Custom DnD systems.
I am currently making a DnD v3.5 campaign, and am not satisfied with the current craft system, and not completely satisfied with the battle system. These are the changes I've made. I'm posting these here for your judgment, balancing changes, and (hopefully) your eventual approval.
The Craft Mod System
Basic rules:
Terms:
Craft Modifiers: Skills specific to your craft that can only be used when one makes an item with the craft in question. These skills will improve the items being created when used.
Craft Points: Points awarded to you when you level up, will only be awarded if player uses their craft. One bonus point will be added that level if they actually use the items they craft in that time.
Craft Tier: This is your base craft score, and using the old system, would be called your rank in the craft skill.
Craft points and modifiers:
Craft points will be awarded after a level up if the player has used their craft in that time. Extra points will be given for using a crafted item. These points can be used to rank up craft modifiers, skills that increase the stats of an item being made. These modifiers may be durability, carrying capacity (bags, boxes, baskets), sharpness, or magical augments, and certain modifiers may give minus’s to other stats. Example: an increase in durability to a rapier will decrease attack speed (for use with my “Timed Attack Battle System”*) Certain craft modifiers require the player to have a high craft tier in order to place any ranks on them. Each point will add a rank to one of your craft modifiers, and four points can be used to increase your craft tier.
Craft Tiers:
The craft tier has the same effect as your rank in the craft skill in the regular DnD system. In effect this will give you a bonus equaling your craft tier minus two (to a minimum of zero) to your roll when making an item, allowing you to reach higher DC’s (weaker, basic, and simpler items will have a lowered DC in this new system.) This score is upgraded using four or more craft points, which may be saved up between levels.
The craft tier allows a person to upgrade and use craft modifiers of a rank equivalent of the players craft tier. One with a craft Tier of 5 may not have a craft modifier higher than rank 5. Those who have a positive craft tier, but do not have craft as a class skill may only upgrade their craft modifiers to a rank equaling their craft tier minus one.
Craft modifiers may only be used in conjunction with each other if the sum of their ranks is equal or lower than the player's craft tier. Those with craft as a non-class skill may only use multiple craft modifiers in conjunction with each other if the sum of their ranks is lower than the craft tier.
Items made by a player with a craft tier of over 10 are considered masterwork, and automatically have a passive craft modifier that gives bonuses without any ranks. (This craft modifier may not be ranked up.) The effects of this craft mod will be decided by the DM.
Misc. rules and bonuses:
-Training under a master craftsman for X (to be decided) time will give a bonus of +1 to a DC roll to make an item.
-A player may roll a d20 to make an item with a craft modifier that is one rank above its current score. The DC for this action will be 18 or greater. Bonuses given by your craft tier will not affect this roll, however, bonuses acquired from training under a master craftsman do. Only one craft modifier may be used during this process, and a failed DC roll will destroy the item.
* Timed Attack Battle System
Basic Rules:
The Timed Attack Battle System implements an action speed stat, taking place of one’s initiative. This stat will determine the time an action takes from their round, assuming a round is six seconds. Landscape, character condition, and certain misc. factors (decided by the DM) will increase or decrease the time an action takes. Actions can be made which would not normally apply in battle, for example: lunging, which would give the character a reach attack as well as a small movement.
This system allows for more realistic and hopefully more fun combat, as well as making all actions take place simultaneously in combat. This is designed make more strategic battles. Once actions are declared and their times are calculated (on whim and by judgment of the DM) the resulting occurrences are figured based on enemy movement and on the whim action changes by the player. Reflex checks may be made at this time.**
** All DnD combat rules not directly changed by implementation of this system still apply.
The Craft Mod System
Basic rules:
Terms:
Craft Modifiers: Skills specific to your craft that can only be used when one makes an item with the craft in question. These skills will improve the items being created when used.
Craft Points: Points awarded to you when you level up, will only be awarded if player uses their craft. One bonus point will be added that level if they actually use the items they craft in that time.
Craft Tier: This is your base craft score, and using the old system, would be called your rank in the craft skill.
Craft points and modifiers:
Craft points will be awarded after a level up if the player has used their craft in that time. Extra points will be given for using a crafted item. These points can be used to rank up craft modifiers, skills that increase the stats of an item being made. These modifiers may be durability, carrying capacity (bags, boxes, baskets), sharpness, or magical augments, and certain modifiers may give minus’s to other stats. Example: an increase in durability to a rapier will decrease attack speed (for use with my “Timed Attack Battle System”*) Certain craft modifiers require the player to have a high craft tier in order to place any ranks on them. Each point will add a rank to one of your craft modifiers, and four points can be used to increase your craft tier.
Craft Tiers:
The craft tier has the same effect as your rank in the craft skill in the regular DnD system. In effect this will give you a bonus equaling your craft tier minus two (to a minimum of zero) to your roll when making an item, allowing you to reach higher DC’s (weaker, basic, and simpler items will have a lowered DC in this new system.) This score is upgraded using four or more craft points, which may be saved up between levels.
The craft tier allows a person to upgrade and use craft modifiers of a rank equivalent of the players craft tier. One with a craft Tier of 5 may not have a craft modifier higher than rank 5. Those who have a positive craft tier, but do not have craft as a class skill may only upgrade their craft modifiers to a rank equaling their craft tier minus one.
Craft modifiers may only be used in conjunction with each other if the sum of their ranks is equal or lower than the player's craft tier. Those with craft as a non-class skill may only use multiple craft modifiers in conjunction with each other if the sum of their ranks is lower than the craft tier.
Items made by a player with a craft tier of over 10 are considered masterwork, and automatically have a passive craft modifier that gives bonuses without any ranks. (This craft modifier may not be ranked up.) The effects of this craft mod will be decided by the DM.
Misc. rules and bonuses:
-Training under a master craftsman for X (to be decided) time will give a bonus of +1 to a DC roll to make an item.
-A player may roll a d20 to make an item with a craft modifier that is one rank above its current score. The DC for this action will be 18 or greater. Bonuses given by your craft tier will not affect this roll, however, bonuses acquired from training under a master craftsman do. Only one craft modifier may be used during this process, and a failed DC roll will destroy the item.
* Timed Attack Battle System
Basic Rules:
The Timed Attack Battle System implements an action speed stat, taking place of one’s initiative. This stat will determine the time an action takes from their round, assuming a round is six seconds. Landscape, character condition, and certain misc. factors (decided by the DM) will increase or decrease the time an action takes. Actions can be made which would not normally apply in battle, for example: lunging, which would give the character a reach attack as well as a small movement.
This system allows for more realistic and hopefully more fun combat, as well as making all actions take place simultaneously in combat. This is designed make more strategic battles. Once actions are declared and their times are calculated (on whim and by judgment of the DM) the resulting occurrences are figured based on enemy movement and on the whim action changes by the player. Reflex checks may be made at this time.**
** All DnD combat rules not directly changed by implementation of this system still apply.
Comments
I might just be thinking aloud but don't you think that would be a little high of a DC check that would only be modified by the results of your 'Mastercraft' +1 bonus?
Edit: I pretty much sorted out all the balance problems the other day, so your posts are a bit too late, though still welcome.