4e Predicted Rules (DnD Variant Rule)
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[edit] 4e to 3.5 Variant Rules
| ShadowyFigure (talk) | |
|---|---|
| Date Created: | 06/03/2008 |
| Status: | Active Development |
| Editing: | Please feel free to edit constructively! |
Below will be a list of 3.5 conversion of what I think the 4th Edition Rules may be like. Some of these are being implimented into my own current game.
[edit] Critical Hits
In 4e Critical Hits will no longer have a range but instead when ever you roll a 20 you score a critical hit then maximise all damage. No confirmation.
[edit] Mechanics
Critical Ranges no longer exists instead when ever you roll a 'Natural 20' on an attack roll maximise all damage dice apart from ones gained from critical hitting. This includes sneak attack damage. Some weapons are better then others at criticals and so deal additional dies of damage. For example a Longsword has a critical range of 19-20 and so on a critical hit deals an additional 1d8 damage. This additional damage is NOT maximised.
| Critical Range | Bonus Damage |
|---|---|
| 20 | None |
| 19-20 | +1 Die |
| 18-20 | +2 Dice |
| 17-20 | +3 Dice |
[edit] Saves
In 4th Edition saves will be calculated differantly. This rule can be implement into 3e quite simply.
[edit] Mechanics
To calculate your Fortitude, Reflex and Will use the following calculation.
10 + Class Base Save Value + Abbility Score Modifier + Misc Modifiers.
Poisons, Spells and Traps
Of course changing how you calculate yours saves also means calculating the DC's of Poisons, Spells and traps differently. Where a character would normally have to make a save they will now be 'attacked' by the spell, trap or poison to do this you have to work out the trap, poison or spell 'attack bonus' you do this by subtracting 10 from the normal DC.
Once you have the 'attack bonus' you can then roll a d20 add the bonus and see if the spell, trap or poison is effective.
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