Here is a general compilation of specific rules that apply in the DDSE system. So far the following categories have been added. This is definitely a section of the website that will grow a lot once the rest of the content has been integrated.
- Choose a Race:
Pick one of the following races for your character:
- Civilized Races
- Monstrous Races
- Choose a Core class: You are considered a "Novice" of that class. This Novice Class is free and does not count towards your Heroism category rating (see below). As a novice of your chosen class, you gain it's trained skills, defenses and feats.
- Spend starting karma points: New characters are given 16 karma points to spend for character advancements. Consult the section "Character Advancement" for ways to spend them.
There are 8 advancement categories. Every character begins play with a rating of one in each of these categories. These ratings are further improved with Karma points. As the character improves, the cost for increasing a given rating rises as per the information provided immediately below:
Character advancement is done through the accumulation and spending of Karma points. Karma points are obtained at character creation and while adventuring. Each encounter provides participating characters with a variable amount of advancement points (one being the minimum, often given for the mere fact of having survived the encounter in question). Karma points are spent by purchasing advancements in the following 8 categories of character advancement:
- Rating 1-6: Each rating costs 1 advancement point.
- Rating 7-12: Each rating costs 2 advancements points.
- Rating 13-18: Each rating costs 3 advancements points.
- Rating 19-24: Each rating costs 4 advancements points.
- Life: Each advancement in this category increases the character's health and stamina pools by an amount equivalent to the sum of his Strength, Dexterity & Constitution modifiers.
- Mana: Each advancement in this category increases the character's mana pool by an amount equivalent to the sum of his Intelligence, Wisdom & Charisma modifiers.
- Skills: Each advancement in this category increases has the following effects:
- Maximum Skill Rank: The character's maximum skill rank in any given skill is equal to his Skills category rating.
- Skill Points: Every time the Skills category rating is increased, the character's skill rank points increase by an amount equivalent to the sum of his highest Physical ability and Mental ability modifiers.
- Feats: Each advancement in this category provides an additional feat.
- Defenses: Each advancement in this category provides a +1 bonus to his Fortitude & Willpower defenses.
- Upbringing: Each advancement in this category provides a Racial talent or a Background talent.
- Profession: Each advancement in this category provides a new Class talent. You cannot learn more than 4 class talents per class talent tree.
- Heroism: Each advancement in this category provides either a courage point, a novice class, a class mastery or +2 to an Ability score.
- Courage Point: You gain a courage point.
- Novice: You learn a new novice class. If it is not your first class, you only gain one trained skill and one class feat. If you have multiple novice classes, the class defenses overlap, select the best from each defense.
- Master: To select this advancement, you must have a class with one or multiple talent trees with 4 talents in them. You can only select Class Mastery once per class. As a Master, you gain one bonus class talent for each tree with 4 talents you already possess in that class. These bonus talents can only be invested in trees for which you already possess 4 talents.
- Ability Increase: Each time this advancement is selected, the character gains +2 to a selected ability score. This advancement can be selected up to six times, one for each ability score.
After each encounter, the DM establishes the advancement points earned by the players. The following table serves as a points of reference. Typically, the highest of these will determine the encounter's advancement reward for each individual character who participated.
- Danger: Some encounters are violent, and the characters risk dying.
- 1 advancement point: Light Threat
- 2 advancement points: Medium Threat
- 3 advancement points: Serious Threat
- 4 advancement points: Deadly threat
- Achievement: Some encounters advance the plot line and offer opportunities for characters to impact the events and world around them.
- 1 advancement point: Minor achievement
- 2 advancement points: Moderate achievement
- 3 advancement points: Major achievement
- 4 advancement points: Amazing achievement
- Role-Playing: Some encounters provide an opportunity for interactions that can help define and enhance the character's personality in the Shadowrun world.
- 1 advancement point: Humble role-playing
- 2 advancement points: Decent role-playing
- 3 advancement points: Involved role-playing
- 4 advancement points: Immersed role-playing
Multi-Classing is an integral component of the DDSE system. Since it is evolved from the Star Wars Saga Edition system, DDSE is very multi-classing friendly. However there are clear rules that must be respected, and here they are.
- First Class: The first time you select a class is at level 1. You receive all of the class skill training, all of the class defenses, all of the class features, and all of the class feats.
- Additional Classes: Every other time, you can add a class by purchasing the Novice Class in question with advancement points. When you purchase a new class with advancement points, you receive only a part of the things that a 1st class provides. Namely:
- Class Features: You gain all class features
- Feats: You gain a single feat selected from the automatic feats of the class.
- Class Training: You gain all the skills that are part of the Class Training
- Defenses: You use the best defense picked from all your classes for each of them. Their bonuses overlap, so only the highest one is selected.
Every level gained grants the character advancement points. These points are accumulated in an "Advancement Point Bank" and can be put there for safe-keeping (up to a maximum of 3 points), as they need not be spent immediately when they are acquired. There are three main ways to spend one's advancement points, see step 6 of the Character Creation section for all the details.
To retrain an ability, simply delete it and lower the appropriate category by one. The advancement points are lost.
Attacks of Opportunity
Whenever a creature enters a square threatened by an opponent while moving more than one square, it generates opportunity attacks.
It is possible to use the tumble skill specialty to move away (or through opponents) without generating an attack of opportunity from them. The number creature who threaten your start square determine the difficulty of the tumble check:
- Threatened by one opponent: DC 5
- Threatened by two opponents: DC 10
- Threatened by three opponents: DC 15
- Threatened by four opponents: DC 20
- Threatened by five opponents: DC 25
- Threatened by six opponents: DC 30
- Threatened by seven opponents: DC 35
- Threatened by eight or more opponents: DC 40
Actions Per Round
During a normal round, each character has one action of each of these types:
- Standard Action
- This action can be converted into any of the other three types of actions.
- Move Action
- Swift Action
- Reactive Action
- Reactive actions are used exclusively for reactive skills during combat.
- Full Attack Action
- A full attack action prevents all other actions during the round except a 5 foot step, and the action lasts for the character's turn.
- Full Round Action
- A full round action prevents any other type of action from being performed during the round in question (even extra standard actions from spent courage points).
Using Courage Points
Here are some of the uses:
There are also some restrictions:
- Purchase an immediate extra standard action
- Purchase an immediate extra reactive action
- Purchase a reroll for a failed skill check (combat, reactive or general).
- Spend a courage point as a swift action, to regain the character level's worth +con modifier of health points.
- Spend a courage point as a swift action, to regain the character level's worth +con modifier of mana points.
- Add +3 to a skill roll (combat, reactive or general). This can be increased to +9 by using up to three courage points to affect the result of the roll. The player is free to decide whether to spend courage points for this purpose after the skill check result has been decided.
- A maximum of 3 courage points can be spent in a single round, regardless of the circumstances.
Using Mana Points
There are a number of ways in which to spend one's mana points.
- Create Action Point: As a swift action, a character can convert 10 mana points into a single action point. This point lasts until the end of the encounter. Certain feats help reduce the cost of converting mana points into an action point.
- Cast Spell: Characters who possess the Spell Training feat can spend mana points by casting spells.
- Power Manoeuver: Characters who possess the Maneuver Training feat can spend mana points by casting spells. Each maneuver requires a certain amount of energy in order to operate it's effect. Maneuvers are a great way for martial characters to use their mana pool.
Weapon damage and size
Weapon damage varies based on the size of the creature they are designed for. Damage dice are affected by size alterations in the manner explained below. This also applies to magical weapons whose die type is improved through the use of the Lethality enhancements.
- 1 -> D2 -> D3 -> D4 -> D6 -> D8 -> D10 -> D12 -> 2D6
Rest & Recuperation
An important part of any game relates to how the characters rest & recuperate after undergoing the dangers of adventuring. This section explains the relevant rules that must be considered when resting.
Replenishing Ability Points
Lost ability points are regained at the rate of 1 per day. If a character has lost ability points in more than one attribute, they each regain 1 per day.
- Must Be Resting In order to regain an ability point per day, the character must be resting during that period, and with proper accommodations.
Replenishing Courage Points
Courage points are replenished at the rate of one point per day of rest.
- Resting: If the character fully rests during that period (i.e. does not attempt any actions at all), with the proper accommodations, he regains 2 courage points instead of one.
Replenishing Health Points
Health points are regained at a pace per day equal to the sum of the modifiers of the character's physical attributes.
- Rushed: If the character is strained and rushed, he still regains health points over time, although the amount he receives each day is halved.
- Normal: If the character is moving normally, but otherwise not engaged in any strenuous activities, he regains his full rate each day.
- Resting: If the character fully rests during that period (i.e. does not attempt any actions at all), with the proper accommodations, the rate per day is doubled.
Replenishing Mana Points
Mana points are regained at a pace per hour equal to the sum of the modifiers of the character's mental attributes.
- Rushed: If the character is strained and rushed, he still regains mana points over time, although the amount he receives each hour is halved.
- Normal: If the character is moving normally, but otherwise not engaged in any strenuous activities, he regains his full rate each hour.
- Resting: If the character fully rests during that period (i.e. does not attempt any actions at all), with the proper accommodations, the rate per hour is doubled.
Replenishing Second Wind(s)
Second Winds are fully replenished every time the character takes an extended rest.
Companions are non-player characters and creatures who become exclusive allies of the player character. There are three types of character companions: Henchmen, Followers & Retainers.
Henchmen are heroic characters who have a potential to become the player's main character if his current character should die. They are as gifted and talented as player characters, and specific guidelines apply in order to gain them and keep them. Henchmen are more then allies, they are close friends that help define the player character's own identity.
- Acquiring Henchmen: Henchmen are acquired through the spending of experience.
- Each henchman costs 1000xp per character level. You cannot spend experience that would make you drop one level. The experience you spend must be banked before you make the henchman purchase with it.
- A player character can have a maximum of henchmen at any given moment that corresponds to his Charisma modifier. A character with a Charisma of 10 or less is unable to attract anyone to his service.
- Equipping Henchmen: A henchman comes with a starting appropriate for his character level, which the player can use to equip him with. The player character can also use some of his own wealth to further improve on this equipment.
- Using Henchmen: Henchmen function like secondary player characters. Whenever they are present in an adventure/encounter, they gain the same experience as every one else who participated. The player can even chose to play a henchmen on his own, or with other companions, even if his main played character does not participate.
- Improving Henchmen: As they gain experience, henchmen advance in levels just like normal player characters. Should they ever reach a higher level than the main player character, they leave the character's service, and go seek their own fortunes.
- Replacing Henchmen: As any character, henchmen can also die during the course of the adventures. A fallen henchman (or a henchman that left because he became higher level than the player character) must be replaced entirely from scratch, the player must spend experience on a new Henchman to take his place. The player is not forced to replace a lost henchman, of course.
Followers are superior characters who have become full allies of the player character through talents. Their unquestioned dedication provides a good support role for the player, both in and out of combat.
- Acquiring Followers: The only way to acquire followers is via talents, given by specific classes as part of certain leadership trees. When a follower feat is selected, the follower begins play at the same character level as the player character at the moment he takes the talent.
- Equipping Followers: As superior characters, followers start with half the gold of normal player characters at an equivalent level.
- Using Followers: The following elements are important to note concerning followers,
- Followers do not gain any advancement points.
- Followers do gain the normal feat, skill points, as well as health & mana points every time they gain a level.
- Followers cannot adventure on their own. If they do, they gain no experience from the encounters they go through.
- Improving Followers: Followers improved normally. Whenever they accompany the player character on a mission, they gain experience normally.
- Replacing Followers: As any character, followers can die also. They can also be released from service by the player character. Replacing a follower takes 5d6 days, minus the player character's charisma modifier. The replacement follower arrives with the same character level as you when he joins you.
Retainers are normal characters who are hired through contractual agreements involving above average salaries. Their loyalty varies depending on the conditions of their service, and the compensations they receive for their troubles.
There may exist other forms of companions that are not covered here. A ranger's Animal Companion or a Paladin's special mount are examples of such alternative types of companionship.
- Acquiring Retainers: Retainers are acquired by spending time and gold recruiting them.
- Equipping Retainers: Retainers come with no equipment at all and expect to be fully housed, geared up and paid as part of their contract.
- Using Retainers:
- Retainers do not gain any advancement points.
- Retainers do gain the normal feat, skill points, as well as health & mana points every time they gain a level.
- Retainers are supporting allies that can help guard the character's possession and even assist in warfare or other errands of the player's choice.
- Each month, retainers must be paid their contractual wage, or they may desert you.
- Improving Retainers: Retainers can be improved somewhat as followers can be.
- Whenever retainers participate in a dangerous encounter, they gain 500 experience points.
- Retainers never gain more than 500 experience points per encounter.
- Contrary to followers, retainers can in fact adventure on their own. If they do, they gain 500 experience points for each dangerous encounter they go through.
- Retainers never gain experience from achieving things. They only get experience from dangerous encounters.
- Replacing Retainers: If retainers are killed or desert their post, the player can simply find and hire new willing ones.
Monsters And Non-Player Characters
A quick section to deal with the "must haves" of how to use Monsters & Non-Player Characters efficiently in the campaign.
The first thing to mention about monsters is that DDSE is capable of taking any monster from any monster manual directly and using it "as is" without requiring to any real adaptations.
As a basic reference for monsters, feel free to use this link as a starting point: http://www.d20srd.org/indexes/monsters.htm
- Defenses: You can use the Armor Class as it's Reflex defense in combat, and add +10 to it's Fortitude/Reflex/Willpower saves, treating them as defenses.
- Special Attacks:If the monster has attacks that normally demand a saving throw check, instead the monster rolls (1d20)+(normal DC to resist the attack he makes)-(10)=(Special Attack Check Result). If that check result beats the Defense of the target, the effect works.
- Courage Points: Monsters do not have any courage points.
- Second Wind: Monsters do not have any second wind.
- Damage Reduction: Anytime a Monster possesses so form of damage reduction, it is instead considered to be apply against all types of non-magical damage.
- Spell Resistance: In typical D&D systems, spell resistance functions differently from DDSE. When confronting creatures from another edition, use the following rules. Those who cast spells against creatures with spell resistance from previous editions roll a Spell Penetration check, in addition to their normal Spellcasting check, and prior to it:
- (D20) + (Character Level) + (Overwhelming Magic talent bonus) = (Spell Penetration Result)
- Treasures: Monsters who possess treasures have them translated into DDSE by consulting the "Treasures" section, and referring the monster's challenge rating on the Treasure Table available there. Each monster is worth one die of treasure, regardless of it's normal treasure description.
All player characters are considered to be heroic characters and are created as such. Non-Player characters can be designed with any of three templates, according to what fits best their context and place in the campaign.
- Non-Player Character Templates
- Heroic: 18-17-16-15-14-13
- 3 starting courage points
- 1% of population
- Superior: 16-15-14-13-12-11
- 2 starting courage points
- 19% of population
- Normal: 14-13-12-11-10-09
- 1 starting courage point
- 80% of population
- Base Wealth
- Heroic: Character Level x (Character Level-1) x 500 = Starting Wealth
- Superior: Character Level x (Character Level-1) x 250 = Starting Wealth
- Normal: Character Level x (Character Level-1) x 125 = Starting Wealth