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Custom and Variant Rules in the Dargas Campaign
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We have a variety of rules that we use in Dargas which are not strictly
"by the book," although most of them are by some book. But, if
all you have are the Players Handbook. Monster Manual,
and Dungeon Master's Guide, some will not be familiar. This page
lists all the custom rules.
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Some things are simply different in Dargas.
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We have a handful of rules to correct things that are incorrect or
absent from the Core Rules.
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Since this is an older campaign, started back in AD&D V1, the
characters have been converted again and again to newer versions of
the D&D game system: they did not start out as V3.5 characters,
although that is where they are now. In order to keep the "feel" of
the original characters, as they have been developed through years
of role-playing, we have some non-standard conversions.
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We have adopted Feats from certain non-core sources. Our drow,
duergar, and tiefling characters can use the racial Feats from
the Forgotten Realms Campaign Setting, Races of
Faerûn, and Underdark. Any character can use Feats
from Song and Silence and Tome and Blood.
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We've adopted a few of the optional rules from the Dungeon
Master's Guide.
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We're trying out some of the variant rules from the Unearthed
Arcana rulebook.
Dargas is different
We have drow and duergar characters. In V3, that is not a standard
option except in a Forgotten Realms campaign. In the Forgotten Realms,
duergar speak Dwarven and drow speak Elvish, although the drow also have
their own sign language, completely silent, known only to them. In
Dargas, Duergar and Drow are full-fledged spoken languages. Perhaps
they are dialects of Dwarven and Elvish, respectively, but they are
sufficiently different to not be readily understood by one who speaks
the language of the surface dwelling races.
V3 is incorrect or incomplete
Character aging
Character aging has been a feature of D&D since V1. The races have
always aged at different rates, and there have always been categories of
age: youthful, mature, old, venerable, whatever. But, the specific
numbers for the age categories and life span for a given race has varied
a lot across the different versions of the game. I discuss this in my
treatise on
Character Age in Dungeons and
Dragons. We have adopted the V3.5 age categories, and have adjusted
some of the early birthdays to accommodate them, with one exception: we
think that V3 got it wrong with Humans: that version made that race age
too quickly. Therefore, we have retained the V2 aging scale for Humans.
Here is the racial aging chart we use:
Age Categories by Race
Race |
Adulthood |
Middle Age |
Old Age |
Venerable |
Variance |
Maximum Age |
Human |
15 |
45 |
67 |
90 |
+2d20 |
130 |
Dwarf |
40 |
125 |
188 |
250 |
+2d100 |
450 |
Elf |
110 |
175 |
263 |
350 |
+4d100 |
750 |
Gnome |
40 |
100 |
150 |
200 |
+3d100 |
500 |
Half-elf |
20 |
62 |
93 |
125 |
+3d20 |
185 |
Half-orc |
14 |
30 |
45 |
60 |
+2d10 |
80 |
Halfling |
20 |
50 |
75 |
100 |
+5d20 |
200 |
Note that a tiefling is essentially a human with fiendish ancestry. That
makes her an Outsider, but she ages as a human does.
Down time
A character does not spend all her time adventuring. She may have
a profession, may be living a life of luxury off her loot, or may
actually be studying something or other and bettering herself. Since
each player has several characters and usually only brings one at a time
along on an adventure, we've concluded that for each full year a
character does not adventure, she may use one Skill Point as desired.
Earned XP
The Dungeon Master's Guide has a chart for XP awards based on a
character's ECL and a challenge's CR. I discuss this all in my treatise
on Experience Point Awards. I concluded
that the official method is flawed and we now use a
Rationalized XP Table.
Character Conversion
Magic Items
In V2, a ring of protection would "stack" with a cloak of
protection, and either would improve both saves and armor class. In
V3, the usual magic items are a ring of protection, providing a
Deflection bonus to armor class, and a cloak of resistance,
providing a Resistance bonus to saves. One can make a ring of
protection and resistance or a cloak of deflection and
resistance, but two Deflection or Resistance bonuses do not stack
We have grandfathered all the V2 rings or cloaks of protection to
be rings or cloaks of deflection and resistance. Similar bonuses
do not stack, as is normal in V3, however, so there's no point in
wearing one of each.
Specialty Priests
The V2 Dargas campaign had no standard "clerics". Instead, every deity
had his or her "specialty priests". A specialty priest did not have
access to every clerical spell, but did have a few special
deity-given powers. Each deity granted different powers to his or her
priests, providing some differentiation between character clerics.
In V3, different deities grant different domains, and that
provides differentiation between clerics.
However, or V2 clerics were accustomed to their deity-granted
powers. When we converted them to V3, we decided to convert those powers
into special Feats available only to clerics of the appropriate
deity. Some of these powers are vastly over-powered, compared to a
normal Feat, but that seemed the only available mechanism.
- Hel
- The Norse Goddess of death and the underworld.
In V2, at L5, she granted her priests complete immunity to poison
and disease.
In V3, the "Hel's Boon" Feat does exactly that. That power is well
beyond any Feat; there are feats that grant immunity to
a single poison.
- Isis
- The Egyptian goddess of magic, matrimony, and motherhood
In V2, she granted her priestesses 5% Magic Resistance per level.
Additionally, at L10, her priestesses always made their saves
against magic.
Chondara, the only priestess of Isis in the Dargas campaign, is
retired. I would propose that Isis grant her priestesses Spell
Resistance like a drow: the "Isis's Boon" feat, available at L1,
grants spell resistance equal to (11 + CL).
- Lei-Kung
- The Chinese god of thunder, justice, punishment, and the
uncovering of secrets.
In V2, at L5, he granted his priests the ability to act as a L4
thief. At L10, his priests would act as a thief of their level.
Elvira is the only cleric of Lei-Kung. She never reached L10, so
she was only "used to" acting as a L4 thief. She is not fully
converted yet, but the agreement, so far, is that there will be a
dozen or so additional skills, characteristic of a rogue, that will
be "class skills" for a cleric of Lei-Kung. Unlike every single
other specialty priest, no Feat was proposed to get this ability:
this is to be free.
- Shina-Tsu-Hiko
- The Japanese god of the winds.
In V2, at L10, he granted his priests the ability to fly at will.
In V3, the "Shina-Tsu-Hiko's Boon" Feat grants that ability. (What
speed and maneuverability class?). Again, this is more powerful
than any normal or Epic Feat: it is reminiscent of granting a
spell-like ability, but those are typically usable once per day.
- Sif
- The Norse Goddess of war and excellence.
In V2, at L5 she granted her priests a one point boost to the
ability score of his choice. At L10, her priests would advance
directly to L11.
In V3, the "Sif's Boon" Feat is available to a cleric of Sif at
L6. This will boost any ability score by one point, just as happens
every four levels. This is the equivalent of an Epic Feat: one such
Feat exists to boost each of the abilities.
Adding a level is very un-Feat-like. It's the sort of thing that an
artifact like the book of exalted deeds grants. We did not
come up with a reasonable mechanism for granting this, so, we threw
up our hands and gave Marga and Tigerblade a free level, just like
Elvira. (Note that we couldn't say that those two clerics had read
the aforementioned artifact, since one person can only benefit once
from reading such a book, and Tigerblade also has read
a book of exalted deeds!)
Specialty Priest Feats
Feat |
Type |
Prerequisites |
Benefit |
Hel's Boon |
General |
Cleric Level 5, patron deity Hel |
You are immune to all diseases and
poisons. |
Isis's Boon |
General |
Cleric Level 1, patron deity Isis |
You gain Spell Resistance of 11 +
CL. |
Shina-Tsu-Hiko's Boon |
General |
Cleric Level 10, patron deity Shina-Tsu-Hiko |
You gain the supernatural ability to fly
at will with speed X and maneuverability class Y. |
Sif's Boon |
General |
Cleric Level 5, patron deity Sif |
Add one to any ability score. |
Elvira
Elvira is a special case all on her own. She was a very complicated
character: a multi-class drow Cleric (Lei Kung)/Fighter/Mage. Her
player was very concerned that he'd not be able to make a
conversion that would "feel" the same as the Elvira he'd played for
over ten years.
He ultimately came up with a cleric/sorceress that looked like she'd be
as talented as the old Elvira. He never quite finished the conversion,
and she is, for the moment, dormant.
One of her abilities caused a certain amount of distress. Elvira has an
imp, named Freddie, as her familiar. In V1/V2, when an imp deigns to be
a mage's familiar, it gives the mage additional powers. Among other
things, if it is touching its master, it passes on its own spell
resistance. Additionally, if the imp is within a mile of its master,
the master can act like a mage one level higher, affecting both how many
spells he can cast per day and also the level-dependent effects of those
spells. Of course, if the imp is separated by more than a mile, its
master loses one level of magely power.
Therefore, when she was with Freddie, Elvira acted like a mage one
level higher than the level she'd actually earned the XP for.
When it looked like Elvira wasn't going to end up being beefy enough,
the DM allowed Elvira to have one free CL, since "Elvira is used to
acting a level higher than the level she earned." That was a
conversion rule unique for Elvira; even Tebryn, who now has an imp as a
familiar, didn't get to do that, since he got a V3 imp. Only Elvira's
V1/V2 imp was good enough.
Additional Feats
Racial Feats from the Forgotten Realms
Dargas has four drow, one duergar, and one tiefling character. All of
these are standard character races in the Forgotten Realms. Therefore,
although Dargas is not a Forgotten Realms campaign, the DM allows those
characters to select from the racial Feats from Forgotten Realms source
books.
Drow Racial Feats
Feat |
Type |
Prerequisites |
Benefit |
Arachnid Rider |
General |
Drow elf, gray dwarf |
You receive a +2 bonus on all Handle
Animal and Ride (any arachnid) checks. You may use the Handle
Animal skill to affect monstrous spiders of Large size or
smaller. |
Daylight Adaptation |
General |
Drow elf, gray dwarf, orc |
If you are a type of creature that
suffers circumstance penalties when exposed to bright light, you
no longer suffer those penalties, whether the light comes from a
natural or magical source of illumination. |
Deepening Darkness |
General |
Ability to create darkness as a racial ability |
The darkness you create with your racial
ability is treated as deeper darkness for the purpose of
countering or being countered by spells such as daylight.
All other effects (duration, area of darkness, and so on) are as
the darkness spell. You can use your darkness ability two
additional times per day. |
Highborn Drow |
General |
Drow elf, base Will save +2 |
You may use detect good, detect
magic, and levitate once per day as spell-like
abilities with a caster level equal to your character level. |
Improved Levitation |
General |
Naturally able to levitate as a spell-like ability. |
You may use your levitate
spell-like ability in 10-minute increments instead of all at
once. The number of times per day you may now use the ability at
this shorter duration is equal to your caster level. If you could
levitate more than once per day, multiply your caster level by the
number of times per day to get the total number of uses
of levitate you have. |
Lolth's Blessing |
General |
Drow elf, Wis 15, patron deity Lolth, ability to cast 3rd-level
divine spells. |
You may
use clairaudience/clairvoyance, detect
lie, dispel magic, and suggestion once per day
as spell-like abilities with a caster level equal to your
character level. |
Lolth's Meat |
General |
Drow elf |
If you kill a living creature with an
Intelligence score of 3 or higher with a melee attack, you gain a
+1 morale bonus on attack rolls, damage rolls, and saving throws
for the rest of the encounter. If you kill such an opponent
either by performing a coup de grace or with a touch spell, you
gain a +2 morale bonus on attack rolls, damage rolls, and saving
throws for the duration of the encounter. To qualify for this
bonus, you must either reduce the target to -10 hp with your blow,
or kill it with a touch spell (such as slay living). |
Duergar Racial Feats
Feat |
Type |
Prerequisites |
Benefit |
Arachnid Rider |
General |
Drow elf, gray dwarf |
You receive a +2 bonus on all Handle
Animal and Ride (any arachnid) checks. You may use the Handle
Animal skill to affect monstrous spiders of Large size or
smaller. |
Daylight Adaptation |
General |
Drow elf, gray dwarf, orc |
If you are a type of creature that
suffers circumstance penalties when exposed to bright light, you
no longer suffer those penalties, whether the light comes from a
natural or magical source of illumination. |
Duergar Mindshaper |
General |
Gray dwarf |
You gain +1 spell power (+1 on save DCs
and a +1 bonus on checks to overcome spell resistance) on
enchantment spells and spell-like abilities. |
Iron Mind |
General |
Gray dwarf, Wis 13 |
You receive a +4 bonus on saving throws
against psionic effects such as those employed by a mind flayer or
yuan-ti, and a +1 bonus on Will saves. |
Tiefling Racial Feats
Feat |
Type |
Prerequisites |
Benefit |
Deepening Darkness |
General |
Ability to create darkness as a racial ability |
The darkness you create with your racial
ability is treated as deeper darkness for the purpose of
countering or being countered by spells such as daylight.
All other effects (duration, area of darkness, and so on) are as
the darkness spell. You can use your darkness ability two
additional times per day. |
Fiendish Bloodline |
General |
Fey'ri, tanarukk, tiefling, base Fortiude, Reflex, and Will
saves +1 |
You gain the ability to
cast protection from good three times per day
and bane once per day as spell-like abilities with a caster
level equal to your character level. |
Improved Energy Resistance |
General |
Naturally resistant to a form of energy (acid, cold,
electricity, fire, sonic). |
Choose one form of energy to which you
have a natural (not spell- or item-granted) resistance. Your
resistance to that type of energy increases by 5. You can gain
this feat multiple times. Its effects do not stack: each time you
take the feat, it applies to another type of energy to which you
have a natural resistance. |
Improved Flight |
General |
Ability to fly (naturally, magically, or through
shapechanging). |
Your maneuverability class while flying
improves by one grade. |
Outsider Wings |
General |
Aasimar or tiefling, base Fortitude, Reflex, and Will saves of
+2, Celestial Bloodline or Fiendish Bloodline. |
You have sprouted wings (feathered if an
aasimar, batlike if a tiefling), revealing the power of your
supernatural bloodline. These allow you to fly at your land speed
with average maneuverability. A medium or heavy load that would
reduce your land speed reduces your fly speed a similar
amount. |
Book of Vile Darkness
The following feats from the Book of Vile Darkness have been
selected by characters.
Feats from the Book of Vile Darkness
Feat |
Type |
Prerequisites |
Benefit |
Malign Spell Focus |
General |
Evil alignment |
Add +2 to the DC of any spell you cast
with the Evil descriptor. |
Song and Silence
The following feats from Song and Silence have been selected by
characters.
Feats from Song and Silence
Feat |
Type |
Prerequisites |
Benefit |
Alluring |
General |
Persuasive, Trustworthy |
You get a +2 bonus on Diplomacy checks
and add +2 to the DCs of all your mind-affecting,
language-dependent spells and spell-like abilities. |
Multicultural |
General |
Speak Language (your chosen race) |
Choose any one humanoid race other than
your own. Whenever you meet members of that race, they are likely
to treat you as one of their own. You gain a +4 bonus on Charisma
checks made to alter the attitude of a member of your chosen
race. |
Obscure Lore |
General |
Bardic Knowledge class ability |
You gain a +3 bonus on Bardic Knowledge
checks. |
Trustworthy |
General |
|
You gain a +2 bonus on all Diplomacy and Gather
Information checks. |
Tome and Blood
The following feats from Tome and Blood have been selected by
characters.
Feats from Tome and Blood
Feat |
Type |
Prerequisites |
Benefit |
Energy Substitution |
Metamagic |
Any other metamagic feat, 5 ranks in Knowledge(arcana) |
Choose one type of energy: acid,cold,
electricity, fire, or sonic. You can modify a spell with an energy
designator to use the chosen type of energy instead. A substituted
spell works normally in all respects except the type of damage
dealt. A substituted spell uses a spell slot of the spell's normal
level, modified by any other metamagic feats. You can gain this
feat multiple times. Each time it applies to a different type of
energy. |
Optional Rules from the Dungeon Masters Guide
I am sure we adopted some. What are they?
Variant Rules from Unearthed Arcana
We're going to try out the following variant rules. I expect to
describe them all more exhaustively, soon. Stay tuned.
Racial Paragon Classes
At least one drow and one tiefling are interested in becoming an
uber-member of their race, and this is how to do it.
Weapon Group Feats
Instead of Simple, Martial, and Exotic Weapons, this will allow finer
grained specification of the types of weapons a character is proficient
in, while allowing Feats such as Weapon Focus, Weapon Specialization,
and Improved Critical to apply to an entire
Weapon Group, rather than to a
single weapon.
Domain Wizards
All the players of wizards like this: each wizard electing to be a
domain wizard selects a
single arcane domain, just as each cleric selects two divine
domains. She may now cast one extra spell per day at each spell level,
which must be the specific domain spell pertaining to the domain she
selected. All castings of that spell, whether as a domain spell or a
regular spell, are at caster level +1.
Craft Points
A mechanism for campaigns with little downtime to allow characters with
Item Creation Feats to spend accumulated Craft Points in place of time
to make items; they are deemed to have been crafting the item in their
spare time, rather than requiring months of uninterrupted time.
Level Adjustment Reduction
A way for characters to "buy off" their racial Level Adjustment in order
to reduce their ECL to equal their CL. We
analyzed this method and
figured out an acceptable way to retrofit it to our high-level
characters.
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