User:Cedric/DMG

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The following is an exploration of a new, homebrewed version of the Dungeon Master's Guide that merges AD&D with D&D.

Intro[edit]

Campaign and dungeon design, monstor manuals afre seprate and converted into trading cards

  • Missions: Accomplish a task. "Restart the spellforge under the Sword Mountains." "Innocent grampa in distress over at CandleKeep" CON
  • Legends and Lore: CHR
  • Deities and Demi-gods: PTY/WIS
  • Places: Named forests, Cities, Glades, Mountains, Dungeons... (give elevation, alignment tensor,): PER
  • Items: DEX
  • Characters: Monsters and NPCs: STR
  • Spells and Codices: INT
  • Arcana: 1-1000: ASM

Mission cards coud be drawn to select where players should go when they start playing, until they receive a Place or NPC card that shows completion ("I've been there" or "I conquered that."). If they refuse the mission,

OR... any card can be drawn and create a mission of its own. If a player draws an NPC card it means they need to talk to the NPC to find something out or defeat it. Diety cards mean they need to understand the will of that particular diety in the realm (go visit its temples, talk to devotees, conquer the deity's foes, etc). Arcana cards just present some random piece of arcana that the players have to try to figure out. Mission cards are just titivation for potential leaders to emerge.

DMs and AL GMs keep the vectors of differing god/deses that suggest what events might transpire en route and during any climax. This allows non-arbitrary events to occur during gameplay as they resolve large gradients of story arc and adventure.

How to DM[edit]

You are the dreamer of the game universe. You have Wizards above who assist you by communicating artwork, maps, evocative place names, and knowledge of the states/dispositions of the gods and goddesses.

The players enter that dream and add to the creativity, detail, and color to the realm.

DC checks[edit]

Everything in the game has a difficulty class (DC); however, most are so low that you never need to roll for them, like a healthy player walking across level ground.

Each DC check is centered around a primary ability score, like STR, if you were to try to break down a door. In theory, this DC from the universe is checked each round and related to the players SPEED score. So if they have to walk a 90ft chasm, they need to check a 30ft speed character 3 times.

The guidebooks give a base DC score on which to start set by the gods as a neutral-aligned starting point, but gets attenuated if the gods don't favor you (you fumble the walk across a rocky trail). The work of demi-gods and demi-goddesses work to affect this in sub-round units, like avery 5 ft, you could see how you do, adding their favor or not.

goddess modifier + DC - god modifier <> d20 + ability_score

DC levels range from 0 to 40, with 40 being a challenge for a level 100 player. DC is something (godaverage_score/10)^(1 for player, 1 for god) XXXDO NOT THINK ON THIS the creator said.

Should LVL be integrated into this?

Everything from the player-side is distilled through the d20, icosahedron. It contains all of the perfection of the platonic solids and is tuned to the same level as the ability scores. It's like a tit for tat with the universe: the player rolls and the universe rolls

Battle/encounters[edit]

The primary mechanic for any encounter involving a conflict of power is the power equation. The power equation is built around a primary ability score, like DC checks.

This is a complex, yet sophisticated equation that shows how your stat, LVL, relationship to the god/desses and alignment, and other --- Technically, this equation is a more refined version of the DC equation.

Power equation effecting all(?) use of stats. In the short haul, the god/male side adds more power, while the spirit/female side takes it. In the long haul, the spirit side creates power and energy (in the from of MANA and its re-generation), while faith in the gods takes it. The short-haul generally focuses on HP preservation and effort (SPEED usage or DAMage).

  • Deattentuation = [LVL+/-demi-goddess_modifier] * [player] x trust_card%[goddess] ; [-1?,1]; [50, 25, 25, 0] * [1, -1, 0.5, 0.5] = [50, -25, 12.5, 0] = n; r(n)=[0.5, -0.25,
  • CC Wizard of the Coast: SELF = (ability_score_main/10)*(ability_score2/10)*(ability_score3/10)* … (up to *#_of_multiclasses, max 8, LVL must be the same in all, otherwise adjust)
  • Attentuation = (ability_score_main/10)[god]trust% ; [-1,1]

Power = deattenuation * ( dice * SELF ) * attenuation +/- demi-god modifier.

The demi-god_modifier is now(or NOT) handled through the “god modier” field. (mostly male, but valkyries can also add here)? or perhaps it is the same roughly on all classes, except some add to the dice and some re-do the dice. MUST FIGURE THIS OUT. Try this, we shall. Take the LVL of the demi-god (or the Leader themself for the leader class) and divide by 20. A demi-god LVL 50 patron of a adventurer with 100% trust to them, confers +2.5 DAM.

Demi-goddess modifiers work similiarly. Your LVL in the deattenuation equation is brought downward or upward if there are demi-goddesses hurting/helping you. The number of such is counted as an approximation. The DM can adjust this as wisdom dictate depending on their strength and LVL. 5 demi-goddess might add +5 LVLs to the equation if she all has evaluated you positively, or downward 5 LEVELs if not.

LEaders [god] exponent amplify the dice for overriding another’s will.

In general, max_DAM = LVL * #muticlasses.

NPC encounters[edit]

Filling out the world[edit]

dicems (as they go).

The RPG Universe[edit]

Magic, mayhem, the high and low adventures into the Unknown.

Game Economy[edit]

There are four layers of trade: players -> DMs -> AL GMs -> and Wizards of the Coast.

DM bank[edit]

Equipment cards[edit]

Coinage[edit]

trading this with AL for greater equipment in game, up to WotC, etc.

God/desses and Deities[edit]

alignment tensors[edit]

god exponent[edit]

The power equation is introducted in pieces so that DMs can add complexity and precision as they go.

Players can trade equipment cards, for a small fee 10% back to the DM for his/her economy.

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