New world new rules
Grimhaven is a world I’ve made up and with come a new feature and tweak to some of the old
- spirit points (Sp) all class’ get a Sp dice that corresponds with it Hp dice: Hpd12=Spd6, Hpd10=Spd8, Hpd8=Spd10, Hpd6=Spd12. npc Sp scale is d10=d6 d8=d8 d6=d10. Sp equal Sp dice plus your Wisdom mod.
Spirit points serve a dual purpose of an extra effort in-place of action points and a measure of a creatures sense of self. If a creature’s Sp drops to 0 or below they start to have an crisis of identity suffering penalty to all will saves equal to there -Sp and if they should they fail by 10 or more the effects are permanent. When a creature drops to negative Sp equal or grater then 1/4 there Sp plus there wisdom modifier there spirit is broken they automatically fail all will saves by 11. Any time a someone make a will save they gain or loss Sp equal to the difference Successes gain and failure losses. As earlier Sp has replaced action point for extra effort now this is accomplished by spending Sp based on whats being done: 5Sp for a standard, 4 for a move, 3 for a minor, by spending Sp equal to a spells lvl magic user can recall and/or cast spell beyond there daily limit, characters with resource pools such as a monks Chi and psychic class’ pp can charge there resource pool by spending Sp equal to the amount gained. The three main way of Sp regeneration are: Spending 5minits doing class related maintenance tasks such as a fighter sharpening/polishing their weapon or a wizard choosing and memorializing their spells gain your 1Sp, 5minits hanging out relaxing gains you 2Sp, 5minits spent in contemplative self evaluation gets you 3.
- saves now have primary and secondary stats. characters get a bonus/penalty to their saves equal it primary stat mod and 1/2 its secondary’s mod. The save primary and secondary stats are as listed(primary/secondary): fort. Con/Str, Ref. Dex/Int, Will Wis/Chr.
- normally if an attack roll ties with someones AC its a hit but in Grimhaven it a near miss threat. The attacker make another attack roll if it comes higher then the defenders AC the defender take half damage if it is not higher the attack still dose half damage but the defenders armor takes the hit
- Less death more dying! Characters now die when their negative Hp equal 1/4 their hp plus their Con mod not just their Con mod