Random House Rule Ideas


3.5/d20/OGL


I wanted to share some of my slightly random ideas about rules and ask that people in the community to chime in on the feasibility and fun factor of them. Also feel free to post your own rule idea as maybe we can all polish it into a working order.

Idea 1:

Spoiler:

In 3.X Edition Physical Attacks are resolved by the attacker (roll to hit vs relatively static defence)
And Magical and or attacks are resolved by the defender (roll to save vs relatively static difficulty)

In 4E all Attacks are resolved by the attacker (roll to hit vs relatively static defence)

I was wondering has anyone considered adding a simply house rule to reverse this option and make it all about the defender?

I thought it might be fun (and simple) to make all Attacks be resolved by the defender (roll to defend vs relatively static difficulty)

All you would have to do is simply
1) remove the +10 modifier to AC and add a D20 roll
2) removed the D20 roll from attacks and add a +10 modifier

Would this be fun and change the flavour? And if so, would it change flavour for the better or worse?

Idea 2:

Spoiler:

I was thinking about how people think combat takes to long or how as a GM you know the PCs have beaten the combat and all that is left is clean up and it gets boring and time consuming. What about speeding up combat by having a damage charge that is built into combat?

Maybe something like a reserve pool of damage +1d6/ round beyond the 2nd?

Obviously it would have to have limiting factors:
• a maximum charge (probably max 1d6 / character level)
• would be reset to 0 round counter when used
• would require continuous and consecutive combat rounds or charge is lost or doesn’t build
• the damage pool use would have to be declared before the attack roll but is not used up if the attack doesn’t hit.
• I would probably also have the damage pool fade at the rate of -1d6 per round after combat is finished

This would mean combat rounds 1-2 no difference, round 3: 1d6 in their damage pool, round 4: 2d6 in their damage pool, etc.

At any time of the characters choosing the can expend their damage pool across any number of attack (magical or physical). Though if they use the damage pool it resets to 1st round counter for the charging of the pool. They can choose not to expel all the damage but they don’t start building the damage pool again until 3 rounds after the last use.

Example: A character has been in combat 6 rounds and has a 4d6 damage pool. They choose to boost their fireball by 2d6. This means they won’t add more dice to the pool until 3 rounds after this current one.
The next round the character is attacked by a goblin with a shortsword. Since they still have 2d6 left in their damage pool they choose to boost their dagger attack against they goblin.
3 rounds later (if they are still in combat) then add another 1d6 to their damage pool.

If this starts to be too little damage, maybe a modification to +1d6 damage pool / 5 character levels per round after the 3rd?

Anyways just some fun ideas I wanted to throw around.


Any thoughts?

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