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[Homebrew] Kingdoms v1.31 (Open: 4 slots to fill)

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Liquidor

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PostPosted: Wed Oct 09, 2013 4:30 pm
Homebrew Type System - Beta
Bit of Pathfinder's Kingdom's and War system and the 3.x Birthright Campaign Setting. There's a bit of stripping of rules for simplicity and fun. Adding a bit of Paradox's game system to the mix.

[ Character Sheets ]









[ Premise / Forward ]

SPACE Players start off as adventurers. If they survive, they get to found a town. If they lead the town successfully, they may find themselves as noble houses within a new kingdom fighting for their slice of the world.

[ Setting Information / Background ]

SPACE From lowly adventurer's getting paid to explore a new region to the Founders of a new settlement to the Eventual Rulers of a new World, Players will experience will the other side of adventuring; Retirement.

[ Character Creation ]

User Image

User Image
You will only need to roll the d12 when creating a Secondary Character.
12 is either a reroll or player's choice.

User Image
You will only need to roll the d8 when creating a Secondary Character.
8 is either a reroll or player's choice.

User Image
Secondary Character's Kingdom Scores are randomly assigned by previous method.

The following three Kingdom Scores will be used primarily outside of the Adventure Phase. You take the average of the two scores assigned (round down). Ability Scores assigned to one of the following Kingdom Scores can not be used for another Kingdom Score. ie you lock in two ability scores to each kingdom score. Like DEX / STR to MIL, CHA / WIS to ADM and INT / CON to DIP.

Administrative [ADM]
Diplomatic [DIP]
Military [MIL]

Character Sheet
Name:

Class:
Race:

Lvl:
EXP:

HP:
BP:

STR ()
DEX ()
CON ()
INT ()
WIS ()
CHA ()

ADM ()
DIP ()
MIL ()

Traits:

[ Game Play ]

There three sections of game play. Each section is introduced when you reach the appropriate game point (either by level or size).

    Adventure Stage

  1. Select Team : 4 Members minimum

    May select any number of House or Free Adventurers in a single town.

  2. Choose an Adventure

    DC = 10 + BP + Time + Terrian + Random

    BP is the Build Points to be earned
    Time is the weeks spent thus far in the adventure
    Terrain is the modifier associated with the Terrain
    Random is the possible increase to the DC due to an unforseen event/occurance

  3. Adventure Time

    Each team member makes a MIL roll against the DC
    Success: Result is equal to or greater than DC
    Failure: Result is less than DC

  4. End Result

    Success
      Party Success: At least half the party is successful
      Individual Success: 1 XP gained
      BP earned if end of adventure
      Each member makes rolls a 1d100 for a chance at a random magic item

    Failure
      Member suffers 1 HP loss, then makes a CON roll against DC
        Success : 1 XP gained
        Failure: 1 HP Loss, No XP gained
 
PostPosted: Thu Oct 10, 2013 9:37 am
This sounds very interesting and looks to be quite original, color me intrigued.

I would love to give this a shot 3nodding  

Kiwi Blitz

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TheVulgarUnicorn

PostPosted: Thu Oct 10, 2013 4:42 pm
As would I  
PostPosted: Thu Oct 10, 2013 5:13 pm
So, would we just make AR rolls for everything? And when it says "Roll 6d6, add one roll to each", does that mean one die result to each? (i.e.: one of the dice rolled a 6, I would add it to a -2 for an ability score of 4?)  

Kiwi Blitz

Hilarious Lunatic

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Liquidor

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PostPosted: Thu Oct 10, 2013 9:57 pm
Machinations Dream
So, would we just make AR rolls for everything? And when it says "Roll 6d6, add one roll to each", does that mean one die result to each? (i.e.: one of the dice rolled a 6, I would add it to a -2 for an ability score of 4?)

Yes, that means you can assign any one die result to an Ability Score. Think of the Ability Scores being reduced to simply Ability modifiers since that's the number we'll be using for the majority of the game.

Adventure Rolls (AR) is only used in the Adventure Step of the game. But as it is the first part of the game, you'll be using it about 90% of the time until the next step.  
PostPosted: Fri Oct 11, 2013 12:34 am
I think I get the gist, and yet I don't think I get it quite clearly. So instead of complicated character sheets, we'll be blazing through most part of the game with simple mechanics?

And regarding the magic, say I make a sorcerer. Does the bloodline part take into account?  

GregarMoon

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Liquidor

Original Player

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PostPosted: Fri Oct 11, 2013 2:22 am
GregarMoon
I think I get the gist, and yet I don't think I get it quite clearly. So instead of complicated character sheets, we'll be blazing through most part of the game with simple mechanics?

And regarding the magic, say I make a sorcerer. Does the bloodline part take into account?

Yes, the idea is to keep as simple and as clean as possible.

This isn't Pathfinder. It just takes some elements from it that were in the d20 SRD.  
GregarMoon rolled 6 6-sided dice: 2, 2, 3, 6, 5, 3 Total: 21 (6-36)
PostPosted: Fri Oct 11, 2013 5:30 am
Liquidor
GregarMoon
I think I get the gist, and yet I don't think I get it quite clearly. So instead of complicated character sheets, we'll be blazing through most part of the game with simple mechanics?

And regarding the magic, say I make a sorcerer. Does the bloodline part take into account?

Yes, the idea is to keep as simple and as clean as possible.

This isn't Pathfinder. It just takes some elements from it that were in the d20 SRD.


Ah, okay, that clears things up. Let's get rolling for stats then!

Let's see, rolling for the six stats....  

GregarMoon

Divine Werewolf

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GregarMoon

Divine Werewolf

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PostPosted: Fri Oct 11, 2013 5:36 am
GregarMoon
Liquidor
GregarMoon
I think I get the gist, and yet I don't think I get it quite clearly. So instead of complicated character sheets, we'll be blazing through most part of the game with simple mechanics?

And regarding the magic, say I make a sorcerer. Does the bloodline part take into account?

Yes, the idea is to keep as simple and as clean as possible.

This isn't Pathfinder. It just takes some elements from it that were in the d20 SRD.


Ah, okay, that clears things up. Let's get rolling for stats then!

Let's see, rolling for the six stats....


.....And after adjustments, I'm ending with this:--

Name: Fenrir
Class: Sorcerer
Race: Human
Lvl: 1 EXP:
HP: 7 BP:
STR (1) INT (4)
DEX (2) WIS (2)
CON (1) CHA (5)
AR (+) 9
Ability: Caster: Add INT to Adventure Roll
Trait: Human [+1 to All: None]

So, I gain spells as the original d20? Or there's another spell list?  
Kiwi Blitz rolled 6 6-sided dice: 5, 5, 5, 6, 5, 5 Total: 31 (6-36)
PostPosted: Fri Oct 11, 2013 9:13 am
Alrighty, with my questions answered, here are da rolls...  

Kiwi Blitz

Hilarious Lunatic

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Kiwi Blitz

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PostPosted: Fri Oct 11, 2013 9:22 am
Name: Killgore Tinycrush
Class: Barbarian
Race: Halfling
Lvl: 1 EXP:
HP:15 BP:
STR (4) INT (4)
DEX (4) WIS (3)
CON (3) CHA (3)
AR (+ 4)
Ability: Rage [ Pay 1 HP to roll twice ]
Trait: Lucky [ Rolls twice on Failure ]

And with everything adjusted, here we go~ cool  
PostPosted: Fri Oct 11, 2013 9:28 am
GregarMoon
So, I gain spells as the original d20? Or there's another spell list?

There's no spell list.  

Liquidor

Original Player

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GregarMoon

Divine Werewolf

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PostPosted: Fri Oct 11, 2013 9:54 am
Liquidor
GregarMoon
So, I gain spells as the original d20? Or there's another spell list?

There's no spell list.


Oh alright ^^  
PostPosted: Fri Oct 11, 2013 10:04 am
GregarMoon
Liquidor
GregarMoon
So, I gain spells as the original d20? Or there's another spell list?

There's no spell list.


Oh alright ^^


Hmmm.....so anything goes, huh? *imagines Gregor throwing Aveda Kadavra's left and right* ninja

lol  

Kiwi Blitz

Hilarious Lunatic

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Liquidor

Original Player

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PostPosted: Wed Nov 13, 2013 9:13 am
Reworked the system a bit. Requires a bit of reworking the characters.

Machinations Dream
I would love to give this a shot

TheVulgarUnicorn
As would I

GregarMoon
Oh alright ^^
 
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