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* '''Shock Damage'''
* '''Shock Damage'''
** When a hit misses, certain weapons or powers will ''still deal a little run-off damage'', known as Shock Damage, which tends to only be 1-3 damage, but certain feats and abilities greatly increase that.
** When a hit misses, certain weapons or powers will ''still deal a little run-off damage'', known as Shock Damage, which tends to only be 1-3 damage, but certain feats and abilities greatly increase that.
* '''Effort'''
** Instead of powers being "Once per day" or "Once per encounter" or "X per Long Rest", rechargeable class abilities function on a pool of points known as '''Effort Points'''.
** When you "'''Commit Effort'''", it means spending one of these points to do an ability. Some abilities temporarily take the effort, but give it back shortly, some will take the effort for the whole day, and others can be given and taken freely (like a toggle-able ability).

=== Returning Elements ===

* '''Skill Points, not Proficiency Bonuses'''
** Instead of "Proficiency" automatically adding to your skills, players can manually add Skill points to their skills, much like 3.5e or Pathfinder.

Revision as of 21:49, 14 December 2024

DDWN

Dungeons and Dragons Without Number (DDWN) is a reflavoring of Worlds Without Number used as part of the Fantasial Freeze campaign. It is mostly just Worlds Without Number but with scary things replaced with D&D terms (such as "Dash" instead of Run, or "Feat" instead of Foci) in order to trick convince players who tend to be adverse to non-D&D campaigns.

New Elements

GM James' Custom made sheet. SEE it's TOTALLY D&D guys. It's just a cooler D&D.
  • Healing HP via Medicine Checks
    • Making a Medicine Check (known as Heal Check now) allows players to restore HP to each other.
    • This could lead to unlimited healing, except every time you get first-aid done on you, you take a Strain point.
  • Strain, not Exhaustion
    • In addition to HP, players have a secondary pool of points called "Strain" that is depleted whenever they undergo high stress or other bodily effects. This replaces 5e's Exhaustion mechanic entirely.
  • Shock Damage
    • When a hit misses, certain weapons or powers will still deal a little run-off damage, known as Shock Damage, which tends to only be 1-3 damage, but certain feats and abilities greatly increase that.
  • Effort
    • Instead of powers being "Once per day" or "Once per encounter" or "X per Long Rest", rechargeable class abilities function on a pool of points known as Effort Points.
    • When you "Commit Effort", it means spending one of these points to do an ability. Some abilities temporarily take the effort, but give it back shortly, some will take the effort for the whole day, and others can be given and taken freely (like a toggle-able ability).

Returning Elements

  • Skill Points, not Proficiency Bonuses
    • Instead of "Proficiency" automatically adding to your skills, players can manually add Skill points to their skills, much like 3.5e or Pathfinder.
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