Book of Broken Bones (3.5e Variant Rule)

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Introduction to Broken Bones D&D[edit]

The D&D World According To L.E. Rich

This is my world and this is how I view things.
With that said the world presented here is based off of Dungeons & Dragons.
It is my hope that whatever is found in my house rules can be made compatible with previous D&D editions. If not, well it is my game after all is said and done.

Major Changes[edit]

Rolling Stats/Bonuses

Roll 1d6 then add or subtract racial modifiers. (I am making the stat bonus the stat.)
Negative stats are expected for races with limitations.
An average human has all 0 (zeroes) for stats.
This does away with having to calculate bonuses based off of a standard 3d6 stat.

Saves vs. Caster’s Attack Roll

Target’s Save (Fort/Reflex/Will/AC) = Save + Feats + Gear + Misc.+ 10
Caster’s Attack Roll = Spell Strike + Feats + Gear + Misc. + d20

Intelligent Animals[edit]

Important note about the world; all intelligent animals and creatures can talk. The trick here is that they often speak their own languages, and are limited by their intelligence. Think about them as the Rats of NIMH or Narnian animals. Any exotic player races will be listed in the compendium (added as I create them).

Player Advancement[edit]

Advancing During Game Play
If you have the experience to improve a skill/level/feat you may do so at any time including gameplay. You may only add 1 level, point per skill, and/or feat per gaming session.
Character Level Advancement
A character level can be purchased for 1,000 EXP x next class level. Character levels do not stack. If you are a 1st level fighter and a 5th level Mage, you pay 2,000 exp to go to a 2nd level fighter and 6,000 exp to go to 6th level Mage.
Example: At character level 5 it costs 6,000 EXP to go to a 6 in a character class (1,000 x 6 = 6,000).
Gaining Experience Points During Gameplay
Experience points can be earned for attending the game (125 exp), rolling a skill (10 exp), critical rolls (50 exp), completing a mission, and of course from defeating/overcoming/converting an enemy.
Skill Based Advancement
Traditional skills can now be purchased with experience points. The purchase price for a skill is 50 EXP x next skill level. Except when starting a character or between adventures, you may purchase a skill level once per gaming session for each of your skills. Remember that you get free skill points when you gain levels, so you do not have to purchase them.
Example: At skill level 0 it costs 50 EXP to go to a skill level of 1 (50 x 1 = 50).

Buying[edit]

Buying Feats
Purchasing with EXP a Feats costs 2,500 EXP each. The total number of feats purchased cannot exceed the cumulative character level. This does not include free/bonus class feats. Just a reminder that characters get a free feat every 4 levels.
Buying Statistics
Buying a Statistics (Stat) increase with EXP costs 2,500 EXP x Stat each. The total number of stats boosts purchased cannot exceed the cumulative character level. This does not include free/bonus/racial statistics increases. Just a reminder that characters get a free stat increase every 4 levels. Negative and 0-level stats are considered as a 1 for purposes of buying statistics.
Example: A character with a Dexterity of 2 wants to go to 3 DEX, it would cost 7,500 EXP (2,500 x 3 = 7,500).

Teaching[edit]

Teaching Character Levels
If a character wants to learn a new character class or continue training in a class they may elect to learn from another member of the party. A character may teach a character class if they are a minimum of Level 3, and can only teach up to ½ (rounded up) of their class level. The learner pays ½ the EXP (experience) cost for the skill points, and half of the cost (rounded up) goes to the teacher. The student gains 1 point in the Primary skill of the class.
Teaching Skills & Feats
If a character wants to learn a new skill or continue training of a skill or feat they may elect to learn from another member of the party. A character may teach a skill if they have the skill at a minimum of a 3, and can only teach up to ½ (rounded up) of their skill level. For teaching a feat, the teacher must have had the feat for at least 1 level. The learner pays ½ the EXP (experience) cost for the skill points/feat, and half of the cost (rounded up) goes to the teacher.
Teaching Stat Boosts
If two or more characters want to boost a stat, then they may study or workout together. The characters must agree on which stat they are working on. All characters gain from the experience by having the Stat cost reduced by 25%. The characters do not have to have the same stat score, but at least one character must have the stat at 0 or better.

Combat[edit]

Attacks
How many attacks? You gain an additional attack based off of the character’s Strike/Perform skill level. An attack action is earned at the base skill level of 0, 5, 10, 15, etc. This does not include bonuses from Stats, items, spell buffs, and feats that boost the ability to hit, but not directly the Strike skills (a.k.a. base attack bonus). Items, feats, and spells that boost Strike skills do add to the number of attacks.
Example: If the character has a base Melee Strike of 11 (10 or greater, but less than 15), then they would get attacks at 11, 6, and 1. If they have a +1 sword, a STR of +2, and buff granting them a +2 to hit, making their 3 attacks at 16, 11, and 6.
Damage Resistance & Spell Resistance
DR and SR are not perfect and can only reduce damage to 1 point, not to 0 (zero).
Haste
Haste adds additional actions at the base Strike skill level.
Example: Haste +2, adds 2 additional attack/move actions. If the character has a base Melee Strike of 11 (10 or greater, but less than 15), then they would get attacks at 11, 11, 11, 6, 1, with the first 2 attacks coming from Haste.
Measurement (Hexes)
What is a Hex, and why is it used instead of feet? A hex is the rough length of a tall man laying down. It is about 6 feet or 2 meters. This is also the shape and size of a “King’s Table” used to crucify prisoners. So in my world a hex is an acceptable term for measuring in-the-field distances.
Moving & Attacking
Moving Messes with your Attack. If you move then try to attack, you have just used your best action to move. So, choose the order you plan to do things carefully.

Adapting Previous Editions[edit]

ThAC0: In first and second edition they used ThAC0 to calculate hits. That method counts down from 20, so to convert just subtract ThAC0 from 20 (20 - ThAC0) to get the base to hit (melee/ranged Strike skill) number.
Saves: Saves are pretty good just use some common sense.
AC: Armor Class starts at 10 in 1st and 2nd Edition and goes down the better the armor is. Just convert by subtracting the AC from 20 (20 - AC) to get the new AC, just like ThAC0. Yes, that means negative ACs will be greater than 20.
Creatures listed with Attack Bonuses: A creature in the 3rd Ed and forward monster manuals are listed with an attack bonus next to the attack type. That number is unchanged.
4th Ed Minions: Love them, and will incorporate them into game play. It speeds up combat, not worrying about “Red-Shirts.” Boss and Sub-boss NPCs will get full HPs and supporting minions die after they are hit once.
Listed HPs: I prefer to give Bosses and PCs full HPs according to their Hit Dice.
Listed Damage: A player normally rolls for damage, but they may opt to just take the average roll to speed things up. As the GM it is quicker to use the set damage average, and only roll when the player wants me to. After seeing how I normally roll they will gladly take the average damage.

Skills[edit]

Skills define specific areas of ability that a character may use to their advantage.
Optionally, characters may gain starting skill points by rolling a random character background(life path).
A class’s primary skill starts with a miscellaneous bonus of +3, and class skills start with a miscellaneous bonus of +1. These bonuses do not count toward the skill cap.
Maximum skill points in any skill cannot exceed their total combined character level by more than 3. Example: A 5th level character can have 8 skill points in Strike.

Starting Skills
Classes Starting Skill Points Primary Skill Class Skills
Arcane Casters DEX+INT+WIS+CHA x2 Spell Strike Bluff, Diplomacy, Knowledge Arcana, Meditation, Perception, Read & Write Draconic, Search, Will Save
Bards DEX+INT+WIS+CHA x2 Perform Bluff, Diplomacy, Haggle, Perception, Search, Stealth, and Strike (melee and ranged), Will Save
Monk Classes DEX+CON+INT+WIS x2 Hand-to-Hand Strike Athletics, Healing, Intimidation, Perception, Reflex, Search, Stealth, and Survival
Divine Channelers CON+INT+WIS+CHA x2 Spell Strike Diplomacy, Healing, Knowledge Religion, Meditation, Perception, Read & Write Celestial, Search, and Melee Strike, Will Save
Fighters DEX+CON+INT+WIS x2 Melee & Ranged Athletics, Fort Save, Intimidation, Perception, Search, Stealth, Survival, and H2H Strike
Rogues STR+DEX+WIS+CHA x3 Dungeoneering Athletics, Bluff, Haggle, Perception, Reflex Save, Search, Stealth, Survival, and Strikes (h2h, melee, and ranged)
Skill Details
Skill Ability Details
Athletics Dexterity This is a general skill that covers common skills like acrobatics, climb, balance, catch, break-fall, tumble, etc.
Bluff Charisma Lie and cheat with the best. This skill allows you to lie/cheat certain NPCs. DC is the target's WILL save.
Craft Special This list of individual skills can be used by characters to harvest components, create useful items, and appraise trade goods. See Crafting for full skill list and notes.
Diplomacy Charisma Use the truth to your advantage. This skill allows you to negotiate more effectively with humanoid NPCs. DC is the target's WILL save.
Dungeoneering Dexterity This skill can be used to pick locks and disarm traps in dungeons. Requires the character to locate the trap or locking mechanism with a successful Search check. If the Dungeoneering check succeeds, you disable the trap/lock. If it fails by 4 or less, you have failed but can try again. If you fail by 5 or more the trap will activate, or the lock will jam. Using this skill requires tools, as determined by the GM.
Haggle Charisma Allows you to negotiate better prices with vendors. DC is the target's WILL save.
Handle Animals Wisdom Years of working with different types of animals has given you insight in how they think and act. DC is the target's WILL save.
Heal Wisdom Allows you to heal 1 hit point without the aid of magic. It takes a full undisturbed round in combat. It can be only done once per wound. When used out of combat, it doubles the character’s natural healing rate. It does not affect Warforged characters. DC is determined by the GM.
Intimidate Charisma Allows you to intimidate certain NPCs and to draw the attention of monsters while in battle. You will suffer a -4 penalty to your intimidate skill for every size category you are smaller than the creature you are trying to intimidate, or +4 for every size category you are larger. Halflings suffer a -4 penalty to Intimidate due to their small size. DC is the target's WILL save.
Jump Strength or Constitution Allows you to jump higher and further. This skill has a maximum cap of 40. Each skill point adds ½ hex (1m) to standing broad jump or ½ hex vertical and 1 hex (2m) horizontal to a running jump. Requires a running start, equal to ½ distance to be jumped. Maximum running jump is ½ Speed. Maximum broad jump is ¼ Speed.
Knowledge Intelligence Choose area of expertise. Common areas are arcana, monsters, animals, nobility, geography, religion, navigation, etc.
Meditation Intelligence, Wisdom, or Charisma This skill is used by many different classes to maintain concentration on a task or spell.
Perception Wisdom Allows you to sense (sight/hearing/smell/touch/taste) nearby hidden/secret doors, traps, objects, stealthed enemies, etc. This is considered to be on all the time. Also known as Spot, Listen, or Awareness/Notice. The DC is determined by the GM.
Perform Charisma Allows you to use and improve your musical ability to inspire and fascinate others. Bardic magic uses Perform in lieu of Spell Strike.
Reading/Writing Intelligence Choose a language. 3 skill points are required to be fluent in the language. Starting with a language does not mean you can read and write in it. Many casting classes start with reading/writing in their native language and in the language of their class (Priest: Celestial, Warlock: Infernal, Mage: Draconic, etc.).
Ride/Drive Dexterity Choose area of expertise, such as a horse, griffin, horse and buggy, camel, 6-horse team and carriage, etc.
Saves Varies
  • FORT (STR or CON): The character has developed a healthy and resistant body.
  • REFLEX (Dexterity): The character has developed nimble reflexes.
  • WILL (INT, WIS, or CHA): The character has developed a healthy and resistant mind.
Search Intelligence Allows you to find hidden doors, traps, and objects. This requires actively reading, looking, listening, and/or feeling. Also known as Inspect or Loot-the-Room
Speed Constitution This skill adds ½ hex (1m) of combat movement to a character’s base speed of 5 hexes (10m). Small or large characters may get a racial modifier.
Stealth Dexterity Allows you to sneak past or hide from your opponent. No movement has no penalty, ½ Move or less has a penalty of -2, and full Move or less has a penalty of -5. DC is the target's WILL save. Also known as Hide-in-Shadows, Hide or Sneak.
Survival Wisdom The years in the wilderness have honed the skills of the character, allowing them to find food, water, and shelter. A roll of 10 allows the character to find enough for only 1 person’s daily requirements. It takes 1 hour spent on survival prior to being allowed to make a skill roll. For every 2 points more on the dice roll add 1 more person.
Strike Special See List
  • Hand-to-Hand (Dexterity): This is the base to hit number for grappling, martial arts, brawling, and natural weapons/objects. The character has spent years developing their hand-eye coordination to allow them to strike opponents in combat using their body (H2H). DC is commonly the target's AC. STR is added to the damage, unless otherwise specified. A natural roll of 1 is considered a fumble, while a natural 20 is considered a critical success. If no Save is listed the minimum DC is 10.
  • Melee (Strength): This is the base to hit number for handheld weapons/objects.The character has spent years developing the hard muscle to batter their way through armor, and allow them to strike opponents in combat. DC is commonly the target's AC. STR is added to the damage, unless otherwise specified. A natural roll of 1 is considered a fumble, while a natural 20 is considered a critical success. If no Save is listed the minimum DC is 10.
  • Ranged (Dexterity): This is the base to hit number for thrown, dropped, or fired ranged weapons/objects.The character has spent years developing their hand-eye coordination to allow them to strike opponents in combat using a variety of ranged weapons. DC is commonly the target's AC. No bonus is added to the damage, unless otherwise specified. A natural roll of 1 is considered a fumble, while a natural 20 is considered a critical success. If no Save is listed the minimum DC is 10.
  • Spell (INT, WIS, or CHA): This is the base to hit number, spell penetration, concentration check, and/or chance-to-learn check for spells.The character has spent years developing their concentration and will power to allow them to strike opponents in combat using a variety of spells. Spell Strike is used to determine if a spell is successfully cast, fumbles, or does critical damage. DC is the target's AC, Saves, or Spell Resistance. Caster’s use their primary stat as their base for this skill. Casters suffer a -4 penalty to casting each time they take HP/Stun damage before they cast. A total roll of less than the spell’s listed DC is considered a fizzle (unsuccessful casting). A natural roll of 1 is considered a fumble, while a natural 20 is considered a critical success. If no save is listed (i.e. Magic Missile) the DC is 10.
Swim Strength or Constitution Allows you to swim faster and for a longer period of time underwater. It adds ½ hex to swimming speed (Speed/3).

Classes[edit]

Reference Charts[edit]

Summoned Pet Chart with Animal Feats Summoned Pets


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