So, Suffice it to say, I’ve not posted here in well over a month. Most of the articles I would be writing for Double Crit have instead gone to other sites (and I even got paid for them, too). Still, I don’t want to abandon my little corner of the web just yet. Since this is a place to collect and gather my thoughts, I’m going to do just that. Perhaps we’ll take things in a different direction.
So for those of you who don’t know (probably all of you) I run a D&D game every Sunday at noon. It’s a homebrew setting with a boatload of house rules, though it originally started out using the D&D 3.5 system. I’d be interested in finding out what you fine folks think of them:
- Armor grants half its bonus as AC and the other half as DR (Unearthed Arcana). This stacks with existing forms of damage reduction.
- Players have both Wound Points and Vitality Points. Wound Points equal half their constitution score, rounded down, plus a point for each ability score increase and a percentage of their hit dice based on how many HD they have. For example, a 4th level Barbarian, with a D12, would get 4 extra wounds, but a 4th level fighter would only get 3.
- When a player is crit, the attacker deals flat weapon damage to their wounds. This is subject to DR. Rogue Sneak Attacks do weapon damage +(the number of sneak attack dice they’d otherwise receive). Sneak attacks ignore the damage reduction provided by armor.
- After a player’s wounds reach zero, every hit they suffer is a ruinous critical – each time they’re struck, a crit table is rolled on to determine the effects, which could be anywhere from dismemberment to unconsciousness to instant death. There is a crit table for each weapon type, as well as for several different types of magic.
- If a player’s negative wounds ever add up to more than half their maximum hit points, they die outright.
- The sorcerer and Wizard class have been combined. To balance the power boost from this; spellcasters are required to roll spellcraft checks whenever they cast – a nat 20 sees them roll on a spell critical table, and a nat 1 sees them roll on a spell failure table – there are some pretty amusing effects. Thus far, the party sorcerer (who we’ve already determined can’t roll dice to save his life) has dropped a whale on the battlefield, summoned a rainstorm while trying to charm someone, and turned himself into a newt.
- There is no alignment. Classes such as the Paladin, which depend on alignment, instead have creeds or vows they must follow. Paladins specifically Divine Wrath (which affects anyone who doesn’t follow their faith) and Know Intent (which determines whether or not the intentions and motives of a particular creature are malicious in nature) instead of Smite Evil and Detect Evil.