Natural 1's - A natural one is poo raggin' it. No matter the situation, it is a
critical failure. A natural 1 means mod -9. For example. Tony has a +6, he rolls a 1 = -3. This way a hero with +21 can still
hit AC 12 even on a natural 1. A melee 1 will provoke an attack of opportunity. Ranged 1 results have yet to be determined.
Spells that normally do not require rolls will now require a d20. A natural 1 will be a weakened version of the spell determined
by the DM.
Natural 20's - A natural 20 is treated as mod + 30. Tony has a +6 he rolls a 20.
He autohits up to AC 36, but only threatens a critical on ac 26 and under. Any side effects of hitting with a natural 20 have
yet to be determined. A natural 20 on the casting of a spell not normally requiring a roll (fireball) will result in an empowered
version. (Basically, a metamagic version of the spell).
Lucky Hit - If max weapon damage is rolled, make another attack roll. If the second
attack roll is a hit, you deal a dice of damage equal to the opponents main HD. Ex: Tony hits a barbarian with his dagger,
rolls a 4. He makes a lucky threat roll, hits again and deals an extra d12.
The Dice Must Land on the Character Sheet!
Boss Battles - AC must be rolled every time. Boss battles will feature background
music if available, and always a unique battle grid. Optionally, initiative may be done differently as well.
Spell Components - Only classes that memorize spells will use spell components.
Need to be discussed list
Penalty for natural 1 on ranged attacks
Bonus for natural 20's
Karma
Action Points
System of Needing Repairs
Life & Fatigue
Equipment and STR Req
Weapon Reach-Initiative
Parrying and Blocking
Magic items are always intelligent
Ultimately, my word as DM is final, whether it can be explained by book, or proven wrong
by book. We are taking a step out of reality and rules for a reason, and I will be rewarding creativity opposed to restricting
it.
Experience: XP will be rewarded often. Group experience for the completion of goals,
group experience for combat, individual experience for role playing, individual experience for creativity. Also we will be
using a voting system. At the end of a session, you will vote on who deserves some kind of bonus. Maybe xp, maybe
something else. You will choose someone other than yourself and say why they deserve this bonus, whether it was good roleplaying
or because they saved the party by casting Tasha's Hideous Laughter at the last moment, or just performed best in general.
Wounds and Injuries: I find the system of being close to death unreal. So. Until
proven to be a faulty system the rules are as follows. When below half life, you take a penalty equal to your level on all
rolls. When near death...something worse that I don't even know yet. This will show you why people retreat after they are
wounded, because they can't fight as good.
Death and Returning: We need a system people, lets elaborate ASAP. If you want a
geographical spot where the land of livign meets the land of dead. If you want spells as normal. If you want a certain time
of year and ritual to bring someone back (for those non-cleric groups). Or if you must fight your way out of the clutches
of death to return to your growing-cold carcass.
Ability Increase: At level 1, and all levels multiple of 4, you gain a +1 to an
ability score. From levels 2-11 you also gain 1 potential point. Levels 12-16 you gain 2. 17-20 you gain 3. Potential points
go towards your abilties at the same rate as points durign character creation.
HP: You gain your class's full dice upon first level, plus your con mod for every
level. HP is no longer rolled. It is as follows.
d4 = 3 on even levels 2 on odd levels
d6 = 4
d8 = 5
d10 = 6
d12 = 8 on even levels 7 on odd levels
Soul Link: This campaign will focus on the fact that you yourselves are heroes.
And that you're own gear will become legendary and heroic.