recent changes

INTRODUCTION

I have some differences of opinion with Wizards of the Coast (WotC) about how game mechanics should work. (But far fewer than in earlier editions of *D&D.) There are also official 3rd Edition rules that aren't really compatible with the Fivtoria game world. The purpose of this site is mostly to document what modifications I've made to deal with issues of compatibility and style.

Overview

Character Basics

Combat

Magic

Objectives and Constraints

There are two primary guidelines for this system conversion:

  1. start using better mechanics
  2. keep the world and the characters consistent
The fact that I've put consistency ahead of things like fairness means that some characters will be getting a boost where others will not. Fivtoria as a story and as role-playing depends more on consistency than assuring that players have the same degree of advantage for their characters.

Hopefully, while playing with a 3rd Edition rules base, we'll be able to keep things more fair and balanced just because the rules are better in that way. But there will be initial inequities resulting from some features having been too easy (or at least easier) to get in the old rules.

I've come to believe that only one roll should be made to determine the outcome of a compound action. For example, a Rogue (thief) trying to Move Silently and Hide while walking past a door should make only one stealth roll per unit time and/or distance. Requiring multiple rolls unreasonably decreases the chance that he will succeed, since even if both skills have a 50% chance of success in that situation, the combination would result in a 25% chance of avoiding detection.

Taken from the other perspective, when a party is travelling down a road and there's a chance that one of them will notice an ambush they are about to walk in to, their Spot rolls should all be taken as 10. Twice as many eyes does little (if anything) to increase the chance of spotting the ambush. The greatest weakness of the ambush should be that one Hide roll must be made per ambusher. The more people in the ambush, the more likely it is that one has hidden poorly (or failed to be quiet).

I've written some sample character conversions which will hopefully help. (May need to be updated.)

References

Throughout this site, there may be references to Relics & Rituals (R&R) by Sword & Sorcery Studios (i.e. White Wolf) or to the WotC Dungeon Masters Guide (DMG) or Monster Manual (MM).

The D&D core rules, as published in the Player's Handbook, Dungeon Master's Guide and Monster Manual (as well as other books), are the property of Wizards of the Coast.

Chapters of the Player's Handbook

Abilities (PHB chapter 1)

In addition to the ability score bonus every 4 levels, a character can work an ability score up by +1 with 2 weeks of exercise and 2 hours per day to maintain the bonus. After the first two (+2 on one ability, or +1 on each of two abilities), further boosting costs double the time and effort for the 3rd plus, then triple for the 4th, quadruple for the 5th (which comes to 22 hrs/day). Exercising +1 or +2 worth of ability scores is pretty normal for ambitious people. Beyond that is extremely rare.

New Characters

For new characters roll six sets of 4d6, summing the best 3 of each set. Arrange as desired. Starting characters generally get no aging adjustments (versus 1st Edition's +1 Strength and +1 Constitution for a mature adult), and I am adapting standards of acceptable ability scores (minimum +6 net bonus), so I think new characters will work out to be about on par with characters who have been converted. If you prefer to choose your ability scores, you may use the "standard point buy" ability score generation method from DMG p19/20, with 28 points. (Update Oct 2002: Make that 26 points, +2 times starting level.)

Converting the Ability Scores of Existing Characters

The damage bonus for Strength, when making two-handed attacks may receive more than the standard 50% increase. The minimum damage increase for using two hands is +2 for a size Medium creature, and +/-1 for each size category away from Medium.

Races (PHB chapter 2)

Classes (PHB chapter 3)

Skills (PHB chapter 4)

Feats (PHB chapter 5)

Equipment (PHB chapter 7)

Combat (PHB chapter 8)

Also see the weapons rules

Magic (PHB chapter 10)

Spells (PHB chapter 11)

Notes on, and changes to, Polymorph and Wild Shape

Notes on the Monster Manual