Just a test/brainstorm thread for a future flavored D&D 5e.
Working on our first test battle now...
Rules changesIn the age of powerful ranged weapons, cover and surprise are more important than ever. Combat is much more lethal.
Cover
It's important not to be caught out in the open-hiding behind obstacles and around corners to fire, working with allies to suppress and take down foes.
Lean
Your character can 'lean' 5ft in any direction from the space he is standing, making an attack as if he was standing there-yet, he still remains in his original position. This is useful for taking cover and defending yourself from attacks.
Flanking Fire
If a character is currently being fired at from two opposite directions, all attackers gain an advantage on damage rolls.
Take Aim
As a standard action, a character can take aim with a ranged weapon. Have the character make a ranged touch attack as though it were with a ranged weapon that they are currently wielding. If the touch attack hits, the character gains an advantage on all attack rolls against the target in question until the target moves more than 5 feet during a turn or leaves the attacker's line of sight. While aiming, the attacker cannot attack any other targets or use any other weapons, nor can they move, even to make a 5-foot step. Likewise, if the character’s concentration is disrupted, the character loses the benefit of aiming.
Doing deeds (good or bad) will slowly begin to influence the locals, assuming you do things that have an impact on their lives-all the groups of Superstition valley are roughly separated into factions. Reputation can go up or down, depending on your actions-obviously, doing good works will increase your reputation with a faction-they will be more inclined to aid you, if you should request it, and will offer you more opportunities for better pay. Acting against their interests will cause the opposite effect-eventually, your infamy will cause an associated faction to attack you on sight-placing a bounty on your head.
Of course, you'll find many of your jobs will likely force you to choose between one group or the other!
Known Factions
Orion Hill [0%]
U.S Army [0%]
Independent Miners [0%]
Missionaries [0%]
Red Mountain Apache [0%]
Immigrants [0%]
Reyes Family [0%]
Longbow
1d4+DEX damage
Range: 50/100
Two-handed
Standard Cost: $5
Firearms
Pocket Pistol
1d6-1 Pierce
4 Ammo
Range: 5/15
Standard Cost: $5
These are small highly concealable pistols, usually only a few shots, for very close self-defense. They are often carried for self-defense by ladies or gamblers.
Revolver
1d6 Pierce
5 Ammo
Range 30/60
Cost: $15
The most common firearms are revolvers, which trade the lethality and range of a rifle for ease of carry. Experienced gunslingers use a gun in either hand, and are very fast on the draw.
Carbine
1d6+1 Pierce
12 Ammo
Range 100/200
Two-handed
Cost: $25
Rapid-firing, breach-loaded, lever-action rifles; of the Henry or Winchester type. Repeating rifles are fairly common for settlers, bandits, cavalry and native warriors. The rate of fire and ammunition can give a man a seriously bad hair day.
Musket
1d6 Pierce
1 Ammo
Range 40/80
Two-handed
Cost: $5
Muzzle-loaded, flintlocks firing lead balls, like the Model 1812, 1822 or 1835 Musket, or the British Brown Bess. Some of these old weapons are still around and owned by those too poor to afford a better gun.
Long Rifle
2d6 Pierce
1 Ammo
Range 200/400
Two-handed
Cost: $20
Rifled muzzle-loading muskets used during the Civil War, examples would be the Springfield, Fayetteville and Enfield. Slow rate of fire is traded off for power and range-these weapons are common in most armies of this era.
Shotgun
2d6 Pierce
1 Ammo
Range 15/30
Two-handed
Cost: $15
Special: This weapon fires a 30 ft cone in the direction the user aims it. Those targets struck within 15ft are subject to full damage, but anyone beyond that can make a DEX save 10 for half.
Shotguns are smoothbore firearms. They can be devastating at close ranges and because of the spread of shot can be used to take down more than one target with one shot. Often used for defense by stagecoach drivers.
Bullets (200)
Cost: $2
Shotgun Shells (200)
Cost: $2
Musktballs (200)
Cost: $1
Arrows (300)
Cost: $1
Dynamite
3d6 Thunder
Save: DC 12 Dex for half
Range Thrown 60ft, Explosion 5ft
Money
When translating costs, merely convert gold pieces to dollars, silver pieces to dimes, and copper pieces to pennies.
Clerics and Wizards don't exist in this setting!
In fact, without reliable homebrew classes don't exist in this setting. You just pick your saves, skills, profession, variety of human and your fighting style (woo) and go at it.
Leveling is also different-you don't exactly gain EXP from killing buffalo. Instead, your primary way of leveling is the money you earn-which also gains you additional HP and Stats, along as various reputation perks and victory conditions.
Essentially, I divide the level XP needed by ten-that's how much value you have to have to gain your next level. You have to earn money-even if you spend it, your purchased gear also counts-buying things doesn't make it harder to level. Though you can lose your progress toward the next level, by having your gear stolen or gambling away or such. Once you get to your next level you can't 'unlevel'-so there's a reason to save up your money until you've done with your job. Then you can safely blow it all at the nearest tavern...like a real cowboy!
Total Money needed for Level
Lv.2: $30
Lv.3: $90
Lv.4: $270
Lv.5: $650
Lv.6: $1400
Lv.7: $2300
Lv.8: $3400
Lv.9: $4800
Lv.10: $6400
This also means you have to be really careful that no one robs you blind in the meantime.
All hit dice are d12's, by the way.
Skill changes
Arcana is now Myth. This game does (maybe) have supernatural elements, or at least what people think is supernatural-having this skill is useful for unraveling these mysteries.
~Character Creation
Choose Saves and Skills
Simply choose two stats and two skills from those stats-you gain proficiency in them.
Choose Profession
Note, alot of professions easily alter to a modern setting-just use your imagination.
Choose Style
Fighting Styles are changed to reflect the system, with an increased reliance on ranged combat, though you can still take some archaic styles-which are somewhat more effective. Everyone gets to choose one.
Marksmanship: You gain +1 to hit with all firearms weapons
Gunslinger: You gain +1 damage when wielding one handed ranged weapons.
Sniper: When you roll a 1 on a damage die for an attack you make with a firearm that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1.
Archaic Arts: You can choose either archery, dueling, great weapon fighting, or two weapon fighting styles from the basic rules as applied to melee weapons.
Choose Racial
Cosmopolitan
Ability score increase: +1 to all
Additional free Language
Native
Ability Score Increase: +2 Strength, +1 Dexterity, +1 Wisdom
Strongblood: Advantage on saves against disease.
Plantlore: Proficiency with a toolkit-either herbalism or poisoner kits.
Free proficiency in either Nature or Survival
Coastal
Ability Score Increase: +1 Constitution, +2 Dexterity, +1 Wisdom
Salty: Proficiency with spears, tridents, nets, vehicles (water), and two tools from the following list: carpenter, cartographer, navigator, weaver, woodcutter.
Free Proficiency in either Acrobatics or Athletics
Forest
Ability Score Increase: +1 Constitution, +2 Dexterity, +1 Wisdom
Strider: You ignore the effects of any naturally difficult terrain.
Free Proficiency in either Athletics or Survival
Grassland
Ability Score Increase: +1 Constitution, +2 Dexterity, +1 Wisdom
Fleet of Foot. Your base walking speed increases to 35 feet.
Steady Pace: Advantage on Constitution saves involving forced marches or running long distances.
Free proficiency in either Nature or Stealth
Mountain
Ability Score Increase: +2 Strength, +1 Constitution, +1 Wisdom
Strong Grip: Climbing costs you no extra movement
Mountain Air: Advantage on saves against environmental effects involving altitude (low pressure, decreased oxygen, altitude sickness)
Free proficiency in either Athletics or Survival
Swamp
Ability Score Increase +1 Strength, +2 Constitution, +1 Wisdom
Strong Stomach: Advantage on saves against poison and disease
Free proficiency in Nature or Survival
This game is entirely sandbox-you choose where to go, what to do, who to team up with. There are thre primary outcomes, regardless.
Get Rich
Making money is tough. Making alot of money is really tough. Getting away with it is nearly impossible...
Your main goal (if you choose to accept it) is to get to level 10, and leave the a rich man or woman-either head back North, or maybe further West-or even South into Mexico if you made your money 'dishonorably'.
Die Trying
Yeah. Avoid this.
Chasing the Dream
Maybe you've got something better to do than chase dollars.
Everyone's got a dream, right?
Depending on your character background, you will have an alternate quest to pursue, be it revenge, love or mystery-one that will take multiple steps to complete. One will find that those who choose to work with other players will find their destinies intertwined...