Variant Rules (Dominaria Supplement)
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Creator's note on the Rules
Now adds 3 hp per level. Must have the back story or experiences to take it. Examples of backgrounds include being a military veteran (for characters who start past lvl 1), or being from the brutal Northlands when the rest of the party are from south of The Verge. As far as experiences something like surviving a few exceptionally horrific/rough fights (multiple PC deaths) or even a battle or two, or surviving crossing The Verge or the Arixan Wastes would be experience enough.
Battlecraft (Wis; Untrained): Similar to Spellcraft, Battlecraft allows fighting classes to modify and/or improve the results of their actions. Table to follow. Synergy bonus per base attack bonus?
Example: Elam the Fighter, currently under several buffs and an enlarge person, wishes to disarm the knight charging him. Following this he wishes to use the lance (knight still holding on) to "baseball bat" the next knight in line. He realizes this is extraordinarily difficult but to receive the charge would mean certain death or grievous injury. Elam rolls a natural 20 in the first ever use of Battlecraft and suceeds. On his next attack he wishes to use the remnants of the now shattered lance as a javelin and "Achilles" the bannerman of the second wave of riders, he chooses to use Battlecraft to extend his range. He rolls a 19 for battlecraft and then a 20 on the attack roll, which he confirms with a 20. This, he informs his now bewildered DM, is an instant-kill per Unearthed Arcana.
Jump is now part of movement phase. The number of squares jumped is subtracted from their movement and then they can keep moving as normal if they have movement left. Jump cannot take you past your normal movement cap.
Climb is now part of movement phase. The number of squares climbed is subtracted from their movement and then they can keep moving as normal if they have movement left - note that pulling oneself over the edge of whatever one is climbing takes a square. Climb cannot take you past your normal movement cap.
A character can fight at full strength for a number of rounds equal to their constitution score. After this they are fatigued for a number of rounds equal to half their constitution score. After this they are exhausted for a further half of their constitution score. 'Fight at full strength' includes melee fighting and casting/channelling.
There will be feats and such to extend this and this is a bit rough atm but that's my idea in any case.
When a magic user is targeted by another magic user by a damaging magical attack, the targeted magic user may attempt to Counter-Cast. Note a counter-cast may only be attempted if the spell used by the attacking magic user has verbal or somatic components. In order for this to succeed, the targeted magic user must pass a Spellcraft check equal to 10 + the spell level + the enemy magic user's applicable casting ability. Then they must have a spell available that is of the same damage subtype or of the opposite damage subtype. The targeted magic user may then counter cast. The two magic users roll damage as normal and then the lower value is subtracted from the upper. If the attacker wins then the remaining damage is dealt in a cone of each subtype (cast and counter-cast) involved starting at the midpoint of the two magic user and ending at the targeted magic user. If the defender wins the result is a bust of the remaining damage of each subtype (cast and counter-cast) involved at the midpoint of the two casters with a diameter of half that distance.
As a rule, I always apply collateral damage when one of my parties is slinging spells around. Magic is spectacular and supernatural, and using collateral damage really reinforces this and amps up the feel of magic. Fights too feel more important and dangerous when fireballs blow out walls and may collapse floors above the party. I don't do this in order to "reign in" or "police" the party but to enhance the feel of the game and add a touch of "realism" almost. A Lightning Bolt or Flame Strike for example is a powerful spell past the ken of many mages, and casting it should yield appropriate effects.
Below I've put in a simple table of the hardness and hit points of many common building materials in Dominaria, as well as some common objects for examples. It's pretty easy, hardness acts as straight damage reduction and any further damage is dealt straight to the substance's hit points.
|Paper or cloth||0||2/inch of thickness|
|Rope||0||2/inch of thickness|
|Glass||1||1/inch of thickness|
|Ice||0||3/inch of thickness|
|Leather or hide||2||5/inch of thickness|
|Softwood (Cedar/Pine/Spruce)||5||10/inch of thickness|
|Hardwood (Ash/Oak/Mahogany)||8||10/inch of thickness|
|Stone||8||15/inch of thickness|
|Bronze or brass||8||25/inch of thickness|
|Iron or steel||10||30/inch of thickness|
|Mithral||15||30/inch of thickness|
|Adamantine||20||40/inch of thickness|
|Object||Hardness||Hit Points||Break DC|
|Rope (1 inch diam.)||0||2||23|
|Simple wooden door||5||10||13|
|Good wooden door||5||15||18|
|Strong wooden door||5||20||23|
|Masonry wall (1 ft. thick)||8||90||35|
|Hewn stone (3 ft. thick)||8||540||50|
|Iron door (2 in. thick)||10||60||28|
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