Variant Rules (Dragon Ball: Further Beyond Supplement)
From D&D Wiki
Variant rules[edit]
These variant rules are REQUIRED in order to use this supplement properly. If these rules are not used, this supplement will break dnd 5e completely, and very quickly.
Battle Power System[edit]
In the world of dragon ball, the frost demons created a system of measuring battle power numerically that allowed them to quite accurately rate and catalogue aliens based on their ki signature and body strength. While this system is only used for the first half of the manga, it will be used quite extensively in this supplement, to measure whether you have a combat advantage or domination over a creature you are fighting.
Every being has a battle power based on the following calculation:
highest non-wisdom ability score*level(minimum of 0.1)*wisdom mod*tier multiplier*training multiplier*racial multiplier*transformation multiplier*technique multiplier, minimum of 1, rounded down.
Level, wisdom modifier, and highest ability score are all self explanatory.
Tier multiplier is 0.2 from levels 1-20, 2 from levels 20-25, 4 from levels 26-30, 8 from levels 31-40, 16 from levels 41-50, and your BP before adding your tier multiplier at levels 50 onwards.
Training multiplier comes from Power Level training, this starts as 1
Racial multiplier refers to multipliers gained from racial features, this starts as 1
Technique multipliers only apply while using a technique and for that use only. For example, using a galick gun multiplies your battle power for the purpose of that attack only.
Transformation multipliers apply while using the transformation, and apply to both defenses and attacking.
battle power has one purpose:
Domination Multipliers[edit]
refer to the following when trying to figure out what power levels do in a fight. The multiplier refers to the number you get when you divide the higher BP creature’s BP by the lower BP creature’s BP.
1.25-1.499 repeating: Partial Domination[edit]
The higher BP creature deals 1/10th more damage, and the power BP creature deals 3/4ths of their damage. Additionally, the higher BP creature has advantage on attack rolls against the lower BP creature. Damage reduction will count as half for the lower power creature.
1.5-1.99 repeating: Heavy Domination[edit]
the higher BP creature deals 1/4th more damage, and the lower bp creature deals 1/4th of their damage. Additionally, the higher BP creature has advantage and a +5 bonus on attacks vs the power bp creature. The higher BP creature ignores half of the lower BP's creature damage reduction. Damage reduction will count as one third for the lower power creature.
2+: Complete Domination[edit]
The lower BP creature deals no damage, and the higher BP creature deals 2^x where is x is the multiplier divided by 2 rounded down, times more damage. Additionally, the higher BP creature automatically hits attacks they make vs the lower BP creature. The higher BP creature completely ignores the lower BP's creature damage reduction. Damage reduction will be negated for the lower power creature.
Bounded Accuracy Enforcement[edit]
When you get ability scores above 30, some accuracy-related numbers change in effect. For save DCs and saving throw bonuses, you cannot add more than a +10 modifier from scores or score-related abilities to either. Instead, every save bonus from a score that would result in a bonus beyond 10 gives damage reduction, 3 per modifier point beyond +10. Save DCs get a similar boon, 3 additional damage per modifier beyond +10. Attack rolls and armor class work a little differently. When 2 ability scores contribute to your armor class, only one of them can add a modifier beyond a +10 to your armor class value. Instead, a modifier point beyond a +10 grants 1 damage reduction against attacks. Profiency bonus for all values works similarly. If you would add your proficiency bonus to any of these(attack rolls, armor class, saving throws, and save DCs) twice or more, the additional proficiency bonus only scales up to +6 at most. If you add half proficiency, it only scales up to +3 at most.
Gravity Tolerance[edit]
Each character has a certain amount of gravity that they can tolerate. This is measured in increments of earths gravity, or G's. A character may tolerate an amount of G's equal to their strength or constitution modifier. This is how many they tolerate without taking damage, but unless the amount of Gs is half or less than this amount, they will halve their movement speed, as well as subtract 4 from their dexterity and 2 from their strength for every G above half the aforementioned amount. For any level above their tolerance amount, they will take 2d12 force damage for every level above your maximum per turn spent in this gravity. When you train, the multiplier for your TP gain when training will have .5 added to it for every level above half your tolerance.
Power Levels are Bullshit[edit]
As a natural result of saiyan power progression being the best explained in the original series, and with all characters having naturally high power progression, saiyans tend to have the most mechanical power of any race(aside from bio android matching it). In series, other races get similar boosts which are completely unexplained, though. As a result, you might want to follow how the series works and give any non-saiyan player characters who are falling behind boosts to keep up. E.g giving your namekian player a 10*BP boost if they begin to fall behind.
Back to Main Page → 5e Homebrew → Campaign Settings → Dragon Ball: Further Beyond (5e Campaign Setting) → Variant Rules (Dragon Ball: Further Beyond Supplement)