 1d6+1
Heavy 2d6
Add relevant stat and level to damage.
Critical success rolls maximize damage.
SPELLS
1d6 base with +8 per level + stat standard spell damage or healing
Spells that deal damage and apply a debuff get only 1d6 +4 per level + stat
SKILLS
Skills increase the odds of success for relevant tasks by one step. They are either trained or untrained.
Offense skills:
Melee
Ranged
Magic
Defense skills:
Fortitude
Reflex
Willpower
You can probably guess which classes have these skills trained or not by default but the option is there to add to them.
Classes either have 4, 6, or 8 skills.
I thought up an easy RPG fix for d20 using games.
75% hit rate and save throws
This mean TN 6+ on a plain d20, no bonuses on accuracy allowed
ODDS OF SUCCESS
Excellent (reroll two failures)
Good (reroll one failure)
Average (pass on a roll of 6 or higher, 16 or higher is a critical success)
Bad (reroll one success)
Terrible (reroll two successes)
If the target has armor, decrease odds by one for each category of Light, Medium, or Heavy
If the target is immobile, no roll is required to hit
ABILITY SCORES
Basic (10-11)
Above average (14-15) upgrade all relevant rolls by one step
Exceptional (18-19) upgrade all relevant rolls by two steps
Str adds to Brute weapon damage
Dex adds to Finesse weapon damage
Con use score for Health Points at level 1 + 8 for each additional level
Int number of bonus trained skills at level 1
Wis score is Mana Points, each spell draining an amount equal to spell level
Cha adds to spell damage at level 1
You get two Aboves and two Exceptional
These determine the bonus of 0, 2, or 4 for things like damage output and the number of retries a character gets every 10 minute rest using the stat to roll.
LEVELING
Only 6 levels.
To defeat higher level opponents, try planning, using terrain, build an army, or just flee.
WEAPONS
Weapons:
Light 1d6
Medium 1d6+1
Heavy 2d6
Add relevant stat and level to damage.
Critical success rolls maximize damage.
SPELLS
1d6 base with +8 per level + stat standard spell damage or healing
Spells that deal damage and apply a debuff get only 1d6 +4 per level + stat
SKILLS
Skills increase the odds of success for relevant tasks by one step. They are either trained or untrained.
Offense skills:
Melee
Ranged
Magic
Defense skills:
Fortitude
Reflex
Willpower
You can probably guess which classes have these skills trained or not by default but the option is there to add to them.
Classes either have 4, 6, or 8 skills.