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Alchemy (expendable Trinkets)

Posted on August 15, 2017 in D20 iCore Skill

[ Feature Impact ] > Positive
This is a formal field of study and a trade; Its practice produces items.
This could also be represented simplistically as a Lore.

( ALCHEMY)

Frame of Reference: All Skills are bound by the character's Setting (physics), and the details that their culture/society's Science (gathered by Technology), direct experience, and/or collective Records are capable of revealing. A character may not be able to apply their full measure on a different world, with different species and tools.


i20™ Skill Details

i20 Skills REPLACE d20 skill proficiency: A single Result Check to assess Success or Failure AND quality which may be impacted by conditions which indicate a Lack of Capability (Unfamiliar, Unproficient, etc.). The GM can { } Narrate it, and players may request an appropriate impact when anything other than a basic outcome is indicated. Character Points are Rewarded by the GM to improve Skills (and other Features).

[d20-check-note]

iCore iCore™ Skill Details


The practice of this may combine elements of: Biology, Chemistry, Physics. A character may gain a Toolkits and Work Stations by purchasing them in-game (depending on availability) or at the time of Inception using Assets.

Divine Trinkets

Occult Trinkets

There are many Occult Models to serve as an example.


D20 Occult Alchemy

Requirements: This requires an Intelligence of 14+ and a Wizard class of 2nd level ability or higher.
In addition to the normal Alchemy skills and artisan tools, the alchemist is proficient with advanced, more volatile and rarer processes and materials. These are used to augment the effects of certain spells. To augment a wizard spell, the alchemist must possess the following: The Wizard version of the spell in their spell book, 2) the normal material components for the spell, 3) the matching Occult Formulae for the same spell.
The alchemist takes a number of days equal to the spell level to produce the enhanced alchemal version of the spell, costing 25 coins per day. They make a DC 10 (+ the level of the spell) check with their tools and see if the process results in the correct outcome – transforming the mundane material components into an enhanced one which changes the outcome of the spell when cast. The specific outcome is based on the formulae. [Minor Alchemy (2nd level Transmuter Arcane Tradition power) allows the alchemist to add their proficiency bonus (doubling it) again to the outcome of the formulae.]

  • Extended Range: Doubled or touch becomes 30 feet.
  • Extended Area: Covers double the normal area.
  • -Replaces the concentration of the caster, allowing them to concentrate on another spell-
  • Extended Duration: Double the duration of any spell with more than an instantaneous duration.
  • Usurped Will: Assuming no change in the condition of the target that would normally give them a new save, this suspend the spell descriptions that allow the target to automatically get a new save each round.
  • Spreading Effect: The spell affects another target within its range (if non damage causing).
  • [Other]: Minor effect, adding no more than a D4 damage to the spell if it makes sense

Multiple effects can be combined, each one has the effect of doubling the cost and adding an additional day as well as +1 to the difficulty check.

Incarna Core Occult Alchemy

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Using the Rule of Averages Approach

Posted on May 19, 2016 in D20

KELLY BERGER May 2016

I implemented the rule of averages as way of making things go faster in the Incarna variant of DnD 5 (i20™). Learning the system was a huge factor in this decision. I still enforce this today in my campaigns, though I don’t know if i always will.

The ‘rule of averages’ is an approach to DnD that (in my mind) streamlines resolving actions. Less rolling means less time taken in both physical activity and calculations. Processing outcomes should be easier and faster as most of it is pre-calculated. The fact is, it’s nothing more than preference. In some ways I think it requires the PC’s to think more; Understanding that an outcome reflects not just a true/false condition, but quality (amount of damage or impact) means that more consideration is given – I always offer a bonus to damage or attack based on story and tactics. This is a way of requiring players to get involved and invested, to think to get the same effect rather than relying on a roll. In all cases, the rule of averages has the the following impacts I have observed:

  1. Fudge-Proof Damage: It cannot have circumstances that allow for manipulation or fudging/cheating around it.
  2. Faster Resolution in TTRPG: Dice don’t roll off tables, are not hard to see, don’t get cocked, are not questioned, cannot be weighted to advantage, don’t have to be added up, and all the other dynamic issues that comes with the physical space you roll in and dice you have to throw.
  3. Creative Opposition: Imposing result adjustment (impact degree) as well as chance of success adjustments allows for more creative story elements.
  4. Even Assessment: GM and players can assess challenge faster; they will not have to adjust dynamically as much for the variance of rolling well vs. rolling poorly.

With leveling and HP, it’s quicker calculation. Yes, it’s just a dice roll, but and everyone gets the same. In Incarna, there are plenty of things to offset this so that not everyone of the same class/level has the same HP. Leveling can be done more independently; it’s just a dice roll, but the results of that may force spell, ability, trait, or feat choices.

With damage from items it provides for a nice, graduated damage progression based on the quality of hit. Normal = average; More than 5 needed = full/major; extraordinary/critical = double full. This emphasizes quality over simple true/false. This improves with experience as well – the number of times a character will get full damage against ‘normal’ foes goes up significantly… instead of the same random outcome each time.

With damage from effects it provides the same impact as damage from items – graduated based on how well the attack succeeded.

Many forms of countering can be used here in addition to the DnD Resistance mechanic – basically using the Result Shift of Incarna.

Typical Arguments Against

When everything affects everyone the same, it dumbs down the game and lowers the level of excitement.

I won’t argue this – it does, especially if you rely on random rolls for excitement instead of story. As a GM, I have to fudge a lot because of this forced variance. Its that or reduce it to a lesser challenge I know the PC’s can survive – also not fun. It also enhances the level of excitement knowing that not only does a character getting better improves their accuracy, but improves their quality of hit. A simple “+1” has more meaning/impact.

It does not reflect the diversity or variance in real life.

True again, and it depends on how you view PC’s – extraordinary in themselves, or doing extraordinary things and an ordinary person. Nothing really changes with averages – it’s just a matter of degree and preference. It more heavily reflects the idea that improvements in capability should mirror outcomes. This means not just more successes, but more higher quality of outcomes.

You could just offer average OR a roll.

In fact, I do with a lot. It’s a fact some people role better and others worse. The averages allows for a more even experience, and factors in less how well you roll a dice or how certain dice have a certain propensity. And there are traits and powers for luck if you do want to rely on that more actively.

[Base] d20 Barbarian Class Variant

Posted on October 12, 2015 in D20

These materials represent the Incarna i20™ approach based on ©D20 system & d20 use.

ONLY Applicable to the i20 Variant

Barbarian is a cultural moniker. IT DOES NOT SIMPLY MEAN IGNORANT BRUTE. It is a way of life living close to and with the environment, tapping consciously or unconsciously into anima sources to empower warrior of great vitality and spirit.

Character Changes

Read the Incarna d20 Variant rule summary.

  • Starting Equipment and Money = By campaign setting – DO NOT USE THE ©PLAYERS HANDBOOK.
  • Story Emphasis: It is strongly suggested that all characters have some story for the important elements of their characters.

LEVEL-UP: The GM rewards a character a level based on Merit. By default, i20™ assumes by campaign milestone and limited by Experiences using Improvement Limits. Multiclassing follows i20 multi-class parameters in addition to the base requirements. Sanity increases by 1 every 4 character levels.


Primary Aptitude(s): Kinetic (Path of the Berserker).

Magic/Spell Changes

[d20-summary-magic-changes]

Class Changes

  1. All barbarians mental threshold to the spirit realms is lower, in order to channel their powers. Starting Sanity is 10.
  2. Tasha’s Cauldron: NOTHING
  3. Xanathar’s Guide: Ancestral Guardian path

Need ideas for role-playing this? See the Roleplaying your Character's Capabilities or ask the Game Master how it is best expressed in your Setting.No matter what restrictions exist in the setting you use, many GMs will allow anything with the right context or character backstory.

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i20™ Branch Essentials

Posted on September 6, 2015 in D20

These materials represent the Incarna i20™ approach based on ©D20 system & d20 use.

The “d20” approach (see too the d20 System) is common in many game systems that leveraged the original D&D idea of a 20 sided die with active ‘classes’ and ‘levels’ of capability vs. a passive targeted difficulty for resolving outcomes of actions.

Primary System Focus: 5e (reviewed as of 11-1-2024; This may change in the future.)
ALL 5e COMPATIBLE DESIGNED MATERIAL IS PREDICATED ON THE OGL 1.0a USE.

Keep in mind, that any system or author can use the iVerse™ materials in any way they see fit. Individual GMs may alter or “homebrew” their own variants. Everything is Creative Commons licensed – a citation/link back to the source is all that’s required.

THE ESSENTIALS (Summary)

Incarna Concepts Expressed in 5e

It is assumed that by default, anything in Incarna that contradicts the standard 5e SRD rules takes precedence.

CHECK RESULT OUTCOME/QUALITY: Health (HP), damage, and other factors use a measured outcome scale for damage or effect. That average is to be used unless noted in materials. All outcomes for skill checks follow provisions in the d20/DnD 5™ Skills -> i20 Features mapping.

CLASS: The Character Pathway mechanics, specifically the Incarna Class Expressions override those of 5e, though leverage the core ideals.

ABILITY SCORES + SANITY: There are 8 (Attribute) values, adding Sanity. Sanity is used to make horror/terror/fear checks, typically replacing Wisdom and Charisma. All races have a starting Sanity of 11, 10 for half breeds. It is generated however each GM desires it to be depending on their preferred method used (points, rolls, etc.).

EXPERIENCE POINTS: Incarna does NOT use “Experience Points” (XP) for advancement. Improvement/advancement is based on the story and story milestones and approved use of Character Points (which are awarded like XP, but there are different ways of gaining them) or Character Weaves (which alter immediate outcomes – like “hero points” or “action points”).

Health, Damage, Resting and Recovery: Health is the measure of Hit Points (HP). Damage and Recovery are more lethal. Hit Dice are not rolled for healing! A Short Rest is a full night of rest, after which time characters regain 1 + their Constitution bonus (min of 1) in HP. Exhaustion is recovered at 1 measure per Short Rest. A Long Rest is a full week of rest (after which time character regains their full HP). Wounds (see hereafter) can inhibit this, and quality of care and conditions can adjust this.

  • Temporary Health: Temporary Health is lost when used or after a Short Rest if the effect granting them does not specify.
  • Starting Health: Characters start with only an average Hit Dice at first level, unless noted.
  • Fatigue Damage: Light stress and strain on Health. If it drops a character below 1, they become unconscious – it cannot kill. Unless noted, it is completely healed after a completed Rest of any kind.
  • Hard Damage: OVerly impactful damage that heals at the rate of 1 per Long Rest. Very few effects produce Hard Damage.
  • Damage Resistance: Effects like Barbarian Rage, that grants resistance, also applies to magical attacks of the same type unless they have additional damage types in the same strike, are described as preventing this (powerful weapons/effects), or under the effect of the Magic Weapon spell.

Magic Warranted Changes

These are critical changes to how magic works – review carefully!

  1. Practice of Magic is divided into Low Arts and High Arts; Low Art (normal spells) ALL use, by default, Verbal, Somatic, and Material elements.
  2. The Arcane Focus or Holy Symbol is a form Focus Point Item and requires Attunement (1 Essence).
  3. Rules that remove the “each round” aspect of most spell saves
EMPOWERED MAGIC: Removes the “check each round” aspect of spells.

ASSIGN A MYSTIC TRADITION: Any magical capabilities come from the Mystic Traditions of Inspiration or Spark. When they Manifest spell type capabilities, it is using the Invocation practice of Casting.

ENCUMBERED CASTING: Spell casters need to abide by Casting Constraints for rules on casting encumbered. It pays to be without any encumbrance/load/burden.

IDENTIFYING MAGIC ITEMS: Use of the Identify spell to discern specific magical Dweomers and Auras of items, places, etc. is generally replaced with the Rituals of Knowing. See Identifying Items for basic dweomer/aura assessment and the Items and Services for the setting the character is in.

LONG LIFE THREAD SPELL IMPACT: Creatures with a Long Life Thread Impact (e.g. Elves, etc.) cannot be affected by either d20 Raise Dead or Revivify.

Incarna Concepts New to 5e

APTITUDE: Aptitude indicates the direction of your character’s natural capabilities. Incarna Class Expressions require aptitude. Aptitude is acquired using Essence.

ESSENCE: All things have Essence, with Higher Order beings having more. Many classes require the character expend a small amount of Essence in order to be able to use their related capabilities upon The Pattern. It is also used for Bindings and Attunements, returning at 1/Short Rest once it is no longer used for this. It can be used to barter for powers and enhancements with powerful creatures (like “selling your soul”) capable of granting such.

RESILIENCE OF ITEMS: The Incarna basic Resilience rules for items are used. Every point of Resilience can be used to shift the Quality of Result down, at the expense of using the item to take the blow and reduces its long term effectiveness. For example, a medium light shield has 1 Resilience – it can absorb 1 blow. Resilience can be restored by an appropriate crafter or technology, usually for a cost.

Wounds

A character who is “Wounded” suffers immediate (damage) and longer term effects. The source of the wound may describe other specific effects, but always cover the following: 1) The target gains a level of Exhaustion (cumulative, to a maximum of 5 – i.e. cannot kill), 2) Their sequence of Death Saves starts with one failure. They lose any advantage on their physical ability checks, and lose 5′ of movement. A character automatically becomes Wounded when:

  • They take a Critical Hit – Minor Wound
  • They drop to 0 hit points (of non-fatigue damage) but are not killed outright – Major Wound; any healing spell that is equal to or more than the negative HP value that is cast upon the target in the same round, will return them to 1 HP without the Wounded condition.

Minor Wound: The effects of 1 Minor Wound are negated after a Short Rest is completed; Additional ones each take a Short Rest.

Major Wound: The effects of 1 Major Wound are negated after a Long Rest is completed; Additional ones each take a Long Rest. Greater Restoration can heal one Major Wound or all Minor Wounds. Example:

  1. -1 Strength
  2. -1 Constitution
  3. -1 Dexterity
  4. -1 Physical Attacks
  5. -1 Intelligence
  6. -1 Wisdom
  7. -1 Charisma
  8. -2m/5′ Movement
  9. 1 permanent failed death save
  10. -1 HP permanent

Grievous Wounds can only be healed with Regenerate spell, which only completes after a full Long Rest.

Universal Class Specific Changes

If not covered elsewhere in this synopsis, the following changes also apply:

Advancement on Story: It follows the general Story Advancement guidelines of average challenge, levels 3-8 for i20™ versions. Instead of character powers and health regaining swiftly, that pace is slowed to something more realistic following the “Gritty Realism” principles.

[related-subpages pageid=”476″ title=”Related i20 Materials”]

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Meditation

Posted on September 6, 2015 in D20 iCore Skill

Meditation attempts to harmonize the mind and body with its position in the time-space of The Pattern around it, in order to unlock, clear, rejuvenate or impress some notion or feature. A Character suffering from Nightmares cannot Meditate. Meditation is also the foundation for species and creatures that do not take material sleep or rest to gain an equivalent experience – such as those connected to The World Beyond (ex: The Body Beyond, The Mind Beyond, etc.). Mystic Reservoirs also rely on Meditation to affix elements in them.

Frame of Reference: All Skills are bound by the character's Setting (physics), and the details that their culture/society's Science (gathered by Technology), direct experience, and/or collective Records are capable of revealing. A character may not be able to apply their full measure on a different world, with different species and tools.

Meditative Regeneration:

Upright Mind: The Upright Mind can restore measures of disorientation taken from psychic attacks.

Silent Mind: Sequesters the ego and provides a limited or no target for psychic powers. This prevents the user from using any psychic powers of their own in while this is in effect.


i20™ Meditation Details

i20 Skills REPLACE d20 skill proficiency: A single Result Check to assess Success or Failure AND quality which may be impacted by conditions which indicate a Lack of Capability (Unfamiliar, Unproficient, etc.). The GM can { } Narrate it, and players may request an appropriate impact when anything other than a basic outcome is indicated. Character Points are Rewarded by the GM to improve Skills (and other Features).

[d20-check-note]

Impacted by Attribute: None | Lore(s): None

i20 [specific] Requirements: / Cost _ CP/_ Essence

Check: Simple DC 10 + skill level + ability bonus of either Sanity or Constitution (whichever is lower)

Success: During the next Short Rest (within 24 hours), an additional 1 point is added to the Recovery Rate for the following:

Chi Pool
Mana Pool
Occult Pool
Synergy Pool

Can meditate to regenerate multiple pools, adding an hour for each pool beyond the first.

iCore iCore™ Meditation Details

Impacted by Attribute 1: None | Attribute 2: None | Lore(s): None

iCore [specific] Requirements: / Cost _ CP/_ Essence

iCore Text


Meditative Assistance

Materials to help with the mind set and facilitate the state of mindfulness.

Foundational for capability such as Features (Skills, Traits, etc.), Meditation & Aptitudes acquired with CP or Essence.

Need ideas for role-playing this? See the Roleplaying your Character's Capabilities or ask the Game Master how it is best expressed in your Setting.No matter what restrictions exist in the setting you use, many GMs will allow anything with the right context or character backstory.

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