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Dark Souls 5e

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Dec 28th, 2016
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  1. Every mechanic not mentioned below stays vanilla (excluding some name changes).
  2.  
  3. >1: LEVELLING AND EXP
  4.  
  5. 1.1: EXP and currency are one in the same: souls (1 silver = 1 soul = 1 exp).
  6.  
  7. 1.2: Level is not determined by amount of pooled souls, but is rather bought during an extended rest.
  8.  
  9. 1.3: Leveling cost is calculated by taking the exp value of current level and subtracting it from the exp value of the desired level.
  10.  
  11. 1.4: Upon leveling, the player can add 1 to any ability score. All other times when you would increase your ability scores, after character creation, no longer apply.
  12.  
  13. 1.5: Leveling can only occur at a bonfire.
  14.  
  15. 1.6: Souls can be given away via flesh to flesh contact.
  16.  
  17. >2: CHARACTER CREATION
  18.  
  19. 2.1: Ability score are determined by rolling 1d6+1d8 for each.
  20.  
  21. 2.2: Alternatively, ability scores can be bought using a 14 point buy system, with starting scores of 6.
  22.  
  23. 2.3: Only one race is available: human varient.
  24.  
  25. 2.4: Simple weaponry/armor is the only type available during creation.
  26.  
  27. 2.5: Players starts with 1000 souls, which can be used during creation ONLY to buy items. All unused souls are discarded.
  28.  
  29. 2.6: The Druid, Ranger, Bard, and Sorcerer classes aren't available.
  30.  
  31. 2.7: The Warlock class now uses INT for spellcasting instead of CHA.
  32.  
  33. >3: EQUIPMENT AND ITEMS
  34.  
  35. 3.1: Each piece of equipment has ability score requirements (str, dex, int, wis) which needs to be met in order to be considered "profient" with that equipment.
  36.  
  37. 3.2: Mundane weapons' STR requirement is equal to the weight of the weapon x2.
  38.  
  39. 3.3: Mundane weapon's DEX requirement is 0 unless it has the finesse property, in which case it is 12 for simple weapons and 14 for martial weapons.
  40.  
  41. 3.4: Mundane weapons do not have WIS or INT requirements.
  42.  
  43. 3.5: Soul masses (dropped by enemies and allies) are absorbed by skin contact to the mass. This can be done by any creature.
  44.  
  45. 3.6: There is no way of telling exactly how many souls are in a soul mass, or are given in an exchange, unless you are part of the exchange.
  46.  
  47. 3.7: Two-handed melee weapons can be held in one hand if twice the requirements are met.
  48.  
  49. >4: RESTING & SURVIVAL
  50.  
  51. 4.1: there is no "long rest" or "short rest", only resting at a bonfire, which is essentially a long rest, but takes as long or short as you wish.
  52.  
  53. 4.2: Bonfires exist throughout the world which you can take rests at.
  54.  
  55. 4.3: Sleep and rest can happen anywhere at anytime, but does nothing other than pass time (and therefore help end effects that are based on time) if not near a bonfire.
  56.  
  57. 4.4: Undead do not require water, food, or sleep at all
  58.  
  59. >5: DYING
  60.  
  61. 5.1: A character dies when they reach 0 HP. No second chances.
  62.  
  63. 5.2: When a character dies, their current souls are dropped in a soul mass.
  64.  
  65. 5.3: When a character (and certain enemies) die, their physical form ceases to exist.
  66.  
  67. 5.4: Dead characters stay out of play until they can be resurrected at a bonfire.
  68.  
  69. 5.5: When a character dies, they must roll a saving throw vs. hollowing The DC of this is simply determined by how many times the PC has died + 1. So, for instance, if this was the seventh time the PC has died, the DC would be 8. If the character fails to save, they go hollow and can no longer be used.
  70.  
  71. 5.6: Characters become increasingly deathly looking, thinner/bonier/more saturated flesh/wrinkly, as their hollowing DC increases.
  72.  
  73. 5.7: The only way to reset the Hollowing DC is to use a humanity. These are very rare, but can be found throughout the world.
  74.  
  75. 5.8: When all characters die, they respawn at the last bonfire the last person that died last rested at.
  76.  
  77. 5.9: Remember, death is not an end, it's a mechanic.
  78.  
  79. >6: COMBAT
  80.  
  81. 6.1: Hit dice are replaced by Estus Flasks, which can be used as a standard action in combat, but grants opportunity attacks.
  82.  
  83. 6.2: Estus flasks otherwise act as Hit Dice, including the amount of HPs they heal, and the amount the player "has".
  84.  
  85. >7: SPELLS
  86.  
  87. 7.1: Spells cannot be cast without the use of an appropriate proficient spell implement (holy symbol/arcane focus).
  88.  
  89. >8: Armor REQUIREMENTS
  90.  
  91. 8.1: Light Armor: | Padded: 8 STR | Leather: 9 STR | Studded Leather: 10 STR |
  92.  
  93. 8.2: Medium Armor: | Hide: 10 STR | Chain Shirt: 11 STR | Scale Mail: 12 STR | Breastplate: 13 STR | Half-Plate: 14 STR |
  94.  
  95. 8.3: Heavy Armor: | Ring: 14 STR | Chain: 15 STR | Splint: 16 STR | Plate: 17 STR |
  96.  
  97. 8.4: Shields: | Light Shield: 12 STR |
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