Gods

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Summary: M20 Next ==Stats There are 3 stats : Body (BOD), Dexterity (DEX) and Mind (MIND). Roll 4d6, drop lowest dice. Total remaining 3 dice and . . .

Deleted:

< ==Skills, Ability Checks and Saving Throws
< There are five skills . All skill rolls are TN20 rolls adding a relevant ability score, and your proficiency bonus if applicable.
< Saving throws are ability checks, adding proficiency to the roll based on class.

Changed:

< Give your character two quirks, one ideal, one bond and one flaw.

to

> Give your character two personality traits, one ideal, one bond and one flaw.


M20 Next

Stats

There are 3 stats : Body (BOD), Dexterity (DEX) and Mind (MIND).

Roll 4d6, drop lowest dice. Total remaining 3 dice and allocate to one of the stats. Repeat for remaining stats.

Stat bonus = (STAT-10)/2, round down.

Races

Humans get +1 to all skill rolls

Magical races like elves and gnomes get +2 MIND Strong races like dwarves and half-orcs get +2 BOD Nimble races like halflings get +2 DEX

Half-races may choose the benefits of either of their parent races, or with permission from the DM get half the benefits of both parents

Classes

Choose an adventuring class and a background class. The adventuring class describes your characters current profession, and they recieve all the benefits of this class. The background class describes their background in some way (a rogue background class might imply a shady criminal past, while a cleric background might imply that religion is important to the character, a fighter background class might imply work as a manual laborer, etc.) A character gets proficiency in their background class’ skill, and when they reach level 3 they have the option to multiclass or undergo defense training. A multiclass character is considered to have levels in their background class equal to one-third their level, but do not benefit from the shield and armor or saving proficiency benefits of their class. A character that undergoes defensive training gets the shield and armor benefits and saving proficiency of their background class.

Fighters

Rogues

Mage

Cleric

Description

Give your character two personality traits, one ideal, one bond and one flaw.

If a character acts according to their description, they may get advantage on a roll.

Magic

There are four diffent kinds of magical effects: transformation, damage, healing and mind-affecting. Damage and healing are treated as a magic attack against an opponent (add +20 for a willing target, and +10 for an inanimate object.) Transformation and mind-affecting magic require the opponent to make a saving throw.

Casting spells costs HP. The cost of a spell is (2 * spell power increases) + 1. The max you can spend on a single spell is your level + 1, except at level 1, when it is 3. Damage spent on spell-casting can only be healed by resting.

Spell Attribute Default Spell Power Increases Damage 0 1d6* Range Touch 30’ Area of Effect 0 10’ Radius Duration Instant 1 Round

The damage listed in the table above manifests as healing if you’re a white mage. In order to transform an opponent, the damage you would do with your spell must exceed a creature’s current HP.

A caster may concentrate on a single spell, which means they perform no other actions, and the spells duration lasts as long as they concentrate.

Action Resolution

Any time a character attempts an action, the DM can call for the player to roll according to the following formulas. The target number for all rolls is 20.


Combat

Make an appropriate combat roll. On a success, you do your weapon or magic damage.

Death and Dying

Hit Points = BOD stat + 1d6/level. If HP reaches 0, you are unconcious and dying, and must make a Fort save every round. If you succeed three times before failing three times, you’re stable but still unconcious. If you fail three times before succeeding three times, you die. Getting a natural 20 causes you to wake up with 1 HP; getting a natural 1 counts as 2 failures. Taking damage while dying either A) kills you, if the damage exceeded your max HP, B) counts as two failed saving throws on a Nat20, or C) counts as one failed saving throw. Succesful first aid automatically stabilizes you. Any healing magic, makes you concious with the HP you were healed for.

A stable individual gains conciousness in 1d4 hours.

Critical Success and Failure

On a natural 20, a roll is an automatic success. On a natural 1, a roll is an automatic failure.

Advantage and Disadvantage

If a character is in a situation that favors them for a roll, then they get advantage. If they are in a situation which favors their opponent, then they get disadvantage.

For advantage, roll 2 dice and take the best. For disadvantage, roll 2 dice and take the worst. Advantage and disadvantage cancel each other out, and each can only counts once for a given roll.

Level Advancement

Encounter Level = Hit Dice of defeated monsters, or the given EL for the trap, situation, etc. Add +1 for each doubling of the number of foes. eg: 1 kobold = EL1. 2 kobolds = EL2. 4 kobolds = EL3, etc.

Add up the Encounter Levels (ELs) of every encounter you take part in. When the total = 10 x your current level, you’ve advanced to the next level. Reset the total to 0 after advancing.

Monsters

Equipment