NEBELUN's EXCERPTS: SHIELDS and WEAPONS SHIELDS and WEAPONS SHIELDS
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NEBELUN'SNEBELUN'SNEBELUN'S EXCERPTS:EXCERPTS:EXCERPTS: SHIELDSSHIELDSSHIELDS andandand WEAPONSWEAPONSWEAPONS Nebelun's Excerpts ’ elcome to this excerpt of Nebelun’s Pandect of Possibilities, a handbook of variant rules options for the fifth edition of Dungeons & The complete handbook is organized into chapters that align Dragons®. Within this tinkerer's tome, core with sections of the Player's Handbook or Dungeon Master's D&D® game mechanics are tuned and Guide. If the rules in that chapter catch your interest, give tweaked, reconfigured and re-imagined, but them a spin in a playtest or even a regular session - either as with an eye to keeping the distinctive feel (and W a block, or by picking individual options. Even the more compatibility) of D&D fifth edition. transformative options are designed to be friendly with game balance and involve minimal or no conversion. If they don't catch your interest, or fail to shine in the playtest, you can leave them and still try some of the other options. Although The core aim is a cohesive but modular set of optional rules everything in this ruleset is designed to play well together, that add useful depth for both roleplayer and rollplayer, each option also stands alone and you can simply take the without disrupting compatibility or accessibility. Fairness is a bits that suit your group's taste and style. central tenet but since they do tend to have a (pseudo) realism approach, some options will suit a grittier campaign setting. Some complexity is a given with increased depth. Stripped- If you like this excerpt, look out for other excerpts released down rulesets have their own merits and there are some over the coming weeks, or download a Pay What You Want great examples. However this not a stripped-down ruleset. copy of the complete Nebelun’s Pandect of Possibilities at This is unapologetically a buffed ruleset. Cohesive but in a DMs Guild. Please consider a short review/comment to let modular plug-and-play format so you can find the right me know it was appreciated - it would make my day. And if balance for you. You should feel free to use as many, or as few, you could spread the word, that would be great. of these options as suits your group: a pick-and-mix of variant rules for the discerning homebrewer, dice goblin, or curious If you liked it a lot and would like to do more, I would be experimentalist. Ingredients for a craft homebrew to have the very happy if you donated something to a charity of your right depth and bite to suit your taste. choice. Finally, the rules here have been extensively playtested in various iterations, but they are wide in scope and have transformative mechanics, so no amount of small group This is an except from the handbook, which is available as testing will find all the potential gaps. With wider use, there Pay What You Want on DMs Guild: Nebelun’s Pandect of will inevitably be issues and suggestions, so please let me Possibilities. The excerpt has been edited for simplicity and know at [email protected]. I will update the DMs to remove DMs Guild Creator Resources artwork for wider Guild document in the summer and you will be able to re- distribution. The full handbook has additional details and download the latest version then, with credits for additional options, as well as a richer, more illustrated, format. contributions. DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2020 by Rules Mechanic ([email protected]) and published under the Community Content Agreement for Dungeon Masters Guild. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. A shield has a number of useful roles in combat. These Many campaign settings have a region with more advanced, options add to those of the core rules and the Shield Master or more primitive, metalworking, and nobody’s weapons or feat. Although shield size and shape vary, the balance of cover armor work quite as well once they have picked up some and maneuverability across a range of sizes may lead to a major dents from a 30ft fall or a bruising battle with a stone similar defensive benefit via that trade-off between active and golem. passive defense. Very small shields are a little different and A simple way to bring this into your game is to give an item are treated separately below. a +1 if it is expertly made, or a -1 if it is poorly / primitively made, or damaged. If bought or sold, the cost of the item also changes (a minimum of double, or half price, respectively). Perhaps the most historically relevant role of shields. When Damaged or poor quality weapon: -1 to attack bonus and taking the Dodge action outside of melee (i.e. not within damage reach of an opponent), a shield can be used as three-quarters Damaged or poor quality armor: -1 to AC cover (AC +5) instead of its usual +2 (from shield or from half Expertly made weapon: +1 to attack bonus and/or damage cover). Expertly made armor: +1 to AC A +1 from quality is not magical for purposes of resistance or immunity to nonmagical weapons. The maximum total If using the "Closing Range" option, a shield provides cover bonus from quality and any magical bonus remains +3. for the wielder when closing range on an opponent with a An item that is -1 due to damage can be repaired for half its longer reach weapon. An opportunity attack is therefore not new cost. PCs with the relevant artisan’s tools and proficiency provoked by this. (smith’s tools for metal, leatherworker's for leather, woodcarver's for wood) may also make their own repairs with a successful DC 15 ability check. This requires 1 hour. If using the defense AC variant, proficiency with a shield allows the proficiency bonus to remain in the AC, even when wielding a non-proficient primary weapon (proficiency bonus Optional sources of damage are described below. would still be removed from attack bonus). Situational. This can be thematic as part of the campaign narrative, such as the example of the stone golem above. Critical fumble. There can be a chance of weapon damage Bucklers (very small shields) and vambraces (a form of on a critical fumble. You should consider the mood of the forearm armor) can give a +1 bonus to AC when used in a campaign when choosing the frequency of this. A gritty free hand. They don’t give the other benefits listed above but a campaign would have damage on any critical fumble; a heroic buckler can be donned or doffed as an object interaction campaign would limit this to when two critical fumbles occur (does not use an action if it is the only object interacted with in a row (or both dice when rolling with advantage or that turn) and vambraces allow the free hand(s) to perform disadvantage). A middle ground would involve rolling an other actions (e.g. sleight of hand or somatic components of a integrity die on a critical fumble (for example, damage occurs spell). Bucklers and vambraces impose the same penalties as when rolling a 1 on a d6 integrity die). shields if used without having proficiency with shields. Critical damage. There can be a chance of armor damage when critically hit by a melee weapon. Again, you should Shield Cost Armor Class (AC) Weight consider the mood of the campaign when choosing the Shield 10 gp +2 6 lb frequency of this. A gritty campaign would have damage on any critical hit taken; a heroic campaign would limit this to Buckler 10 gp +1 2 lb when two critical hits occur in a row (or both dice when Vambraces (pair) 15 gp +1 3 lb rolled with advantage or disadvantage). A middle ground would involve rolling an integrity die on a critical hit. A creature wielding a shield can choose whether damage occurs to their shield or to their armor. Study Notes Extreme damage. There can be a chance of armor damage at a given damage threshold. It is recommended that this is There is a magic to the master craftman's work. A when the creature takes damage equal to the armor AC in a blending of skill, science, and art. Aspire to be a single go. Again, a creature wielding a shield can choose craftsman in everything you do. whether damage occurs to their shield or to their armor. Insinoori Tonttu Deliberate. If using the "Called Shot" option, allow an attacker to target (-10 penalty) the weapon, armor, or shield. POSSIBILITIES | EQUIPMENT 1 This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. he final part of this handbook is made up of appendices describing some more Research Notes experimental options - essentially the Unearthed Arcana of this collection. I should apologise for the roughness of these laboratory jottings.