TrainingTraining is done by returning back to town. The required downtime won’t be anything specific unless everyone wants mandatory downtime to gain a level. It’s assumed that you have access to the appropriate trainers for ‘core’ classes unless you’re in the middle of nowhere. The only restriction on multiclassing is that you require a trainer to get you started, who will probably require a favor of some sort to initiate you.
Party CompositionMy only requirement is thatit
not be disfunctional.
FumblesWhen you roll a 1 while attacking, roll again. If you roll another 1, then you probably just critically failed. What happens then is up to the DM’s discretion.
Spell BuffsBuff spells (i.e. Bull’s Strength, &c) use the 3e durations (1hr/level) rather than the 3.5e durations. The 3.5e durations contribute to the excessive dependence on gear that 3.5e has.
ToughnessToughness provides a 3hp+1hp/level rather than just a flat 3hp. I expect this feat to be more popular now.
Crit ImmunityI’d like to change the way crit immunity works. Right now, rogues suck pretty badly against anything with crit immunity. What I’d like to try is making crit resistance be a modifier on your armor class where your armor class increases by the amount of fortification for the target to beat on a confirmation roll.
For example:
Let’s say a rogue is fighting a zombie with an AC of 12. He rolls a 20, which threatens a critical. In order to crit, he needs to roll better than a 24 on his confirmation roll because full immunity is treated as 100% fortification.
Sneak AttackA rogue will successfully sneak attack if he rolls higher than the fortified AC on his attack roll (barring anything like uncanny dodge that prevents sneak attacks).
Another example:
Let’s say the previous rogue has a +8 attack bonus, and he rolls as 16 on his attack roll. This would generally not threaten a critical, so the rogue does not make a confirmation roll. However, the total (8+16=24) is equal to or greater than the zombie’s fortified AC. In this case, the rogue would get sneak attack damage.
Skill RollsI’m not going to generally tell players what their target DC is unless the effect is simple and obvious (like making a save to minimize taking damage). It works in the storyteller system, so I don’t see why it can’t for D&D.
ExperienceExperience is mostly going to be session/story experience rather than a set amount per encounter. I might use the encounter XP as a guide, but I won‘t be giving it out after every combat.
Item CreationI think it’s lame that item creation requires XP, but I’ve not decided on a good replacement mechanic right now.
Character CreationWe’ll be using the standard point-buy system (25 points, per p.169 in the DMG) for stats unless everyone
really wants to roll for it.
Level AdjustmentsRather than deal with ECL, level adjustments will use an alternate XP table instead. The idea comes from
here, except that I did not include the additional XP costs for reducing the adjustment.
Level LAdj 1 LAdj 2 LAdj 3
1 0 0 0
2 2000 3000 4000
3 5000 7000 9000
4 8000 12000 15000
5 12000 18000 22000
6 17000 25000 30000
7 23000 32000 39000
8 30000 40000 49000
9 38000 49000 60000
10 47000 58000 71000
11 57000 68000 83000
12 68000 79000 96000
13 80000 91000 110000
14 93000 104000 125000
15 107000 118000 141000
16 122000 133000 157000
17 138000 149000 174000
18 155000 166000 192000
19 173000 184000 210000
20 192000 203000 229000Money WeightYes, money has weight. Carrying around thousands of gold coins will weight you down. It might not be a bad idea to put your money in a bank rather than haul it around with you.
Coin Type Wt (troy oz) ~#/lb.
Gold 0.292 50
Silver 0.0729 200
Copper 0.0972 150Please post any comments/thoughts/&c.

Update: Added bit on the weight of money