rule-set

Rule Set and Modifications

This campaign will be using the DnD 3.5 rules with a few modifications. The biggest of which will be the replacement of skills with the 4th ed rules and a modified dice roll. This simplifies 3rd ed skills (which I always felt were too much paperwork) and allows what I feel will be a better representation of natural skill, training, circumstances, and luck.

As per 4th ed, you will be either trained or not in a skill, and this gives a +5. You did after all take the time and effort to train how to do that. The ability modifier as normal represents your natural talent. I like the way 4th ed used 1/2 level rounded up as a representation of your characters bonus from time and experience. I’m modifying the dice roll so that luck doesn’t lay nearly as large of a role in determining success. I’m removing the d20 roll and replacing with a d10. If you roll a 1, you’re still boned, but taking a min/maxed character at level 1 on a skill they are trained in gives you the following numbers:

ability +4
level +1
trained +5
and the d10 roll.

min (non 1) = 12 and max = 20
d20 equivalent: min=12 max=30

My biggest quarrel with the 4th ed number system is that your time and effort for training only contributes 20% of a lucky roll check. (+5 vs. +25) This truly makes all skills “better lucky then good”. Luck can still contribute double your training in my system to a massively successful check, but it’s no where near as drastic. Sometimes you just get lucky.

All prestige classes will require training in appropriate skills, see GM for details and approval.

rule-set

A Cosmos United TallonAM