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
- Some classes have changed to be more like their pre-3rd versions.
Rogue "sneak attack" is weaker than by standard rules.
- A character can improve by study without going up a level, and can
get some experience points without risk (by practice).
- Short people move faster than standard (speed 25').
- There are many feats available beyond those in the PHB, and I'm open
to suggestions for any feat that fits your character but isn't listed.
- Multi-classing is restricted by the difficulty of picking up a new
class, not by experience penalties.
- The timing and order of spending feat "slots" or skill points does
not matter. They need not be used immediately upon gaining a level
and have (almost) the same effect no matter when you use them.
- The racial traits of non-humans are substantially different than the
3rd Ed norm.
Combat
- By default, characters get weapon proficiencies somewhat like they
did in earlier editions of D&D. You have the option of taking fewer
weapons and having more skill points for other purposes, or
vice-versa.
- While the standard 3rd Edition Weapon Focus and Weapon
Specialization feats are available for improved use of a favored
weapon, Fivtoria-style weapon specialization is also ported to 3rd Ed
as the Weapon Group Focus feat.
- Brute-force means of attack (Power Attack, high Strength, charging)
work better with big weapons or against heavy targets, and less well
with small weapons or against light-weight targets.
- Body hits and windup shots are ported to 3rd Ed, and the 3rd Ed coup
de grace rule is completely replaced (all of which are special effects
for special circumstances).
- Changed Cleave and Great Cleave.
- Two-weapon fighting is a little different than standard, in line
with the Fivtorian norm, but still close to standard.
- A creature may hold off on an attack to give it the potential for
an additional attack of opportunity.
- Reach weapons are more useful (the wielder can change grip).
- Sundering (breaking weapons) is harder, and disarming is a little
less effective in some circumstances.
- Shields give an AC bonus in line with the Fivtorian norm.
- Close combat and fend-offs are ported to 3rd Ed.
- When knocked to a slightly negative HP total (up to its level or
hit dice), a creature is generally disabled and dying, but (in
conflict with standard rules) still conscious and able to act.
Creatures that go down stay down much longer, even with magical
healing.
- The "Massive Damage" threshold is generally lower than the 50 hit
points of the standard rules, but instead of killing the recipient the
damage may knock him down and perhaps stun him for 1 round.
- Giants are weakened to fit better with Fivtoria. Think of every
new troll as 2 of the old trolls, combined.
- I've completely replaced the ballista to be vaguely compatible
with the 1st Edition version.
Magic
- Magical things the characters could do before are pretty much the
same now, though some spells are updated for 3rd Ed mechanics.
- Curing magic does more than in earlier rules, but cures fewer hit
points than standard in 3rd Ed.
- Spells cannot be cast defensively, but low-level or otherwise fast
spells might be cast successfully in melee.
- Item creation is difficult, as in pre-3rd Ed D&D, and items are
rarer than the 3rd Ed system designers expected.
- Divine casters get limited use of all metamagic feats. Witches
get full use of all metamagic feats. A Wizard with Spell Mastery gets
full use of metamagic feats for one spell.
- Fivorian MR ("magic" or "mana" resistance) is ported to 3rd Ed, in
addition to the standard SR. (Creatures have SR. Spells are more
likely to give MR.)
- Specialist casters get spells of their specialty at -1 spell level
(as with pre-3rd Fivtoria). There are no clerical domains, but
Clerics may specialize.
- The optional spell point system is available as in pre-3rd Fivtoria.
- Area-damage spells have the damage vary within the spell's area, as
in pre-3rd Fivtoria.
- Dispelling works somewhat differently.
Objectives and Constraints
There are two primary guidelines for this system conversion:
- start using better mechanics
- 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