The Dragon's Den
+20 Target Rolls- If a result of more than 20 is needed on a die to succeed, you can still succeed if rolling a 19 or 20, followed by double the remaining difficulty. (i.e., a 26-roll would be a 19 followed by 14, or a 20 followed by a 12.). A Roll of “19 or 20” on the second roll adds 10 to your total, and allows you to continue rolling.
Clobbering- “Clobbering” a target is hitting the poor sop for 50% or more of their current HP. An Endurance Check must be made (DC is 10+ damage done). If failed, the victim is “clobbered.” Getting clobbered with a blunt weapon to the head or chest (or undeclared location) results in a KO. All other Clobbered results are dealt as the GM decides. “Critical Clobber” saves are amputation results.
Critical Skill Success- Any Natural 20 rolled (where the roll needed is 19 or less) is a success, and roll again. Add any points above the roll needed on the second roll to the first roll for the total effect. If the second roll is also a natural 20, continue rolling. The number of times you beat the original difficulty by demonstrates your level of success.
Initiative Based Attacks- Initiative is based on the character’s Dex mod plus half level, plus a d20 roll. Initiative is counted down from highest to lowest. Twenty “initiative points” after your initial attack, a character is allowed a allowed standard action, with a -5 to the attack value (when appropriate). This additional attack can occur even if the base attack value is now a negative (albeit with an extremely slim chance of working).
EXAMPLE: Gren, a 2nd lvl Fighter (Dex 14) has an Init Base of 3. Gren rolls a 18 on his Initiative Check, giving him an Initiative of 21. On a 21, Gren attacks, adding his normal +4 to his attack roll. On a 3, Gren gets a “desperation attack” of sorts – an attack he normally wouldn’t be allowed, but with a -1 to his attack roll.
It is also important to point out that with this system, Initiative is rolled every round.
Summon Individual Beings- When a character casts a summon monster or summon nature’s ally spell to summon a creature of a specific type, the same creature/being will appear repeatedly. If dispelled or “killed” (in the case of Outsiders), they are unavailable for 24 hours, and cannot be resummoned. If the summoned creature is actually killed, they are unsommonable again, and any summoning which allows multiple creatures of that type to be summoned is now one creature short. Every time a character goes up a level, they may drop out one summonable creature and roll a replacement. They may also replace one killed summonable being (or two if they decide to forgo the rerolling of one). This allows the spellcaster to have more control over and interaction with the summoned beings, creating a sort of “henchman on demand.”
Upkeep- During extended down-times, the GM may call for upkeep costs for characters in the campaign’s absence. Self sufficient characters expend 2 gp per month, Meager 5 gp, Poor 12 gp, Common 45 gp, Good 100 gp, and extravagant 200+ gp. These values would be the minimums, the Player may choose to expend more of course. Alternatively, the GM may assign “duty XP” or gold or equipment during the down period as well, at their discretion.