House Rules

Retooling 3.5 for Kim D&D

Base Progressions

All base bonuses now come in four different progressions. The bonuses are:

Abbr Means Used for
BAB Base Attack Bonus Physical Attacking
BMB Base Magic Bonus Magical Attacking
BSB Base Save Bonus Avoiding Badness

and the progressions are

ECL  (Best)  (Good)  (Poor)  (Worst)
1 +1 +1 +0 +0
2 +2 +2 +1 +1
3 +3 +2 +1 +1
4 +4 +3 +2 +1
5 +5 +4 +2 +2
6 +6 +5 +3 +2
7 +7 +5 +3 +2
8 +8 +6 +4 +3
9 +9 +7 +4 +3
10 +10 +8 +5 +3
11 +11 +8 +5 +4
12 +12 +9 +6 +4
13 +13 +10 +6 +4
14 +14 +11 +7 +5
15 +15 +11 +7 +5
16 +16 +12 +8 +5
17 +17 +13 +8 +6
18 +18 +14 +9 +6
19 +19 +14 +9 +6
20 +20 +15 +10 +7
21 +21 +16 +10 +7
22 +22 +17 +11 +7
23 +23 +17 +11 +8
24 +24 +18 +12 +8
25 +25 +19 +12 +8
26 +26 +20 +13 +9
27 +27 +20 +13 +9
28 +28 +21 +14 +9
29 +29 +22 +14 +10
30 +30 +23 +15 +10
31 +31 +23 +15 +10
32 +32 +24 +16 +11
33 +33 +25 +16 +11
34 +34 +26 +17 +11
35 +35 +26 +17 +12
36 +36 +27 +18 +12
(subtract 5)
+1
+2
+3
+4
+5
+6/+1
+7/+2
+8/+3
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
+16/+11/+6/+1
+17/+12/+7/+2
+18/+13/+8/+3
+19/+14/+9/+4
+20/+15/+10/+5
+21/+16/+11/+6/+1
+22/+17/+12/+7/+2
+23/+18/+13/+8/+3
+24/+19/+14/+9/+4
+25/+20/+15/+10/+5
+26/+21/+16/+11/+6/+1
+27/+22/+17/+12/+7/+2
+28/+23/+18/+13/+8/+3
+29/+24/+19/+14/+9/+4
+30/+25/+20/+15/+10/+5
+31/+26/+21/+16/+11/+6/+1
+32/+27/+22/+17/+12/+7/+2
+33/+28/+23/+18/+13/+8/+3
+34/+29/+24/+19/+14/+9/+4
+35/+30/+25/+20/+15/+10/+5
+36/+31/+26/+21/+16/+11/+6/+1

Multiple attacks use the "subtract 5" rule for subsequent attacks. Bold is your primary attack; italic attacks (past 4) are only used statistically for mass combat.

Behind the Curtain: I'm a great fan of symmetry... especially mathematical symmetry that you can use to measurably predict the consequences of rule changes. With the introduction of the awesome d20 system, it now becomes possible to measure all effects on the same modifier scale (+1 = 5%) and to construct a system from scratch with whatever qualities you desire.

The basic quality I am aiming for in Kim D&D is the "Rule of 50:50". If you are fighting someone equivalent to you, you should have a 50:50 chance of hitting them, affecting them with a spell, etc. A one level difference incurs ~ 5% change, so a 10 level delta pushes the average numbers to the extreme.

In addition, all progressions in Kim D&D will use the "Rule of 4". Progressions now come in at least 4 flavors (Best, Good, Poor, Worst) and the difference between the Best and Worst will be four steps in some way. Skills already follow this paradigm (2,4,6,8 pts per level), and the BAB almost follows it (The Good and Poor progressions are separated by a factor of 2). Note that the old "Good" has been renamed "Best" and the old "Average" is now "Good".

Morever, we're going to put as much as we can on the d20 scale by cleaning up the last few oddities (i.e. random percentage rolls and other strange special case rules).

Ability Balance

Ability Used for/in
Str Melee Attack, Encumbrance
Int Skill Points, [Spell Bonus]
Wis Block Points, [Spell Bonus]
Dex AC Dodge, Range Attack
Con +hp, Stabilize
Chr Luck Points, Initiative, [Spell Bonus]

We introduce three new mechanics to directly affect d20 rolls for Wisdom and Charisma.

  1. Initiative. Charisma is now the base statistic for determining initiative bonus. The rationale is that initiative is less dependent on speed as it is on keeping your cool during combat.
  2. Luck Points. All characters gain Luck Points each level equal to their BAB + Chr modifier, with a minimum of zero. A Luck Point can be spent to add 1d6 to any d20 roll; no more than your Chr modifier of points can be spent on any single roll (with a minimum of one). Luck Points are most often used to influence crucial saves or attacks, though they may also be spent to influence skill checks.
  3. Block Points. All characters gain Block Points each level equal to their BMB + Wis modifier, with a minimum of zero. A Block Point can be spent to add 1d6 to any opposing check value against a d20 roll; no more than your Wis modifier of points can be spend on any single check (with a minimum of one). Block Points are most often used to bolster Armor Class or spellcaster DCs, though they may also be used to improve skill based DCs.

Taken together, Luck Points and Block Points are called Action Points. In addition to the above, Action Points can also be used to influence:

Note that unlike the Action Points from Eberron, all these points can be spent after the roll is seen, but before action is resolved (like damage assignment). This is to encourage "spending wars" of points, tactical use on near misses, casual spending by high level characters, and more outrageous heroic deeds. [If you roll damage dice with your d20 roll, you reroll the damage if you use Action Points.]

We assume that Intelligence directly translating into skill points (which affect d20 skill rolls in a persistent fashion) is a sufficient balancing for that mental stat.

Add in chart of permanent/persistent effects of each score

Saving Throws

Every class has one progression from each of the first three Base Save Bonus Progressions. The Worst progression is reserved for NPC classes, monster, etc. For those classes for which high saves are intrinsic to the class, give them Fortunate (the +1 Save feat) instead. This prevents the +2 discontinuity that occured when gaining classes before, as well as the stacking of high save classes.

From now on, all Saves will draw their modifier from the greater of _two_ ability scores:

Fortitude Con or Str
Reflex Dex or Chr
Will Wis or Int

i.e. if your Dex modifier was +1 and your Chr modifier was +3, then you receive a +3 to Reflex Saves.

This makes all the ability scores equally relevant to saving throws. On the face of it, the increased BSB and this dual stat linkage might seem like a much more favorable save situation than in 3.5. In reality, saves have a stricter dependence on relative levels.

DC = 10 + BMB + Ability Mod + Level of Spell
Save = d20 + BSB + Ability Mod + Magic Plusses

In 3.5, spells are more uniform across levels: a low level character could cast a spell on a high level character and have a reasonable chance of success. Now, level difference has a much larger impact, as does the actual BSB progression. The magic of high level wizards and clerics is pretty much unresistable by anyone 10 levels below them, and they can shrug off the spells of those lower casters as well, which is what I want cinematically.

Races

Race +2 -2 Favored Size DV LLV Start Lang(s) Bonus Lang
Dwarf CON CHR Fighter Medium Y - Dwarven, Common Giantish, Gnome, Goblish, Orcish, Terran, Undercommon
Elf INT CON Wizard Medium - Y Elven, Common Draconic, Gnome, Goblish, Orcish, Sylvan
Gnome WIS DEX Cleric Small Y Y Gnome, Common Draconic, Dwarven, Elven, Giantish, Goblish, Orcish
Halfling DEX STR Rogue Small - - Halfling, Common Dwarven, Elven, Gnome, Goblish, Orcish
Half-Elf CHR WIS Any Caster Medium - Y Elven, Common Any non-secret
Half-Orc STR INT Any Fighter Medium Y - Orc, Common Abyssal, Draconic, Giantish, Goblish
Human - - Any Medium - - Common Any non-secret

Race Armor Attack Saves
Dwarf +4 Dodge Giants +1 AB vs Orc, Goblin, Hobgob, Bugbear +2 Poison, +2 Spells
Elf +2 Ench, No Sleep
Gnome +4 Dodge Giants +1 AB vs Kobold, Gob, Hobgob, Bugbear +2 Illusion
Halfling +1 AB with Sling or Thrown weapons Fortunate, +2 Fear
Half-Elf +2 Ench, No Sleep
Half-Orc +4 Dodge Mounted +1 AB when Mounted +2 Disease
Human

Race Skills Pts Other
Dwarf +1 Search (Auto), +2 Listen, +1 Decipher 4 Prf Dwarven, +4 Stable-foot
Elf +2 Search (Auto), +2 Listen, +2 Spot 4 Prf Long/Short Bow/Sword
Gnome +2 Listen 6 Prf Gnome, +1 Ill DC
Halfling +2 Listen, +2 Climb, +2 Jump, +2 MoveS 6 Fortunate Feat (+1 All Saves)
Half-Elf +1 Search, +1 Listen, +1 Spot 8 Extra Skill (+½/Lvl)
Half-Orc +2 Ride, +2 Handle Animal, +2 Intimidate 8 Prf Orc, Extra Skill (+½/Lvl)
Human 10 Extra Feat, Extra Skill (+1/Lvl)

Races have been tweaked for ease and increased balance. The most notable changes are:

Languages

Language Used By Type(s)
Abyssal Demons Outsider (CE)
Aquan water-based, swimmers, fishfolk Insider (Water)
Arboreal Eladrin, Titans Outsider (CG)
Auran air-based, flyers, birdfolk Insider (Air)
Celestial Angels, Devas Outsider (LG)
Common aboveground races Humanoid (Human)
Draconic Dragons Dragons
Dwarven Dwarves Humanoid (Dwarf)
Equine Centaurs, Unicorns, horsefolk Animals (Equus)
Elven Elves Humanoid (Elf)
Giantish Giants, Ogres, Trolls, big guys Giant
Gnome Gnomes Humanoid (Gnome)
Goblish Goblin, Hobgoblin, Bugbears Humanoid (Goblish)
Halfling Halflings Humanoid (Halfling)
Ignan fire-based, burners, shimmerfolk Insider (Fire)
Infernal Devils Outsider (LE)
Innercommon Denizens of inner planes Insider (Ethereal)
Orcish Orcs, Half-Orcs, Gnolls, Kobolds Humanoid (Orcish)
Outercommon Denizens of outer planes Outsider (Astral)
Serpish reptiles, lizardfolk, Troglodytes Humanoid (Serpish)
Sylvan Dryads, Brownies, Leprechauns, fairyfolk Fey
Terran earth-based, Xorn, burrowfolk Insider (Earth)
Undercommon underground races, Drow, Mind-Flayers Monstrous Humanoid
Weregrowl were-creatures Magic Beast

Animals, Plants, Vermin, and Oozes typically do not have languages.

Constructs, Deathless, Undead, and Elementals are usually created and understand the language of their creator.

Aberrations are just freaky, and may or may nor speak any known language.

Reference Documents

Here are some hot links to other reference documents in the KDD 3.5 family:

Document Description
Classes Summary Class Matrix; introduces Defining, Killer, and Name Abilities
Feats Defines power levels for feats, simplifies requirements
Skills Reconsolidates skills for utility, introduces Synergy Blocks, splash prevention
Magic Base Magic Bonus, Spells, and Spellcasting
Crafting Rebalancing the Magic Item Crafting rules
Items The item encumbrance system, equipment lists, and statistics
Design Power, Stacking Condition Scales, and Spell Design

Linear Simplified Play

Some DMs (like myself) find that grids detract from a fast paced session that smoothly integrates combat with a fantastic plotline. Players take a long time deciding exactly how to move (to avoid attacks of opportunity), and the board position slows down the choice of who to attack. In addition, sometimes just physically reaching the grid can be a challenge, resulting in time lost calling out to others.

Let's see if we can find ways to speed things up. First, we'll explore an idea called the Initiative Line which can be used with the grid. Then we'll take a hard look at converting the Initiative Line into our replacement "grid".

Initiative Line

The new initiative system is wonderful because it takes into account the personal effect of initiative. Unfortunately, at the same time it has made the setup of combat more cumbersome, as well as making per round effects harder to track. Let's introduce a prop called the Initiative Line to help with book-keeping and increase ease of play.

Initiative Line Setup

An initiative line has 24 Place settings, for initiative 0 or less, 1-4, 5 thru 25, and 26+. Each player has a unique card that can be easily identified at a distance, as well as having their initials on it. Other creatures also have a cards, suitably numbered. Each Place should be large enough to accomodate at least one card and several chips (see below). When initiative is rolled, everyone puts their card in the appropriate initiative Place. (Note that this speeds up the initial initiative hit, because of parallel processing.)

Whenever an effect is modifying a character, a colored chip is placed on their card to denote it. For one round effects, a single chip is used. For multi-round effects, a chip with a die is placed on it. Players then remove chips / count down dice at the beginning of their turn (or better yet, at the end of the previous person's turn, to speed things up).

Here is a general guideline to chip color choices:

Gridless Play

What if we wanted to play without the grid? This is a big step, since a lot of the game mechanics have been written with the grid in mind. Assuming we wanted gridless play, we are faced with the challenge of providing alternate rules for:

Here is a new style of play called LS. This can stand for Linear Simplified, Lumbard System, or even Lazy Susan; take your pick. :-)

LS Basics

In addition to the IL card described above, every player also has a colored token representing them. This can be miniatures or anything else that is easily identified at a distance. Whenever a player attacks a monster in melee, they place their token on the opponent's card (and vice versa). This leads to a loose concept of "next to" that can be melded into the grid rules.

The initiative line is optimally placed along the outside edge of a large lazy susan, i.e. one of those circular rolling thingies. This way, every player can reach anywhere on the initiative line without getting up. The only trick will be to ensure that things can't come flying off of the lazy susan if someone jerks it too hard. Small tacks / nails put into the surface should keep tokens and cards snug, while still making it easy to put them on and take them off.

Here are some guidelines if you are creating tokens:

Movement

Every character will be given a single 5ft purple movement chip and 10ft light blue movement chips up to their movement (rounded down). The 5ft movement chip is the special grid 5ft move, except that it can be used in conjunction with normal 10ft movement chips. These chips can be "spent" for various effects each turn. Chips have two zones they can be in: Movement chips can be spent on four broad categories: actions, attacking, defending, and stepping. Actions are the easiest. You can spend all your 10ft chips in a round for a move equivalent action. You can do the same, combined with an unused standard action, to get a full round action. Full round actions no longer need to be used to get multiple attacks (see below), though of course they can be.

Here's the basics of attacking. To attack someone in melee, you need to get your token onto their card (i.e. "closing to melee"). Usually, you simply spend a 10ft movement chip and put your token on their card. Then you attack as usual. When that creature dies, you need to spend more movement to get your token onto another enemy card. No chips need be spent to attack someone at range.

What if your token was already on an enemy card when you spent 10ft to get onto a different enemy card? In that case, the first card gets an attack of opportunity against you. You can avoid this by spending your 5ft chip to remove your token from the card first (the 5ft chip is always the "remove token without attack of opportunity").

Also, how many attacks per round do we get? Melee attacks against a card our token is on is always "free". However, when a card dies we need to spend 10ft to find a new card. [This profoundly changes the frontloaded dynamic for multiple attack creatures, by the way. Higher level fighters and tough monsters are much scarier. This is the reason why the Flat-footed rule has been changed.]

Now let's talk about defense. At any time you can spend a 10ft or 5ft chip to take the shot for someone. That means you take the damage that they would be dealt, as if the blow fell on you instead of them. This upshot of this is that you can use things like damage reduction; the downside is that you suffer secondary effects like poison, life drain, etc.

Lastly, you might have a token on your card attacking you that you want to get away from. You can spend a 10ft chip to remove their token from your card, but if you do so, you incur an attack of opportunity. You can avoid this by spending your 5ft chip to remove one token from the your card (the 5ft chip is always the "remove token without attack of opportunity").

In review:

Spend When To Get
All 10ft  Your turn Any move action equivalent
All 10ft  Your turn Any full action (combined with a standard action)
10ft Your turn Put your token on enemy card. Incur AoO of current card (if any).
10ft Your turn Remove a token from your card. Incur AoO from the token.
5ft Your turn Remove a token from your card. Incur no AoO.
10ft Your turn Remove your token from an enemy card. Incur AoO from the card.
5ft Your turn Remove your token from an enemy card. Incur no AoO.
10ft Anytime Take the shot for someone else.
5ft Anytime Take the shot for someone else.

Flanking

"Flanking" now represents mob tag-teaming. In our terms, if your token and other ally tokens began your turn on a card, then you get a +1 Flanking Bonus against it. [Note the FB has been reduced to +1 from +2 because of the greater ease of achieving it.] You can never gain the Flanking Bonus on the turn you place your token on a creature, even if it is already under attack by allies.

We further assume that five-on-one flanking of equivalent sized creatures is the practical maximum; otherwise people start to get in each other's way. This maximum number changes by 2 for each size difference (and thus a creature two sizes smaller than you can't be flanked).

Charging

You may charge an opponent any time your card and their card both have no tokens on it. You do not receive any extra movement chips (since that could translate into extra attacks / actions in this system), but for purposes of gameplay you can consider your distance moved to be doubled. Charging places your token on an enemy card, and thus costs a 10ft chip.

Attacks of Opportunity

Attacks of Opportunity work much like you would expect them to. If any enemy token is on your card and you take an action that would provoke an AoO (like cast a spell), then they get an AoO against you. If a token switches cards, that's like moving out of a threatened square, so they also get an AoO. The only subtlety is that you need to check both your card and your token, since you are "next to" someone whether you are attacking them or they you.

Areas of Effect

Consider all tokens on all cards to be "next to" pairs. Areas of effect will now be translated into numbers of cards affected. We consider any token on a card to be "close" and thus also affected. As a rule of thumb, an area of effect can always be chosen such that one token from one pair can be excluded from it, but it will hit everyone else. Feats can modify this (i.e. so that two tokens could be excluded, say).

Anyhoo, this is where the rules break down and common sense prevails. Areas of effect, more than anything else, is less precisely defined without the grid.

Ranged, Thrown, and Reach

Range weapons can be used to attack any creature "in range". If a token is on the card you are attacking, then you receive a -4 penalty for firing into melee.

Thrown weapons can always be used against creatures "in range", without penalty for firing into melee.

Reach weapons allow you to attack a card in melee, but your token is not considered "on the card" for purposes of AoO or spell effects. You still need to spend 10ft to engage in melee (put your token on a card) and your opponent may still spend 10ft to "remove" you from their card, though this incurs an AoO as normal.

Cover

Cover, concealment, sight, and other combat modifying circumstances are purely the purview of the DM. Common sense should prevail in making determinations, and innovative play should always be rewarded.

Feat Tweaks

Specific feats need to be tweaked in LS to balance them. Cleave now enables your to place your token on another enemy card, and then attack them. Great Cleave now adds just one more Cleave attack (instead of an unlimited number). This allows up to 3 times the normal number of attacks against spuds you can drop in one shot.

Whirlwind is now a straight multiple attack feat, equal to your number of attacks. These attacks must be spent on different targets. If your token is on a card when you Whirlwind, you get one extra attack against it (bringing your total to # attacks + 1).

Skill Tweaks

Tumble is the skill most designed with the grid in mind. On your turn, you can make a Tumble 15 check as a move action to remove your token from a card without an Attack of Opportunity. A Tumble 20 check allows you to spend 10ft to remove a token from your card without an AoO. A Tumble 25 check allows you to spend 10ft to remove your token from any card and place it on an enemy card without invoking AoOs.

Some skill should allow you to take a token off of an ally card and place it on your own (i.e. Goad an enemy). We'll be using Intimidate, as a standard action, against a DC 10 + INT of enemy creature. If successful, your ally does not receive an AoO against the token being moved.

Space

Note that in Kim D&D all weapons have a concept of wielding space. There are four categories of wielding space:

Potpourri

Advancement

Experience Points

XPs come from a few major categories: Monsters, Role-Playing, and Objectives.

Monsters:

Characters receive approximately ¼ for encountering a monster, ¼ for killing it, and ½ for defeating it. Variants are to subtract the base in "no kill" situations, or award full for keeping NPC’s alive.

Role-Playing:

Use 500XP * adventure level per character as a base. A scale follows:
0 Start a different campaign with new players
50 Horrible; No Character Development
100 Mediocre; Little CD; No Player Interaction
150 Wussy; Some CD; Little PI
200 Reasonable; Some CD; Some PI; but No Goal Acquisition
250 Standard; Some CD; Some PI; A little GA
300 Good; Much CD; Some PI; A little GA
350 Great; Much CD; Much PI; Some GA; No Legendary Acts
400 Excellent; Full CD; Much PI; Much GA; Little LA
450 Butt-Awesome; Full CD; Full PI; Much GA; Some LA
500 Write a book, it will be a best seller.

Objectives:

When an objective is attained, a good rule of thumb is to award 100XP * adventure level per character. This could be modified up to 1000XP if the objective is directly related to the character, or modified down to 10XP if it is incidental.

Training Time

Advancement usually takes a base time of 1 day per new character level, i.e. advancing to second level has a base of two training days. This base is modified by payment, instructors, and materials. Every day spent not training (say, adventuring or resting) counts cumulatively as training days lost. Thus, one day equals one day of training lost (in addition to the one which was spent doing something else); two days is three days lost; three days is six days lost, etc. If the number of days ever goes negative, training must be restarted from scratch.

Payment:
200gp/old level  =  Base expenditure
200gp  =  1 Less Day
500gp  =  2 Less Days
900gp  =  3 Less Days

Note: Payment is primarily to pay for disposable materials, and does not reflect the instructors’ fee. In general, instructors charge 100gp / day. The actual price might be stiffer or more lenient, depending upon the instructor’s nature.

Instructors:
No instructors  =  2 days spent = 1 training day
1 instructor  =  1 day spent = 1 training day
1 qualified instructor  =  1 day spent = 2 training day

Note: An instructor is any character of higher level than you. A qualified instructor has all the abilities you need to learn. This usually means they must be higher level in the same class.

Materials:
None  =  2 Extra Days
Scarce  =  1 Extra Day
Available  =  Base
Plentiful  =  1 Less Day
Abundant  =  2 Less Days

Note: All classes need materials with which to train; materials is a catch-all for weapons, sacrifices, rare inks, locations, etc.

FUTURE PROJECTS
New Bard
Linear Complicated
Class Paths
Make hotlinked central Terminology doc