Introduction
The RoL d20 set of role-playing rules is based on the d20 system and 3.5E D&D, with some additional inspiration from other d20 systems as well as 4E D&D and 5E D&D. The RoL rules have been designed to be simpler and more flexible, but also more realistic, than the original d20 rules. However, the set of classes, character races, monsters, spells, and so forth are basically the same, and the RoL rules try to remain faithful to the heroic and high-fantasy feel of traditional D&D.
Motivation
There are a whole lot of reasons behind the design of these rather extensive "house rules". First, let me say that I really like the regular d20 and D&D rules; they are clear, consistent, and fairly simple compared to most of the older RPG systems I have had the privilege of playing. Still, I felt that the rules could be made even simpler and more generic, and I also felt that many of the rules could be made more realistic without making them more complicated or less entertaining. In total, there are quite a few d20 rules that I'm not satisfied with, many of which are actually a legacy from previous versions of D&D. Here are some examples:
- The concepts of spell slots and spell memorization never really appealed to me. What is the rationale in having a wizard be able to cast a level 5 spell but not a level 1 spell, just because he has already used up all of his level 1 spell slots for the day and "lost" them from memory? I greatly prefer a system that uses some sort of power points. I also wanted to avoid the long preparation times where spell casters have to decide which spells to memorize for the day, while the other players just sit around and wait.
- I wanted a system where skills play a greater part for all characters, not just for rogues and bards. By changing most of the feats and class abilities into skills, I feel that I get a more flexible and realistic system. Furthermore, I got rid of some really uninteresting but nearly mandatory feats, such as Weapon Focus, Spell Focus, and Combat Casting, by turning them into benefits granted automatically by skills.
- Also, turning feats and class abilities into skills makes it possible for characters to choose how much or how little to specialize in each ability. Even prestige classes have been replaced with skills, so becoming a Shadowdancer, an Arcane Trickster, or similar type of specialist no longer requires switching to a new class.
- Another benefit is that the stacking of abilities between different classes becomes more logical when that ability is based on a skill shared between the classes. Even spell casters can now multi-class without necessarily sacrificing their ability to cast higher level spells (as long as the two classes share some of their supernatural skills).
- I've wondered why characters should get better only at attacking when increasing their level, while very few classes get better at defending themselves. So, I've changed the old Base Attack Bonus into a much more generic system that can be used for defense as well as offense. Also, increasing one's weapon skill will provide bonuses to parrying as well as attacking.
- I never liked the concept of armor making a character harder to hit rather than soaking up some of the impact, so I have changed the armor system to essentially provide the wearer with Damage Reduction instead.
- I wanted to reduce the relatively easy access to resurrection magic. I prefer the concept of fate points or hero points that is used in many other systems to avoid a high frequency of character death.
Key Changes and Features
This is a summary of the most important changes in these rules compared to traditional 3.5E D&D:
- The core rules have been made more streamlined, consistent, and generic, with regards to d20 checks, modifiers, and descriptors.
- The rules are based on a more distinct definition of core characteristics and their dependencies.
- The old saving throws have been replaced with passive defense scores (very similar to D&D 4E).
- A set of social scores (social class, wealth class, influence, and reputation) has been added.
- The old level-based ability bonuses have been replaced with a more generic improvement point system.
- Fate points have been introduced to reduce the importance of resurrection magic.
- Open-ended d20 checks are used for all skill checks, attack rolls, etc.
- Most class traits, feats, and even monster abilities have been changed into skills.
- Racial traits have been separated into racial and cultural traits.
- Some races have been changed into templates.
- The Barbarian class has been changed into a set of skills available to the Fighter class.
- The Paladin and Blackguard classes have been changed into a more generic Templar class.
- Skills have been divided into skill benefits (bonuses provided by the skill) and skill actions (things you can do with the skill).
- A system based on action points (increasing with level) has replaced all the old action types.
- The size of a weapon affects attack speed. Larger weapons are slower but can provide attacks of opportunity against opponents with smaller weapons.
- Both natural armor and manufactured armor now provide damage resistance (instead of making the target harder to hit).
- Weapons and shields provide a parry bonus based on weapon and skill.
- Low-level magic items have been replaced with additional levels of high quality equipment.
- Spells and most supernatural abilities are now powered either by stamina points (physical stamina) or power points (mental stamina).
- Spells have variable parameters and variations instead of a fixed effect and spell level.
- Spells make use of opposed checks and opposed power levels much more than before.
- The creation of magic items has been made more streamlined.
- Residuum (from D&D 4E) has been adopted as an alternative to spending XP when creating magic items.
- Most costs, prices, treasures, etc. have been changed one magnitude, from gold pieces to silver.
Optional Rules
Boxes like this one contain rules that are to be considered optional. They usually provide alternative or altered rules for DMs who want campaigns with a special flavor.