Hyrulean Guidelines

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All content within this compendium can be used interchangeably with the fifth edition of Dungeons & Dragons. To make the game feel more Zelda-like, use the following rules. Everything within this compendium assumes these rules are used, but their use is optional.

This list excludes simple aesthetic changes, such as referring to "hit points" instead as "heart points."


Magic points

Spell
Level
Magic
Points
1st 2
2nd 3
3rd 5
4th 6
5th 7
6th 9
7th 10
8th 11
9th 12
See 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 replace spell slots in Hyrule. Casting a spell requires the expenditure of a specific number of magic points. See the adjacent table.

Initially, casting a spell requires expending a number of points equal to 1 + spell level. From 3rd level spells up, it requires 2 + spell level. From 6th level spells up, it requires 3 + spell level.

A character can cast a spell at a higher level than normal by expending additional magic points. For example, casting magic missile, a 1st-level spell, normally costs 2 magic points. It can be cast as a 3rd level spell, improving its damage output, by expending the magic points needed to cast a 3rd level spell—which is 5 magic points.

Spells of 6th level and higher are particularly taxing to cast. Once a character casts a spell of 6th, 7th, 8th, or 9th level, the character cannot cast a spell of that level again until after completing a long rest, even if there are magic points to spare.

Magic points are fully restored after a long rest. Some class features and magic items can restore a limited amount of magic points.

Stamina points

Stamina points are expended mainly to make called shots, for certain class features, and for a few magic items. Only characters of certain classes gain stamina points.

Normally, your stamina points are fully replenished upon completing a short rest.

Spellcasting with stamina points

Any character with stamina points can expend them in place of magic points. Doing so simply requires expending 1 stamina point for every 1 magic point that would need to be expended. Any stamina points used in this way do not replenish until the character completes a long rest.


Called shots

Just before making a weapon attack roll, a player-character can make a called shot either by expending 2 stamina points, or by taking disadvantage on the attack roll. One cannot make a called shot if the attack roll would have disadvantage anyway.

A called shot generally aims for wherever the target is most vulnerable, such as gaps in a warrior's armor, or the large and exposed eye of a monster. This kind of called shot 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 called shots 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 called shot targeting 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 initiative

When determining initiative order in combat, every participant makes a Wisdom check instead of a Dexterity check. In Hyrule, initiative mostly represents the character’s ability to perceive enemies, detect threats, and jump to the mental conclusion to fight before others. It is much less considered a measure of physical agility. Hyrulean classes are balanced assuming this rule is used.

To help quicken the pace of combat, it is suggested that the DM have initiative scores for monsters rolled in advance.


Rupees replace coins

The primary currency in Hyrule is rupees. These appear as small, uniformly shaped crystal gems. 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 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 selling price of 1 rupee.

For the sake of simplicity, the DM could elect to use only green rupees (1 sp each) and yellow rupees (1 gp 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, and spells could not be cast.


Ability score maximum

Normally, the maximum score a player-character can have for any ability score is 20. This can be considered the "soft cap."

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 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.

Even in cases of these extremely powerful characters, an ability score can never—ever—be pushed above 30. This can be considered the "hard cap."