Chart assumes standard monster XP, and XP for GP. Typical treasure should cap at Tier III level, ca 50,000gp/hoard, with Tier IV hoards being exceptional.
Level XP
1 0
2 1000
3 3000
4 7000
5 15000
6 30000
7 60000
8 100000
9 150000
10 200000 'Name Level'
11 300000
+1 +100,0000 up to Level 20.
Magic Item Crafting
Rarity Minimum Level Time Cost
Common 4 2 days 200gp
Uncommon 8 7 days 1,000gp
Rare 12 31 days 5,000gp
Very Rare 16 92 days 25,000gp
Legendary 20 366 days 125,000gp
Saturday, 26 October 2019
Wednesday, 23 October 2019
Youtube Channels for a Gamer/GM
I'd recommend watching Youtube videos on topics of interest, generally NOT gaming videos. I get more from:
Scholagladiatoria - weapons
Shadiversity - weapons, castles, dragons, etc etc
Lindybeige - history, weapons, culture, etc etc
PBS Spacetime - space, astrophysics
Science & Futurism with Isaac Arthur - what it says
John-Michael Godier - space
Dr Becky (admittedly her cuteness may be a big factor!) - space
PBS Eons (though it's pretty lowbrow compared to Spacetime) - evolution/paleontology
Overly Sarcastic Productions - history, mythology, tropes
Scholagladiatoria - weapons
Shadiversity - weapons, castles, dragons, etc etc
Lindybeige - history, weapons, culture, etc etc
PBS Spacetime - space, astrophysics
Science & Futurism with Isaac Arthur - what it says
John-Michael Godier - space
Dr Becky (admittedly her cuteness may be a big factor!) - space
PBS Eons (though it's pretty lowbrow compared to Spacetime) - evolution/paleontology
Overly Sarcastic Productions - history, mythology, tropes
Monday, 21 October 2019
5e D&D House Rule - Bonus Skill Proficiencies for high INT
This is intended to deal with the 5e D&D 'INT as dump stat' issue.
Bonus Skill Proficiencies for high INT
A PC may begin play with a number of additional skill proficiencies from their class skill list equal to their INT bonus.
ie 12-13 = +1, 14-15 = +2, 16-17 = +3 etc. Multiclass characters choose from their starting class skill list.
If INT is raised during play, additional class skills up to the bonus limit may be learned using the Downtime rules in XGTE, ie 10 weeks - INT bonus per skill.
___
It's intentional that very high INT PCs may max out their class skill list, then being unable to take additional skills. It favours Wizards and to a lesser extent Rogues, which I think is ok.
Bonus Skill Proficiencies for high INT
A PC may begin play with a number of additional skill proficiencies from their class skill list equal to their INT bonus.
ie 12-13 = +1, 14-15 = +2, 16-17 = +3 etc. Multiclass characters choose from their starting class skill list.
If INT is raised during play, additional class skills up to the bonus limit may be learned using the Downtime rules in XGTE, ie 10 weeks - INT bonus per skill.
___
It's intentional that very high INT PCs may max out their class skill list, then being unable to take additional skills. It favours Wizards and to a lesser extent Rogues, which I think is ok.
Wednesday, 2 October 2019
Changing battlemat scale from 1 square = 5' to 3 squares = 10'
This has several advantages in terms of plausibility, mobility, et al.
Base sizes stay the same, so a 1" base figure still occupies 1 square, now about 3.3', or 1 meter. For diagonals, count 1 diagonal as 1 (3.3'), 2 diagonals as 3 (10').
5' reach = 2 squares
10' reach = 3 squares
15' reach = 5 squares
20' range = 6 squares
30' range = 9 squares
Now 8 characters with 5' reach can attack 1 from adjacent squares as before, but an additional 3x4=12 can attack from the second rank, the target benefitting from cover (+2 AC). Still, a mob becomes a lot scarier without having to worry about any in-and-out dance!
Base sizes stay the same, so a 1" base figure still occupies 1 square, now about 3.3', or 1 meter. For diagonals, count 1 diagonal as 1 (3.3'), 2 diagonals as 3 (10').
5' reach = 2 squares
10' reach = 3 squares
15' reach = 5 squares
20' range = 6 squares
30' range = 9 squares
Now 8 characters with 5' reach can attack 1 from adjacent squares as before, but an additional 3x4=12 can attack from the second rank, the target benefitting from cover (+2 AC). Still, a mob becomes a lot scarier without having to worry about any in-and-out dance!
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