Difference between revisions of "Aging Overhaul (3.5e Variant Rule)"

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|date_created=13 June 2011
 
|date_created=13 June 2011
 
|status=Finished
 
|status=Finished
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|raters=MisterSinister, Eiji-kun, Wildmage
 
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=== Introduction ===
 
=== Introduction ===
  
A subject barely touched in DnD: characters getting older (or younger with magic). Most campaign will never see a character starting as a young adult and die of old age unless there is liberal uses of time skips. However, many campaign will see a old veteran, a grizzled warrior, or an old wizard. The problem is that the rules for old ages suck, not because it is abusable or counter-intuitive, but because of sloppy design. Handing out ability modifiers for no reason is bad for the game, especially for something as trivial as a character's age.   
+
A subject barely touched in DnD: characters getting older (or younger with magic). Most campaigns will never see a character start as a young adult and die of old age unless there is liberal use of time skips. However, many campaigns will see an old veteran, a grizzled warrior, or an old wizard. The problem is that the rules for old age suck, not because they are abusable or counter-intuitive, but because of sloppy design. Handing out ability modifiers for no reason is bad for the game, especially for something as trivial as a character's age.   
  
 
=== Rule Mechanics ===
 
=== Rule Mechanics ===
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| Middle Aged || Experienced || Worn Out  
 
| Middle Aged || Experienced || Worn Out  
 
|-
 
|-
| Old || Wise || Worn Out
+
| Old || Experienced , Wise || Weakened, Worn Out
 
|-
 
|-
| Venerable || A Life of Experience, Wise || Fragile  
+
| Venerable || A Life of Experience, Experienced, Wise || Fragile, Weakened, Worn Out
 
|}
 
|}
  
 
''Experienced (Ex):'' You had your share of experience. You gain a +2 bonus to one skill of your choice.  
 
''Experienced (Ex):'' You had your share of experience. You gain a +2 bonus to one skill of your choice.  
  
''Worn Out (Ex):'' You are no longer as lively as you once were. You take a -2 penalty on fortitude save against effect that would make you fatigued.
+
''Worn Out (Ex):'' You are no longer as lively as you once were. You take a -2 penalty on fortitude saves against effects that would make you fatigued or exhausted.
  
''Wise (Ex):'' While you are no longer as resilient as you once were, you had plenty of time to think and about your actions and experience. You gain a +1 bonus on all [[SRD:Wisdom|wisdom]]-based skill and ability check.
+
''Wise (Ex):'' While you are no longer as resilient as you once were, you had plenty of time to think about your actions and experience. You gain a +1 bonus on all [[SRD:Intelligence|intelligence]]-based skills and ability checks.
 +
 
 +
''Weakened (Ex):'' You take a -2 penalty on opposed [[Strength]] check and your [[Strength]] counts as 2 lower for the purpose of calculating your carrying capacity.
  
 
''A Life of Experience (Ex):'' You have a whole life of experience behind you that grants you a +1 skill point per level (applied retroactively).  
 
''A Life of Experience (Ex):'' You have a whole life of experience behind you that grants you a +1 skill point per level (applied retroactively).  
  
''Fragile (Ex):'' You are very fragile. You gain one less hit point per level and take a -2 penalty to fortitude save.  
+
''Fragile (Ex):'' Your old age has caused you to become less resilient. You gain one less hit point per level and take a -2 penalty on fortitude saves.  
  
 
==== Getting Older ====
 
==== Getting Older ====
  
As you get older you replace your bonuses and penalties with the ones from the next age category on the chart (when is based on your race). However a character has 3 different ages, unless tamperer with all three ages are always equal (but really you cannot expect an adventurer not to tamper with something). Your bonus and penalties are not determined by your overall (true) age but by both your mental and physical age.   
+
As you get older you replace your bonuses and penalties with the ones from the next age category on the chart (when is based on your race). However a character has 3 different ages, unless tampered with, all three ages are always equal (but really you cannot expect an adventurer not to tamper with something). Your bonuses and penalties are not determined by your overall (true) age but by both your mental and physical age.   
 
    
 
    
'''True Age''': Your true age is basically the number of years you lived since born. Your true age has no effect on your character, it only there to serve as a measurement for the other two ages.
+
'''True Age''': Your true age is basically the number of years you lived since born. Your true age has no effect on your character, it is only there to serve as a measurement for the other two ages.
  
'''Physical Age''': The Age of your body, it affect age penalty. As your body age reach to next age category you lose your previous penalty and gain the new age category's penalty.  
+
'''Physical Age''': The Age of your body, it affects age penalty. As your physical age reaches the next age category you lose your previous penalty and gain the new age category's penalty.  
 
   
 
   
'''Mental Age''': The age of the mind, it affect age bonus.  As your mental age reach to next age category you lose your previous bonus and gain the new age category's bonus.  
+
'''Mental Age''': The age of the mind, it affects age bonuses.  As your mental age reaches the next age category you lose your previous bonus and gain the new age category's bonus.  
  
 
==== Max Age ====
 
==== Max Age ====
{{Sidebar|The Grim Reaper|In some game, the GM might want to limit the use of magic to save a character from close death. Eventually after the fifth use of [[SRD:Greater Restoration|''greater restoration'']], the Grim Reaper will take note of you and make it more difficult for you to be cured. The next time you will fail a save a [[SRD:Limited Wish|''limited wish'']] will be required to save your life. If you fail a save again afterwords, the Grim Reaper will tighten its grip; the only spells capable of saving you will be a [[SRD:Wish|''wish'']] or a [[SRD:Miracle|''miracle'']].}}
+
{{Sidebar|The Grim Reaper|In some games, the GM might want to limit the use of magic to save a character from close death. Eventually after the fifth use of [[SRD:Greater Restoration|''greater restoration'']], the Grim Reaper will take note of you and make it more difficult for you to be cured. The next time you fail a save a [[SRD:Limited Wish|''limited wish'']] will be required to save your life. If you fail a save again afterwords, the Grim Reaper will tighten its grip; the only spells capable of saving you will be a [[SRD:Wish|''wish'']] or a [[SRD:Miracle|''miracle'']].}}
You no longer magically die at a random age, instead a venerable creature must make a fortitude save (DC 10 + half the number of years you are into the venerable age) at the end of each year. If the creature fails as many save as her [[SRD:Constitution|constitution]] modifier, she falls ill and will die within the year. A [[SRD:Greater Restoration|''greater restoration'']] spell remove the illness and save the creature, but another failed fortitude save against venerable death will cause the illness to return.
+
You no longer magically die at a random age, instead a venerable creature must make a fortitude save (DC 10 + half the number of years you are into the venerable age) at the end of each year. If the creature fails as many saves as her [[SRD:Constitution|constitution]] modifier, she falls ill and will die within the year. A [[SRD:Greater Restoration|''greater restoration'']] spell removes the illness and saves the creature, but another failed fortitude save against venerable death will cause the illness to return.
  
A character that died of old age may be brought back from death from old age (although only with [[SRD:Resurrection|''resurrection'']] and [[SRD:True Resurrection|''true resurrection'']] spells), although he or she is always one saving throw from dying again.  
+
A character that died of old age may be brought back from death at old age (although only with [[SRD:Resurrection|''resurrection'']] and [[SRD:True Resurrection|''true resurrection'']] spells), although he or she is always one saving throw from dying again.  
  
''Notes: The DM may want to change the rate and progression of the fortitude save for long-living races such as elves. I recommend to change "years" for "decade" for long-lived race''
+
''Notes: The DM may want to change the rate and progression of the fortitude save for long-living races such as elves. I recommend changing "years" to "decade" for long-lived race''
  
 
==== Magically Aged ====
 
==== Magically Aged ====
  
Should an effect cause you to age significantly faster and you end up one or more age category than you were, you gain all penalties from your new age category, but you retain the bonuses of your prior age category. Your mental age remain equal to your true age.
+
Should an effect cause you to age significantly faster and you end up one or more age categories further than you were, you gain all penalties from your new age category, but you retain the bonuses of your prior age category. Your mental age remains equal to your true age.
  
''Example: Max the Adventurer is middle aged, while fight a Time Demon he get aged to venerable. He lose worn out and gain fragile, but retain experienced as his mental did not changed.''
+
''Example: Max the Adventurer is middle aged, while fighting a Time Demon he gets aged to venerable. He loses worn out and gains fragile, but retains experienced as his mental age did not change.''
  
 
==== Partial Rejuvenation ====
 
==== Partial Rejuvenation ====
  
More common are effects that cause you to get younger. It's effectively kickass, so you retain bonuses from your former age category but gain the penalties of your new age category. As far as this rule is concerned you cannot be rejuvenated beyond young adult. Your mental age remain equal to your true age.
+
More common are effects that cause you to get younger. It's effectively kickass, so you retain bonuses from your former age category but gain the penalties of your new age category. As far as this rule is concerned you cannot be rejuvenated beyond young adult. Your mental age remains equal to your true age.
  
Unless a number is specified, rejuvenated by one or more categories your physical age become halfway between the new category's starting age and the next category starting age (A human that was rejuvenated to young adult's physical age would become 25 by example).   
+
Unless a number is specified, rejuvenation by one or more categories restores your physical age to halfway between the new category's starting age and the next category's starting age. (A human that was rejuvenated to a young adult's physical age would become 25 by example).   
  
''Example: Aneis the Evil Blood witch use a blood ritual to make herself a young adult again. She was middle-aged, thus she lose worn out, but retain experienced as her mental age did not changed.''  
+
''Example: Aneis the Evil Blood witch uses a blood ritual to make herself a young adult again. She was middle-aged, thus she loses worn out, but retains experienced as her mental age did not change.''  
  
 
==== True Rejuvenation ====
 
==== True Rejuvenation ====
  
You become younger in body and mind, a rare effect often caused by artifacts and magical place. You lose both your current age bonus and penalty and gain your new age category bonus and penalty. Your mental and physical age change to your new age.   
+
You become younger in body and mind, a rare effect often caused by artifacts and magical places. You lose both your current age bonus and penalty and gain your new age category bonus and penalty. Your mental and physical age change to your new age.   
  
''Example: Old woman Alice is venerable, one day she get lost in the forest and fall into a fountain. It happened she found the fountain of youth and became a young adult again, losing both fragile and A life of Experience and gaining nothing.''
+
''Example: Old woman Alice is venerable, one day she gets lost in the forest and falls into a fountain. It happened she found the fountain of youth and became a young adult again, losing both fragile and A life of Experience and gaining nothing.''
  
  
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[[Category:User]]
 
[[Category:User]]
 
[[Category:Supplemental Variant Rule]]
 
[[Category:Supplemental Variant Rule]]
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Aging Overhaul

Introduction[edit]

A subject barely touched in DnD: characters getting older (or younger with magic). Most campaigns will never see a character start as a young adult and die of old age unless there is liberal use of time skips. However, many campaigns will see an old veteran, a grizzled warrior, or an old wizard. The problem is that the rules for old age suck, not because they are abusable or counter-intuitive, but because of sloppy design. Handing out ability modifiers for no reason is bad for the game, especially for something as trivial as a character's age.

Rule Mechanics[edit]

The aging effects chart is replaced with the following.

Table: Aging Effect
Age Bonus Penalty
Young Adult None None
Middle Aged Experienced Worn Out
Old Experienced , Wise Weakened, Worn Out
Venerable A Life of Experience, Experienced, Wise Fragile, Weakened, Worn Out

Experienced (Ex): You had your share of experience. You gain a +2 bonus to one skill of your choice.

Worn Out (Ex): You are no longer as lively as you once were. You take a -2 penalty on fortitude saves against effects that would make you fatigued or exhausted.

Wise (Ex): While you are no longer as resilient as you once were, you had plenty of time to think about your actions and experience. You gain a +1 bonus on all intelligence-based skills and ability checks.

Weakened (Ex): You take a -2 penalty on opposed Strength check and your Strength counts as 2 lower for the purpose of calculating your carrying capacity.

A Life of Experience (Ex): You have a whole life of experience behind you that grants you a +1 skill point per level (applied retroactively).

Fragile (Ex): Your old age has caused you to become less resilient. You gain one less hit point per level and take a -2 penalty on fortitude saves.

Getting Older[edit]

As you get older you replace your bonuses and penalties with the ones from the next age category on the chart (when is based on your race). However a character has 3 different ages, unless tampered with, all three ages are always equal (but really you cannot expect an adventurer not to tamper with something). Your bonuses and penalties are not determined by your overall (true) age but by both your mental and physical age.

True Age: Your true age is basically the number of years you lived since born. Your true age has no effect on your character, it is only there to serve as a measurement for the other two ages.

Physical Age: The Age of your body, it affects age penalty. As your physical age reaches the next age category you lose your previous penalty and gain the new age category's penalty.

Mental Age: The age of the mind, it affects age bonuses. As your mental age reaches the next age category you lose your previous bonus and gain the new age category's bonus.

Max Age[edit]

The Grim Reaper
In some games, the GM might want to limit the use of magic to save a character from close death. Eventually after the fifth use of greater restoration, the Grim Reaper will take note of you and make it more difficult for you to be cured. The next time you fail a save a limited wish will be required to save your life. If you fail a save again afterwords, the Grim Reaper will tighten its grip; the only spells capable of saving you will be a wish or a miracle.

You no longer magically die at a random age, instead a venerable creature must make a fortitude save (DC 10 + half the number of years you are into the venerable age) at the end of each year. If the creature fails as many saves as her constitution modifier, she falls ill and will die within the year. A greater restoration spell removes the illness and saves the creature, but another failed fortitude save against venerable death will cause the illness to return.

A character that died of old age may be brought back from death at old age (although only with resurrection and true resurrection spells), although he or she is always one saving throw from dying again.

Notes: The DM may want to change the rate and progression of the fortitude save for long-living races such as elves. I recommend changing "years" to "decade" for long-lived race

Magically Aged[edit]

Should an effect cause you to age significantly faster and you end up one or more age categories further than you were, you gain all penalties from your new age category, but you retain the bonuses of your prior age category. Your mental age remains equal to your true age.

Example: Max the Adventurer is middle aged, while fighting a Time Demon he gets aged to venerable. He loses worn out and gains fragile, but retains experienced as his mental age did not change.

Partial Rejuvenation[edit]

More common are effects that cause you to get younger. It's effectively kickass, so you retain bonuses from your former age category but gain the penalties of your new age category. As far as this rule is concerned you cannot be rejuvenated beyond young adult. Your mental age remains equal to your true age.

Unless a number is specified, rejuvenation by one or more categories restores your physical age to halfway between the new category's starting age and the next category's starting age. (A human that was rejuvenated to a young adult's physical age would become 25 by example).

Example: Aneis the Evil Blood witch uses a blood ritual to make herself a young adult again. She was middle-aged, thus she loses worn out, but retains experienced as her mental age did not change.

True Rejuvenation[edit]

You become younger in body and mind, a rare effect often caused by artifacts and magical places. You lose both your current age bonus and penalty and gain your new age category bonus and penalty. Your mental and physical age change to your new age.

Example: Old woman Alice is venerable, one day she gets lost in the forest and falls into a fountain. It happened she found the fountain of youth and became a young adult again, losing both fragile and A life of Experience and gaining nothing.



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Leziad's Homebrew (4438 Articles)
Leziadv
AuthorLeziad +
Identifier3.5e Variant Rule +
Rated ByFluffykittens +, Wildmage +, Dragonexx +, Tarkisflux +, Eiji-kun + and MisterSinister +
RatingRated 3.5 / 4 +
TitleAging Overhaul +