What its all about...

As a fan of table top Role Playing Games, and Video Games, not to mention anime I once had a web site that I devoted to creating conversions of the things I liked to a particular game system or another.

Well I'm back and its time to get back to posting and talking about the things I like with others.

Video Games: I will be trying to write reviews for games I play and may even work out conversions of games to table top RPG's for gamers to enjoy, or at least I will give a guiding hand rather than doing all the work myself. Unfortunately the only game system I own is an X-Box 360, and my computer which kind of limits what I can do. Unless some kind soul wants to buy me an X-Box One. :)

Table Top RPG's: I play a few different table top games along with my friends. Sometimes I will write about a game system I have read up on or tried out, and may write up a conversion for agame system. Game systems I typically play are - Hero System (Champions, Fantasy Hero); Star Wars (Fantasy Flight Version, Saga Edition); Savage Worlds, D&D (3.5 Edition, 5th Edition); Pathfinder, and possibly others in the future.

But I look forward to providing folks with some entertainment and to get some discussions going on things I may post (but please keep it civil).

Also please feel free to click on any ads that are on my blog here, doing so really helps me out.

Monday, February 27, 2017

Dragonstar Conversion for D&D 5th Edition - Homebrew Gundancer Rules

Hi everyone, and welcome back.  So recently my game group started a 5th Edition D&D game in the Dragonstar Campaign setting from 3.5 Edition D&D.  It's a fairly easy conversion, except that the campaign setting offered up some additional rules.  Now I'm playing a human monk (we're starting at level 2).  The GM has decided to ignore the need for the Technical Proficiency feat, and has allowed us all to be proficient in any weapon that falls into being simple or martial.

One of the things I read in the campaign book was the Gundancer Prestige class.  Its geared primarily toward a monk's use, but could be used by other classes.  However how does one convert this over to 5th Edition?

Well I could just see if someone else did this, but where's the fun in all that?


So I wrote up something for use in our game, and I figured I'd share what I have.  Keep in mind that this is not class specific and meant to be usable by any class that takes it up.  It is however still built to follow the monk's advancement path.
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Image result for equilibrium
Image from the Film: Equilibrium...a Monk/Gunman using Gun-Fu.
Gundancer – Alternate Class Advancement (All Classes)
This is a class advancement that can be chosen at 3rd Level in the place of a classes normal selection of specializations for a class.  Note that the levels noted below where a character would gain an effect may change based upon the class.  This conversion is built primarily off of referencing the Monk class.


Gun Mastery
Starting at 3rd level, the character learns the way of the gun and is highly skilled in the use of firearms.  They gain proficiency in all high-tech simple weapons and martial firearms (if they do not already possess those proficiencies).  When using a firearm or other ranged weapon in melee combat the character is no longer at disadvantage on their attack rolls against targets that are within 5ft of them.  The character is also at advantage against any attempts to disarm them of their firearms while they are being wielded.  You may also, as an action or bonus action, take one of the following special actions.
  • Disarming Shot:  You may use your firearm to disarm an opponent of a held weapon.  Instead of doing damage your target must make a Strength save against a difficult of 8 + your proficiency bonus + your Dexterity modifier.  If the target succeeds they hold onto their weapon.  If they fail, the weapon is knocked from their grasp,landing on the ground 5ft away from them.
  • Got Your Gun:  You can choose to disarm an opponent if they are wielding a firearm. The target must make a Strength save against a difficult of 8 + your proficiency bonus +your Dexterity modifier.  If they succeed they retain hold of their weapon.  If they fail their save you remove their weapon and if you are unarmed, you may wield it.  If you still have a bonus action you may use it to make an attack roll against the target you just disarmed.
  • Dead Eye:  When you make an attack roll with a ranged weapon your attack ignores half cover and three quarter’s cover.  You also negate shield bonuses as well.


Dodge Fire
At 6th level the character possesses an improved capacity to evade ranged attacks made against them.
  • By expending their bonus action, the character may apply a +2 bonus to their AC (akin to a bonus from using a Shield).
  • On the characters turn they may choose to use their action to completely dodge all ranged attacks made against them.  All ranged attacks made against the character are at a disadvantage.  The character can use this action once in an encounter, after which they must take a short rest before they may use it again.  If the character still has a bonus action they may use it as normal.
  • Haste:  The character may cast the Haste spell at will (no components are needed).  Once cast, the spell cannot be cast again until the character has taken a long rest.


Firestorm
At 11th level the character may use their action to fire one shot or a burst of shots (if the weapon is automatic) at every target within range, to a maximum of 1 target for every 2 class levels of the character.  Each affected target may only be shot at with a single short or burst.  The exact number of shots that can be fired is limited to the weapon’s ammunition.  An attack roll is needed for each target.  No bonus actions can be taken when using this feature. 

Absorb Energy
At 17th level you gain the ability to absorb energy.  As a reaction, when hit with an attack that does not do Slashing, Piercing, or Bludgeoning damage, you may attempt to absorb it.  The character must make a WIS save against either the spell DC, or against damage of the weapon (in the case of energy based weapons).  If you are successful, damage is negated from a single attack made against you.  The energy absorbed heals 1d6 damage per die of damage in the attack.  After being used the character must take a long rest before they may use it again.


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UPDATE (03/03/2017)
Gundancer – Alternate Class Advancement (Monk Specific) (03/03/2017)
So I got to thinking about what I did last and figured that this conversion may be better suited to being built specifically for the Monk class.  With that in mind, here is an alternative build that brings in the use of Ki points.

This is a class advancement that can be chosen at 3rd Level in the place of a classes normal selection of specializations for a class.  Note that the levels noted below where a character would gain an effect may change based upon the class.


Gun Mastery
Starting at 3rd level, the character learns the way of the gun and is highly skilled in the use of firearms.  They gain proficiency in all high-tech simple weapons and martial firearms (if they do not already possess those proficiencies).  When using a firearm or other ranged weapon in melee combat the character is no longer at disadvantage on their attack rolls against targets that are within 5ft of them.  The character is also at advantage against any attempts to disarm them of their firearms while they are being wielded.  In addition to this, when you spend a ki point as part of an action or bonus action to do one of the following:
·         Disarming Shot:  You may use your firearm to disarm an opponent of a held weapon.  Instead of doing damage your target must make a Strength save against a difficult of 8 + your proficiency bonus + your Dexterity modifier.  If the target succeeds they hold onto their weapon.  If they fail, the weapon is knocked from their grasp, landing on the ground 5ft away from them.
·         Got Your Gun:  You can choose to disarm an opponent if they are wielding a firearm.  The target must make a Strength save against a difficult of 8 + your proficiency bonus + your Dexterity modifier.  If they succeed they retain hold of their weapon.  If they fail their save you remove their weapon and if you are unarmed, you may wield it.  If you still have a bonus action you may use it to make an attack roll against the target you just disarmed.
·         Dead Eye:  When you make an attack roll with a ranged weapon your attack ignores half cover and three quarter’s cover.  You also negate shield bonuses as well.

Dodge Fire
At 6th level the character possesses an improved capacity to evade ranged attacks made against them.
·         By expending their bonus action, the character may apply a +2 bonus to their AC (akin to a bonus from using a Shield) against just ranged attacks.
·         On the characters turn they may choose to use their bonus action to completely dodge all ranged attacks made against them, and expend 3 ki points for the feat.
·         Haste:  The character may cast the Haste spell as a bonus action for 3 ki points (no components are needed).  Once cast, the spell cannot be cast again until the character has taken a long rest.

Firestorm
At 11th level the character may use their action to fire one shot or a burst of shots (if the weapon is automatic) at every target within range, to a maximum of 1 target for every 2 class levels of the character.  Each affected target may only be shot at with a single short or burst.  The exact number of shots that can be fired is limited to the weapon’s ammunition.  An attack roll is needed for each target.  No bonus actions can be taken when using this feature. 

Absorb Energy
At 17th level you gain the ability to absorb energy.  As a reaction, when hit with an attack that does not do Slashing, Piercing, or Bludgeoning damage, you may attempt to absorb it.  The character must make a WIS save against either the spell DC, or against damage of the weapon (in the case of energy based weapons).  If you are successful, damage is negated from a single attack made against you.  The energy absorbed heals 1d6 damage per die of damage in the attack.  Each use of this costs 6 ki points.









Hope you all found this useful!

Also I do apologize for the length of time it takes me to get posts out.  Since I still have college classes that involve math, it takes a while to find time to get some stuff done.  I also have 1 more math class next semester as well.  Plus there's the need to just find time amidst my other chores and daily activities.


Monday, February 6, 2017

D&D 5th Edition / Pathfinder, Alternative Rules


This rule replaces the need for items having HP and ability to resist damage.

Hi folks, I'm back again!  Sorry that I don't get posts up very often.  College tends to make finding time for my side projects difficult.

Anyway I'm here with some alternative rules for D&D 5th edition, and possibly Pathfinder if you desire to adapt them.  You see I had a conversation this evening with my nieces boyfriend who runs a tabletop game.  He talked to me about some rules he uses in his games.  Namely that he has all material components and foci be expendable.  So if the character needs to case a spell with a wand then they need to get an object to use as the wand, and then after the spell is cast they now need to get another wand.  It's a little much if you ask me, and basically makes it feel like he's penalizing the the person playing a spell caster.  In his defence he applied a similar tactic to normal weapons and items in that they wear out and eventually need to be replaced as well.

Now I gave this young man some advice, (and considering I'm 37, and he's not even 18, I get to call him that), since I'm an old hand at tabletop gaming and it seems like he is over complicating things for not just himself, but his players as well.  One of the most important rules is to have fun.  And frankly his game didn't sound fun to me, just unnecessarily complex when it didn't need to be.

He gets points for homebrewing some rules.  But as many experience players know, when you start adding more rules to a game it tends to get bogged down.  Another issue I had was his addition of hit locations for attacks.  Not something that is really needed as it again bogs things down.

Advise for him was simple, try to not bog the game down and keep it moving.  To explain this I showed him Hero System.  As you all know I enjoy the flexibility that Hero System grants me for making my characters.  But one of the things I dislike is the lengthy combat.  If you choose to use the hit location rule it does indeed slow things down even more in Hero System.

Your all probably wondering when I'll get to this "alternative rules' part I mentioned.  The idea here was to implement a "Save vs. Death" sort of thing for items.  To keep it even simpler what you did was only require a roll if a critical failure was rolled on the dice.  Get a certain number of these for the weapon/item and it breaks.  It keeps it simple and not at all taxing for players and the GM to remember.

Unfortunately my talk with him wasn't as long as I liked so that I could expand on what these rules could be.

Alternative Rule: Item Durability

    Image result for Broken sword blade
When a critical failure is rolled on an attack roll, the object must make a saving throw with a d20.  Difficulty is a 10.
Objects that are well cared for may have half the player's level added to the roll as a bonus.
The number of saves needed before any items breaks can vary.
  • Weapons:  The number of saves needed is at a minimum of 3 for any weapon doing 1d4 damage.  Weapons that do 1d6 damage get 4 saves.  Weapons that do 1d8 damage get 5 saves.  Weapons that do 1d10 damage get 6 saves, and weapons that do 1d12 or 2d6 damage (or more) get 7 saves.  For exceptionally solid weapons (like hammers, or maces for example) the GM may wish to grant these weapons an additional saving throw as these items are less likely to break under strain of use.
  • Armor:  The number of saves needed is at a minimum of 3 for armor with a base AC of 11 or 12 (or +1 to +3 base bonus in Pathfinder) for light armor.  Armor with a base AC of 12 to 15 (or +4 to +6 or so in Pathfinder) for medium armor, sees the number of saves increased to 4 or 5.  Armor with a base AC of 14 or higher (+6 or higher in Pathfinder) that is heavy armor, sees the number of saves increased between 5 and 7.
  • Magical Foci/Non-expendable Material Components:  Typically these are things that should not be broke when used for a spell...but if you need them to then let's do this.  When a spell's attack roll is a critical fail, it can reverberates on the foci item.  The object has only 3 saves to make, but foci items that are especially well made could be granted additional saves (between 1-2).  
  • Gear & other items:  It stands to reason that some items don't really get to make this save, such as glass vials that are meant to be broken.  In the place of maybe having a weapon or armor make a save, perhaps an item or piece of gear instead suffers, dependent upon the situation.  Here you will typically apply the same DC 10 roll, and grant 3 saves, may be less depending on the item (but always a minimum of 1).
  • Expendables:  These are items like arrows, or the aforementioned glass vials.  These objects are often lost or broken after use.  They can be accidentally broken on occasion too in melee combat.  And in the case of arrows they can occasionally be retrieved.  With an item that has the potential for being retrieved, the GM should look at how many items were expended of the type.  Now the GM should halve the amount and roll 1d4, this is the amount that can be retrieved.  For items that could accidentally be broken a single save is what should be called for.
  • Magic Items:  To start, magic items are not supposed to break.  But they typically still can under the right conditions.  In this case, magic items gain a few extra features.  Each enchantment, as well as any bonus to hit/damage that they possess grants a +1 to the weapon's saving throws.  Thus if you have a +2 flaming Longsword then it would potentially have a +3 to its saves.  Now if the weapon fails a save, it will automatically recover that save after a short or long rest.  (Something similar should be appropriate for Pathfinder.)  If the item breaks, it is not outside of the realm of restoring itself.  When all saves are expended any use after that will be its last, and the item will shatter completely as if it were glass.  Thus it's a good idea to put the weapon down/away once it reaches this state so that it can recover.
    • Mithril, Adamantine, etc.:  Special metals can increase the resilience of a weapon considerably.  These materials should grant either a +2 or a +4 respectively to their saves.  Additionally the number of saves needed to break them is increased.  Mithril gets an additional 2 saves.  Adamantine however is known for being incredibly durable, and see's its existing saves doubled!  Other special materials that may exist in a setting should follow a similar diagram.

When a save is failed it is a permanent part of the item until the item can be repaired.  When all of its saves are expended the weapon does half its damage, if the player still wishes to use the weapon.  However at this stage the weapon cannot be repaired.  If a save is made the weapon's durability does not decrease (of course).

Normal, typically off screen, item maintenance can restore at least 1 save.  Thi is an activity like sharpening the blade of a sword, banging out dents in armor or oiling leather armor periodically, sewing up holes and so forth.
As for structures...well a save isn't really necessary, unless the GM feels it's warranted.  Structures, or aspects of a structure typically have their own HP and a resistance/reduction to damage in general and to specific parts.  A save using these rules may be called for if damage is ever over a certain threshold.  This could be half the HP of the target, or doing double (or more) in damage that exceeds the any score present that reduces damage.

Well that's it for now folks.  I hope some of you will find this helpful in your games.