System Differences (PSR Supplement)

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PSR is an alternate ruleset that is compatible with most 5e content.

System Differences

The Basics

PB: Proficiency Bonus
Advantage & Disadvantage
Reroll
Bonus Dice
Ability Check
Group Check
Contest
Passive Check
Save
Ability DC

Ability Scores

Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma

Skills

Encounters

Group Turns
Round-Table Turns
Staggered Turns
Your Turn
Move
Action
Bonus Action
Reaction
Making an Attack
Unarmed Strike
Sunder
Cover
Communication

Hit Points & Damage

Hit Points
Hit Dice
Temporary Hit Points
Massive Damage
Damage Types
Damage Resistance
Max Damage

Time

Phases

Rest

Break: a short rest
Camp: a rough long rest
Downtime: a cozy long rest
Downtime Trading
Downtime Activity

Environment

Common Hazards
Extreme Climates

Peculiar Traits

Resistance
Immunity
Vulnerability
Special Senses

Defeat

Dramatic Death

Conditions

Items

Carry Capacity
Goods & Currency
Optional: Material Goods
Consumables
Weapons
Improvised Weapons
Attire & Shields
Tools
Gear
Attunement

Objects

Damaging Objects
Hauling Objects
Vehicles
Optional: Artillery

NPCs

Attitude
Mount
Cohort
Stat Blocks

Proxi's System Reference is 5e but with the following changes.

General
  • All default character build options are removed. This includes races, classes, backgrounds, feats, spells (including the rules for spellcasting), and items. Character creation itself is omitted. These are meant to be added by supplements outside the scope of PSR itself.
  • Dice mechanics have several additions: Proficiency Dice, Bonus Dice, and Ability DC.
  • Max Damage replaces the extra damage from critical hits and damage vulnerabilities.
  • Phases are a versatile unit of time. Breaks, attunement, ritual spells, and other effects each take a phase.
  • Cohort rules provide clear guidance on NPCs in the direct service of players.
  • More common hazards and extreme climates are codified.
  • Conditions are radically different, as detailed in the sidebar on that page. Many pseudo-conditions in 5e are codified. Some conditions are removed for balance, but can be re-added if desired.
  • The "god stat" status of Dexterity has been somewhat reduced. Under default options there is no weapon which can only use Dexterity. Initiative is decided with Wisdom instead of Dexterity. Dexterity is still added to AC by default, but class features could easily provide replacements.
Skills
  • The default Skills are slightly different to support "Skills With Different Abilities" as the default instead of a variant, and to merge some underpowered or underused skills.
  • Skills are referenced sparingly to support any alternate set of skills, if desired.
  • Skills and ability checks are omitted from combative actions.
  • The Perception skill is removed. Wisdom saves and to a lesser extent the Investigation skill functionally replace the Perception skill. Spells are intended to rely more on Intelligence and Charisma saves than Wisdom saves.
Encounters & Combat
  • Attack specifies that weapons can be drawn or picked up as part of the action.
  • Help and Use are expanded.
  • Dodge effectively incorporates Disengage.
  • Hide is more clearly codified, and does not involve a dice roll from the user.
  • Unarmed Strikes are more versatile.
  • Sundering items is codified.
  • Losing Hit Dice replaces death saves, exhaustion, dropping to 0 hit points, etc.
  • Defeat has more (optional) guidance, including both the aftermath of death, and some options to deal with TPKs.
Items
  • Carry Capacity is simpler in practice than tracking pounds.
  • AC, Attire, and attire slots are more nuanced than 5e armor. Still fairly simple in practice. There is no armor proficiency.
  • Wielding a shield provides a +1 AC. Wielding a shield proficiently provides +2 AC. Wielding a heavy shield proficiently with Strength 13 or higher provides +3 AC.
  • Material Goods and Downtime Activities empower crafting.
  • Proficiency with both skill & tool gives advantage.
  • Artillery and vehicles are more nuanced than in DMG guidance.
  • Consumables are "minor" magic items. They specifically sell for less than "major" items.
  • Only "example" items are presented in PSR, with the assumption they will be replaced in any supplement built on PSR.
Rest
  • Short rests are replaced with Breaks, which freely restore up to (but not above) half of max hp. HD can still be expended to restore even more hp.
  • Long rests are replaced with Camping and Downtime.
  • Downtime is treated as an integral part of the game, and downtime activities are streamlined to be easy to implement.
  • Players can buy and sell common items as part of downtime without necessarily needing to interact with the narrator; see Downtime Trading.
  • Food and water are needed to camp, but otherwise there is no codified drawback for going without either. Downtime assumes characters sate basic needs.
Alternate Names
  • Narrator is DM/GM.
  • Protagonist or "protag" is player-character.
  • PB is proficiency bonus.
  • "Enemy" and "ally" are codified in NPC Attitudes.
  • Encounters are "combat."
  • Folks are humanoids.
  • "NPC" is assumed to stand for non-protag creature, and includes "monsters" as well as folks.
  • Bash, slash, and pierce damage is respectively bludgeoning, slashing, and piercing damage.

Note: All creatures made for 5e can be used virtually without any changes.


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