D20 homebrew

D20 homebrew DEFAULT

D&D 5E [Homebrew] Fallout d20

eayres33 said:

I would just remove luck.

Click to expand...


Then it wouldn't be SPECIAL. More importantly, if I'm not trying to preserve the acronym from the game why change the ability scores up so much at all. Luck will be tricky to work in, but I think it's possible.

Tormyr said:

Why not play the d100 fallout system?

Click to expand...


Because d100 systems suck. Too much math for too little gain. Since most of those systems dole out bonuses in 5% increments anyway there's no real point in using d% beyond trying to avoid being sued by TSR, a problem that hasn't been real for decades.

Satyrn said:

I'd consider capping the starting scores at something like 7 or 8, just so there's room for growth in everything.

Click to expand...


The video game doesn't cap so I'd prefer not to do so myself. It does make the high ability perks a little tricky to design though.

I'd like to see what you do with Luck - maybe just go as simple as make it so everyone has 5e's Lucky feat, with a number of uses equal to the Luck score.

Click to expand...


Valmarius said:

My suggestion for Luck, to try and mirror the way it's used in Fallout:
Every time a PC misses on an attack or fails a roll, they get a luck token. At any time they can hold up to their Luck stat in tokens.
After any roll they can add luck tokens to increase the roll by +1 per token spent. This increase is considered part of the natural roll, so a 19 can be turned into a crit with the expense of one Luck token.

This mean Luck is essentially a mechanic to make sure you get more crits, and can be used as something of a 'get out of jail free' when things go wrong.

Click to expand...


Luck will be the fun nut to crack so I'm going to leave it for later - try to get everything else in place first. One thing I will say, if luck is rarely checked as an ability perhaps its perks can be a bit stronger to compensate.

So let's look at the level 1 perks.

Melee
Strength 1

You are trained in all sorts of melee weapons combat (unarmed combat is a function of the martial artist perk).
Advanced: +2 to attack rolls with melee weapons
Expert: +4 to attack rolls with melee weapons and you may make an additional attack on your action.
Master: +6 to attack rolls with melee weapons and you may make two additional attacks on your action.

Sleight of Hand
Perception 1

You can pick pockets or perform similar tricks.
Advanced: +2 bonus
Expert: +4 bonus
Master: +6 bonus

Life Giver
Endurance 1
Advanced: +30 hit points
Expert: +60 hit points
Master: +90 hit points

(Not sure on those amounts)

Hard Dealer
Charisma 1

You drive a hard bargain in trading
Advanced: +2 bonus when haggling over price (items 10% less than list by default)
Expert: +4 bonus when haggling(items 20% less than list by default)
Master: +6 bonus, 30% reduction in prices.

I'm considering putting appraisal in this as well. Traditionally appraisal is Int based, but my reasoning is there is a charisma factor as well because there's always a "to the right buyer" component to an appraisal. To measure whether a person is the right buyer is a function of charisma. Trade is also a social interaction for the most part.

Language
Intelligence 1

Each time you take this perk you learn a language

(It's more useful than VANS in any case)

Gunslinger
Agility 1

Advanced: +2 to attacks with pistols
Expert: +4 to attacks with pistols, no disadvantage on second shot, third shot possible with disadvantage.
Master: +6 to attacks with pistols, no disadvantage on second and third shots, fourth shot possible with disadvantage

(A hint on how I intend to use advantage/disadvantage)

Fortune Finder
Luck 1

Advanced: +2 to treasure table rolls by the GM on the character's behalf (if multiple lucky characters are in the party these don't stack, just use the luckiest)
Expert: +4 to treasure table rolls
Master: +6 to treasure table rolls.

 

Sours: https://www.enworld.org/threads/homebrew-fallout-d20.547959/

Homebrew Campaign Settings


These are various homebrew campaign settings that can be found on the web.
-> Note 1: When links no longer function, website description and url may be deleted. Feel free to add them back if they are found again somewhere else on the Internet. (Ah, if Heptovania could ever be put online again... sigh!)
-> Note 2: This page is only intended for listing links to homebrew settings, with a single line of description. Hate or rave texts do not belong here and will be deleted.

M20

D20

  • Amethyst - update: A fantasy set in the real world where technology and magic exist but do not mix and openly break one another down. For d20 with a lot of new rules.
  • Anderfarnoria.com - Erden is a complete fantasy world and accompanying home-brewed D20 classless character system. Find politics, religion, economies, people and places along with game summaries.
  • Attwatta Preziv - A post-apocalyptic setting designed for use with Gamma World d20 (Modern d20) or D&D 3.5 d20. In PDF format (Added notes from the supplemental doc. Final Version). --Leezard
  • Breminor - A well detailed fantasy world, with nice website and written stories, usable with d20.
  • Dark Heritage - Swashbuckling in a grim setting infused with blasphemous cults and horrible demons. D20 + houserules.
  • Dark Sun - Athas.org - Not a homebrew, but excellent free material for running a d20 Dark Sun campaign.
  • Elrithorn - Low/lost magic post-cataclysmic campaign setting with rich history, unique magic mechanics and pantheon, & diverse geography spanning several biomes.
  • Evindale - A richly detailed fantasy setting. Original religion, races and classes for d20.
  • Eyru - A world of fantasy inspired by the Iron Age Celtic cultures, for d20.
  • Karanblade - A Brazilian campaign setting for AD&D and d20, entirely in Portuguese/Brazilian.
  • Korinth & Elindra - Two different settings for d20.
  • Mincam - Brief but complete, with homes for all core classes, races and monsters. This is a direct link to the PDF.
  • Murchad's Legacy - An entirely OGC campaign setting in the "knights and castles" tradition using the d20 ruleset, and to which you may contribute.
  • Mythosa - Realms of Darkness and Legend, for d20. Several PDF files for download.
  • Palaestra - A fantasy setting with a "Byzance against Faery" theme, for d20.
  • Scroll of Tian - A world of deserts, jungles and high magic, for d20.
  • Terra-Viejo - An alternate-Earth fantasy world, for d20.
  • The Hyborian Age - Conan's world (not the Mongoose Publishing version) for d20.
  • The Kyngdoms - A very large and detailed fantasy world with a very in depth history and huge color map, for d20.
  • The Northland - A typical fantasy setting, probably for AD&D or d20.
  • The Oriental Hardpoint - An Asian/Oriental campaign setting, for d20.
  • Urbis - A World of Cities, for d20. A world currently going through a magical industrial revolution, with vast city-states dominating the landscape.
  • Valgora - A Living campaign setting for the Organization of Gamers & Roleplaying Enthusiasts.

Basic Dungeons & Dragons/Rules Cyclopedia

  • World of Trid - This campaign setting harkens back to the fledging days of the Moldvey Basic D&D box set, and continued to the Rules Cyclopedia, published in the 1990’s.
  • Inzeladun - The "Conan flavored" homebrew setting by Vincent Darlage (who later wrote for Mongoose's Conan d20), for D&D.
  • Sulerin - A really extensive D&D world.

Dungeons & Dragons 1st Edition

  • Aquila - An old AD&D setting.
  • Dage - An old Earth-like Dark Ages fantasy world, for AD&D.
  • Karanblade - A Brazilian campaign setting for AD&D and d20, entirely in Portuguese/Brazilian.
  • Realms of Adventure - An AD&D fantasy setting.
  • The Northland - A typical fantasy setting, probably for AD&D or d20.

Dungeons & Dragons 2nd Edition

  • Andurin - A fantasy world, for 3e and 2e, that takes its inspiration from many sources: Conan, Elric, Thieves' World, Elder Scrolls' Morrowind, and the Wheel of Time.
  • Beyond Heroes - A site dedicated to heroic roleplaying of all eras including fantasy, pulp, modern and future with my own magic system and compatible with OD&D, AD&D 1E and 2E, and Palladium.
  • Marag Torok - A world in which magic is finite and the cultures of man contest to control it. Some areas are richly detailed and some still need a lot of work.

Dungeons & Dragons 3rd Edition

  • Andurin - A fantasy world, for 3e and 2e, that takes its inspiration from many sources: Conan, Elric, Thieves' World, Elder Scrolls' Morrowind, and the Wheel of Time.

Dungeons & Dragons 3.5 Edition

Dungeons & Dragons 4th Edition

  • Everwyld - A Fantasy setting for D&D4e. - missing in action
  • Farland - An extensive and rich setting with a nice website, formerly for d20, now for 4e.
  • Four Winds Bar The Nexus of Crises, The Origin of Storms, a 4th Ed Campaign and setting. - Site is now down.

Dungeons & Dragons 5th Edition

  • Fralia, a Bronze Age fantasy world created cooperatively by the Frente Rolero Argentino, mostly for D&D 5th Edition (in Spanish).

FUDGE

  • Agyris - Very well done and original website for this Fudge setting.

Generic, Homebrew or Unspecified

  • Xitragupten - Xitragupten, Dark Fantasy universe, with hombrew rules AD&D inspired. (in French).
  • Fralia, a bronze age fantasy world created cooperatively by the Frente Rolero Argentino, mostly for D&D 5th Edition although it has some 3.5 and even AD&D content (in Spanish).
  • Arcanum - of Steamworks & Magic Obscura - Arcanum, a high-fantasy steampunk setting of steamworks and magic. Based on the video game Arcanum, and compatible with Saga and other systems.
  • Braythmar - Braythmar, a high-fantasy bronze age campaign concerning the struggle between traditional hunter-gatherer societies and the world's first civilized empire. Compatible with Saga and other systems.
  • Chronicles of Magnamund - High-fantasy campaign setting based on Magnamund, the world of the Lone Wolf solo roleplaying books of the 80s. Compatible with Saga and other rpg systems.
  • Conclave - Collaborative world-building with influences including Ming and Qing China, Polynesia, the Dutch East India Company and high fantasy.
  • Fargoth - The Fargoth World Building Project is a collaborative effort to design a generic fantasy setting for any game system.
  • Gwenthia - A shared fantasy world developed primarily for RPGs, and being delivered through wiki, ftp site, and published documents.
  • Hyborian Age - The Hyborian Age, the Age of Conan. A pre-historic age of low-fantasy, created by author Robert E. Howard for his Conan stories. Compatible with Saga and other systems.
  • Ilshara: Lands of Exile - A well done campaign setting, with PDFs for download, for Castles & Crusades.
  • Jhendor - A fantasy world with no specific RPG tied to it, but that was originally used for a Runequest campaign.
  • Karthum - A swords and sorcery mini-setting with its own rule set. This is a direct link to the PDF.
  • Keltor - The Middle Lands - A low magic, fantasy setting featuring several 17x22 full-color maps, thousands of years of history, custom deities, and lots of room to grow. Designed with D&D 3.5 or Pathfinder in mind. PDF format --Leezard Updated November 11th 2018
  • LoreWeaver - A campaign world on Wiki, and published under a Creative Commons License.
  • Maelstrom - This setting also provides great blasons, castles maps, etc.
  • Magic the Gathering - A comprehensive campaign setting based on the Magic: the Gathering multiverse. Compatible with Saga and other roleplaying systems.
  • Meln - A campaign setting for any fantasy RPG system.
  • Meshal - A Chinese general system with it's campaign setting Erovan.
  • Nahmurg Wastes - The Nahmurg Wastes, a post-apocalyptic campaign setting compatible with Saga and all other systems
  • Neverwhere - Neverwhere, a dark urban fantasy setting based on Neil Gaiman's tv series and novel of the same name. Compatible with Saga and other systems.
  • Planetocopia - Several descriptions of planets and their inhabitants. Wasn't done for RPGs, but would be a very good source of inspiration for exotic homebrew worlds.
  • Saga 5th Edition - A rules light, generic universal rpg system that is totally free and DIY.
  • Santharia - Another massive fantasy world, heavily TOLKIEN inspired, with beautiful website, lots of stuff, and online RPG.
  • Shadowrun SAGA - Shadowrun rules and setting adaptation for the Saga system.
  • Tales of the Carnelian Coast - A well detailed setting with its own game system.
  • Tekumel - The first homebrew ever, that became a published setting of several books, this is the extensive world created by the Professor M.A.R. Barker.
  • Teleleli - A fantasy setting based on sword and sorcery, fairy tales, and Terry Pratchett/Lewis Carroll-style humour, with very little high fantasy or epic fantasy influence.
  • The Last Dominion - A dark fantasy setting that almost - but not quite - transcends the barrier into mature audiences. Great art and beautiful maps, no specific game system.
  • Theros - Theros, a supplemental campaign setting for the Magic: the Gathering campaign setting. Based on the M:tG expansion of the same name. Compatible with Saga, the M:tG campaign setting, and other roleplaying systems.
  • Trakon - Traykon is a sword and sorcery campagin world that has evolved through several game editions. Currently it uses the Pathfinder and 3.5 rules sets.
  • Virtual Verduria - A peculiar fantasy world, some humans from Earth stumbled upon by accident long ago.
  • World of Highland - An alternate-Earth fantasy setting, with its own RPG system.
  • World of Khoras - Probably the most extensive campaign setting on the web! For any fantasy RPG system.
  • Palanai - An extensive fantasy world set in a period of exploration and discovery.

GURPS

  • The Gift PCs play mages living the modern world, coping with power, mage society and supernatural peril.
  • Kalyr - A GURPS game world where humans are slaves imported to an alien planet. - link is to some weird blog
  • Lineage Join the Mage Houses and fight for wealth and power in the modern USA. Or join The Rebellion and declare war on Heaven and Hell themselves.
  • Paradise City A cyberpunk setting with extended catalogs of weapons and cyberware.

HARP

  • Aecyr Grene - A fantasy campaign setting for HARP. - link is dead (or takes you to a Japanese site)
  • Burning Heaven - Niĝsasa Anšar - An exotic & weird fantasy campaign setting for HARP (and BRP). - link is dead
  • Marth Ice World - A dark & grim fantasy setting for HARP (and D20). - link is dead

Little Fears

Risus/EZ20

  • Kumquat Tattoo -- Efffin' metal fantasy for Risus (with conversions for EZ20). This is a direct link to the PDF. - link is dead

True20 Adventure Roleplaying

  • Pax Thumanus - A classical Swords and Sorcery setting for True20. - link is dead
  • Suwarnabumi - An original fantasy setting set against the backdrop of Southeast Asian culture, mythology, and history. - link is dead
  • The True Crescent and Cross - A campaign setting based in a mythical version of the Kingdom of Jerusalem in the 1130. - link is dead

T.W.E.R.P.S.

  • The Weirdlands - A. . . uhm. . . weird setting for use with The World's Easiest Role Playing System. This is a direct link to the PDF. - Site is now down

World of Darkness

vsM Engine

  • vs. Elves - A baroque fantasy setting for the vsM Engine. This ia a direct link to the PDF. - Site is now down
Sours: https://wiki.rpg.net/index.php/Homebrew_Campaign_Settings
  1. Turbolock bluetooth
  2. 1960 ouija board
  3. Boom 360 trader
  4. Supernatural hillsong
  5. Blouse designs 2021

After All: Zombie Survival d20 Homebrew

After All: Zombie Survival d20 Homebrew


Title says most of it but here's the long and short. System is very lightly 5e D&D (really just using the d20 chassis, hitdice, adv/disadv, and bounded accuracy/six ability scores).

Players begin as a modern individual in a modern near-Earth (obviously there's some weird science cause, well, zombies). You get a pool of hitpoints at level one based on three of your six ability scores (which are Strength, Agility, Endurance, Intellect, Instinct, Presence). Endurance plus half Strength plus half Presence.

Weapons deal their die value to human opponents but all weapons deal exactly one damage to zombies. Zombies have 6 hitpoints, but each hitpoint represents a region on their unliving body. Players roll to attack and, based on how high they roll, can choose which body part to target. When a zombie's body is damaged, there's usually an effect.

For example: Player rolls to hit, gets a 16. Torso AC is 8, Arm AC is 14, and Leg AC is 11. So the player gets to choose which region they strike. There's no benefit for hitting the Torso other than doing 1 measly damage. Arms disable zombo grapples and swipes. Legs reduce speed or even cripple and knock prone, if both legs have been damaged. If the player had rolled an 18 or higher, they could've gone for the Head. Head hits are autokills, cause zombies.

This means players can roll like crap and still take a zombie down by hacking it to pieces. But if they roll high, autokill. When they fight living human opponents, they roll attacks and damage like normal for 5e. Zombies deal 1d4 damage on a hit but if they deal damage, the player character has to save vs. Agility or Instinct. If they fail, the hit was a bite and they become a zombie in 24 hours.

Instead of having a class, each character begins with a background. This is what they were before it all. Teacher, Mechanic, Doctor, Cop, Nerd, etc. Some weird ones are thrown in, like the Immune (who can't become zombies) and Prepper (who start with a safe house but have disadv. on social checks against NPCs). Each background gets a trait that helps them. Teachers can learn another background trait and can teach it to others. Cops start with a gun and ammo. Nerds recognize variant zombies and learn their powers upon first encountering them, rather than having to learn them through a fight.

Heavily reliant on amorphous slot-based encumbrance rules for what you can carry. Survival conditions take up inventory slots, like dehydrated, tired, or diseased. Items either take up a half slot or a whole slot. Negligible weight items are free to carry, like pencils, AA batteries, etc.

When players take damage, they roll a d6 to see where they've been hit. They take a wound that has an effect based on where it hit: arm wounds make it harder to attack, leg wounds slow you down, gut wounds sicken you, etc. Armor provides DR to specific body regions. Weapons typically deal higher damage than their 5e counterparts for lethality reasons.

Definitely including variant zombie types from across the various franchises. Boomers, clickers, sprinters, "ant" zombies from World War Z, shamblers, screamers, pukers, animal zombies, brutes, armored, biomass, behemoths, etc.

Sound interesting?


Sours: https://www.myth-weavers.com/showthread.php?t=519330
The knights of d20 episode 1 .

D20 Modern

For Players

Base, Prestige, Advanced, and NPC (44 items)

Weapons, Armor, Food & Drink, Magic Items, etc... (316 items)

General, Divine, Racial, etc... (383 items)

0–5th and Incantations (2 items)

It's where everything begins... (17 items)

Dragons, Giants, Aberrations, Oh My! (82 items)

Skills and new uses for old skills. (36 items)

Who doesn't like whizzing along at 350 mph? (79 items)

For GMs

Worlds and Options (14 items)

Monsters and Templates (127 items)

Good Guys, Bad Guys, and Ugly Guys (12 items)

Where Do You Want To Go Today?

Towns, dungeons, empires and more. (189 items)

General

Helpful guidelines for creating pages and formatting. (18 items)

General discussions and answers to various topics (555 items)

Contribute in the featured article process! (39 items)

Contact the administration and learn about some of the contributing guidelines.

Anything you can do, I can do better (2 items)

Transformational, Supplemental, and Variant Rules (22 items)

Sours: https://www.dandwiki.com/wiki/D20_Modern

Homebrew d20

Here at the DDN, we hold d20 Modern in pretty high esteem. As such, we have created a large amount of material on the subject over the years. Here, we will keep all our d20 Modern homebrew, neatly stacked and sorted for your convenience and ease of use.

The Magician– take this class if you want your character to be a flashy stage illusionist.modern.jpg

Jason Voorhees– terrorize your PCs with this slasher film favorite!

Freddy Krueger– no Halloween is complete without mentioning this godfather of horror.

Satchel of Sugar Storage– this magical bag will help your character make the most of trick-or-treating. Happy Halloween!

The Ork one last time– because it’s my website and you can’t stop me… no one can…

The Ork again- I love orks. Get over it, because I sure won’t.

The Ork again- because the first article runneth over but I have more to say.

The Orks– from Warhammer 40k, these big green bruisers can find a home in your modern or future game.

orcdude.jpg

Oktoberfest magic items – if you ever thought there was more to beer than just getting you drunk, you were right!

Rig B –an enchanted tactical harness, ’cause the only weapons that matter are the ones you carry with you.

Home-made weapons -though originally intended for use with d20 Apocalypse, these quirky death machines might find use in your d20 Modern game.

Cars -you need wheels, we got wheels.firefight.jpg

Boats -we got water transportation covered, too.

Orbital Laser -is your campaign absurd enough that you need these stats?

Planes -come fly the friendly skies of Doderman Air

Military Vehicles -ever drive a tank?

Farm Equipment -why the hell not?

Way of the Gun -every article we’ve ever written about guns. You’re welcome.

Autographed items -for some reason, when certain people sign things, we consider them to be more valuable.

Like this:

LikeLoading...

Sours: https://dodermandefense.wordpress.com/homebrew-d20-modern-items/
Alternative d20 combat rules for Dungeons \u0026 Dragons

I work in the supermarket. Accountant. Aaaa. he smiled and his face, exactly half his face, became even uglier. Are you making money off your credit card.

You will also like:

I'm listening to you, ma'am, - I tried to answer in her own tone. - So you say, a programmer, and you often climb on chats. - On chats.



294 295 296 297 298