A House Rules Skeleton
Main Mechanic: Roll high on a d20 versus a Target Number.
Other Mechanics:
DCC Luck
5e Advantage/Disadvantage
Shields will Shatter
Click
Roll 3d6 down the line on these Stats: Strength, Dexterity, Constitution, Personality, and Luck.
Modifiers:
3: -3
4-5: -2
6-8: -1
9-12: +0
13-15: +1
16-17: +2
18: +3
All Classes have a Save and Boosted Saves, meaning you add 1d6 to the d20. You want to roll above the Save.
Weapons your class cannot use deal a max of 1d4 damage unless they normally deal less.
Choose a Class:
Fighter: 1d10 HD
Can use any Weapon or Armor
Attack Bonus: Equal to your Level.
Save: 17 (-1 Each level), Boost: Poison and Breath Weapon
Combat Die: You have 1d4 to use in any of the following ways each round of combat:
- Add to a single Attack Roll
- Add to a single Attack's Damage
- Add to your AC for a round
- Add to your Saves for a round
- Make another attack that deals 1d4 damage
Wizard: 1d4 HD
Can use Staves and Small Weapons but no Armor
Attack Bonus: Gains a +1 at 5th level.
Save: 19 (-1 Every other level). Boost: Magic
Cantrips: Roll twice on Mundane Magicks or Cantrips
Spells: 2 Level 1 Spells from a spell book of your choice. Labyrinth Lord is a good frame of reference.
Cleric: 1d8 HD
Can use Blunt Weapons and Armor up to Chain Mail
Attack Bonus: Gain +1 Every Other Level.
Save: 18 (-1 Every other Level). Boost: Magic and Breath Weapon
Cantrips: Roll twice on Divine Mundanities
Spells: None at First Level. 1 Level 1 at 2nd Level.
Turn Unholy: All Unholy creatures within 30ft must make a Save, adding 1d6 for each HD difference between them and the Caster or be Turned.
Thief: 1d6 HD
Can use all Medium and Small Weapons and Armor up to Studded Leather
Attack Bonus: Gain +1 Every Other Level
Save: 16 (-1 Every other Level). Boost: Poison, Magic, and Traps
Rapid Reactions: Can take two Reactions after a Click
Backstab: You add 4 your Attack Bonus and Damage when attacking from Stealth.
Luck Die: 1d4 per each point spent.
Backstab: You add 4 your Attack Bonus and Damage when attacking from Stealth.
Luck Die: 1d4 per each point spent.
Skills: Pick 2 to add +1 to each Level.
- Climb
- Disable Trap
- Stealth
- Pick Lock
- Pick Pocket
- Disguise Self
- Forge Document
- Handle Poison
Elf: 1d6 HD
Attack Bonus: +1 at First Level. Gain +1 every other level.
Save: 16 (-1 Every other Level). Boost: Magic and Breath Weapon
Combat Die: as Fighter but 1d3
Spells: 1 Level 1 Spell at 1st level
Dwarf: 1d8 HD
Attack Bonus: Equal to your Level
Combat Die: as Fighter
Save: 16 (-1 Each Level). Boost: Poison and Magic
Nose for Gold: Can sniff out Wealth
Rage of the Iron People: Once per Day, your Combat Die can become 1d6 for an Adventuring Turn and you gain 1d4 Damage Resistance. After you use this, you gain 1d4 Fatigue.
Stubby Legs: 20ft Movement
Halfling:1d6 HD
Attack Bonus +1 Every third Level.
Save: 16 (-1 Each Level) Boost: All
Stealth and Bushcraft: Bonus equal to your level.
Lucky Charm: gain +2 for each Luck spent on yourself or you can spend your Luck 1 for 1 to help an ally you can see. You also regain Luck equal to your level each night up to your originally rolled maximum.
Handy: You can make two attacks with Small weapons each round at a -2 tot he second attack.
Stubby Legs: 20ft Movement
Looks good. I'd probably be tempted to add a chance for thieves to read scrolls at a high target number, with a failure meaning some colorful mishap.
ReplyDeleteThat would be nice touch. I do like the idea of Thieves being able to use scrolls.
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