Making a 100% homebrew D&D for league cuz why not

Nyanomancer·3/19/2018, 4:34:12 AM·2 votes·557 views

Disclaimer, this campaign incorporates actual League Lore as well as some homebrew concepts, don't expect to be able to explore an exact replica of the League universe rather one that's been a little more fleshed out in its own direction. My campaign starts in Zaun where the main 5 protagonists are part of a Zaun mafia, I had many options for the starting point but this one was favored by my friends who will play as the 5 "summoners" of the story. Fyi yes I said summoners, because the way this world works there are summoners in order for the players to be able to explore and play as many champions from League's massive roster. Below will be the main rules/mechanics of this game, note that most are still in experimental phase and aren't necessarily ready for game-play yet.

-Champions automatically have a set 11 for all stat modifiers (STR, CON, WIS, etc.) -Champion’s level equals that of the player. -Champion abilities scale up every 5 levels. (5, 10, 15 20…) Max level is 30 for champions and players. -Players have a Champion roster that is limited according to their level, rosters do not affect the amount of Champion crystals a player may have but does affect the amount of crystals they may use in a battle. -Champion roster begins at 1 Champion at level 0 and gains 1 every 5 levels (5,10,15…) maximum of 5 champions in a roster with the following exceptions: Hextech Scroll. -Champions do not regenerate health in battle unless a certain item/passive/abilities permits them to, if you swap off a champion in a battle, they will remain that way until the battle is over. (Think Pokémon) Items that boost a Champion’s power round down when scaling. -New MR Class introduced when magical damage is dealt they roll against MR Class instead of Armor Class. -AD and AP do not mean physical/magic damage, they are a means to boost damage and can boost either depending on what the ability says. -Only 2 damage types, Physical and Magic, these damage types can branch out to various sub-types of damage such as burning, poisoning, etc. -Actions per turn = (C=n) where n is the amount of actions you can carry out in a turn, n can be increased with attack speed modifiers. (every +100% atk speed = +1 action per turn) -LS = Life steal, 1LS = Restore 1hp per hit. -Players can only choose to receive the effects of maximum 6 items and 1 trinket. Just like League. -Crit chance allows players to roll after an attack lands to check if it’s a critical hit if they hadn’t already rolled a natural 20 (always critical). Ex. 10-20% chance = roll a 1d10 and roll a 10 to crit. 25% = roll a 4 on a 1d4. 30-40% roll 1d6 and get a 6 to crit. 45-55% crit every 2 hits. Caps out at 75% where you DON’T crit every 4 hits. Critical hits mean +50% damage, so if you deal 100 damage then a crit deals 150 damage. Mana = mp, Health = hp -UPDATED CHAMPION RULE: You also may not use a Champion shard in the presence of that same champion (Cuz I won't have enough pieces). Champion shards can be obtained from killing Champions or loot. Upon obtaining a Champion crystal all other shards in the world disappear until the crystal is destroyed. There can be multiple of the same Champion in the world as long as they don’t meet, but these multiples all have different skins, play different roles, and are NPCs, upon death they drop a shard that can fuse with other shards of the same champion. UPDATED DAMAGE RULE: Players only receive buffs from ONE item in Summoner mode but receive the effects of 6 items and a trinket in Champion mode only. Also, damage MODIFIERS (not the base dice roll damage) such as AD or AP must be checked for every attack. Every attack players will role a damage check where they roll a 1d20 where less than 10 is 50% damage rounded up, 10+ is 100% damage and a natural 20 is 150% damage rounded down. -Just like in League, Unique effects do not stack. Test Mechanic All champions regenerate 3 mp per turn. Test Mechanic Armor and Magic Resist items transformed into items that give “Defense” and “Magic Defense” in which each point of Defense will block 1 incoming point of physical damage and each point of Magic Defense will block 1 incoming point of magical damage. These stats will only apply during a Champion vs Champion battle, since normal minions/grunts/enemies will not follow the battle system of a champion rather just do damage and maybe throw in an ability or more. So Defense and Magic Defense block damage from Champion-attacks/spells/etc. -Nobody can move through another entity unless they are ghosted. -Note that a “Champion Level” is equal to 5 actual level ups. A Level 2 Aatrox = an Aatrox levels 1-4 and a level 5 Jayce = a level 5-9 Jayce -Champions unlock Ultimate at level 5.

Below are the scalings I applied to items, Champions, and other statstics

-ALL Champs start at an AC and MRC of 33%, armor items give 10% of the armor it says. -Speed scales to 20% in ft. for boots. For champs you divide by 11. -Divide HP by 17. -Divide Mana by 6 -“Scales” on an ability when referencing AP and AD mean add according to the bonus from items. -Divide AD and AP by 4 rounded down -Defense and Magic Defense (Armor and Magic Resist) is just the number without the ones place. (Ex. 25 Armor -> 2 Defense)

Below are the few Champions and items I have already converted into the game https://docs.google.com/presentation/d/1Gf5DWLZoLpSl-Dp5BH90SpJZZfNvO3WTD3B7Q5X_1GQ/edit?usp=sharing

I would put the storyline, maps, and sidequests here too if I wasn't afraid that my friends would discover this thread and spoil the story for themselves so have fun with what I already have and feel free to leave input.

1 Comments

Terakali3/19/2018, 4:58:28 AM1 votes

Since someone is bringing it up again, I'd like to reiterate that I would totally make a tabletop RPG for League from scratch if someone could handle the art assets.