Byrdology |
a couple different original properties, a system of my own design, some off books stuff, DC comics superhero RPG, DnD 5e, Shadowrun 5, Dungeon World... some off books stuff, anything to keep me busy.
But if you are looking for something specific that is not listed in the OP, I'm sure I could help you out. Haven't kept up with PF past 2014 so I may be a bit rusty and out of touch with current material.
Byrdology |
As a bit of flavor to spice up to hit/ AC/ DCs, here is an advantage/disadvantage mechanic:
As the situation dictates, substitute any flat bonuses or penalties with a d6 roll that is added or subtracted to the character's roll. This can turn a miss into a hit, a hit into a crit (threaten) or vice versa. D6s could potentially be stacked (with caution) if there are multiple sources affecting an outcome
This is an optional rule to replace flanking, cover, and skill bonuses/penalties. Can be used in conjunction with the rolled AC mechanical change listed above.
Byrdology |
Shields provide their bonus to AC and ref saves.
Shields providing their enchantment bonus to AC and base bonus + material to DR fixes the ref save issue. Especially when combined with the armor AC tweak. Also provides a mechanical reason why someone would wear armor they are not proficient with.
As a bit of flavor to spice up to hit/ AC/ DCs, here is an advantage/disadvantage mechanic:
As the situation dictates, substitute any flat bonuses or penalties with a d6 roll that is added or subtracted to the character's roll. This can turn a miss into a hit, a hit into a crit (threaten) or vice versa. D6s could potentially be stacked (with caution) if there are multiple sources affecting an outcome
This is an optional rule to replace flanking, cover, and skill bonuses/penalties. Can be used in conjunction with the rolled AC mechanical change listed above.
This is intended to add spice, but with a little modification it can help to eliminate opposed rolls altogether (tedious GM book keeping). Find a moderate DC and modify based on size and special abilities... it's the same effect, but facilitates player agency.
Byrdology |
I'm going to add the option to make two attacks as a standard action @ -4/ -4 with the caveat that precision or special damage (smite/ power attack/ etc) can only be applied to 1 of the 2 attacks. I'll even go further to say that the player can determine which attack receives the special dmg after the roll.
The intent is to give players a chance to do more with their turn and allow for more reliable way to land their special dmg (d20 chance > than -4/ -4 penalty).
Special thanks to Hrothgar for bringing this to my awareness.
Byrdology |
On Concept Skills: the intent is to give more (varied) characters more options to act in more scenarios in more varied ways.
The mechanics: instead of selecting class skills each level, all classes are proficient with all class skills and may attempt checks that are thematically aligned with their chosen class. This is represented by a level (+ determined number between 1-3) check + relevant ability mod.
The potential issues:
1) multiclassing
2) skill requirements for feats or PrCs
3) feats and other mechanics that give bonuses to specific skill ranks
The potential solutions:
1) half level checks
2) level vs skill rank requirements
3) a boon/ bane mechanic
Lazlo.Arcadia |
Byrdology wrote:PCs no longer get the base +10 to AC, now they roll their AC check with a d20. A natural 1 is a crit threat. All enemies get a base +11 to attack with no roll.This appears to make no mechanical difference at all, as far as I can tell, save to "reverse" everything. I would find that very hard to get used to as a player. I am also old, so that might have something to do with it.=P
Byrdology wrote:Short haft- you can shorten the threat range of a reach weapon as a free action on your turn only.Actually the math behind this is different. AC based on a base 10 is predictable, where as using a D20 roll as your base makes it much harder to calculate for both the player and the DM. This is not necessarily a good thing as random elements tend to favor the NPC bad guys. They have the advantage of infinite numbers on their side, where as you are one bad roll away from getting killed.