Difference between revisions of "Hyrulean Guidelines"

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All content within this compendium can be used interchangeably with the fifth edition of ''Dungeons & Dragons.''  In a Hyrulean campaign, consider using the following rules to make your game feel more ''Zelda''-like.  Everything within this compendium assumes these rules are used, but their use is entirely optional.
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{{Guide}}
  
 +
Hyrulean content assumes the following rule changes are used.  If you are running a campaign primarily using ''Legends of Hyrule'', it is recommended your campaign uses these rules.  If only using piecemeal content like a few monsters or races, you can safely ignore these.
  
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See [[Variant Rules]] for additional rule changes to consider.
 +
 +
==Contents==
 +
;Fundamentals
 +
* [[#Rupees replace coins|'''''Rupees replace coins''''']], with one rupee equaling one silver piece.
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* [[#Quick rest|'''''Quick rests''''']] are used to speed up [[short rest]]s, making it feel more like a ''Zelda'' video game.
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* [[#Magic points|'''''Magic points''''']] are used by most Hyrulean spellcasters to fuel their spells, replacing spell slots.<!--
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* [[#Stamina points|'''''Stamina points''''']] are used by [[fighter]]s and [[opportunist]]s to enhance their techniques.-->
 +
 +
;Combat
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* [[#Wisdom-based initiative|'''''Wisdom-based initiative''''']] is used by default in place of {{dex}}-based initiative.
 +
* [[#Target strikes|'''''Target strikes''''']] are made with attacks to either hit monsters' weak points, or deal maximal damage at the cost of accuracy or stamina.
 +
* [[#Improved two-weapon fighting|'''''Improved two-weapon fighting''''']] helps to balance two-weapon fighters in Hyrule, and frees up the wielder's [[bonus action]].
 +
 +
;Subtle mechanics
 +
* [[#Bonus die|'''''Bonus die''''']] is a die you add to damage rolls or a d20 roll, and is granted by some effects like spells or feats.  You can't add more than one bonus die to a roll.
 +
* [[#Other considerations|'''''Other considerations''''']] list a few quick notes that aren't vital information.
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__NOTOC__
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== Rupees replace coins ==
 +
:''See [[equipment]].''
 +
{{Image|imagelink=https://zelda.gamepedia.com/Rupee|image=https://i.imgur.com/LPZuc0k.png}}
 +
The primary currency in Hyrule is rupees.  All items in this compendium have their value listed in rupees.  One rupee is equal in value to one silver piece.
 +
 +
Rupees appear as small, uniformly-shaped gems of various bright colors. Different colors of rupees are of proportionally different value.  Just as a modern 10-dollar bill is worth 10 dollars, a yellow rupee is worth 10 “rupees.”
 +
 +
Conversions from silver and gold pieces are listed below.
 +
 +
{| class="wikitable"
 +
| Green Rupee || 1 r || 1 sp
 +
|-
 +
| Blue Rupee || 5 r || 5 sp
 +
|-
 +
| Yellow Rupee || 10 r || 1 gp
 +
|-
 +
| Red Rupee || 20 r || 2 gp
 +
|-
 +
| Purple Rupee || 50 r || 5 gp
 +
|-
 +
| Silver Rupee || 100 r || 10 gp
 +
|-
 +
| Gold Rupee || 300 r || 30 gp
 +
|}
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<sub><nowiki>*</nowiki>''Any item which would cost less than 1 sp effectively has a cost of 1 rupee.''</sub>
 +
 +
For the sake of simplicity, the narrator could elect to use only green rupees (1 sp each) for all transactions.  If converting from gold pieces, simply times the amount by ten&mdash;or add a zero on to the end.
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{{clear}}
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==Quick rest==
 +
{{Aside|1-Hour Short Rest Alternative|If ''LoH'' content would be starkly underpowered if using 1-hour short rests, a sidebar such as this one will feature a suggestion for empowering the content to be more useful in a campaign that uses 1-hour short rests.}}
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:''See [[rest]].''
 +
Hyrule employs a variant of rest like one found on page 267 of the ''Dungeon Master's Guide''.  Under this rule, long rests stay the same, but short rests are much quicker.
 +
 +
To gain the benefits of a [[short rest]], you need only rest 5 minutes, but at the end of the rest you must expend one of your [[Heart Containers]] (or "Hit Dice").  If you merely rest for 5 minutes without expending Heart Containers, you do not gain any benefits of a short rest.  Since NPCs usually don't have Heart Containers, they usually don't benefit from short rests.
 +
 +
This changed rule is closer to ''Zelda'' games in which combat is routine and healing is quick.  These quick rests can make sequential combat easier, but a concerned narrator can compensate for this by increasing the [[Challenge Rating]] of encounters.
 +
 +
Hyrulean classes are balanced assuming this rule is used.  This is particularly noticeable with [[fighter]], which is expected to burn through short rest reserves in every combat encounter.
 +
{{clear}}
 
== Magic points ==
 
== Magic points ==
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{{Aside|Spell Level Alternative|Although ''Legends of Hyrule'' assumes magic points will be used, most applicable content will feature a sidebar such as this one.  This sidebar will describe how the content can be used with traditional spell levels, if necessary.}}
 
{| class="wikitable" style="float:right; margin-left: 10px;"
 
{| class="wikitable" style="float:right; margin-left: 10px;"
 
! Spell<br/>Level !! Magic<br/>Points
 
! Spell<br/>Level !! Magic<br/>Points
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| 8th || 11
 
| 8th || 11
 
|-  
 
|-  
| 9th || 13
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| 9th || 12+
 
|}
 
|}
 
:''See [[spellcasting]].''
 
:''See [[spellcasting]].''
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Spells in Hyrule are ranked not by spell level but by '''magic points''', a variant of the Spell Points variant rule described on page 288 of the ''Dungeon Master's Guide.'' 
  
[[Spells|Spellcasting]] [[classes]] available to player-characters use a version of the Spell Points variant rule described on page 288 of the ''Dungeon Master's Guide,'' referred to here as "magic points."  Magic points are used primarily to cast spells and they replace spell slots and spell levels in HyruleCasting a spell requires the expenditure of a specific number of magic points.  The adjacent table lists equivalents if using spell points to cast leveled spells, or if using spell slots to cast point spells.   
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Hyrulean spells have levels, but are predominately listed by the number of magic points needed to cast themFor example, a classic spell of 3rd-level would be listed here as a "5-point" spell.  The adjacent table lists equivalents if using spell points to cast leveled spells, or if using spell slots to cast point spells.   
  
A player-character's total number of magic points, if any, are determined primarily by their [[class]] and their current level in that class.  Other effects can increase a character's magic points.  Casting [[spells]] and sometimes other features requires you to spend some of these magic points.  You cannot cast spells or use features which require spending magic points you lack.
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The [[researcher]] and [[scion]] classes each provide a pool of magic points, and casting a spell requires spending a number of these magic points equal to the spell's point value.  Some game effects can provide a player-character with a pool of magic points too, or increase the pool they otherwise have.  Any character with magic points always regains them all upon finishing a [[long rest]].
 +
 
 +
The [[sage]] class uses more traditional spell slots, but even these are ranked by the 13 point values instead of the 9 spell levels.
 +
 
 +
<!--[[Spells]] use a version of the Spell Points variant rule described on page 288 of the ''Dungeon Master's Guide,'' referred to here as "magic points."  Magic points are used primarily to cast spells and they replace spell levels in Hyrule.  For [[researcher]]s and [[scion]]s, casting a spell requires the expenditure of a specific number of magic points. 
 +
 
 +
A player-character's total number of magic points, if any, are determined primarily by their [[class]] and their current level in that class.  Other effects can increase a character's magic points, or provide some.  Casting [[spells]] and sometimes other features requires you to spend some of these magic points.  You cannot cast spells or use features which require spending magic points you lack.
  
 
Any spent magic points are fully restored after a [[long rest]].  Some class features and [[magic item]]s can restore a limited amount of magic points otherwise.
 
Any spent magic points are fully restored after a [[long rest]].  Some class features and [[magic item]]s can restore a limited amount of magic points otherwise.
  
 
=== Point values ===
 
=== Point values ===
Hyrulean spells have levels, but are predominately listed by the number of magic points needed to cast them.  For example, a ''D&D'' spell of 3rd-level would be listed here as a "5-point" spell.   
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Hyrulean spells have levels, but are predominately listed by the number of magic points needed to cast them.  For example, a classic spell of 3rd-level would be listed here as a "5-point" spell.   
  
 
The most magic points you can expend on a single spell when you cast it is your "magic limit."  Your magic limit is determined by your class(es) and level.
 
The most magic points you can expend on a single spell when you cast it is your "magic limit."  Your magic limit is determined by your class(es) and level.
 
=== High-level spells ===
 
Spells which cost 10 magic points or more (7th level spells or higher) are particularly taxing to cast.  Normally you can only cast one such spell even if you have magic points to spare, and regain the ability to cast such a powerful spell when you finish a [[long rest]].  Some features can enable you to cast more of these powerful spells between rests.
 
  
 
=== Overpowering spells ===
 
=== Overpowering spells ===
Like normal D&D spells, some Hyrulean spells can be cast "At Higher Levels."  To '''overpower''' a spell, you must spend extra magic points as the spell describes.  For example, casting {{Spell|Life}} normally costs 2 magic points.  You can improve the amount of {{hp}} it recovers by expending extra magic points when you cast it.
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Like normal classic spells, some Hyrulean spells can be cast "At Higher Levels."  To '''overpower''' a spell, you must spend extra magic points as the spell describes.  For example, casting {{Spell|Life}} normally costs 2 magic points.  You can improve the amount of {{hp}} it recovers by expending extra magic points when you cast it.
  
 
When overpowering a spell, the number of magic points you expend at once still cannot exceed your magic limit.
 
When overpowering a spell, the number of magic points you expend at once still cannot exceed your magic limit.
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If you cast a spell from a special feature or a magic item instead of a class, you can only overpower the spell if your class(es) and levels enable it.
 
If you cast a spell from a special feature or a magic item instead of a class, you can only overpower the spell if your class(es) and levels enable it.
  
 
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=== Sage ===
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The [[sage]] class notably uses more traditional spell slots, but even these slots are ranked by a spell's point value instead of a "spell level."-->
 
{{clear}}
 
{{clear}}
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==Wisdom-based initiative==
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:''See [[combat]] and [[Variant Rules#Initiative|variant rules for initiative]].''
  
==Stamina points==
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Hyrulean races and classes are balanced assuming {{wis}} is used for [[initiative]] checks instead of {{dex}}.  In Hyrule, initiative mostly represents the character’s ability to perceive enemies, detect threats, notice vulnerabilities, and make decisions.  It is much less considered a measure of physical agility; this is partially why {{wis}} is used in place of {{dex}}.
:''See [[fighter]] and [[opportunist]].''
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<!--While not for everyone, it can accelerate combat to give a more ''Zelda''-like feel, and is particularly suitable for smaller groups of three or fewer players.
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--><!--
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While ''Zelda'' doesn't feature turn-by-turn combat, it often employs a back-and-forth in which the protagonist(s) are looking for their chance to strike.  This may be best represented with {{wis}}-based group initiative.
  
Only characters of certain classes gain stamina pointsStamina points are expended mainly to make [[#Target Strikes|target strike]], for [[techniques]] or some other class features, and for a few [[magic items]].   
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Combat is structured with groups instead of individualsAll player-characters make a {{wis}} check for initiative (instead of a {{dex}} check), and the median result of these checks is used on behalf of the player-characters' group.  The narrator makes a similar roll on behalf of the antagonistic group.  The higher roll wins the initiative; re-roll ties if they occurWhen it is a group's turn, all members of that group can act in any order they choose, or even act simultaneously.
  
Normally, your stamina points are fully replenished upon completing a [[short rest]].
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If there are more than two groups in combat, each rolls its initiative separately.  In the rare circumstances an individual's allegiance changes mid-battle, it either joins the appropriate initiative in the next round, or rolls a separate initiative for the next round, as appropriate.
 +
...
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In Hyrule, initiative mostly represents the character’s ability to perceive enemies, detect threats, notice vulnerabilities, and make decisions.  It is much less considered a measure of physical agility; this is partially so {{wis}} is used in place of {{dex}}.
  
 +
In official material, {{dex}} is such an overwhelming useful ability score in part because everyone uses it for initiative, AC, attack, rolls, the most common saving throw, '''''and''''' damage rolls.  Consequently this rule also helps keep one ability from being so overpowered compared to the other five.
 +
-->
  
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To help speed up combat, it is suggested that the narrator have initiative scores for monsters rolled in advance.  Consider also including [[variant rules]] for initiative like [[Variant Rules#Group Initiative|Group Initiative]], [[Variant Rules#Round-Table Initiative|Round-Table Initiative]], and [[Variant Rules#Moxie Dice|Moxie Dice]]. Narrative transitions between turns can help smooth out initiative, too.
 
==Target strikes==
 
==Target strikes==
 
:''See [[combat]].''
 
:''See [[combat]].''
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Some creatures in Hyrule have specific weaknesses to target strike made against a part of its body, referred to as a "[[:Category:Creatures with the Weak Point trait|weak point]]."  Generally, a player-character should be able to identify a weak point fairly easily unless it is specifically concealed.  Making a target strike that targets a specific weak point (e.g., "I aim for its tail") induces a particularly debilitating condition or extra damage, as described under the Weak Point trait of a relevant creature.
 
Some creatures in Hyrule have specific weaknesses to target strike made against a part of its body, referred to as a "[[:Category:Creatures with the Weak Point trait|weak point]]."  Generally, a player-character should be able to identify a weak point fairly easily unless it is specifically concealed.  Making a target strike that targets a specific weak point (e.g., "I aim for its tail") induces a particularly debilitating condition or extra damage, as described under the Weak Point trait of a relevant creature.
  
==Wisdom-based group initiative==
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Hyrulean classes are balanced assuming stamina points and target strikes are used.  Consequently, some classes may be much weaker than official classes if these rules are omitted or ignored.
 +
 
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==Improved two-weapon fighting==
 
:''See [[combat]].''
 
:''See [[combat]].''
While ''Zelda'' doesn't feature turn-by-turn combat, it often employs a back-and-forth in which the protagonist(s) are looking for their chance to strike.  This may be best represented in ''D&D'' with {{wis}}-based group initiative.
 
 
Combat is structured with groups instead of individuals.  All player-characters make a {{wis}} check for initiative (instead of a {{dex}} check), and the median result of these checks is used on behalf of the player-characters' group.  The DM makes a similar roll on behalf of the antagonistic group.  The higher roll wins the initiative; re-roll ties if they occur.  When it is a group's turn, all members of that group can act in any order they choose, or even act simultaneously.
 
 
If there are more than two groups in combat, each rolls its initiative separately.  In the rare circumstances an individual's allegieance changes mid-battle, it either joins the appropriate initiative in the next round, or rolls a separate initiative for the next round, as appropriate.
 
<!--
 
In Hyrule, initiative mostly represents the character’s ability to perceive enemies, detect threats, notice vulnerabilities, and make decisisons.  It is much less considered a measure of physical agility, this is partially why so {{wis}} is sed in place of {{dex}}. 
 
 
In vanilla ''D&D'', {{dex}} is such an overwhelming useful ability score in part because everyone uses it for initiative, AC, attack, rolls, the most common saving throw, '''''and''''' damage rolls.  Consequently this rule also helps keep one ability from being so overpowered compared to the other five.
 
-->
 
  
To help speed up combat, it is suggested that the DM have initiative scores for monsters rolled in advance.
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The following rule replaces the more restrictive rule used in official material for two-weapon fighting.  Essentially, a character can gain the full benefits of using two weapons without having to lose their bonus action, and Hyrulean classes are balanced around this change.<!-- For example, unlike a rogue's Sneak Attack, an opportunist's Sneakstrike cannot trigger from the extra attack without spec.-->
  
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When you take the Attack action and attack with a [[Weapon Properties|light]] melee weapon or an [[unarmed strike]] using one hand, <u>as part of that same action</u> you can use your other hand to attack with an unarmed strike or a different light melee weapon.  If you can otherwise make multiple attacks as part of your Attack action, you can still only make one attack with your other hand.  You don't add your ability modifier or any [[bonus dice]] to the damage of this additional attack, unless that modifier is negative. 
  
==Quick rest==
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If either weapon has the [[Weapon Properties|thrown]] property, you can throw the weapon, instead of making a melee attack with it.
:''See [[rest]].''
 
Hyrule employs a variant of rest like one found on page 267 of the ''Dungeon Master's Guide''. 
 
 
 
With quick rest, a [[long rest]] requires only 1 hour.  You need not sleep for a long rest, but you still must limit yourself to restful activity such as reading or keeping watch.
 
 
 
To gain the benefits of a [[short rest]], you need only rest 5 minutes, but at the end of the rest you must expend one of your [[Heart Containers]] (or "Hit Dice").  If you merely rest for 5 minutes without expending Heart Containers, you do not gain any benefits of a short rest.  Since NPCs usually don't have Heart Containers, they usually don't benefit from short rests.
 
 
 
This changed rule is closer to ''Zelda'' games in which combat is routine and healing is quick.  This rule also merges well with [[#Magic Points|magic points]], as they subtly encourage spellcasters to burn through their magical reserves more quickly than spell slots would.  Quick rest can make combat easier, but a concerned DM can compensate for this by increasing the [[Challenge Rating]] of encounters.
 
 
 
Hyrulean classes are balanced assuming this rule is used.
 
 
 
== Rupees replace coins ==
 
:''See [[equipment]].''
 
<div class="externalimage-holder" style="width:5%; float:right"><center>https://i.imgur.com/LPZuc0k.png<br/>[https://zelda.gamepedia.com/Rupee Source]</center></div>
 
The primary currency in Hyrule is rupees.  All items in this compendium have their value listed in rupees.  One rupee is equal in value to one silver piece.
 
 
 
Rupees appear as small, uniformly-shaped gems of various bright colors. Different colors of rupees are of proportionally different value.  Just as a modern 10-dollar bill is worth 10 dollars, a yellow rupee is worth 10 “rupees.”
 
 
 
Conversions from silver and gold pieces are listed below.
 
 
 
{| class="wikitable"
 
| Green Rupee || 1 r || 1 sp
 
|-
 
| Blue Rupee || 5 r || 5 sp
 
|-
 
| Yellow Rupee || 10 r || 1 gp
 
|-
 
| Red Rupee || 20 r || 2 gp
 
|-
 
| Purple Rupee || 50 r || 5 gp
 
|-
 
| Silver Rupee || 100 r || 10 gp
 
|-
 
| Gold Rupee || 300 r || 30 gp
 
|}
 
<sub><nowiki>*</nowiki>''Any item which would cost less than 1 sp effectively has a cost of 1 rupee.''</sub>
 
 
 
For the sake of simplicity, the DM could elect to use only green rupees (1 sp each) for all transactions.
 
 
 
 
 
== Heavier armor ==
 
:''See [[armor]].''
 
 
 
If you do not meet the [[Strength]] score requirement of the armor you are wearing, you are restricted as though you lack proficiency with that armor.  This means you would have [[disadvantage]] on any ability check, saving throw, or attack roll that involves [[Strength]] or [[Dexterity]].  You would also be unable to cast [[spells]]. <!--
 
 
 
This rule is meant primarily to explain why heavy armor is so rarely used in many legends of Hyrule, even when it is readily available for use.  It also helps Strength to compete with Dexterity as a primary ability used in combat. -->
 
 
 
<!--
 
==Difficult climbing and swimming==
 
:''See [[Time and Movement]].''
 
Whenever you as a player-character attempt to climb or swim, you must make a DC 10 {{Str}} ([[Athletics]]) check.  Difficult conditions may encourage your DM to impose a higher DC.  Easy circumstances like climbing a ladder can omit the need for this check entirely. 
 
 
 
If you start your turn swimming, this check must be made at the start of your turn.  Otherwise, you make this check at the first point you attempt to move by climbing or swimming.
 
 
 
On a successful check, you can swim or climb by expending 2 feet of your speed for every 1 foot of progress.
 
 
 
On a failure, you lose 2 [[stamina points]] if you have any, and you are [[incapacitated]] until the start of your next turn.  If you have stamina points remaining after this loss, you can still climb or swim 1 foot by expending 2 feet of your walking speed.
 
 
 
If you have a [[climb speed]] or [[swim speed]], you can move the distance of this speed without making any check.
 
 
 
This rule intends to more accurately reflect ''Zelda'' games in which climbing or swimming is either difficult or impossible without [[magic items]].
 
-->
 
  
 
== Bonus die ==
 
== Bonus die ==
 
:''See [[Using Ability Scores]].''
 
:''See [[Using Ability Scores]].''
Some game effects can grant you a "bonus die" for certain [[ability check]]s, [[attack roll]]s, [[saving throw]]s, or [[damage roll]]s.  For example, the {{Feat|Ambusher}} [[feat]] grants you a d4 bonus die to your [[initiative]] checks.
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Some class features grant you a "bonus die" for certain [[ability check]]s, [[attack roll]]s, [[saving throw]]s, or [[damage roll]]s.
  
 
If you have several bonus dice which apply to the same roll, they do not combine.  Use only the largest bonus die that applies.
 
If you have several bonus dice which apply to the same roll, they do not combine.  Use only the largest bonus die that applies.
  
== Ability score maximum ==
+
== Other considerations ==
:''See [[Using Ability Scores]].''
+
What follows are not transformative rule changes, but veteran players may wish to note these differences:
 
+
* "Hit points" and "Hit Dice" are instead referred to as "heart points" and "Heart Containers," respectively.  This is a purely aesthetic change.
Normally, the maximum score a player-character can have for any [[ability score]] is 20.  This can be considered the "soft cap."   
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* The player who runs the game is called the "narrator."  The term normally used for this role has legal protection.
 
+
* [[Feats]] are an inherent part of the game.  Under [[Character Creation|default rules]] a player of any [[race]] can gain one as early as 1st level.
The [[Paragon]] [[feat]], [[magic items]], [[blessings]], and other features can permanently increase a character's ability score maximum above 20.  For particularly powerful high-level characters, these effects can combine to push it even higher.  For example, a high-level [[fighter]] can use the [[Fighter (class)#Champion|Champion]] feature to increase her [[Dexterity]] score maximum by 2, and also use the [[Paragon]] feat to increase her [[Dexterity]] score by an additional 2.  This fighter would thus have a maximum [[Dexterity]] score of 24.
+
* [[Downtime]] is structured differently.
 
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* Typically, Hyrulean content which grants a bonus to [[Armor Class|AC]] includes the following line: "{{ACLimit}}"
Even in cases of these extremely powerful characters, an ability score can never&mdash;ever&mdash;be pushed above 30.  This can be considered the "hard cap."
+
* The ability score limits (or "caps") present in classic material are more clearly codified in [[Using Ability Scores]].
 
 
 
 
== No backgrounds ==
 
For a player-character using a Hyrulean [[classes|class]], using a formal "background" is optional. The compendium encourages any player to create their own backstory independent of a background. 
 
  
Each [[classes|class]] gains Proficiency Points which replace most of the practical benefits of a ''D&D''-style backgroundNonetheless, a player-character can forgo some of their Proficiency Points to gain any traditional ''D&D'' background if that is desired.  This is detailed under each class's description of Proficiency Points.
+
===Classes===
 +
* The default [[character creation]] and classes assume a character will not have a BackgroundThe benefits normally afforded by a Background are rolled into each class, but each class has a sidebar Option for using the class with a Background.
 +
* When you gain a level in a Hyrulean class and choose to roll for heart points, you can re-roll a 1(This makes the average equal to the reliable choice, instead of being slightly lower.)
 +
* Subclasses have a much larger effect on a character's capabilities than they typically do in classic material.
  
 +
===Equipment===
 +
* Some classic [[weapons]] are adjusted.  The {{Item|blowgun}}, {{Item|lance}}, and {{Item|whip}} each have an additional special property unique to each of them.  The {{Item|blowgun}} and {{Item|trident}} are classified as simple weapons instead of martial.  Several weapons' costs are adjusted to be more balanced based on each weapon's usefulness.
 +
* Potions and most consumable magic items can be used with a [[bonus action]] instead of an action.
 +
* [[Magic items]] are implied to be more abundant and available than they are in classic material.  It's assumed player-characters can buy any common or uncommon magic items with relative ease. 
 +
* A few magic items are of even greater rarity than "legendary," which are referred to as "master."  This sixth tier of magic item exists primarily to cater to canonical ''Zelda'' items with effects too powerful for classic standards, such as the {{MI|clock}} or {{MI|red ring}}.  They don't appear in [[Treasure|Treasure Chests]].
  
== Other considerations ==
+
===Monsters===
What follows are not transformative rule changes, but veteran ''D&D'' players may wish to note these differences:
+
* The races listed in [[character creation]] and in the Navigation header are the most suitable races for player-characters, and are meant to replace races found in the ''Player's Handbook.'' However, this compendium also includes race traits for creatures as bizarre as [[Octorok (race)|octorok]]s and rare as [[Horsehead (creature)|horsehead]]sThese unusual races cannot be used for player-characters under default rules.  Weird races should only be allowed by the narrator on an individual basis. See [[races]].
* "Hit points" and "Hit Dice" are instead referred to as "heart points" and "Heart Containers," respectively.
+
* Some creatures have a "Treasure Chest" text box that describes gear it can drop, omitting the need for a narrator to separately assign treasure.   [[Generic Treasure Chests]] can be used for any creatures which don't have their own unique chestSee [[Treasure]] for full details.
* Hyrulean classes are balanced assuming [[stamina]] and [[target strike]] are usedConsequently, some classes may be much weaker than official classes if these rules are omitted or ignored. <!--
+
* Many creatures, especially "boss monsters," are empowered to be more of a threat to a party than they are in their canonical appearances.  If all transcriptions from canonical ''Zelda'' were as mathematically accurate as possible to canon, few creatures would be any challenge to a party full of adventurers.  In-world this can help emphasize just how unbelievably capable the legendary hero actually is.
* [[Feats]] are still optional for any player-character, but the compendium treats them as an inherent part of the game.  
+
* Many creatures have alternate stat blocks to represent different Challenge Ratings.  Sometimes this reflects ''Zelda'' lore, such as {{C|Red Tektite}} versus {{C|Blue Tektite}}.  Other times it is merely to enable narrator options, as is the case with {{C|Chilfos}}.
* [[Downtime]] is structured differently but still serves the same purpose. -->
+
* Many creature pages have a cost or wage listed.  These prices are based on the creature's capabilities, and not the creature's disposition, the market's supply-and-demand, or Hyrulean culture.  As with all prices these should be adjudicated by the narrator.
* Some weapons are a little different. The {{Item|blowgun}}, {{Item|lance}}, and {{Item|whip}} weapons each have an additional special property unique to each of themThe {{Item|blowgun}} and {{Item|trident}} are classified as simple weapons instead of martial.  Several weapons' costs are adjusted to be more balanced based on each weapon's usefulness.
 
* If all transitions from ''Zelda'' monsters to ''D&D'' creatures were literal, almost all creatures would barely be any challenge to a party full of adventurers.  Many creatures, especially "boss monsters," are empowered to be more of a threat to a party than they are in their canonical appearances.  In-world this can help emphasize just how unbelievably capable the 'legendary hero' actually is.
 
* Many creature pages have a cost or wage listed.  These prices are based on the creature's capabilities, and not the creature's disposition, the market's supply-and-demand, or Hyrulean culture.  As with all prices these should be adjudicated by your DM.
 
* Every [[creature]] page has a list of "gear" that can be looted if the creature is defeated.  This is meant to replace the Treasure tables from the ''Dungeon Master's Guide''.  Over the course of a campaign, this method on average gives a party a larger number of total magic items, but fewer magic items of high rarity.
 
**For a DM that prefers to use the traditional table method from ''DMG'', this compendium features tables meant to replicate Magic Item Tables A through I found on page 144 of the ''DMG''.  On these tables, ''D&D'' items are replaced with ''Zelda'' items of comparable power level and usefulness.
 
* [[Magic items]] are implied to be more abundant and available than they are in official ''D&D'' material. It's assumed player-characters can buy any common or uncommon magic items with relative ease. 
 
* A few magic items are of even greater rarity than "legendary," which are referred to as "epic."  This sixth tier of magic item exists primarily to cater to canonical ''Zelda'' items with effects too powerful for normal ''D&D'' standards, such as the {{MI|clock}} or {{MI|red ring}}.
 
* [[Races of Light]] are suitable races for player-characters, and are meant to replace or augment races found in the ''Player's Handbook.''  However, this compendium also includes race traits creatures as bizarre as [[Octorok (race)|octorok]]s and rare as [[Horsehead (creature)|horsehead]]s.  These unusual races cannot be used for player-characters under default rules.  Unusual races should only be allowed by the DM on an individual basis.
 
 
 
  
 
[[Category:System Reference]]
 
[[Category:System Reference]]

Latest revision as of 11:00, 21 January 2022

Navigation
Warning: Legends of Hyrule is still very unfinished and its content may radically change. In particular, there are plans to radically revision classes.
Please download an offline copy of any page you may need. "Alt+Shift+P" can be used to make a printable PDF of any page. See also archives.

Player's Guide

Character Creation
the next level
Classes
champ, opportunist, researcher, sage, scion
Species
gerudo, goron, hylian, rito, zora
anouki, deku, korok, twili, zonai
Equipment
armor, weapons, gear, tools, goods, services

System Reference

Hyrulean Guidelines
Using Ability Scores
str, dex, con, int, wis, cha
Time & Movement
Environment
Rest
Combat
Conditions
Downtime
Dungeon Mastering
encounters, progression, treasure, variant rules

Compendium

Languages
Feats
Fighting Styles
Techniques
Spellcasting
spell list, spell gallery
Creature Overview
monsters, NPCs, other creatures
Magic Item Overview
item list, item gallery
3cuTCbz.png

Hyrulean content assumes the following rule changes are used. If you are running a campaign primarily using Legends of Hyrule, it is recommended your campaign uses these rules. If only using piecemeal content like a few monsters or races, you can safely ignore these.

See Variant Rules for additional rule changes to consider.

Contents

Fundamentals
Combat
Subtle mechanics
  • Bonus die is a die you add to damage rolls or a d20 roll, and is granted by some effects like spells or feats. You can't add more than one bonus die to a roll.
  • Other considerations list a few quick notes that aren't vital information.


Rupees replace coins

See equipment.

The primary currency in Hyrule is rupees. All items in this compendium have their value listed in rupees. One rupee is equal in value to one silver piece.

Rupees appear as small, uniformly-shaped gems of various bright colors. Different colors of rupees are of proportionally different value. Just as a modern 10-dollar bill is worth 10 dollars, a yellow rupee is worth 10 “rupees.”

Conversions from silver and gold pieces are listed below.

Green Rupee 1 r 1 sp
Blue Rupee 5 r 5 sp
Yellow Rupee 10 r 1 gp
Red Rupee 20 r 2 gp
Purple Rupee 50 r 5 gp
Silver Rupee 100 r 10 gp
Gold Rupee 300 r 30 gp

*Any item which would cost less than 1 sp effectively has a cost of 1 rupee.

For the sake of simplicity, the narrator could elect to use only green rupees (1 sp each) for all transactions. If converting from gold pieces, simply times the amount by ten—or add a zero on to the end.

Quick rest

1-Hour Short Rest Alternative
If LoH content would be starkly underpowered if using 1-hour short rests, a sidebar such as this one will feature a suggestion for empowering the content to be more useful in a campaign that uses 1-hour short rests.
See rest.

Hyrule employs a variant of rest like one found on page 267 of the Dungeon Master's Guide. Under this rule, long rests stay the same, but short rests are much quicker.

To gain the benefits of a short rest, you need only rest 5 minutes, but at the end of the rest you must expend one of your Heart Containers (or "Hit Dice"). If you merely rest for 5 minutes without expending Heart Containers, you do not gain any benefits of a short rest. Since NPCs usually don't have Heart Containers, they usually don't benefit from short rests.

This changed rule is closer to Zelda games in which combat is routine and healing is quick. These quick rests can make sequential combat easier, but a concerned narrator can compensate for this by increasing the Challenge Rating of encounters.

Hyrulean classes are balanced assuming this rule is used. This is particularly noticeable with fighter, which is expected to burn through short rest reserves in every combat encounter.

Magic points

Spell Level Alternative
Although Legends of Hyrule assumes magic points will be used, most applicable content will feature a sidebar such as this one. This sidebar will describe how the content can be used with traditional spell levels, if necessary.
Spell
Level
Magic
Points
1st 2
2nd 3
3rd 5
4th 6
5th 7
6th 9
7th 10
8th 11
9th 12+
See spellcasting.

Spells in Hyrule are ranked not by spell level but by magic points, a variant of the Spell Points variant rule described on page 288 of the Dungeon Master's Guide.

Hyrulean spells have levels, but are predominately listed by the number of magic points needed to cast them. For example, a classic spell of 3rd-level would be listed here as a "5-point" spell. The adjacent table lists equivalents if using spell points to cast leveled spells, or if using spell slots to cast point spells.

The researcher and scion classes each provide a pool of magic points, and casting a spell requires spending a number of these magic points equal to the spell's point value. Some game effects can provide a player-character with a pool of magic points too, or increase the pool they otherwise have. Any character with magic points always regains them all upon finishing a long rest.

The sage class uses more traditional spell slots, but even these are ranked by the 13 point values instead of the 9 spell levels.

Wisdom-based initiative

See combat and variant rules for initiative.

Hyrulean races and classes are balanced assuming Wisdom is used for initiative checks instead of Dexterity. In Hyrule, initiative mostly represents the character’s ability to perceive enemies, detect threats, notice vulnerabilities, and make decisions. It is much less considered a measure of physical agility; this is partially why Wisdom is used in place of Dexterity.

To help speed up combat, it is suggested that the narrator have initiative scores for monsters rolled in advance. Consider also including variant rules for initiative like Group Initiative, Round-Table Initiative, and Moxie Dice. Narrative transitions between turns can help smooth out initiative, too.

Target strikes

See combat.

Just before making a weapon attack roll, a player-character can make a target strike either by expending 1 stamina point, or by taking disadvantage on the attack roll. One cannot make a target strike if the attack roll would have disadvantage anyway.

A target strike generally aims for wherever the target is most vulnerable, such as gaps in a warrior's armor, or a monster's eye. This kind of target strike maximizes the damage dice rolled on a hit (e.g., treating 1d8 as simply 8), including any extra dice rolled as part of a critical hit or from other features.

Some creatures in Hyrule have specific weaknesses to target strike made against a part of its body, referred to as a "weak point." Generally, a player-character should be able to identify a weak point fairly easily unless it is specifically concealed. Making a target strike that targets a specific weak point (e.g., "I aim for its tail") induces a particularly debilitating condition or extra damage, as described under the Weak Point trait of a relevant creature.

Hyrulean classes are balanced assuming stamina points and target strikes are used. Consequently, some classes may be much weaker than official classes if these rules are omitted or ignored.

Improved two-weapon fighting

See combat.

The following rule replaces the more restrictive rule used in official material for two-weapon fighting. Essentially, a character can gain the full benefits of using two weapons without having to lose their bonus action, and Hyrulean classes are balanced around this change.

When you take the Attack action and attack with a light melee weapon or an unarmed strike using one hand, as part of that same action you can use your other hand to attack with an unarmed strike or a different light melee weapon. If you can otherwise make multiple attacks as part of your Attack action, you can still only make one attack with your other hand. You don't add your ability modifier or any bonus dice to the damage of this additional attack, unless that modifier is negative.

If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.

Bonus die

See Using Ability Scores.

Some class features grant you a "bonus die" for certain ability checks, attack rolls, saving throws, or damage rolls.

If you have several bonus dice which apply to the same roll, they do not combine. Use only the largest bonus die that applies.

Other considerations

What follows are not transformative rule changes, but veteran players may wish to note these differences:

  • "Hit points" and "Hit Dice" are instead referred to as "heart points" and "Heart Containers," respectively. This is a purely aesthetic change.
  • The player who runs the game is called the "narrator." The term normally used for this role has legal protection.
  • Feats are an inherent part of the game. Under default rules a player of any race can gain one as early as 1st level.
  • Downtime is structured differently.
  • Typically, Hyrulean content which grants a bonus to AC includes the following line: "This bonus cannot increase AC above 25, before adding cover or a shield bonus."
  • The ability score limits (or "caps") present in classic material are more clearly codified in Using Ability Scores.

Classes

  • The default character creation and classes assume a character will not have a Background. The benefits normally afforded by a Background are rolled into each class, but each class has a sidebar Option for using the class with a Background.
  • When you gain a level in a Hyrulean class and choose to roll for heart points, you can re-roll a 1. (This makes the average equal to the reliable choice, instead of being slightly lower.)
  • Subclasses have a much larger effect on a character's capabilities than they typically do in classic material.

Equipment

  • Some classic weapons are adjusted. The blowgun, lance, and whip each have an additional special property unique to each of them. The blowgun and trident are classified as simple weapons instead of martial. Several weapons' costs are adjusted to be more balanced based on each weapon's usefulness.
  • Potions and most consumable magic items can be used with a bonus action instead of an action.
  • Magic items are implied to be more abundant and available than they are in classic material. It's assumed player-characters can buy any common or uncommon magic items with relative ease.
  • A few magic items are of even greater rarity than "legendary," which are referred to as "master." This sixth tier of magic item exists primarily to cater to canonical Zelda items with effects too powerful for classic standards, such as the clock or red ring. They don't appear in Treasure Chests.

Monsters

  • The races listed in character creation and in the Navigation header are the most suitable races for player-characters, and are meant to replace races found in the Player's Handbook. However, this compendium also includes race traits for creatures as bizarre as octoroks and rare as horseheads. These unusual races cannot be used for player-characters under default rules. Weird races should only be allowed by the narrator on an individual basis. See races.
  • Some creatures have a "Treasure Chest" text box that describes gear it can drop, omitting the need for a narrator to separately assign treasure. Generic Treasure Chests can be used for any creatures which don't have their own unique chest. See Treasure for full details.
  • Many creatures, especially "boss monsters," are empowered to be more of a threat to a party than they are in their canonical appearances. If all transcriptions from canonical Zelda were as mathematically accurate as possible to canon, few creatures would be any challenge to a party full of adventurers. In-world this can help emphasize just how unbelievably capable the legendary hero actually is.
  • Many creatures have alternate stat blocks to represent different Challenge Ratings. Sometimes this reflects Zelda lore, such as red tektite versus blue tektite. Other times it is merely to enable narrator options, as is the case with chilfos.
  • Many creature pages have a cost or wage listed. These prices are based on the creature's capabilities, and not the creature's disposition, the market's supply-and-demand, or Hyrulean culture. As with all prices these should be adjudicated by the narrator.