Difference between revisions of "Songam/Homebrew"

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==Fudge dice==
 
==Fudge dice==
 
Fudge dice are optional for any player who wishes to roll while they are defending themselves. A Fudge die has six sides, with three equally possible outcomes: +1, 0, and -1. Four of these fudge dice are rolled any time a Fudge roll is called for. The result of the roll is added to the defending player's defense. For example, if Cassius has 27 AC and wants to defend himself from an axe-wielding commoner, he may choose to roll Fudge dice before the commoner's attack roll. If he rolled a +2, his effective AC for that single attack would be 29. Fudge rolls are optional in that a player may choose to use Fudge dice for defenses before any encounter. If they choose to do so, they must continue to use Fudge dice for the remainder of that encounter.  
 
Fudge dice are optional for any player who wishes to roll while they are defending themselves. A Fudge die has six sides, with three equally possible outcomes: +1, 0, and -1. Four of these fudge dice are rolled any time a Fudge roll is called for. The result of the roll is added to the defending player's defense. For example, if Cassius has 27 AC and wants to defend himself from an axe-wielding commoner, he may choose to roll Fudge dice before the commoner's attack roll. If he rolled a +2, his effective AC for that single attack would be 29. Fudge rolls are optional in that a player may choose to use Fudge dice for defenses before any encounter. If they choose to do so, they must continue to use Fudge dice for the remainder of that encounter.  
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==Travel==
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The following chart describes travel times using various modes of transportation.
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{| cellpadding=10 style="border:1px solid #BBB"
 +
!style="background-color:#BBB"|'''Transportation''' ||style="background-color:#BBB"| '''Speed in mph''' ||style="background-color:#BBB"| '''Notes''' ||style="background-color:#BBB"| '''Day Range'''
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|-
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|Foot || 3 || Can travel up to 8 hours per day ||style="background-color:#EEE"|  25
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|-
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|style="background-color:#EEE"|Foot (Rushed)||style="background-color:#EEE"| 6 ||style="background-color:#EEE"| Can only maintain for an hour before fatigue sets in ||style="background-color:#EEE"| -
 +
|-
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|Horseback || 6 || Can travel up to 8 hours per day ||style="background-color:#EEE"| 48
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|-
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|style="background-color:#EEE"|Horseback (Rushed) ||style="background-color:#EEE"| 20 ||style="background-color:#EEE"| Can only maintain for an hour before fatigue sets in ||style="background-color:#EEE"| -
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|-
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|Carriage || 5 || Can travel up to 8 hours per day ||style="background-color:#EEE"| 40
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|-
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|style="background-color:#EEE"|Steam Carriage ||style="background-color:#EEE"| 10 ||style="background-color:#EEE"| Can travel up to 12 hours per day ||style="background-color:#EEE"| 120
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|-
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|Ship (Clipper) || 15 || Can travel continuously ||style="background-color:#EEE"| 360
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|-
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|style="background-color:#EEE"|Ship (Trading Ship) ||style="background-color:#EEE"| 8 ||style="background-color:#EEE"| Can travel continuously ||style="background-color:#EEE"| 200
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|-
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|Airship (Morris's) || 20 || Can travel continuously ||style="background-color:#EEE"| 500
 +
|}
  
 
==''Under construction''==
 
==''Under construction''==

Revision as of 21:27, 6 November 2014

This page catalogs the various homebrew mechanics used in the Songam D&D 4e campaign.

Base

The players have a base that allows them to hire underlings, craft gear cheaply, and perform research and development. The Base document outlines these mechanics in detail, and the current state of the base is captured in a Google Doc

Divine Intervention

After the time skip, the party was visited by an angel that bestowed a Channel Divinity power on each of them, according to the god they most closely aligned with and/or worshipped. This bestows a bonus use of Channel Divinity to classes that have the feature already, but it may only be used with the bonus power (i.e. they are separate).

Fudge dice

Fudge dice are optional for any player who wishes to roll while they are defending themselves. A Fudge die has six sides, with three equally possible outcomes: +1, 0, and -1. Four of these fudge dice are rolled any time a Fudge roll is called for. The result of the roll is added to the defending player's defense. For example, if Cassius has 27 AC and wants to defend himself from an axe-wielding commoner, he may choose to roll Fudge dice before the commoner's attack roll. If he rolled a +2, his effective AC for that single attack would be 29. Fudge rolls are optional in that a player may choose to use Fudge dice for defenses before any encounter. If they choose to do so, they must continue to use Fudge dice for the remainder of that encounter.

Travel

The following chart describes travel times using various modes of transportation.

Transportation Speed in mph Notes Day Range
Foot 3 Can travel up to 8 hours per day 25
Foot (Rushed) 6 Can only maintain for an hour before fatigue sets in -
Horseback 6 Can travel up to 8 hours per day 48
Horseback (Rushed) 20 Can only maintain for an hour before fatigue sets in -
Carriage 5 Can travel up to 8 hours per day 40
Steam Carriage 10 Can travel up to 12 hours per day 120
Ship (Clipper) 15 Can travel continuously 360
Ship (Trading Ship) 8 Can travel continuously 200
Airship (Morris's) 20 Can travel continuously 500

Under construction