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
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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.
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
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:
| 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:
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:
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" 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:
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
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