ADVANCER Rules - An Introduction
ADVANCER is my attempt to rewrite the Advanced Dungeons & Dragons rules in a way that is accessible. I plan to completely rewrite the rules contained in the three core books: the Players Handbook, Dungeon Masters Guide and Monster Manual.
Most of the rules in the PHB will be included, while I am only selectively taking rules from the DMG. I haven't decided yet whether I will rewrite the entire Monster Manual, but there are rules buried in there and I plan to extract them for this compilation.
Rewriting the spell descriptions, I believe, is essential and what cut short an earlier attempt of mine. It is quite a bit of work, but those lengthy spell description are another source of impenetrability for players.
ADVANCER will remove the systems that I don't use in play and streamline those that I do. Here is some of what I intend:
Dice rolls
- d20. To be used for attack rolls and saving throws
- d6. To be used for surprise and initiative determination
- 2d6. To replace all* other rolls, especially percentile rolls
- *Spell descriptions include certain one-off dice rolls
Streamlined systems
- XP progression regularized (not fully unified)
- XP awards for monsters and magic items
- Ascending armour class adopted
- Attack bonus and saving throw advancement regularized
- Saving throw categories reduced to four and clarified
- Ability score bonuses (and penalties) harmonized
- Level limits regularized and alternatives provided
New or fully revised systems
- Combat and initiative (three-phase system of fast, regular and slow actions)
- Weaponless combat (touch attacks, pummeling, grappling, overbearing)
- Encumbrance (simplification of armour types and carry capacity)
- Recharging magic items
- Illusionist magic (regularized)
Removed systems
- Weapon speed
- Weapon vs AC
- Combat round segments (translated to initiative penalties)
In upcoming posts, I will set out these systems and try to explain some of my thinking in how I reconfigured them.
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