D20.00 Variant Rules (D20.00 Decimal Rules Supplement)

From D&D Wiki

Jump to: navigation, search

D20.00 Variant Rules[edit]

Simply put, d20.00 is a system that, while similar to d20, is also using decimals. The reasons for why I thought of this as a good idea was that placing decimals in a system such as this would provide for more degrees of chance, as well as a little more "Realism," to the game through having actions not so easily attainable. It would also bring a few more shades of grey to what is usually a black and white system. While there seems to be nothing different about having simply having the same chances for hitting a certain number, the decimal system allows for more variability than just with a normal d20. Since every number has the same chance of being hit, and since there are now 1980 more possible hits to choose from, the chances of hitting a certain number, while the same, is not so guaranteed, because there are many more possibilities that the die can roll upon, not just a few. In practice, this usually results in numbers that are lower than the norm, which makes it less possible to obtain a certain result. Thus, with this, actions are no longer so easy to accomplish as the player has more probable possibilities that are less certain than before, and, is quite less cinematic than with a simple d20. For instance, on a normal everyday d20, you have the average of every roll coming out to 10.5, while with a d20.00, you have the average being a 10.005. Since the possibilities of getting a 10 or higher is lessened by at least 100% from 10.5, the probability is lowered closer to the point of nil (an impossibility, but can still be somewhat negated). Thus, with that, the possibilities of getting a success with every die roll is closer to the almost-perfect 1:2 probability of a coin, without negating variety.

The Problems of the implications with using this system are in quite a number. Because of the issues with Decimals and normal die which everyone would have in real life, you'd need to use a program that generates random numbers. Thus, this, until it has been finished, will only be in the realm of possibility of using Computer random number generators. Possible ideas for Number Generators would include:

  • Ti-Program Die Generators
  • RPG Systems such as OpenRPG [1] or TableGenie

Another problem is also the issue of willing players. With decimals, it seems that people get a bit scared around them, thus this ruleset is for those willing to try new things; thus, it is recommended to not be used that often, as people faced with this have shown a bit of annoyance at this variant ruleset.

Changing the d20 System to d20.00[edit]

NOTE: This requires the use of a random number generator or a program which does numbers in excess of 1000 random numbers. Open RPG is preferred.

Basic mechanics: In order to get decimals (which requires a random number generator that can do up to the 1000's), you need to roll a die that is one hundred times greater than what you are rolling for (like if you roll a d20, you roll a d2000). This comprises both your main numbers, and your decimals. To get to the base number, you then divide your result by 100, which gets you your answer.

Die Rolls Replacement
d2 d200/100
d3 d300/100
d4 d400/100
d6 d600/100
d8 d800/100
d10 d1000/100
d12 d1200/100
d16 d1600/100
d20 d2000/100
d24 d2400/100
d100 d10000/100

(NOTE: For Open RPG, you cannot go higher than 1d10000. It is impossible. You have to use only the 10ths decimal place...)

Rounding[edit]

Instead of rounding decimals off (which would now defeat the purpose of Decimal die), you now instead round off to the hundredths decimal point (it is where the '0' in "#.#0" is). As usual, unless noted, you always round down.

The mechanics of d20.00 in D&D 3.5e[edit]

Ability Scores/Mods[edit]

For ability scores/mods got to ability scores/mods.

Die Additions[edit]

With the addition of Decimals, over hundreds of new die types can be added into D&D. However, most of these can only be used in Open RPG and similar systems as of late, thus Open RPG is recommended for this.

New Types of Die Damage Sizes[edit]

New Die Equivalent Value
1d1.00 [1d100/100]
1d1.25 [1d125/100]
1d1.33 [1d133/100]
1d1.50 [1d150/100]
1d1.66 [1d166/100]
1d1.75 [1d175/100]
1d2.25 [1d225/100]
1d2.33 [1d233/100]
1d2.50 [1d250/100]
1s2.66 [1d266/100]
1d2.75 [1d275/100]
1d3.25 [1d325/100]
1d3.33 [1d333/100]
1d3.50 [1d350/100]
1d3.66 [1d366/100]
1d3.75 [1d375/100]
1d5.25 [1d525/100]
1d5.33 [1d533/100]
1d5.50 [1d550/100]
1d5.66 [1d566/100]
1d5.75 [1d575/100]
1d6.50 [1d650/100]
1d7.00 [1d700/100]
1d7.50 [1d750/100]
1d8.50 [1d850/100]
1d9.00 [1d900/100]
1d9.50 [1d950/100]
1d10.50 [1d1050/100]
1d12.50 [1d1250/100]
1d14 [1d1400/100]
1d16 [1d1600/100]
1d24 [1d2400/100]

Die Size Changes/Additions[edit]

NOTICE! EXTRA WORK IS NEEDED ON THIS SECTION TO MAKE IT MORE EQUAL.

1d1.00 > 1d1.25 > 1d1.33 > 1d1.50 > 1d1.66 > 1d1.75 > ...

1d2.00 > 2d1.00 > 1d2.25 > 1d2.33 > 1d2.50 > 2d1.25 > 1d2.66 > 2d1.33 > 1d2.75 > ...

1d3.00 > 2d1.50 > 1d3.25 > 2d1.66 > 1d3.33 > 1d3.50 > 2d1.75 > 1d3.66 > 1d3.75 > ...

1d4.00 > 2d2.00 > 1d4.25 > 1d4.33 > 1d4.50 > 2d2.25 > 1d4.66 > 2d2.33 > 1d4.75 > ...

1d5.00 > 2d2.50 > 1d5.25 > 2d2.66 > 1d5.33 > 1d5.50 > 2d2.75 > 1d5.66 > 1d5.75 > ...

1d6.00 > 2d3.00 > 1d6.25 > 1d6.33 > 1d6.50 > 2d3.25 > 1d6.66 > 2d3.33 > 1d6.75 > ...

1d7.00 > 2d3.50 > 1d7.25 > 2d3.66 > 1d7.33 > 1d7.50 > 2d3.75 > 1d7.66 > 1d7.75 > ...

1d8.00 > 2d4.00 > 1d8.25 > 1d8.33 > 1d8.50 > 2d4.25 > 1d8.66 > 2d4.33 > 1d8.75 > ...

1d9.00 > 2d4.50 > 1d9.25 > 2d4.66 > 1d9.33 > 1d9.50 > 2d4.75 > 1d9.66 > 1d9.75 > ...

1d10.00 > 1d10.25 > 1d10.33 > 1d10.50 > 1d10.66 > 1d10.75 > ...

1d12.00 > 2d6.00 [2d600/100] > 1d12.25 > 1d12.33 > 1d12.50 > 2d6.25 > 1d12.66 > 2d6.33 > 1d12.75 > ...

1d13.00 > 2d6.50 > 1d13.25 > 2d6.66 > 1d13. 33 > 1d13.5 > 2d6.75 > 1d13.66 > 1d13.75 > ...

1d14.00 > 2d7.00 [2d700/100] > 1d14.25 > 1d14.33 > 1d14.50 > 2d7.25 > 1d14.66 > 2d7.33 > 1d14.75 > ...

1d15 > 2d7.50 > 1d15.25 > 2d7.66 > 1d15.33 > 1d15.50 > 2d7.75 > 1d15.66 > 1d15.75 > ...

1d16.00 > 2d8.00 [2d800/100] > 1d16.25 > 1d16.33 > 1d16.50 > 2d8.25 > 1d16.66 > 2d8.33 > 1d16.75 > 2d8.50 > 2d8.66 > 2d8.75 > ...

1d18.00 > 1d18.25 > 1d18.33 > 1d18.50 > 1d18.66 > 1d18.75 > 3d6.00 > 3d6.25 > 3d6.33 > 1d19.00 > 1d19.5 > 3d6.50 > 3d6.66 > ...

1d20.00 > 2d10.00 > 1d20.25 > 3d6.75 > 1d20.33 > 1d20.50 > 2d10.25 > 1d20.66 > 2d10.33 > 1d20.75 > ...

1d21.00 > 2d10.50 > 1d21.25 > 2d10.66 > 1d21.33 > 1d21.50 > 2d10.75 > 2d10.75 > 1d21.66 > 1d21.75 > ...

1d24.00 > 2d12.00 > 3d8.00 > 1d24.25 > 1d24.33 > 1d24.50 > 2d12.25 > 1d24.66 > 2d12.33 > 1d24.75 > 3d8.25 > ...

1d25.00 > 2d12.50 > 1d25.25 > 1d25.33 > 1d25.50 > 3d8.50 > ...

1d26.00 > 2d13.00 > 3d8.66 > ...

1d28.00 > ...

1d30.00 > ...

1d33.00 > ...

1d35.00 > ...

1d40.00 > ...

1d50.00 > ...

1d66.00 > 2d33.00 > ...

3d23.33 > 1d70.00 > ...

1d75.00 > ...

1d80.00 > 2d40 > ...

1d90.00 > 3d30 > ...

3d33.33 > 1d100.00 > 2d50 > 4d25 > 5d20 > 10d10

Carrying Capacity Changes[edit]

Because of the possible insanity that would be incurred by having every decimal place calculated for weight, and to leave in some ease of use, Only the weight capacity up to the 10ths place will be calculated. all other places will not be done until I deem it necessary.

To see the tables go to Carrying Capacity.

Variant Speed Rules[edit]

Algorithm: Resultant Speed = Base Speed + {1.25*(DexMod)} - {2.5*(Armor Check Penalty- Str. Mod)}.

(Do Not use decimals for movement, unless you do something)

Base Save Bonuses[edit]

WARNING! THESE BONUSES MIGHT BE OFF BY A BIT. ALGORITHMS FOR SAVE BONUS DATA IS NEEDED
Table: Base Saves
Class Base Save (Good) Base Save (Poor)
Equations 2+(HD)*0.5 HD*.33
1st +1.50 +0.33
2nd +2.00 +0.66
3rd +3.50 +0.99
4th +4.00 +1.32
5th +4.50 +1.65
6th +5.00 +1.98
7th +5.50 +2.31
8th +6.00 +2.64
9th +6.50 +2.97
10th +7.00 +3.30
11th +7.50 +3.63
12th +8.00 +3.96
13th +8.50 +4.29
14th +9.00 +4.62
15th +9.50 +4.95
16th +10.00 +5.28
17th +10.50 +5.61
18th +11.00 +5.94
19th +11.50 +6.27
20th +12.00 +6.60

Base Attack Bonuses[edit]

Table: Base Saves
Level Base Attack (Good) Base Attack (Average) Base Attack (Poor)
Equation HD HD(3/4) HD(1/2)
1st +1 +0.75 +0.50
2nd +2 +1.50 +1.00
3rd +3 +2.25 +1.50
4th +4 +3.00 +2.00
5th +5 +3.75 +2.50
6th +6/+1 +4.50 +3.00
7th +7/+2 +5.25 +3.50
8th +8/+3 +6.00/+0.75 +4.00
9th +9/+4 +6.75/+1.50 +4.50
10th +10/+5 +7.50/+2.25 +5.00
11th +11/+6/+1 +8.25/+3.00 +5.50
12th +12/+7/+2 +9.00/+3.75 +6.00/+0.50
13th +13/+8/+3 +9.75/+4.50 +6.50/+1.00
14th +14/+9/+4 +10.5/+5.25 +7.00/+1.50
15th +15/+10/+5 +11.25/+6/+0.75 +7.50/+2.00
16th +16/+11/+6/+1 +12.00/+6.75/+1.50 +8.00/+2.50
17th +17/+12/+7/+2 +12.75/+7.50/+2.25 +8.50/+3.00
18th +18/+13/+8/+3 +13.50/+8.25/+3.00 +9.00/+3.50
19th +19/+14/+9/+4 +14.25/+9.00/+3.75 +9.50/+4.00
20th +20/+15/+10/+5 +15.00/+9.75/+4.50 +10.00/+4.50

Thanks to...(In ORPG nicks)[edit]

Matillo: (for getting the basic mechanics down on ORPG...)

Hihepux: (Helping with mechanics)

Pz.Az.04Maus: (For thinking of the basic concept)

And others who helped as well from the Veav I Server on ORPG...

Links[edit]

Open RPG [2]


Back to Main Page3.5e HomebrewRulesD20.00 Decimal Rules

Home of user-generated,
homebrew pages!


Advertisements: