Beruflich Dokumente
Kultur Dokumente
Congratulations!
Welcome to the last official Trailblazer preview.
The evolution of this ruleset began on ENworld years ago, on threads like “The
Sweet Spot,” “The Quadratic Problem,” “What Really Needed Fixing?” and
countless others. Indeed, in some ways, Trailblazer really began with Grim Tales.
In the years after the release of Grim Tales, as more and more fans asked for a
Grim Tales II follow-up, I began to realize that, ultimately, my heart belonged to
fantasy gaming in general, and to 3e specifically. You may think of Trailblazer as
the fantasy successor to Grim Tales.
Trailblazer simply would not exist without the contributions of ENworld community
and their commitment to both Third Edition play and the Open Gaming movement.
I would like to specifically call out the contributions of Jason Buhlman, Craig
Cochrane, Monte Cook, Bryon Dahlgren, Jason Kemp, Jody Kline, Kevin Kulp, Mike
Mearls, Rob Moore, Ryan Nock, Ryan Smalley, Jim Stenberg, Ryan Stoughton,
and literally hundreds of other enthusiastic gamer-designers whose contributions
to Open Gaming and the advancement of 3e design principles cannot be
overstated.
Special thanks also to my design colleague Chris Neveu, and my home game
playtesters. Without their feedback— and especially the fun, the food, and the
free beer— work could not have progressed.
Last but not least, I would like to thank you, those dedicated gamers of utterly
infectious enthusiasm.
— Benjamin Durbin
Action points (APs) allow the PCs (and a select few villains...) to do Party Pool
amazing and heroic things that they could not ordinarily do. The PCs may decide to create a separate pool of action points known as the
Party Pool. The APs in the Party Pool may be used by any member of the party
at any time, as if they were his own. In order to create a Party Pool, each PC
Discussion must contribute one (and only one) of their own APs to the pool. Once created,
players may only add an action point to the Party Pool when designated by
We’ve placed this section at the beginning of the work because it is far and the DM (usually at the beginning of a Quest).
away the most essential, systemic change of the entire Trailblazer rules. There
are, of course, aspects of the action point rules that are optional (see Action
Point Enhancements below, for example) but we cannot recommend strongly Spending Action Points
enough that you include action points in your game. Let’s discuss why. APs may be spent on the following broad uses:
1. Improve any d20 roll (attack roll, skill check, saving throw, caster level
Plot Protection check, etc.). Roll an action die (typically, d6) and add the result to your
The main use of action points is to turn bad rolls into good rolls. d20 check. You may only use an action point to improve the result of a
roll before the DM informs you of the outcome of the roll.
At low to mid- levels, hit points serve as the primary form of plot protection.
Plot protection refers to the assumed agreement between the players and the 2. R e-roll a failed d20 roll. In this case, you spend the action point after
DM that the campaign, and the PCs who star as the heroes, has some sense of the DM informs you of the outcome of the roll. Spend an action point
continuity, and will not generally be subject to the whims of one or two bad die to roll again. The second result stands. (You may spend another action
rolls. At low levels, there are very few ways for a PC’s life to turn on a single point to improve this second roll.) Note that the average improvement
die roll— the untimely critical hit being the most likely. As the PCs increase when taking the better of two d20 rolls is about +3; in most cases, you
in level, and save-or-die effects become more prevalent, hit points become are better off using your action point to improve your first roll.
increasingly less reliable in this function.
3. Negate a critical threat scored on you by an opponent.
Whereas at low levels the DM pressures the PCs through a slow attrition of
their hit points (and related resources), action points allow the DM to pressure 4. Confirm a critical threat without having to re-roll your attack.
the PCs through the slow attrition of their action points. A low-level character
5. U
se a limited resource ability (“per rest/per day”) an additional time
running low on hit points feels the same sense of mounting pressure as a higher
(even if you have exhausted your normal supply).
level character running low on action points.
6. T ake an additional attack or move action on your turn. An extra attack
Class Balance is at the same bonus or penalty as your other attacks that round. (Once
We also use action points as a balancing mechanism between the classes. The per turn only.)
primary spellcasting classes can have as much as half of their total CR value 7. E mergency stabilize – If you have 0 or fewer hit points and are dying,
tied up in their spellcasting ability. Although we’ve increased the versatility you may spend an action point to automatically stabilize; you do not
of the spellcasting classes, we’ve added action points as another resource have to make a Fort save to stabilize.
to be managed as a balancing mechanism. The early edition sensibility that
spellcasting power came at the cost of survivability is preserved here, as the 8. M
ake a “second chance” saving throw or SR check on a subsequent
fighting classes rely far less on action points to fuel their capabilities and so round. This use is only permitted if the target failed his first saving
will have far more at their disposal for saving their bacon when times get throw/ SR check and is subject to an ongoing (not instantaneous) effect.
rough.
9. Finally, a PC must spend an AP to bring his soul back from the dead.
Magic Item Necessity You may use any number of action points as you like, but you may only use one
The “Big Six” magic items— armor and shield, magic weapon, natural armor, action point per roll.
deflection bonus, resistance item, and stat boosters— are valued so highly
because their benefits interface directly with the core mechanic: improving Action Points for the DM
your bonuses on nearly every type of d20 check. Action points can provide Certain monster types (elites and solos) may also have action points. The DM
the same bonus— albeit only temporarily— as a missing “Big Six” item. A can use their action points for any of the uses listed above. In addition, the DM
character who doesn’t have a cloak of resistance, for example, is not helplessly gains the following additional uses:
hamstrung at high levels— provided he has APs to mitigate poor rolls.
Immediate Action
Action Points The DM may spend an action point to take an immediate standard or move
action, even if it is not his turn in the initiative count. This function allows
All characters receive 6 action points. This pool of action points refreshes each monsters which are typically outnumbered by the PCs to catch up a bit in the
time the PC gains a level; unused action points are lost. However, if the PC “economy of actions.” This does not allow the DM to “interrupt” player actions,
has more than 6 action points upon levelling (if, for example, he received any so he should announce his intention to act before moving the initiative count to
bonus action points from the DM), he may keep the higher total. the next actor.
Remember that the PCs are expected to overcome twelve or thirteen encounters
of moderate difficulty (for their level) before gaining a level. At this rate, the Extra Action Point
PCs will be able to spend one action point for every two or three encounters. If the DM’s monster or NPC runs out of action points, and he feels that another
Of course, not all encounters are equally dangerous and deserving of action would help improve the play experience, he can grant himself another action
points, so in practice the PCs will be able to bank a few action points for the point by awarding a compensatory action point to one of the PCs, or to the
“big boss encounter.” Party Pool. The DM should take care not to overuse this function. Its purpose is
to increase dramatic tension, not to frustrate the PCs at every turn. Sometimes,
PCs may receive additional action points when significant Quests and if the dice are falling in the PCs’ favor, it is better to give the PCs their moment
Milestones (as designated by the DM) are accomplished. The DM may hand of glory.
can explode, even if more than one die shows the maximum result. Mythic Dodge III As above, but you may roll three dice and choose the highest result.
Mythic Dodge IV As above, but you may roll four dice and choose the highest result.
The table below shows the average bonus a PC can expect from exploding
action dice of various sizes. For example, a player with a base d12 action die, You may spend an action point to gain Damage Reduction X/-, where
rolling three exploding dice, can expect an average boost of +8.04. Mythic Resilience I X is the result of the action die. This DR lasts until the start of your next
action. If you already have DR/-, this DR stacks.
Number of Action Die Type Mythic Resilience II As above, but you may roll two action dice and choose the highest result.
Dice Rolled d4 d6 d8 d10 d12 Mythic Resilience III As above, but you may roll three dice and choose the highest result.
1 3.33 4.2 5.14 6.11 7.09
Mythic Resilience IV As above, but you may roll four dice and choose the highest result.
2 3.8 4.69 5.64 6.61 7.59
Prerequisite: In order to choose this enhancement, you must have at least
3 4.15 5.09 6.07 7.05 8.04
one Tier III Defender enhancement.
4 4.42 5.43 6.44 7.45 8.46
The Anvil
When you spend an action point, regardless of the purpose for which
(Defender Capstone)
you spent it, you also recover a number of hit points equal to the result
Action Point Enhancements of the action die. If the action point does not normally call for you to roll
a die, roll the die anyway.
At 1st level and every 3 levels thereafter (4th, 7th, 10th, 13th, 16th,
and 19th), you may choose an Action Point Enhancement. These
enhancements are organized into archetypal roles— and some enhancements Mentor
are obviously better suited to some character classes than others— but there is These enhancements are suitable for characters who consider themselves “team
no restriction on what enhancements you choose other than your level. You can players.” They are more interested in the success and survival of the party.
even mix and match enhancements from several different roles— but if you
choose to specialize in a certain role, you will tend to be more powerful. name description
If you are helpless, incapacitated, or dying (but not dead), until you
recover or the end of the encounter (whichever comes first), whenever
General Desperation I
any of your allies rolls an action die, they may roll two action dice and
These enhancements are suitable for any role. choose the highest result.
As above, but your allies may roll three dice and choose the highest
Desperation II
name description result.
This enhancement allows you to bind certain types of magic items to your Desperation III As above, but your allies may roll four dice and choose the highest result.
character, so that they will increase in power as your character increases
When you and an ally both attempt the same task in the same round
in power:
(attack the same enemy, attempt the same skill check, save against the
Mythic Edge I
same effect, etc.), if you spend an action point to improve your check,
• Magic weapons, armor, and shields with an enhancement bonus;
you may roll two action dice and choose the highest result.
• Magic items that provide a deflection or natural armor bonus to AC;
• Magic items that provide a resistance bonus to saving throws. Mythic Edge II As above, but you may roll three dice and choose the highest result.
Bound Item
When you bind an item to your character, the item’s numeric bonus Mythic Edge III As above, but you may roll four dice and choose the highest result.
(enhancement, deflection, natural armor, or resistance) automatically
increases as your character increases in level: +2 at 6th level, +3 at 9th Once per game session, if an ally spends an action point and you
level, +4 at 12th level, and +5 at 15th level. Mythic Sacrifice I currently have more action points than that ally, you may give the ally
the action point out of your own total.
Each time you gain a level (and your Action Points refresh) you can
choose to bind or unbind new items. As above, but when your ally rolls the action die, he gets to roll two
Mythic Sacrifice II
action dice and choose the highest result.
Extra Action Point I Your base action points are increased by +1.
As above, but your ally gets to roll three dice and choose the highest
Mythic Sacrifice III
Extra Action Point II Your base action points are increased by +2. result.
Extra Action Point III Your base action points are increased by +3. As above, but your ally gets to roll four dice and choose the highest
Mythic Sacrifice IV
result.
Extra Action Point IV Your base action points are increased by +4.
Prerequisite: In order to choose this enhancement, you must have at least
Increase Action Die I The size of your action die increases by one step (d6 becomes d8). one Tier III Mentor enhancement.
Mentor’s Passing
Increase Action Die II As above, but the size of the die increases another step (to d10). (Mentor Capstone) If you die, each of your allies has his or her action points refreshed,
or gains +1 action point, whichever is higher. In order to choose this
As above, but the size of the die increases another step (to d12). No
Increase Action Die III enhancement, you must have at least one Tier III Mentor enhancement.
action die may ever be increased above d12.
If you spend your last action point, you may roll two action dice and
Last Gasp I
choose the highest result.
Last Gasp II As Last Gasp I, but you may roll three dice and choose the highest result.
Last Gasp III As Last Gasp I, but you may roll four dice and choose the highest result.
Choose three trained class skills (at least 1 rank). When you spend an
Mythic Skills I action point to improve your d20 check on any of these skills, you may
roll two action dice and choose the highest result.
Mythic Skills II As above, but you may roll three dice and choose the highest result.
Mythic Skills III As above, but you may roll four dice and choose the highest result.
10
When you spend an action point to improve a d20 caster level check After a successful attack, you may spend an action point and add the
Mythic Adept I (including such checks as concentration checks, spell penetration, and Mythic Smite I
result of the action die to your damage.
dispel magic), you may roll two action dice and choose the highest result.
Mythic Adept II As above, but you may roll three dice and choose the highest result. Mythic Smite II As above, but you may roll two action dice and choose the highest result.
Mythic Adept III As above, but you may roll four dice and choose the highest result. Mythic Smite III As above, but you may roll three dice and choose the highest result.
You may spend an action point to allow an ally to spend an action point Mythic Smite IV As above, but you may roll four dice and choose the highest result.
even after the DM informs him of the success or failure of his action.
Prescience I When you spend an action point to improve your d20 attack roll, you
(Normally, a player must decide to spend his action point before the DM Mythic Strike I
may roll two dice and choose the highest result.
informs him of the success or failure of his action.)
Mythic Strike II As above, but you may roll three dice and choose the highest result.
As above, and if your ally decides to spend an action point, he may roll
Prescience II
two action dice and choose the highest result. Mythic Strike III As above, but you may roll four dice and choose the highest result.
As above, and if your ally decides to spend an action point, he may roll When you spend an action point from the Party Pool, you may roll two
Prescience III Last Best Hope I
three dice and choose the highest result. dice and choose the highest result.
As above, and if your ally decides to spend an action point, he may roll Last Best Hope II As above, but you may roll three dice and choose the highest result.
Prescience IV
four dice and choose the highest result.
Last Best Hope III As above, but you may roll four dice and choose the highest result.
Once per game session, you may spend an action point to ask the DM
a number of yes/no questions equal to the result of the action die. Each Prerequisite: In order to choose this enhancement, you must have at least
Prophecy I question has a chance of receiving an answer equal to 70% + your one Tier III Vanguard enhancement.
character level. You will never receive a false answer, but you may Mythic Boon
occasionally receive no answer at all. (Vanguard Capstone) When you spend an action point for a Mythic Smite, Mythic Strike, or Last
Best Hope, your action die is increased by one size (d6/d8/d10/d12).
Prophecy II As above, but you may roll two action dice and choose the highest result. No action die can be increased above d12.
Prophecy III As above, but you may roll three dice and choose the highest result.
Prophecy IV As above, but you may roll four dice and choose the highest result.
Shadow
These enhancements are suitable for characters who do not consider themselves
team players. They are more interested in their own success and survival.
name description
When you spend an action point to improve a d20 saving throw, you
Mythic Luck I
may roll two action dice and choose the highest result.
Mythic Luck II As above, but you may roll three dice and choose the highest result.
Mythic Luck III As above, but you may roll four dice and choose the highest result.
Once per game session, when you want to spend an action point, you
Shadow’s Price I may take that action point from any ally who has more action points
than your current total.
As above, and you may roll two action dice and choose the highest
Shadow’s Price II
result.
Shadow’s Price III As above, but you may roll three dice and choose the highest result.
Shadow’s Price IV As above, but you may roll four dice and choose the highest result.
11
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License
to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying,
modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s
name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as
to compatibility, except as expressly licensed in another, independent Agreement with the owner of
each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with
any Trademark or Registered Trademark in conjunction with a work containing Open Game Content
except as expressly licensed in another, independent Agreement with the owner of such Trademark
or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute
a challenge to the ownership of that Product Identity. The owner of any Product Identity used in
Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of
the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this
License. You may use any authorized version of this License to copy, modify and distribute any Open
Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open
Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the
name of any Contributor unless You have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with
respect to some or all of the Open Game Content due to statute, judicial order, or governmental
regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein
and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall
survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be
reformed only to the extent necessary to make it enforceable.