12/16 Design & Development: Dislikes [Archive] - Wizards Community

Post/Author/DateTimePost
WotC_Bart

12-16-05, 05:29 PM
Hi folks,

12/16 Design & Development's column will be up at: http://www.wizards.com/default.asp?x=dnd/dd/20051209a (http://www.wizards.com/default.asp?x=dnd/dd/20051216a): "Development Doesn't Like Much, part II."

As part of the column, Jesse Decker states: "Like you, the folks in R&D create new rules bits all the time to use in their own games. As promised, here’s a compilation of house rules from a few folks in R&D. Join in with your own house rules on this thread, and we’ll bring house rules from other members of R&D in future columns."

Thank you,
Bart Carroll
Xyl

12-16-05, 07:05 PM
In keeping with my current desire to at least see this train wreck explode as colorfully as possible, I voted "animals".

As for the article, I had been considering using a stat boost even levels/feat odd levels system for my own game. Great minds think alike?
Eagle Prince

12-16-05, 08:09 PM
I was thinking of trying out taking away dwarves bonus to hit orcs and goblins, and the dodge bonus to giants, and then making them small size but with the Powerful Build ability.

I had also thought of using action points in all games, but I don't really like how they get used up and you need to keep track of them. So I was thinking instead you just get to use 1 action point per day or something like that. But the rule by Matt Sernett where the DM gets an action point for each time the PCs want to use one, that sounds pretty interesting.
FeyearthDM

12-16-05, 08:13 PM
Sealed Wounds.
A HR hated by my players, but that was the last campaign. One of those players is now my co-DM, and she insisted on using this rule :devil: :
Injuries are recorded as separate hit point totals (each Magic Missile is a separate wound, e.g.), and magical healing can be applied only once to each separate wound. Once healed by magic (spell, potion, etc.) the HP for that wound are underlined to note that they must be recovered by natural healing.

Example: Tanya is struck by 3 Magic Missiles for 5, 3, and 2 hit points. She then casts Cure Light Wounds on herself, receiving 6 points of healing. Those 6 hp can eliminate the 5 wound and reduce the 2 to 1 - but that 1 is then sealed, and no other magic can remove it.

This rule has two effects: it makes damage a bit more lingering, and it adds decision-point to play. Now, when the fighter takes that 20 hp blow, and the only spell available is a Cure Light the players have to consider if the extra 1d8+lvl is worth the trade-off of not being able to get the fighter back to full hp without rest. It also makes the selection of cure spells more important, because having too little healing or too much are both wasteful.
Addax

12-16-05, 10:45 PM
Looking at the most recent "Development Doesn't much Like" segment, I'm very interesting in Chris Perkins' "9 Levels Ain't Enough" house rule. Is there anyway to get a copy of this fascinating house rule?
MikeyP

12-16-05, 11:26 PM
Looking at the most recent "Development Doesn't much Like" segment, I'm very interesting in Chris Perkins' "9 Levels Ain't Enough" house rule. Is there anyway to get a copy of this fascinating house rule?

I was wondering the same thing. I would love to check that out...

I'd be willing to pay him five bucks for it so long as I don't have to wait for another book to come out (I'd still buy the book as well, of course). :D
Neo-Sapian

12-17-05, 12:24 AM
I like the idea about focusing character improvements away from gear. I think granting more feats and ability score improvements would make the game more fun and allow for more unique character development.

My DM allows improved critical and keen to stack. His reasoning is that improved critical is your character's ability to hit in the right places while keen is magical enhancement. It makes sence to me to allow them to stack. It also makes the falchion more competive with the greatsword. He also does toughness differently. Toughness grants +1 hp/hd. It makes toughness more worthwhile at higher levels.

A house rule I've never played with but want to play with is size modifiers to move silently. It only make sence that a 30 lb halfling would naturally be quieter than a 500 lb giant.
Addax

12-17-05, 01:12 AM
I also like the focusing on character abilities/less bonuses from gear house rule. It's a good one to me because there is nothing I hate hearing more than a player saying that his character is now unusable because his equipment has been destroyed. (curse you adamantine horror! but I degress) I would be completely for an increased progression of ability score increases provided there were no stat boosting magic items. That also keeps stat boosting spells like "Bull's strength" viable at higher levels.

Move silently bonus for size... seems to have merit, however you may need to change the stat blocks of some creatures (ie. great cats) to reflect their sneaky nature. While I may weigh a few hundred pounds less than a tiger it most certainly can move much more quietly than I can. But then if I had to ambush my food I'd be a bit more quiet myself I'd wager.

I also allow 'improved toughness' to be taken instead of 'toughness' for any feat or class that has 'toughness' as a prerequisite. Seems a little more fair for people who at lower levels opt for a greater long term investment in a feat that a simple short term boost. Of course it still can only be taken once.
Ralphius_Maximus

12-17-05, 01:45 AM
I'll take this opportunity to openly bag possibly the worst house rule I have ever had to work with as a player.

The GM decided that spellcasters were underpowered (I have no idea where he got this notion), and declared that he was reworking the system to make it better balanced. To begin with, he decided it was stupid that a spellcaster forgets his spells every time he sleeps, and so introduced wizards to spontaneous casting. So much for anyone wanting to play a sorcerer. He then decided that the limited spells per day made wizards far too weak, and set up a system of fortitude saves, where to cast a spell the caster had to make a save based on spell level, with failure resulting in them taking damage equal to the spell's level. This meant that as long as their hit points held out, they had infinite spells. Needless to say, the party wizard boosted his Fortitude saves and became all but unbeatable.

Anyway, I thought that would make a good example of how not to make a house rule.

Personally, I tend to make minor changes to existing setups, basically where I think the rules have fallen down. For instance, I might look at giving Half-Orcs proficience with the Great Axe instead of the Two-headed Axe (which I can't see anyone actually using). I often present such possibilities to the players at the beginning of a campaign to see whether they would like to adopt them. It seems the best way to go, rather than making sweeping large-scale alterations.

Still, some of the ones mentioned in the article, in particular the 20 level spell system and the notion of giving extra stats and feats instead of gear are very interesting. I'd like to see more detailed information on them.
Xyl

12-17-05, 05:44 AM
The 20 spell level system seems interesting. Let's see what I can do with it...

Each existing spell level is split into two: 1st level spells become 1st and 2nd level, 2nd become 3rd and 4th level, etc. The exception is 9th level spells, which are split into 17th through 20th levels, with the most powerful effects such as wish going into 19th and 20th level.

The "spells per day" is likewise split, with the old 1st-level spells being distributed between 1st and 2nd level, etc. Then you'd have to tweak the table for symmetry. Example (wizard/cleric/druid):

Level 0 1 2 3 4 5 6 7 8 9
1 3 1
2 4 1 1
3 4 1 1 1
4 4 1 1 1 1
5 4 2 1 1 1 1
6 4 2 2 1 1 1 1
7 4 2 2 2 1 1 1 1
8 4 2 2 2 2 1 1 1 1
9 4 2 2 2 2 2 1 1 1 1

The minimum stat to cast a spell is reduced, to 10 + level / 2. The bonus spell table becomes more complicated, probably getting a bonus 1st-level spell at a stat of 12-13, 3rd at 14-15, 5th at 16-17, 7th at 18-19, 9th and 2nd at 20-21, 11th and 4th at 22-23, etc.

Save DCs are based on 10 + spell level / 2 + stat bonus, making it more consistent with the DCs of other effects.

Magic item prices based on spell level (such as scrolls, potions, wands, and staves) are halved, and recalculated for the new spell levels. 0-level spells are counted as 1st-level spells. This has the nice effect of making the minimum price of such items depend on the spell level squared. Also, the prices of items of 1st-level spells that remain 1st-level spells in the new list are effectively halved, which may have game balance implications.

Metamagic effects, except for heighten spell, increase spell level twice as much. The weakest +1 level metamagic feats, like Silent Spell and Still Spell, might be left at 1 spell level.

A few spells such as shadow conjuration and limited wish that depend on the levels of spells are tweaked in obvious ways.

Anything I'm missing?

The biggest problem is doing the actual split of the spells, although that's mainly a matter of effort and preference. About half of the spells of each old level should go in each of the new levels, so sort them according to power/appropriateness and then pick the midpoint. Very iconic spells such as magic missile and fireball should probably be put at the lower level for each split.
Sir Todd

12-17-05, 12:41 PM
Allow me to also request the 20 level spell system.

As for house rules:
1- I use the old 10 laws of wishes, from earlier editions. Players must carefully word their wishes reguardless of effect. And the GM, using the 10 laws, is free to twist the wording any way he wants. It really reigns in power gaming wishes. The Exp penalty already reigns in frivolous wishing. This restores wishes to their proper place: a spell of last resort. (PS I do something similar with Miracle but instead of the 10 laws I follow what the diety granting the spell would desire.)

2- I restrict the number of magic item slots a character can have to just: Gloves, Left Ring, Right Ring, Amulet, Boots, Cloak, Helm, Armor, Belt, Left Wielded Item, Right Wielded Item. Thats it. ALL items use a slot (slotless items are banned). For example: an Ioun Stone is using the Helm slot (meaning you can use only one at a time). A +2 Two Handed Sword uses both left and right wielded slots. This reduces the ability of players to rely on stacked magical items. Making it more about the character not his gear. Also this helps against users of animated shields or weapons. Since they STILL use the slot. You can't then use an animated shield and a magic weapon on the same hand. So it is still a trade off.

I like the idea of banned stat items in exchange for stat and feat adds every other level. I may use that.
Coyote Skyheart

12-17-05, 04:58 PM
Those were some very interesting House-Rule variants. One of them was actually very close to one that I use. Here's what I can share.

Death's door house-rule: When a character 'dies' either from dropping to -10 or below, or some other magical means, they have one full round from that point to be restored to health before passing beyond recovery. Kind of like receiving a killing blow, looking down and realizing you don't have a leg anymore, *then* keeling over dead. With dnd magic, its possible to reverse that damage in time if you act quickly.
In essence you could be blasted to -30 by a fireball and if the cleric can react fast enough to heal you for 22 you'll be unconsious, stable, and alive at -8. He probably regenerated the skin from your blackened bones, but hey its magic.

Hitpoint generation house-rule: First level is max as standard. All other levels are rolled. However. If the roll is less than half your class Hd, you get at least half. Here's some examples.

d12: roll 4 --> 6+con
d12: roll 9 --> 9+con
d8: roll 2 ---> 4+con
d8: roll 4 ---> 4+con
d8: roll 6 ---> 6+con

I have also entertained a few other house-rules, but these aren't mainstays in all my games & only with players I know won't abuse them. They just make life more interesting.

Ranged precision house-rule: Ranged precision occurs within your weapon's first range increment, instead of a static 30'ft distance. Feats can modify this distance. Here's some examples. A dagger can be thrown with precision up to 10'ft, a shortbow can shoot an arrow with precision up to 60'ft.

Summoning spell variant: When memorizing a conjuration: summoning spell, the caster may choose to memorize a specific creature on the list at one challenge rating higher than normal, by increasing the hit dice or by increasing the potential number summoned (1=>1d3, 1d3=>1d4+1). This replaces the caster’s flexibility at choosing the type of creature summoned during casting.

Background: I have also seen various attempts to create rules fulfilling a 'background' aspect for a character. The closest I've seen that be successful is one DM made everyone's first level be an npc class: warrior, aristocrat, expert, commor, adept. This made some very interesting characters possible, in terms of background craft or knowledge skills, warrior training, or a very few very minor magics. The problem that arose in the game was that "1/2" level NPC messed up the encounter tables.
Vaneere the Destroyer

12-17-05, 05:17 PM
1. A player rolls his new Hit Die when he levels up, If he dosent like the roll he can ask the DM to roll and the player must take what the DM rolls. This leads to a greater chance of high end Hit Points but thats what we like.

2. Heal checks made as immediate actions can determine the health of nearby alies, and enemies at a higher DC. The result is told in categories of healthy, wounded, and severe. Players can not call out their current HP totals to the cleric. I believe this gives the heal check an even greater combat role.

3. When HP are in the negatives each round the dying PC makes a fortitude save DC 10 with negative HP number also acting as a penalty on the Fortitude save. Sucess means you lose 1 HP and are still dying, failure means you die. This puts a little randomness into when someone might actually die giveing the healers a higher sense of urgency to care for the wounded.
Greg_K

12-17-05, 05:46 PM
My Dislikes (in addition to polymorph)

1) Absolutes for race or class abilities (e.g., immunity to disease, immunity to sleep, immunity to poison). I had actually hoped that these would have been removed in 3.0. see Sean Reynold's web article
Fewer absolutes (http://www.seankreynolds.com/rpgfiles/misc/variantfewerabsolutes1.html)

2) Paladin: IMO, if a class isn't going to get access to its spells at first level, it should be either a multiclass build or a PrC. I also hate the Pokemount rule

3) Ranger: see my comment on the Paladin

4) Specialist Wizards: Where are the other 2e Wizard specialists (i.e., Alchemist, Geomancer, Song Mage, Dimensionalist, Elementalist, Force Mage, Mentalist, Shadow Mage)?

5) Spells
a) Detect Good/Evil/Law/Chaos: I personally hate these spells. I prefer Detect Holy/Unholy. It only works on certain outsiders or certain other creatures where appropriate. It stops certain players from trying to detect alignment on everyone. I also find Detect Law/Chaos rather stupid.

b) Protection from Good/Evil/Law/Chaos

c) Summon Monster and Summon Nature's Ally: Summon Fiendish Dire Wiesel is just lame. I would have prefered that these had been broken down into Summon (Type) (e.g., Summon Animal, Summon Elemental, Summon Fey, etc.) This would have made more sense and it much easier for DMs to tailor spells and spell lists for their world.

6) Unearthed Arcana : introducing several cool combat ideas, but not fully fleshing them out to be compatible with other areas of the game. How about Class Defense Bonus that stack with armor? How about fleshing out WP/VP to take into account spells, sneak attack etc.?

7) Epic Level Handbook: I don't want totally different mechanics just because characters exceeded level 20. I want completely new mechanics when they help me shape how things work in my world from the start of a campaign as per the options in Unearthed Arcana.

8) Expanded Psionics HB: I was really disappointed with this book. I hated the feel, the powers, and the classes. WOTC had the feat/skill system from Star Wars, but it took other companies to put the skill/feat system to use for DND and Green Ronin to do it, specifically, for mental powers.

9) Weapons of Legacy: I like the idea of items that grow in power, but I don't like the mechanics (I also don't like the Scion classes from UA). I would rather see practical advice DM advice rather than mechanics (e.g., classes, penalties, etc.) to maintain balance

10) Class abilties that aren't essential to the class and don't fit all campaigns. Wings for Favored Soul and the Healer's Unicorn Companion specifically come to mind. Find something more universal or at least give suggestions for replacement abilites.

11) Too many PrCs and not enough variant classes (as per UA)
Grug the Just

12-17-05, 06:54 PM
Very Simple house rule:
Standing up as a full-round action. This does not provoke attacks of oppurtunity.

As far as Hp goes:
If any player rolls a 1 on Hp they get a re-roll. Re-rolling again if another 1 comes up.

Death Throes:
If a character falls below -9 they aren't dead until after their next turn. This allows last minute healing to possibly revive them.

Monsters:
Notably serpentine or flexible monsters, like dire weasles, are capable of squeezing through spaces as if they were one size category smaller for the purposes of movement. This does still penalize their AC and attacks, however.

Also, in my Eberron game I use a lot of ad-hoc uses for action points. Like at a critical moment you need to charge a foe and there is rough terrain in the way, I allow characters to spend an action point to cross rough terrain unhindered.
DarQuing

12-17-05, 07:22 PM
House Rules in my game:

1) After 1st level you get half your hit die (see the DMG) plus your CON mod.

2) A natural 20 gets an automatic reroll on skill and ability checks.

3) Improved Critical and Keen stack (the feat is a measure of your ability, the weapon enhancement is a magical ability).
Darkuwa

12-17-05, 07:31 PM
My house rules:

1: Monks can be true neutral. Monks should be about balance, not rigid following of code.

2: max HD at first level

3: roll 4 d6 reroll ones for your stats. roll 8 stats drop 2 lowest.

4: Can take templates (half dragon half celestial etc) by not leveling, enough times, to make up for the LA.

5: rewrote staffs to be rarer and to use times per day instead of charges, don't use rods that would be like these.

6: can't multi-class till 5th level(just cause my group has a habit of everyone taking a couple cleric levels at level 2 or 3)

7: Fortitude save instead of percentiles to stabalize.

8: gnomes die horrible deaths.
Greg_K

12-17-05, 10:26 PM
Here are some of my house rules
1) 3.0 Rule Zero is in effect
2) all optional material must be approved by the GM regardless of source


Classes
Barbarian
-barbarians come from a variety of cultures/terrains and each culture has its own unique weapon group.
- variants allowed: hunter (UA) which must use favorite terrain variant, my urban barbarian variant (http://www.enworld.org/showpost.php?p=2794935&postcount=72)

Bard:
-PHB bard only gets charm and illusion spells.
-The UA bard variants are used, but lose several of the "roguish" bard skills for access to additional spells.

Cleric
hit die d6, Good Will Save, Poor BAB, skill points 4 per level
- proficient only in light armor,
- Divine Grace as per Paladin
-spontaneous casting of domain spells
-unique spell list by deity

-variants: Cloistered Cleric (UA), Champion of Good (UA)

Druid
-PHB version does not exist. It is replaced by both the Shaman Class (Green Ronin), and my alternate druid (http://www.enworld.org/showthread.php?t=100153) which is based on the cloistered cleric in order to get a more celtic druid.


Fighter
- variants allowed: Thug (UA), Sneak Attack Variant (UA)

Healer
- Battlefield Healing (SU): At 8th level, the healer has the ability to cure at range. Conjuration (healing) spells of 3rd level and a range of touch now have a range of 30ft.
-Greater Battlefield healing (SU) : At 12the level, the healer gains Greater Battlefield healing which works as per Battlefield Healing but up to 5th level Conjuration (healing) spells are affected

Battlefield healing and Greater Battlefield healing replace the Unicorn Companion and alternate companion abilities

Monks
- style variants (UA)
-Andy's other Monk Variants (e.g., Holy Monk) from Dragon magazine

Rogue
-UMD is not a class skill
-variants: Wilderness Rogue (UA), Bonus Feat variant (UA)

Sorceror
- Diplomacy, Intimidate, and Use Magical Device are class skills
- Eschew Materials for free at first level
- Bonus Metamagic feat at 5,10,15,20

Wizard
- Decipher Script is a class skill
- may substitute a metamagic feat in place of familiar

Wizards, Specialist
- must use the variant specialist ablities from UA
- The following 2e specialists are also available: alchemist, geomancer, song mage, dimensionalist, elementalist, forcemage, mentalist shadow mage

Other Available Classes: OA Shaman, Swasbuckler, Psychic (Green Ronin), Witch (Green Ronin)

Spells
-Magic Missile is 2nd level. This is a no-brainer for a first level spell and was left as first level spell out of tradition.

-Several PHB spells do not exist for various reasons. Some of these spells include: Bigby's Spells, Divine Power, Flaming Sphere, Live Oak, Rope Trick, Prismatic Spells, Righteous Might, Shambler, Tenser's Transformation, Wind Walk, Word of Recall

Misc
Sean Reynold's: Fewer Absolutes (http://www.seankreynolds.com/rpgfiles/misc/variantfewerabsolutes1.html)

Sean Reynold's Poison as Spell Designator (http://www.seankreynolds.com/rpgfiles/misc/poisondesignator.html)

Weapon Groups: UA
Action Points: UA
Note: if I could find a complete set of rules for WP/VP, Class Based Defense designed to stack with armor, and Armor as Dr which took into account all necessary changes (monsters, spells, and sneak attack), I would use them as well.

edit:
1) Slow Experience from 3.0 (I don't own the 3.5 DMG so I don't know if it is there as well): In previous editions, gaining experience beyond 9th or 10th level was way too slow, but level gain in 3.X is way too fast for my tastes.

2) Paladin and Monk multiclassing: both of these classes are free to multiclass as the limit was placed to appease the playtesters (although in my current campaing, the paladin is replaced by the champion of good cleric variant from UA).
Quijenoth

12-18-05, 06:59 AM
One of My house rules

Permanent Injuries
Whenever your hit points fall below 0 you must make a Fortitude Save (DC 10 + the damage dealt that took you below 0) or suffer some sort of permanent injury.
Regardless of the type of injury the effect is the same, the characters maximum hit points are reduced by the amount of damage the character suffered the permanent injury from. DM's are free to add aditional penalties (such as movement penalties for damage to the legs) as they see fit.

Characters who's permanent injuries exceed their hit point total but become stable are in a coma until healing is applied.

Healing Permanent Injuries
a DC 25 heal check heals 1 point of permanent injury but requires 2 hours of rest from the patient.
Magical Healing heals 1 point of a permanent injury per spell level of the spell (cure light wounds cures 1 point for example) but a character may only benefit from magical healing once per day.
Regeneration heals permanent injuries just as if it was normal damage.
Fast healing spells do not affect permanent injuries (at DMs discression, characters under fast healing effect can double the amount of healing from other sources)


This house rule is slightly modified to fit the current combat system. I have also house ruled a new combat system that replaces the "Injury and Death" section of the PHB but (while a simple system) it is too complex to discuss in detail here. All i will say is it works on a "3 strikes and your out" type system instead of the existing negative hit point rules.
Avihs

12-18-05, 10:09 AM
Looking at the most recent "Development Doesn't much Like" segment, I'm very interesting in Chris Perkins' "9 Levels Ain't Enough" house rule. Is there anyway to get a copy of this fascinating house rule?
You can add my vote to see this idea... :(
Proudleaf

12-18-05, 02:40 PM
I personally think half elves are to weak and need allitle more to reflect their split hertige. I rule that half-elves can be taught to reverie and not sleep and that at first level they get 2 extra skill points and a extra one at every even level.
JStegmaier

12-19-05, 05:56 AM
My house rules:

1) All characters have maximum character wealth at the first level.

2) Characters always reroll 1s when rolling HP.

3) First level multiclassing (from the 3.0 DMG) is allowed.

4) Multiclass penalties are removed. Taking a level in a favored class instead grants the character one additional skill point for that level (multiplied at the first level, also.) Humans (the only race with Favored Class: Any in my game) therefore get 2 extra skill points per level.

5) Barbarians are called berserkers and no longer have illiteracy.

6) Monks are instead called martial artists. They have to be nonchaotic, but may multiclass freely.

7) Paladins can multiclass freely.

8) Hexblades use invocations (like a warlock) instead of regular arcane spells.

9) The following changes are made to races:
Half-Orc:
* Stat adjustments are only +2 Str, -2 Int
* Gain Endurance as a bonus feat
* Bonus skill point at each level, as a human

Half-Elf
* Favored class is instead Bard
* Bonus skill point at each level, as a human

Dwarf
* Dwarves are small size
* Dwarves have the Powerful Build racial feature, as a goliath/half-giant
10) Spontaneous casters may benefit from the Quicken Spell feat, but other metamagic feats increase casting time as normal.

11) All the Detect (Alignment) spells are removed. Undetectable alignment, by extension, is removed. Cleric domains that contain these spells have replacement spells instead. Paladins get a "Detect Evil Intent" power that lets them sense when someone has evil motivations to replace their "Detect Evil" class ability.

12) Being raised from the dead does not cause actual level loss, but the character's experience points are reduced as normal.

13) No death by massive damage.

14) On a natural 1 on an attack roll, the player must roll to confirm the failure (this works like confirming a critical, except if the roll would hit the target's AC, nothing special happens, and if he misses, there are further effects.) If the failure is confirmed, the character must make a DC 15 Reflex save. Failure on this save allows all those who threaten the character to make an attack of opportunity against him.

Also, I would like to see the 20 spell level progression as well.
Bragol

12-19-05, 08:00 AM
I was wondering the same thing. I would love to check that out...

I'd be willing to pay him five bucks for it so long as I don't have to wait for another book to come out (I'd still buy the book as well, of course). :D

I also would like to see the 20 level spell progression. I'd be willing to pay a few buck for it. Anything to slow the domination of spell casters!
MikeyP

12-19-05, 09:39 AM
-Several PHB spells do not exist for various reasons. Some of these spells include: Bigby's Spells, Divine Power, Flaming Sphere, Live Oak, Rope Trick, Prismatic Spells, Righteous Might, Shambler, Tenser's Transformation, Wind Walk, Word of Recall


I'm just kinda curious, why have you removed some of these spells?
I can sympathize with Wind Walk, as it's taken the "fun" out of travelling encounters for me, but how about the rest?
RogerWilco

12-19-05, 09:46 AM
Our most important houserule is that all players get an aditional 2 skillpoint/level, but they can only spend them on Craft/Profession/Perform.
This helps roleplaying and as a side effect boosts the Bard some.
BlueLikeYou

12-19-05, 12:53 PM
This reminds me that I need to finish updating my official house rules document :)

The basic changes I'm using right now:

Hit Points: All creatures get max hit points.

Healing: When rolling for healing, you always get at least half of the potential total. If you roll less than half, you get half.

Death: Using the alternate system from UA where fort saves are rolled instead of going into negative hit points. Also you get two chances to save against "save or die" spells. If you fail both, you die, but if you fail the first and make the second, you are reduced to zero hp and are dying instead.

Spells: Mordy's disjunction is removed.

I'll probably be adding:
-Weapon Groups (from UA)
-Something to make half-elves more appealing
-Fix or removal of animated shields
Greg_K

12-19-05, 01:48 PM
My house rules:

3) First level multiclassing (from the 3.0 DMG) is allowed.

6) Monks (edit) may multiclass freely.

7) Paladins can multiclass freely.



Yeah, I use the above as well.


11) All the Detect (Alignment) spells are removed. Undetectable alignment, by extension, is removed. Cleric domains that contain these spells have replacement spells instead. Paladins get a "Detect Evil Intent" power that lets them sense when someone has evil motivations to replace their "Detect Evil" class ability.

I just renamed the Detect (Alignment spells) and Paladin ability to Detect Holy/Unholy. The spells detecct the following good/evil creatures as appropriate: outsiders, undead, clerics, paladins, and creatures with certain template. The spell will also work on objects or places with spells cast upon them by such creatures.


12) Being raised from the dead does not cause actual level loss, but the character's experience points are reduced as normal.


another one I use.


Also, I would like to see the 20 spell level progression as well.
me too. Just because I am curious.
Greg_K

12-19-05, 02:07 PM
I'm just kinda curious, why have you removed some of these spells?
I can sympathize with Wind Walk, as it's taken the "fun" out of travelling encounters for me, but how about the rest?

Several PHB spells do not exist for various reasons. Some of these spells include:
Bigby's Spells and Prismatic Spells: Purely flavor of the world. I would have also taken out some more "flashy" spells, but they actually fit some of the specialist wizards in the world.

Divine Power and Righteous Might: First and foremost the combo. Second, is that they do not fit the campaign. Both spells can potentially allow the cleric to overshadow the fighter types with huge BAB bonus and increased strength bonuses.

Flaming Sphere: not a fit even for the one of the specialist wizards available in the campaign

Live Oak: actually the spell should not have been on the list.

Rope Trick: flavor does not fit the setting

Shambler: Doesn't fit

Tenser's Transformation: not a fit for the campaign. If the wizard wants to fight like the fighter types, he or she can multiclass.

Word of Recall: If it was just the cleric/druid, I would not mind. However, when the cleric can potentially take the whole party with no problem, it is not what I want for the campaign.
Sulaco

12-19-05, 03:22 PM
Looking at the most recent "Development Doesn't much Like" segment, I'm very interesting in Chris Perkins' "9 Levels Ain't Enough" house rule. Is there anyway to get a copy of this fascinating house rule?

Seconded! (thirded? fourthed?). I'd really like to see the details on this one.

As it seems to be de rigueur I will offer the house rules I am currently using in my game:

1) All casters can spontaneously cast 0 lvl spells (no memorization needed)
2) Paladin is a prestige class (see Unearthed Arcana)
3) Max cash at 1st level.
4) All starting PCs take a level in an NPC class to represent their lives before they began adventuring. This is added as if it were a second class - meaning they get all the enhanced benefits of 1st level PC generation (x4 skill points, extra feats, etc.) - and does not count towards their total character level. In essence what this grants is a couple more hp, a few skill points, a little extra cash, and a lot of RPG background.
Lord Doombringer

12-19-05, 05:13 PM
For minor rules, I usually give my PCs MAX HP.
I don't really have any major rules...

Oh, and I voted good fey as enemies.
This AMM is going to be awesome!
Alias

12-19-05, 11:07 PM
There are some really interesting rules on here, like

Ranged precision house-rule: Ranged precision occurs within your weapon's first range increment, instead of a static 30'ft distance. Feats can modify this distance. Here's some examples. A dagger can be thrown with precision up to 10'ft, a shortbow can shoot an arrow with precision up to 60'ft.
and

3. When HP are in the negatives each round the dying PC makes a fortitude save DC 10 with negative HP number also acting as a penalty on the Fortitude save. Sucess means you lose 1 HP and are still dying, failure means you die. This puts a little randomness into when someone might actually die giveing the healers a higher sense of urgency to care for the wounded.
I also like the "you have 1 round after you drop to -10 to get healed" variant - we do up to -Con score, which I don't like.

Our most important houserule is that all players get an aditional 2 skillpoint/level, but they can only spend them on Craft/Profession/Perform.
This helps roleplaying and as a side effect boosts the Bard some.
And this one.

We have a bunch of house rules; a short list:

Paladins/monks can multiclass;

Blackguard is a base class;

When you roll hp for a new level, you can take what you have, or have the
DM roll, but his roll is what you get (and you can reroll 1s);

No multiclass penalties;

Sorcerers gain bonus metamagic feats, Eschew MC, and can Quicken spells normally;

Wizard bonus feats are limited to Item Creation feats.
Vaalingrade Ashland

12-19-05, 11:55 PM
Some of the less controversion, orignal ones:

Maul (lovingly known as The Bad Touch)
When a critical is confirmed on a natural 20, the character rolls to confirm again. On confirmation, the critical multiplier of the attack increases by one.

Dogma Rules
Aligned spells no longer hinge on alignment, Instead, they are dependant on the deity.

Dieties now have listings for Enemies, Allies and Recusants.

- Creatures that corespond to Enemies suffer the appropriate effects for opposite aligned creatures.

- Creatures that are listed as Recusants suffer the effects listed for neutral creatures.

- Creatures listed as allies enjoy the effects as creatures of the same alignment.

- Other creatures are uneffected.

Skill points
All characters gain +2 skill points each level.

New vechicle rules (in developement)
Vechicles are now listed as constructs with a special 'piloted' subtype. Still working on the specifics of this one.

No multiclass penalty

No alignment restictions
I_Cant_Think_Of_A_Name

12-20-05, 01:07 AM
I'll fifth, sixth, seventh (or whatever) the 20 level spell system
I would also encourage other people to speak up for it
:cheer: Go! 20 level spell system! Go! :cheer:
Sephyrill

12-20-05, 02:31 PM
While reading the "things the developeres dislike"... I thought you guys forgot one very arguable spell: Reincarnate.

We have had a very, very long discussion about that spell when our Pally died and our druid wanted to reincarnate him. The whole debate about LA races, racial HD, unbalanced races due to keeping your mental ability scores and just changing the physical ones, which racial features are mental and which are physical (darkvision, stonecunning, bonus on slingshots etc.)

we are really good at ruling around problems, but all that we thougt of was not satisfying - so since then our druids got rid of reincarnate and gained the resurrection spells. :cool:

Even asking wizards brought no clue... so what's up with reincarnate?

as for house rules:

the 20 Spell level system sounds interesting... it kind of reminds me of one of the older Final Fantasies (IV or so i believe) when there were still spell levels in existence (so no new Fire spell every spell level, but cure1 on 1st level for white mage, cure 2 then on 3rd or 4th - while it was cure1 on 2nd level for red mages).

we have a long list of house rules depending on the current DM since we play 3 campaigns simultaneously. Those of my campaign are:

- No death at -10 HP, but at - Con score. It makes more sense that a Fighter-tank survives longer unconcious then a fragile spellcaster (though our spellcasters tend to have a high con score because of the d4 :rolleyes: )

- You remain stable until -half Con score but after this you have no chance of stabilizing yourself

-You may play any variant class or prestigious class from UA (i.e. savage bard, replacing Turn undead with Aura of courage, using prestige Paladin...)

- Sorcerers get a bonus feat at levels 5/10/15/20 which may be either a metamagic or item creation or extra spell feat. In addition to this they can select one bonus class skill and one bonus knowledge class skill

- instead of gaining bonus feats, a sorcerer may select to get either a d6 HD or +2 skillpoints/level

- Initiative is rolled every round (as in UA), may be a bit chaotic, but makes the game more dynamical

- Epic spells and -manifestations are not based on Spellcraft, but your caster/manifester level + your casting ability modifier. Casting DCs for epic spells are therefore lowered by 3 (not that we are in the epics yet, but we have spellcasters with low int which want to give their character style skills without having to lack prowess at higher levels)

- Spells and powers that deal slashing/bludgeoning/piercing damage are subject to DR, but they always penetrate x/magic. Especially swarm of crystals (which allows no save and SR)

- A psion may not take the extra power feat to gain psychic Warrior powers (since a Wizard may not take extra spell to gain bard spells)

- rolling 20 - 20 - hit is no instant death, but a true doubling of your critical range for that strike (evil with a scythe :D )

- no death from massive damage at epic levels (we had this problem once when we got struck by a meteor explosion, surviving the damage easily, but then seeing 2/3 of our group die due to natural 1s at their Fort saves(which were at ~35))

- Sorcerers and bards may use metamagic rods as if they were emulating the sudden x feat (so no problem with rods of quickening)

- the prerequesites for sudden quicken spell are 2 other sudden feats (instead of 5) and caster level 10
Krunk Ironmaw

12-21-05, 01:23 PM
I would love to see that 20 level spell list too!!!


My houserules:

-After first level, stats increase on even levels, feats on odd, no standard stat boosting item such as belts of giant strength or cloaks of charisma. Same as in the article.

-No multiclass penalties.

-Paladins and monks can freely multiclass.

-No massive damage deaths.

-Death does not occur at -10 but at a negative value equal to CON score.

-Tumbling past an opponent is no longer a set DC. DC for tumbling is 10 + opponents BAB + opponents Wis or Dex modifier(whichenver is lower).

-A wizard's free spells must be chosen from the PHB, all others must be found, stolen, or researched.

-No War Mages or anything that allows Sudden Metamagic.

-Fighters ignore up to -2 to ACP.

-Monks can use longswords and bastard swords as monk weapons. EWP must still be taken to use the Bastard Sword one handed.

-Clerics can only use the weapon of their diety and get free proficiency in that weapon. At third level, they gain Weapon Focus in that weapon. At eigth level, Weapon Specialization is gained. At thirteenth, they get Improved Critical.

-Clerics can cast domain spells spontaneously. No cure or inflict unless they are domain spells.

-Sorcerers gain an additional spell known each level above what is listed in the PHB.

-Sorcerers gain Eschew as a bonus feat.

-Barbarians gain an insight bonus to AC equal to their Wis modifier. They lose bonus this while raging or fatigued resulting from a rage.

-Warlocks may "charge" their Eldritch Blasts. Each full round they spend charging, the blast is considered one spell level higher(max 9th level), +1 to hit, and +1d6 to damage. They may charge for up to a number of rounds equal to their Con modifier. If the warlock receives damage during the charge, they must make a concentration check. Failure results in the warlock taking the Eldritch Blast damage themselves. Only normal Eldritch Blasts can be charged. After using a charged blast, the warlock cannot use the blast again for a number of rounds equal to the number of rounds spent charging.

-Warlocks may be any alignment except for LG and LN.

-Rogues gain Weapon Finesse as a bonus feat.

-Elves and all variations of elves do not exist.

-Half Orcs are +2 Str, -2 Int.
Ralphius_Maximus

12-22-05, 07:19 AM
-Half Orcs are +2 Str, -2 Int.

I like this. Personally, I think they should go +2 Str, Con, -2 Int, Cha. It fits in with the hulking brute image.
Land Outcast

12-22-05, 09:47 PM
:invasion: :pile: :bounce:

Bring the 20-spell-level-system OOOOOONNNNN.

(does anybody actually read this?)
Ossian

12-23-05, 05:09 AM
Nothing shocking, but still pretty useful.
When a Charachter suffers 50% or more in a single round (no matter if it is all 51% in a blow, or 51 times 1% from a zillion of vampire mosquitos bites) he/she/it has to roll under CON.
If the roll is positive, characther can simply go on and has just to check to see if he/she/it is stunned.
If negative (i.e. rolls more than his con, or fails a fortitude) he/she/it
has to roll another d20 on a Home Made table.
1-10, charachter suffers an incredibly nasty wound, like a 10 inches wide 2 inches deep slash at the belly.
11-12= charachter is also badly hit at the head, becomes deaf (no spells (verbal)
13-14= charachter is also badly hit at the head, becomes blind (no spells, gestures and ingredients)
15 = charachter is also badly hit at the throat, loses ability to speak (no spells (verbal))
16= broken arm (-3 at DEX)
17= broken leg (-6 DEX)
18= severed arm (loses 20% of his total HIT POINTS, and may also die from this wound)
19 = severed leg (loses 25%, as above)
20 = spine damage. -10 to dex, -4 to con, -6 to str. Loses 25% hp.

Whatever the roll, charachter becomes unconscious and starts losing one HP per round (until he reaches -10 and dies).
Even if he is far above his/her/its -10 threshold, after a number of rounds equal to CON+1d4 of being unconscious, charachter dies anyway.
Can be stabilized during this time by a epical roll in surgery (provided one has at least the minimum of tools and skill) or by a Cure Light WOunds that does not heal any hp. It just stops the process of advancing towards an unlucky and most sad death.

Ossian :D

Men ne cunnon hwyder helrunan hwyrftum scriÞað
Non sanno gli uomini dove volgano i passi gli adepti dell'inferno

Beowulf, II, 162-163
Quijenoth

12-23-05, 05:53 AM
Nothing shocking, but still pretty useful.
When a Charachter suffers 50% or more in a single round (no matter if it is all 51% in a blow, or 51 times 1% from a zillion of vampire mosquitos bites) he/she/it has to roll under CON.
If the roll is positive, characther can simply go on and has just to check to see if he/she/it is stunned.
If negative (i.e. rolls more than his con, or fails a fortitude) he/she/it
has to roll another d20 on a Home Made table.
1-10, charachter suffers an incredibly nasty wound, like a 10 inches wide 2 inches deep slash at the belly.
11-12= charachter is also badly hit at the head, becomes deaf (no spells (verbal)
13-14= charachter is also badly hit at the head, becomes blind (no spells, gestures and ingredients)
15 = charachter is also badly hit at the throat, loses ability to speak (no spells (verbal))
16= broken arm (-3 at DEX)
17= broken leg (-6 DEX)
18= severed arm (loses 20% of his total HIT POINTS, and may also die from this wound)
19 = severed leg (loses 25%, as above)
20 = spine damage. -10 to dex, -4 to con, -6 to str. Loses 25% hp.

Whatever the roll, charachter becomes unconscious and starts losing one HP per round (until he reaches -10 and dies).
Even if he is far above his/her/its -10 threshold, after a number of rounds equal to CON+1d4 of being unconscious, charachter dies anyway.
Can be stabilized during this time by a epical roll in surgery (provided one has at least the minimum of tools and skill) or by a Cure Light WOunds that does not heal any hp. It just stops the process of advancing towards an unlucky and most sad death.

Ossian :D

Men ne cunnon hwyder helrunan hwyrftum scriÞað
Non sanno gli uomini dove volgano i passi gli adepti dell'inferno

Beowulf, II, 162-163

:confused: :eek: :mymy: :gah:

So A level 1 wizard with 10 constitution who takes 2 points of damage has a 50% chance of falling unconscious and start bleeding to death.

That doesnt seem very fair or balanced in the slightest.
Krunk Ironmaw

12-23-05, 09:36 AM
:confused: :eek: :mymy: :gah:

So A level 1 wizard with 10 constitution who takes 2 points of damage has a 50% chance of falling unconscious and start bleeding to death.

That doesnt seem very fair or balanced in the slightest.

I could agree with him if D&D were a life simulation game. Thankfully it is not. This rule would kill off too many low level characters.
Ossian

12-23-05, 09:50 AM
That is what is so cool about Vitality/wound points!
Still, I must admit that we implemented that little HR when our players were already 7th level or so. So your objection DOES have sense.

Actually, the 1st level wizard is a little borderline.
I must also say that though this is a game, and has to have balanced mechanics, is also a simulation of actions of people and monsters and so on.
In other words, a sort of "life". Life is not balanced in itself.
According to how I (open to questioning, of course) see HP, the wizard with 4 HP (that should get a 3 HP to fall into the HR) should be deadly careful to leave his house.
Fighting is a dangerous businness. Especially in D&D where to mirror what happens in Sword & SOrcery novels, mighty warriors exchange the mightiest blows.
So, if a wizard, that has left the academy of high magic or Hogwarth just the day before, being of 1st level, and that enters a fight without any martial skill and loses 75% of his HP (3/4) of his HPs, should just thank me for allowing him/her the check, instead of immediately enrolling him/her in the list of those that join the dead.
Furthermore, if you consider that in the fictional world of D&D there are things like spells, items, circumstances, racial traits or whatever you can think of, that IMPROVE your chances of actually succeeding in your check/save, well, it is not so unfair of me to do that to the plaers, isn`t it.

That was designed in order to keep power players at bay. So that they would be more careful when facing a major threat.
So, in my group, the Elf with 43 HP and extra DR of 1d6 and bonuses and millions of things, could consider a 7d6 firball (avg. 21 HP) a serious threat.

That helped me a lot, because I would not be forced to throw at them only top level villains (with proportional treasures, but also proportional IMPLICATIONS), and also a lucky series of hit rolls by minor enemies (i.e. while being outnumbered by the usual horde of goblinoids) could be thrilling and exciting.
Top level villains should be rare, and in eneral I find more suitable to use lower level NPC just to outline those that also play a major narrative role in the storyline.

That is the core (IMHO) of the problem "Why all those house rules did not find their way in the 3.5.6.7.8.9.2.3.4.5.6.7.8 edition in the first place"?

Simply because they come our of contingent needs, and are always tailored on a particular party, in a particular context, plot and so on, with a particular "light" that the DM from time to time decides to cast on his setting (full of bloodshed, poor, rich, higly magic, barely magic, full of barbarians, more Conan like, more Elric of Melnibone like).
On the contrary, in the boxed set the rules must be as "universal" as possible, so that at home any DM can tailor adjust them to his/her taste and that of his/her players.

Now, it is enough to have written so much. All the users of this forum must already be yawning (if they haven`t skipped that post immediately).

Open to feedback, as always,

Ossian.
Quijenoth

12-24-05, 07:28 AM
One thing i would be careful about with regards to mortal wounds over 50% of current hit points is the use of certain feats. this sort of instant kill puts too much emphasis on abilities that increase damage.

For instance if a cleric player was aware that he could potentially half the duration of a fight by doing as much damage as possible with a single spell, he could use divine metamagic and maximise spell to convert inflict wounds spells to maximise their damage.
Why risk a 2d8+5 inflict moderate wounds doing 7 points of damage when you can guarantee 21 damage and an instant kill on anything with 40 hit points or less?!

Im not saying your system is 100% flawed but I would try and consider the effects of the overall game and either make specific rules changes to re-balance the system.

As Krunk pointed out this is not a real life simulation, trying to make parts of it real to life will undoubtably have serious implications on other aspects of the game.
RogerWilco

12-24-05, 09:52 AM
Nothing shocking, but still pretty useful.
When a Charachter suffers 50% or more in a single round (no matter if it is all 51% in a blow, or 51 times 1% from a zillion of vampire mosquitos bites) he/she/it has to roll under CON.

--snipped--

Ossian :D
So everyone plays with 21 CON ?
It also sound a bit as if you basically halved the players hitpoints. I also agree with Quijenot that this would quickly lead to players (and NPCs/Monsters) maximizing their short term damage dealing potential.
It's also a double penalty on players who roll low for their hitpoints.

I dislike the 50HP massive damage rule, becuase it becomes senseless at high levels, and this rule sounds similarly odd. I find 3rd edition easy enough to kill the players, I don't need any insta-dead rules.
Ossian

12-25-05, 10:01 AM
> So everyone plays with 21 CON ?

No. My PCs are:
Elf (Warrior Mage) 12lv CON 9, Banded mail, no shield, 1 AC bonus item
Human (Rougue) 13lv CON 9, Soft Leather, 2 AC bonus items (armour + deflection)
Human (Mystic) 13lv CON 13, pullover, throusers, shoes....
Human (Wizard) 12lv CON 15, No armour, 2 AC bonus items (armour + deflection)
They just have all a good first hand weapon (longsword, longsword, bare hands, a finely crafted and powerful dagger). Some (light effect) potions.

I`m not so knowledgeable in the ways of 3rd ed. yet, and I do admit that it is just a good and fairly balanced game (also conc. death of PCs)

However, we`ve been using the rule just after having discussed in a "live" forum, i.e. a gropu of DMs and Players that were unhappy precisely with that 50% damage rule, and exactly for the same reasons you have pointed out.

Those four charachter above have had so far to undergo a 'resurrection' only one time each (twice the rougue) and the first one was, how to say, 'Death From Above', :eek: :eek: :eek: by which I mean that the place they were in literally collapsed as a nova and there was nothing they could do about that, apart from staying there while others fled and try to minimize damage for "the rest of the world" (or, mre exactly, the Kingdom of Ierendi).

As I told you, house rules ara tailored on a party`s needs.

" I also agree with Quijenot that this would quickly lead to players (and NPCs/Monsters) maximizing their short term damage dealing potential."

And I agree with you both. That is what EVERYONE tries to do whenever a fight ensues.
Of course, in my campaign there is little fighting, little NPC damage potential, and when it is tough, it is a tough melee.
Normally, everybody tries to end the fight as soon as possible. Maybe they don`t use Meteor Storms or Gamma Burners on kobolds, but hey, it is a fictional, fantasy, full of super heroes world and if you go out adventuring you have to take risks.

Again, normally POTIONS that regenerate lost limbs, magnetic protection fields, swords that give you bonuses that do not depend on the strenght, flexibility and balance of steel, are pure fiction. So my players, with all that magic stuff and fantasy boosts, have enough to compensate the wickedness of the dirty world they are trying to conquer (survive, in the case of the rogue, but that is just ethics, he IS a great swordplayer).

"It also sound a bit as if you basically halved the players hitpoints"

You`ve got the point. Normally, PC take impressive amounts of damage, bleed like mountain springs, have broken bones and lose limbs or get scorched or frosted to death, little by little.
The day after (or the next hour, sometimes) they are happily and merrily out again, like if nothing happened, looking just tougher with macho scars here and there.
So that is it.
My 43 HP elf has got to be careful, because he knows he can endure arrows, spears, fangs, blasts and whatever, but at least he has to give his "fantasy" methabolism the chance to adapt.
It IS too lethal for low level PCs, but it has been a while since we have started that party. Whenever we shall run a new one, we may just freeze the 50+1% rule.
Also, I wanted them to become more careful Vs multiple opponents.

I can assure that, unless you have Achilles or sir Galahad Vs Donald Duck, Hewey, Dewey and Lewey, an outnumbered fighter (even an expert one), against NORMALLY trained, NORMALLY motivated and decently equipped opponents, is just dead meat. He/She can hope to bring a couple of them 4 to the Elysium with him/her, and maybe send the other ones to the hospital, no more.
But since this is D&D, ok, I will admit a certain degree of funny bloodshed, with massive axe wielding brutes wading through the gore of hordes of dumb opponents.
Without exaggerating, though.
Too often I have heard (or 'sensed') "Hey, I`m .8th level specialized in double +3 katana Dragon Style with that feat and that other feat and invisibility at will...., those 12 guards can be as high as 2nd level and I am not letting them arrest me to go and see the magistrate". Still, the 12 unlucky men are very often cannon fodder.
Yet once, my brave elf and his party were overrun by Kobolds (90 % ogf them classical 4hp 1d5 damag ones. In the middle a couple of "champions" with 8 hp and 1d6+1 dmg).
Though crushing them by the dozen, for a single round a couple of them, armed with short spears and in a sort of tribal frenzy, rolled a couple of high damage rolls and a pair of criticals.
The elf, just Like the mumakils Vs The DEADs in Lort of the Rings, The Return of the King, was buried under a pile of gnawing and slashing bastards. He got more than 50% of his HP in a round and was lucky that he rolled a 3 under CON. Yet he was stunned afterwards for a good 3 rounds and simply was feeling too much pain everywhere to concentrate on anything but retiring and defending. He simply could not hold his own weight on a wounded knee, lift his sword with an OPEN forearm (and the kobold still hanging there with theeth in the flesh....you can imagine their level of oral hygene....) and would not see a thing through the veil of blodd that was trickling down his eyes from his forehead. Was it not for the other party memebrs...

"this sort of instant kill puts too much emphasis on abilities that increase damage."

The world of Mystara is full of threats. So, dear elf with 43 HP, mind that there are things that are MOST UNNATURAL that make your enemies sword deal the damage of a cannon ball. That is what makes magic nasty and simultaneously cool. It breaks the rules of nature and logic, it makes things tougher wothout any logical explanation ("it is magic....").
Even if it is not magic, when you are a PC you should not choose your actions on a calculation of which power level your opponent seems to have, saving heavy slugs for tough tanks and sprinkling with lighter lead the rest of the enemies.
And I repeat that in a combat, it is a spontaneous choice and a logical one to try and maximize damage and end the fight as soon as possible. `Coz you just have ONE skin and you need it to cover your body.
Normally, I manage to balance what side effects this rule may have, being a little bit more generous with HP rolls on level ups.
1st level maximum HP and then re-roll the 1s (or the 1-2s, depends on the class), but only one time x die.

I`m telling you this, it is a game that is meant (the way we have seen it) to be dagerous.
Otherwise it is just a boardgame without miniatures, and just a matter of choosing the best possible set of skills, feat and actions per round (that is a reproach I can make to the d20 system whatever te setting, as I am reading through the material published on the internet. If you remember the time when to list monsters you just had to sketc AC, HD, HP, #att, Dmg and Mov....)

Why should I expect my players to believe in a world where FEW adventurers become world famous, in years and with luck, exploring dungeons where dozens of fools risked and lost their lives?

Why should they live in a place where poor peasants pay taxes, live miserably, fear dragons on the mountains or invasions from barbarian neighboring warlords?

Shouldn`t it be much easier to band together, become adventurers and live an extra cool exciting lives of adventures and risks?
That is what I have tried to refine a little in my campaign (but I am afraid I am going too far off topic now, I can hear the BANNING Missile being cast by the moderator... :mad: ).
No plaugue should be feared with dozens of clerics that can cure and heal and resurrect.
No war should be waged against any nation that has just a couple of high level spellcasters, because it would be like 'cavalry Vs plasma cannons'

And so on....
Pardon me the long post, but I tend to have a soft spot for prolixity.

Ossian
Stormonu

12-27-05, 02:13 PM
We've gotten rid of having to designate dodge opponents for the dodge feat (all it does is just slow down combat)

All spellcasters suffer from Spell Failure chances in armor. There are a couple of feats to reduce the chance of failure, and certain classes gain these feats for free (however, donning heavy armor still incurs a chance of failure, so you won't see clerics running around in plate mail & shield and throwing spells about with free abandon)

You have to start at 1st level as a Monk or Paladin to gain levels in these classes. You can't multiclass into these classes.

I use 3.0 version of the Paladin's mount. No "celestial summons". Paladins can take unusual mounts by taking a hit to the mount's special abilities (akin to the way Druids can swap out animal companions).

Druids can have more than one animal companion at a time. When animal companions gain HD, they gain extra feats and skill points as well as tricks as per "advancing a monster" in the MM

Only rangers gain a special ability called "Natural Tracker" that allows only rangers to follow tracks with a difficulty of 21 or more (Similar to the trap-detecting ability of rogues).

Sorcerers gain 1d6 hit points per level. They have to spend a feat to gain familiars.

Wizards are proficient in all simple weapons. Wizard specialists gain 1 additional spell per spell level (as per 2E specialist wizards). Wizard specialists also gain Spell Focus in their chosen school of magic as a free feat.
Wizards with familiars gain one additional spell for their spellbooks per level. The wizard may choose what level (that he can cast) the spell comes from.
Wizards gain 4 skill points per level. They begin play at 1st level with (4 + Int Modifier) X 4 skill points.

I also use the metamagic rules out of UA - 3x/day, limited to spells of max spell level available - metamagic level adjustment.

Warriors can "specialize" in a style (basically a feat chain). They gain a bonus feat from their specialized chain, but are denied two chains in return. (For example, if you take the Dodge style, you gain Dodge as a free feat, but can't take Power Attack or Mounted Combat). I also use a system for critical fumbles akin to criticals. On a natural roll of 1, make a second attack roll. If you fail the second attack roll, you fumble (usually opening yourself up for an Immediate AoA by the enemy you attacked [free attack, disarm attempt, trip attempt, etc.]). If you successfully hit with the second attack roll, you "recover" with no ill effects.
Addax

12-27-05, 11:03 PM
I also sometimes use an alternative version of dodge that I believe is from D20 modern. Dodge grants either a +1 dodge bonus to all opponents in combat (unless their doing something that causes you to be flat footed to them ie unaware of their presence) or a +2 dodge bonus vs one opponent and no bonus vs anyone else. Either affect can be chosen on players turn.
cyntogia

12-30-05, 02:44 AM
The basic house rule we use is that Ranger and Druid spells are separate and distinct from other Divine spell casting and as such their magic items can not be used by other spell casters. We call this "branch" of magic Nature and tweak the ranger and Druid to fit it a bit better, such as letting the Ranger have Druidic as a bonus language they can learn.


We also have the characters learn how to read separately from speaking it, Bonus languages can be used to learn how to read and write. The Barbarian must spend twice as many skill points to learn to read, this keeps their disadvantage of not being able to read. The only change to this is to allow all wizards to be able to read and write in Draconic so they can use their spell book.

I love the 20 level spell progression and use another games spells converted to DnD to acheive the same end result.

tell me what ya think
jasper

12-30-05, 01:30 PM
House rules 3.5
0. Core rule book only.
1. On a fail saving throw of 1 all items make a save and all can be lost.
2. Squeeze is removed.
3. Polearms under 8 feet in length can be used in close quarters without penalty. Basically threaten 0 to 10 feet.
4. 2 minute time limit looking up rules.
thoth87

12-31-05, 12:16 AM
Our house rules.

Characters roll their statistics on a D20, discarding anything lower than a 15. If they don't get a 20 at any point, they recieve one on the house. This serves for more powerful PCs that have less trouble with a bunch of little critters, but allows me to throw bigger monsters at them.

Levels are given at DM's Discretion. Experience is non-existant. Any XP loss from spells or spell/item creation is replaced with permanant, non-returnable ability loss. It makes some of those more powerful magic items worth more, and makes more sense. The mage is actually putting a part of themselves into their spell or item.

Paladins can be evil. Evil Paladins are the crusaders and champions of their faith, just as good paladins are the champions of theirs.

Keen and Improved Critical stack. Keen is magic, Improved Critical is skill.

Magic Missle has a maximum of 10 missles (1 per level). It gives the spell-casting characters extra power, but they need it.

Style Points: We ripped this off of somebody else who was DMing a campaign at a ren faire. Basically, you get a style point if you do something highly creative, very cool, or very funny (die rolls not pending). If you come up with an awesome in-game contraption, or pull a hilarious feat of awesomeness, the DM can reward a Style Point, which is redeemable at any time.

You can redeem a style point to do anything short of killing something instantly. Two style points can kill anything instantly short of gods, and if you somehow manage to get three style points, the world is your oyester.

Most recent Style Point use: A player redeemed one to create a tavern in the middle of a dry city that was in fact it's own kingdom.

NOTE: Style Points should only be used if you like commedy in campaigns, and should be given out wisely.
Nyaricus

01-03-06, 06:08 PM
I tweak many things which, IMO, are unbalanced. I run a game in my campaign setting and play in a FR one (i was DMing it, but we switched it up lately). I won't get into my campaigns races or classes much, but for the Forgotten Reams games, here are the tweaks:

---

Weapon Groups - Probably my favourite and best tweak is using Weapon Groups - except i created them before UA came out. Got that idea from Diablo II - LoD ;) Anyways, here's a link to my thread on EN World and another one on Wizards which is discussing Weapon Groups and if they work (which i again posted up my Weapon Group rules; post 11)

En World - http://www.enworld.org/showthread.php?t=149277
Wizards - http://boards1.wizards.com/showthread.php?p=8137011#post8137011

---

-Half-orcs. In a (rather large) thread on EN World discussing half-orcs, we can up with this final version: http://www.enworld.org/showpost.php?p=2675752&postcount=82 . Orcs and Goblinoids are also a part of the same race, simply called Orcs. Orcs were the first ones to breed true, and them the others are all subraces (same stats though)

---

-Barbarian will eventually be replaced with my campaigns Berserker class, once some more balance issues are worked out. Here's a link: http://www.enworld.org/showthread.php?t=144925

please keep in mind that balance issues are still being worked out; but feel free to contribute!

-Bards will likely be made into a 10 level PrC in the future. For now, i allow my players to either go with the base class bard or go the PrC path - thus far, no takers for either :p

I was also trying to work on a Songbook Bard varient - no spells, just songs, but that thread is laying low for now :( Link: http://www.enworld.org/showthread.php?p=2700701#post2700701

-Clerics are way to powerful IMO. He loses heavy armour proficiecy and all shield proficiecy. Eventually he will be replaced with a Priest class with more skills, less spells, less HP, 1/2 BAB, more Spell-like abilities and the such. This thread here will be plundered for all of it's great ideas :D http://www.enworld.org/showthread.php?t=157636#post2754110

-Druids. I don't like them. Wildshape doesn't fit them. They are overpowered to boot. What can we do about it? In this thread (http://www.enworld.org/showthread.php?t=150256) Check out post number 7 for my druid rant :p:D Basically, i am trying to design a more Celtic Druid.

-Fighters. The only change for Fighters I have is I call them Warriors. It gets rid of that terribly clunky "fighter" name.

-Monks I will probably end up replacing the Monk with this 'Bruiser' class in the following link. http://www.enworld.org/showthread.php?t=161237

-Paladins are a great prestigue class. For now, I do allow the base class, but a 10 level PrC would be great. I alow all th UA varients.

-Ranger continuing work on a base "woodsman" class, and making a Ranger PrC based off of the Aragorn archetype out of LotR - A powerful warrior who fights goblins, orcs, has some neat skills, is a great survivalist, etc. No link yet, as i am not done a basic out line.

-Rogues have no changes (yet ;) ) but I personally think that there should be two types of rogues - A sneaky and quick-witted class and a killer-in-shadows base class. Thus far, i have only a basic idea of what I will do with this - but I have names - the Cut-throat will be my 'assassin' class (features full BAB, d8 HP, has a bunch of killing abilities), and the Thief will be my sneak (features 3/4 BAB, d6 HP, and tons of neat sneaking abilities).

-Sorcerers get Eschew Materials at first level and a bonus Meta-magic feat, Spell Penetration or Spell Focus at level 5, 10, 15 and 20. This makes them the blasters that they should be.

-Wizards are the same, but their bonus feats must be chosen out of Item Creation, Spell Penetration or Spell Focus feats. This makes them more ;scholary' than they otherwise would be.

---

-Ability scores are determined via the Organic Method. Roll 4d6*, dropping the lowest roll, in order. Then, reroll any one score (taking the highest of the two scores), and switch any two scores one-for-one

---

-Speed - what i do IMG's is add the characters Str and Dex scores together. This represents the major (strong) and minor (dextrous) muscles working together to create movement. Round up or down to the closest 5'.

Dwarves and small PC races get -25% movement. This is applied before rounding. Medium and Heavy Armours take 10' of movement. This is appiled after rounding.

EX: Joe the Farmer (commoner 1) has 10 Str and 10 Dex. His base speed is 20.

EX: Steve the Wizard (human) has 10 Str and 14 Dex. Str was a dump stat since he spent most of his time in academic/wizardly studies. Base speed is 10+14=24 rounded up for 25. No armour (that would be foolish) and no size penalties. He is slower than the average adventurer.

EX: Dalin the Daring, Dwarven Fighter 1 has 18 Str and 13 Dex and is wearing scalemail. 18+13 = 31, 31 - 25% = 23.25, rounded up to 25'. Normally a characters speed would drop to 15 (25 -10 for medium armour) but in this case since he is a dwarf it doesn't drop, so the final base speed is 25'.

So, fighter types, due to years of training, etc, move quicker than the commoner who is, well, common, or the mage who focused on things other than athletics.

---

-Skills. Skill selection remains the same, however Use Magic Device is no longer an option for any class other than Wizards or Sorcerer's.

---

-Bow Ranges. Other than that . . . We use this method of Bow ranges out of the book From Stone to Steel

Bow Ranges - Minus 20 from base range of bow. This is the pull of the bow. Then, multiply your characters Strength score by 10 to get the true range increment of the bow. The maximum range of a bow is 2x its pull (so base range per the PHB minus 20, times that number by 2). If it's a might bow, you add your Str score to the bow, the maximum is what your str would be at 2x it's pull. A composite bow increases the base pull by 10, and this is doubled for maximum range.

EX: Thus a long bow (100-20) = 80 + [character with 16 Str] (10x3) 30 = 110 range. Max range is 160. If this is a Mighty bow, the maximum Str that can be added is (160 max range divided by 2 = 80 divided by 10 = 8) +8. If this were a mighty bow, Base range would be +10 for 90 feet, and maximum would be 180 feet.
Nyaricus

01-03-06, 08:32 PM
oh, and please add me on to the list of people who would love to see this 20 level spell progression. It sounds so cool!
Quijenoth

01-04-06, 07:28 AM
Our house rules.

Paladins can be evil. Evil Paladins are the crusaders and champions of their faith, just as good paladins are the champions of theirs.

Magic Missile has a maximum of 10 missiles (1 per level). It gives the spell-casting characters extra power, but they need it.



These are two topics of discussion with my regular group also and we have come up with 2 house rules. one we are using the other still needs tweaking before we can all agree it is balanced.

Firstly the "In use" House rule... Spell casting classes

ALL spell casting core classes (not PrCs) receive an increased number of spells per day for 0 and 1st level spells.

0 level spells (cantrips)
All pure arcane and divine spell casters receive a number of cantrips equal to their primary spell casting ability. for example a wizard with an 18 intelligence would be able to cast 18 cantrips per day.
Bards receive a number of cantrips equal to their charisma modifier +5.

1st level spells
All spell casting classes receive double the listed number of 1st level spells indicated in the official book (PHB for wizards, CD for shamans, etc).

Bonus Spells and Specialisation
Bonus spells from high ability scores remain the same.
Specialization and Domain spells provides bonus spell per level as follows; 0 (cantrips) = none, 1st level = 2, 2nd-9th level = 1.

The second rule is a new core class to replace paladin... The Knight

I wont go into detail about now the progression of a knight is followed needless to say they have Good BAB progression, good Fort and Will saves, gain 2 skill points per level, have D10 HD and are proficient with all simple and martial weapons and all armor and shields (except tower shield).

Their Abilities are toned towards leadership. The ability to command troops and provide benefits to their allies. A lot of the abilities are similar to those granted by the cavalier and purple dragon knight. They also have 2 combat styles similar to the ranger, mounted and infantry.

They are also restricted in the fact that they must be sponsored by someone, be that a warlord, baron, king, religious church, or lowly aristocrat. This sponsor is what divides a knight from a typical fighter. a fighter has freedom of choice while a knight must abide by a set of orders or code outlined by the DM. The sponsor also may call on the knight for specific reasons. As a benefit a knight will find most of his overheads paid for. He receives bonus starting equipment and when the time comes to obtain followers and a cohort the costs for their upkeep is assumed by the sponsor.

Paladin, blackguard, purple dragon knight, cavalier, and more!
All of these are now prestige classes and levels in knight stack with many of their abilities similar to the way a rogues sneak attack stacks with PrCs who get sneak attack.

In addition we are currently working on a list of crusader PrCs which will enable every Deity to have its own "Paladins" based on the knight core class. for example a Knight whos sponsor is the Church of Helm will be able to become a "Helmite Crusader" this is an attempt to bring back the diversity of the FR Faiths and Avatars (http://www.amazon.com/gp/product/0786903848/qid=988121811/103-0836648-1218227?n=283155) Book
Actionhank57

01-11-06, 09:32 AM
Every time I run a campaign, I tend to introduce a few new house rules to fix things I didn't like from the last game. A lot of them don't hang around, but these ones made the cut:

1. You cannot draw a weapon as part of a move. This makes Quickdraw a bit more powerful and rewards players who remember to ready their weapons in a danger zone.

2. Sorcerors get Eschew Materials for free, and a bonus feat every 5 levels. I was surprised to see how many other people use this rule. Also, sorcerors can metamagic without increased casting time.

3. I don't like how so many spellcasting Prestige Classes don't get spells every level. I usually work with players on a case by case basis to modify the class so they do.

4. I generally don't abide by the ability score requirements for feats, some of them are just rediculous and I don't like to punish players who were unlucky on their stat rolls.

5. Spellcasters and archers cannot 5-foot step out of melee to cast or attack. Also, the DC for casting defensively is increased by 2 for each additional opponent threatening the caster.

6. Power attack with a two-handed weapon only grants 1.5 damage per attack penalty.

And I also would love to see that 20 spell level break down.
BloodAdvocateReincarnated

01-11-06, 03:03 PM
hi its been a while, anyway here how i go;

4d6 for stats, 1's -> 2
get +2 on your primary attribute (if already an 18 before racial bonuse you get to add it to a secondary attribut)

0-level spells are spontaneous

Sorcerers gain a bonus feat (as wizard) at level 8 and 16

There exists specialty priests (2e), also certain ability scores are needed

Bards gain the able learner feat for free at lvl 4

Hit points are maxed until lvl 5

use alternative non spellcasting for rangers and paladins

rogues choose type : Dungeon Delver, Trickster, Social Climber or Deadly Knife
and gain appropriate adjustments

also magic weapon gain a bonus on the critical hit table we use. armor reduce it.

Also daggers gain a natural bonuse on the crit table

psions are banned unless magic is banned

5-10% less treasure

action points are un use
Wiz_Eldrick

01-11-06, 11:34 PM
Certainly some interesting things to work with here...

We don't have many house rules, but here they are:

Spellcasters receive bonus 0-level spells per day equal to their relevant ability modifier. i.e A wizard with an Int of 16(+3) receives 3 extra cantrips per day. (a fairly obvious thing. Don't know why it isn't core...)

Half-Elves: At first level, you can choose to get EITHER the bonus skills (including those at each level) OR the bonus feat of a human. (and now that I think of it... the skill bonus - only - is kind of tempting for the half-orc.)

I'm pretty sure for my next campaign, I will also add this: At first level, choose any two skills. These skills are treated as class skills for your character regardless of what classes he is taking levels in. (reflective of a character's aptitude, a slightly different specialty, etc)

In closing, I'd just like to say: Can we have the 20 spell levels progression tables now? PLEEEEEEAASE?
Gelth

01-12-06, 01:48 PM
No floaty shields!!!!!eleventyone!!!yoghurt

Other than that, we mostly stick to the Living Greyhawk basic rules: Point Buy stats (although we use 32), half+1 hitpoints per level, anything out of non-core books has to be run by me first.

I experimented with fixing power attack to x.5 light/offand, x1 onehand, x1.5 twohanded, but nobody is using weapons twohanded in my current campaign. The Warforged has gone bastardsword/shield, as is only right.
Other than those fixes, everything's pretty much straight up.

--Penn
Lin_the_Mad

01-16-06, 11:05 AM
I know this is really unbalanced, but I like it:
Multi-classing works in such a way that in order to be 20th-level, both/all of your classes must be at that level too.
the balance (well, sort of...): CR reflects total party level, not average.

Another one:
Dragons are playable characters, as long as they can polymorph and stay that way for however long the PCs are in an inhabited area.
:D
Nyaricus

01-21-06, 07:05 PM
20 level spell prog, where are you??
Land Outcast

01-22-06, 08:30 PM
20 spell level!!!!!!

PLEASE

I BEG!!!! :turkey:
Disciple_of_Taoth

01-22-06, 08:42 PM
I would definitely like to see the 20 level spell system, it seems like it would pretty interesting.

I generally run most of the games for my group, and each campaign setting i like to try something new, to give each world or setting its own unique flavor. One of my favorites that i experimented w/ briefly was random character generation, specifically race and class.

Race and Class: Random, see below, roll for both class and race three times and choose from the three choices generated.

Races: Roll 1d20

1. Changeling (Eberron)
2. Bhuka (Sand Storm)
3. Dwarf (Any +0)
4. Cyclopean (Either; Dragon 323)
5. Elf (any +0, not aquatic)
6. Diaboli (Dragon 327)
7. Gnome (any +0)
8. Goblin (SS)
9. Half-Elf
10. Grippli (Dragon 324)
11. Halfling
12. Kenku (MMIII)
13. Half-Orc
14. Neanderthal (Frost Burn)
15. Human
16. Orc (SS)
17. Shifter (Eberron)
18. T’kels (Dragon 317)
19. Warforged (Normal or scout; Eberron & MIII)
20. Tortle (Dragon 315 pg. 73)


Base Classes: Roll Precents

1% - 4 %: Artificer (Eberron Campaign Setting)
5% - 8%: Barbarian
9% - 12%: Bard
13% - 16%: Ninja (CA)
17% - 20%: Scout (CA)
21% - 24%: Spellthief (CA)
25% - 28%: Cleric
29% - 32%: Druid
33% - 36%: Fighter
37% - 40%: Warlock (CAr)
41% - 44%: Warmage (CAr)
45% - 48%: Wu Jen (CAr)
49% - 52%: Monk
53% -56%: Paladin
57% - 60%: Ranger
61% -64%: Favored Soul (CD)
65% - 68%: Shugenja (CD)
69% - 72%: Spirit Shaman (CD)
73% - 76%: Rogue
77% - 80%: Sorcerer
81% - 84%: Wizards
85% - 88%: Hexblade (CW)
89% - 92%: Samurai (CW)
93% - 96%: Swashbuckler (CW)
97% - 100%: Reroll

Overall it worked pretty well, it got my players to branch out quite a bit, but one down side was that the character builds were not as powerful as they could have been, so judging challenge ratings was kind of hard.
I know that it seems like a truely strange idea, and some probably think that players should get to control every part of character generation, but i does cut down on excessive min-maxing. In addition, if you are in favor of the organic ability generation, this is another way to give your campaign a very organic feel.
Xavon_Wrentaile

01-22-06, 11:33 PM
House rules my group uses:

Keen and the Improved Critical feat stack. However, instead of doubling your threat range, each increases your critical threat range by 1. That way players can still gain all the benefits from two different types of bonuses, but it isn't overpowering.

AD&D (a.k.a. 2.0) style Paladin Mounts. This one seems to be fairly common.

No alignment restrictions on classes, except those classes that answer to a god.

And of course the standard set of extra, player/DM created spells and feat that I'm not sure this is the place to list.

Also, I am trying to balance an alternate cantrip/orison system, where in the normal number of cantrips/day is void. Instead the caster must make a Spellcraft or Prayer roll each time they cast a cantrip. If they fail they have to give up one spell of their choice or have nothing happen.
Herald@Large

01-24-06, 05:57 PM
Some house rules I've contemplated (if I ever get back to DMing):

Barbarian is something you are born as. If you want levels as a barbarian, you must be a barbarian at character creation, it isn't something you can "add" later on. They also get Knowledge: Nature and Use Rope as class skills.

Clerics *must* have a deity. If you don't like any of the deities in the PHB, make up one and run it by me.

Sorcerors get Eschew Materials for free.

If you add Wizard as a class later on, you and I will work together to come up with a wizard mentor or some other good RP reason. It isn't going to just come to you,*POOF*.

And I'm trying to think of a way to make a low Charisma beneficial to the Intimidate skill, rather than a penalty.
AJCtheGM

01-31-06, 11:57 PM
Here are a few house rules I have implemented for our game.. All of these were agree to by the players

Fortune Point Rules (Player Characters Only):
At first level all characters receive 3 free fortune pts
At each level advancement a Character receives a bonus fortune pt.
Fortune pts can be award in place of xp or in addition.

You may spend 1 fortune pt to re-roll any roll.
If you are out of fortune pts you may purchase fortune pts at the moment you need one, and may continue to pay for fortune pts to change the SAME roll until your exp pt expenditures would reduce your character below the min exp required for the current character level.

As follows: (Cost is cumulative) by second re-roll player has spent 1500xp
1st pt = 500 xp
2nd pt= 1000 xp
3rd pt= 2000 xp
4th pt= 4000 xp
5th pt= 8000 xp
________________________________________ ________________________________________ ________________________________________ __________
Hit Points and Death Rules

Death's Door
Characters are "disabled" from 0 hp to a negative value equal to their Constitution bonus. (Thus a 14 Con, +2 bonus means that the character can function as disabled from 0 to -2 hit points. At -1 hp all characters bleed)

Character death occurs at 0 hp less Constitution score; so a character with a 15 Con dies at -15 hit points.

Players may not tell each other their hit point totals during combat, unless they wish to take a Standard action checking.
________________________________________ ________________________________________ ________________________________________ __________
Excessive Damage Rules
Your score Is : Constitution Score + Character Level

This is the maximum damage your character can Take in one blow. Any damage equal to or more than this score requires a Fortitude Save as Follows:

Base DC for Fortitude Save is:
DC15 -1 per Constitution Bonus, +1 / 5pts damage over score
-Or-
DC15 +1 per Constitution penalty, +1 / 5pts damage over score
*low Con means less chance of survival

Consequence of Failed Fortitude Save:

Fail fortitude by 5 or less - Knocked Unconscious (Duration: 1 round / Hit point of damage that exceeds your Con + level max damage score)

Fail Fortitude by 6 Unconscious, -1 hp and dying

Fail by 9 or more Instant Death
________________________________________ ________________________________________ ________________________________________ __________

I Dont use the Generic D&D Deities.. use own deities
Created two prestige classes related to deities
Allow spellfire.
________________________________________ ________________________________________ ________________________________________ __________
Psionics
I have limited the ability of a Psionic character to augment up the DC of saving throws as follows- The most they can raise their DC is +1/4 levels so a 20th level psion can only increase the save DC of his attack by +5

I am still considering what to do about the Power EGO Whip

Monks - can multiclass as Clerics or Druids

Players purchase Characteristics from Dungeon masters guide - 42 pts to spend
elven warriorXX

02-02-06, 03:43 PM
Maybe we should PM the Wizo that started this thread to ask if we can see the 20 level spell system :) I vote as well to see this system!
Reylan Talonspyre

02-06-06, 08:58 PM
I emailed the designer about it. I know he is probably busy researching things for D&D or writing up this spell progression system so he can share it with us, so I have had no replay back.

I am interested in this 20 level spell progression.

Please can we see it?
Nyaricus

02-22-06, 11:23 PM
can we pretty, pretty please see the 20 level spell progression? please?

you're killing us dude, seriously :waits: :help: :thinks:
Fox Lee

04-15-06, 11:26 AM
Oooh looky! A thread for complaining? Wow, I should read the D&D articles more often. I know this is belated but humour me, eh? I could use a rant, and there's no point starting a new thread for it.

So:

Effing Righteous Might, Tenser's Transformation, and Tutoring weapons: get out! Dammit, the real fighters have had to work for those points of BAB - spellcasters already get everything and a cup of tea before lunch. If you want a higher BAB, you can get it the honest way, not just slap it on a bloody item or spell. Bah!

I am also a staunch supporter of the following:

The removal of Polymorph. HAH! :D Thanks Wizards. Keep making decisions like that, and I might even forgive you for FR.. :p
Fewer absolutes (most importantly, no spells that completely obviate skills).
Track is not a feat. Just make the skill check.
Anybody can look for traps with DCs higher than 20, not just rogues (I mean, jeeezus... 9_9; ).
Inherent increases to characters in place of lots of magic toys (or at the very least, automatically-improving special items, rather than the golfbag/christmas-tree approach.
Swashbuckler-style characters; better skill-point baselines, and armour classes that are higher and easier to increase (and not just by wearing more armour - base defence bonus is a wonderful thing).
Characters are dying at -1HP to -con HP, instead of -1HP to -10 HP.
Better half-elves (ours get to choose which stat gets +2 and which stat gets -2, rocketing them to one of the best mechanical options (but they're still less popular than humans...)).
Better half-orcs (balanced stat mods).
Better kobolds! :p
Sorcerors with bonus feats, much like wizards.
Psionics in all things (preferably in place of magic, if you can get away with it).
Giant as a subtype of monstrous humanoid, not its own type (come on, they're just big people).
Dragon as a subtype of magical beast, not its own type (dragons are just not that interesting or special AFAIC. Get back in the magical beast box, ya scaley buggers!)
Poisons are not evil. Oh pshaw! That just reinforces the "lawful stupid" archetype. For exalted characters it's a good restriction, though, since they're all holier-than-thou.
Godless clerics and paladins (at least those are core!).
Healing for all types of casters, not just divine. I am less attached to the "identity" of caster types than most people; it's all the same stuff to me.
Nonmagical crafting options; enhanced alchemy options, and quality weapon/armoursmithing that doesn't require you to be a caster.
Less divine inteference... I just really hate gods sticking their noses into mortal affairs.
More naturally-evolved races and creatures (rather than "a god made them" or "an evil wizard did it").
Magitech.
The heal skill doing something worth a damn (we use it more like treat injury, only better, as well as for things like recognition of anatomy and autopsies and such).
Beefing up the "+2/+2" skill feats. Just too damn weak. Same for toughness.
Action points.
Rich Burlew's diplomacy rules.
High-level fighter feats that actually come close to comparing to high-level spells.
Improved unarmed strike being a better feat; allowing for chaotic western-style brawlers as well as lawful wu-xia elitists.
Fantasy animals; anything without su/sp/ps abilities and an int of 3 or less can be an animal, whether we made it up or not.
and
Severely severely nerfed druids (no, you can not be a primary caster who can become a better fighter than the fighter by growing fur. The hell with you! XP).


That's all I can think of for now...
Koja_of_Khazari

08-01-06, 10:11 PM
I realize it's been a while since anyone posted here, but after reading some of the house rules cooked up here, I feel the need to comment.

First, a few of my own house rules:
Comprehend languages grants a bonus on Decipher Script checks, and allows the caster to make such checks untrained, instead of automatically translating a written text.
The break DC of wood is increased by 2.
Horizontal jumping distance is half what the PHB suggests.

These house rules are very minor changes designed to correct specific problems I saw in the rules. In the case of comprehend languages, I felt that the spell was too powerful as written (A 1st-level wizard with 11 INT and no ranks in Decipher Script can do the job better than a 20th-level rogue with 18 INT and max ranks in Decipher Script).

Wood is too easy to break, since a shopkeep with 10 STR can automatically break through a 6-inch-thick plank in two minutes by taking 20 (and the 6-inch-thick wooden wall is easier to break through than the stuck strong wooden door, which is impossible for our shopkeep).

Jumping distances are outrageous, since our 10 STR shopkeep AVERAGES a 10-foot running long jump, and he can occasionally to a 20-footer (if he's 75 years old and has 4 STR, he still averages 7 feet or so). A 4th-level fighter with 16 STR and max ranks averages 20 feet, and can pull off 30 feet. Without a running start, of course, these distances are halved.

The point I'm trying to make is that I like to take a minimalist approach to house rules. I feel that this is the most prudent way to do so. Notice that the solutions I came up with address the problem without changing fundamental game mechanics, or affecting anything outside the scope of the original problem, and still allow characters to do incredible things if they have the stats.

The reason I bring this up is that after reading some of the house rules in this thread, I find myself thinking that a great deal of them are ill-advised. And I'm not talking about the obviously ridiculous ones, just the supposedly "minor" changes that include things like pumping up races and classes thought to be too weak (or stripping ones thought to be too strong), pumping up hp, changing the rules for dying... stuff like that.

For example, there seems to be a consensus that sorcerers are far too weak, despite casting more spells per day than wizards, not having to prepare spells ahead of time, getting a better weapon selection, and being less of a drain on party finances (and arguably, metamagic feats are better choices for sorcerers than wizards). A wizard, on the other hand, has a wider selection of spells (and the ability to add new ones to his spellbook), bonus feats, and quicker access to higher-level spells.

These classes are balanced well, and I fail to see the need to add even more power to the already formidable sorcerer. But doing so seems to be a popular choice, usually by granting Eschew Materials for free, granting bonus feats just like the wizard, and allowing Quicken Spell to work for sorcerers (do you realize that for a 10th-level sorcerer this usually will mean 10 magic missiles per round, for four rounds in a row?!). Granting them the bonus feats effectively negates one of the wizard's advantages, making the sorcerer CLEARLY the stronger class. If this is how you want to run your game, that's fine, it IS your game after all. Just don't call it balanced.

Another popular choice is to change the ability score modifiers for half-orcs. This likely comes from the assumption that a bonus on one score and a penalty on two is unfair. This might be true, but lets consider this: the bonus is to STRENGTH! The penalties are to INT and CHA. If the balance still isn't obvious, let's look a little closer at those scores:

Strength affects the following:
melee attack rolls
melee and thrown weapon damage rolls
carrying capacity
3 skills

Intelligence affects the following:
skill points gained at each level
6 skills, plus Craft and Knowledge skills
save DCs (wizards only)

Charisma affects the following:
7 skills, plus Perform skills
save DCs (bards and sorcerers only)

In addition, many of the skills affected by INT and CHA are obscure skills that rarely come up in normal play (like Forgery, Disguise, or Use Magic Device), or are only useful to certain classes (like Spellcraft, Handle Animal, or Perform). Moreover, unless the character is playing an arcane spellcaster, the only downside to the ability score penalties is -1 to some skills, a shortcoming easily overcome by adding skill points (which are handicapped as well).

Compare this to a +1 to melee attacks, damage, 3 commonly used skills (where failure is often painful), and an average increase of 20-25 pounds to your light load (and 45-70 pounds to your max load). Strength checks are also common, particularly as an opposed roll or a break attempt. Intelligence checks are usually untrained Knowledge checks, and most Charisma checks are actually Diplomacy checks.

Clearly, half-orcs are NOT getting hosed with their ability score adjustments.

Another one I hear a lot (though only once in this thread) is the idea that a low Charisma should somehow be beneficial to Intimidate checks. This idea is entirely counterintuitive, and I can't understand why it's so popular. Charisma measures force of personality, and nothing asserts force of personality more directly than intimidation. Why would a character with a lack of confidence, a self-esteem problem, or just a general quiet meekness be inherently good at intimidating people? And if the score is low due to physical unattractiveness, why would that help? Ugliness is not intimidating- unnerving perhaps, but not intimidating. Honestly, when was the last time a person got you to do something because they were ugly? In my experience, it's usually the opposite.

I suspect that if it weren't for the half-orc's Charisma penalty, this issue would not have ever been raised. It certainly defies logic that a big, strong, ugly brute should be inherently less intimidating than a farmer's comely daughter. I would argue that the typical half-orc puts ranks in Intimidate, and the typical farmer's daughter doesn't.

If this doesn't seem like enough of a solution to you, then instead of trying to rewrite the rules for the Intimidate skill, how about a less drastic approach, like granting a racial bonus on Intimidate checks instead? A +1 bonus would offset the half-orc's Charisma penalty. A +2 bonus grants half-orcs a genuine advantage. This solves the problem of unintimidating half-orcs, without rewriting the skill and creating the problem of intimidating wussiness.

Be careful granting a bigger bonus, though. If you were to grant half-orcs, say, a +4 to Intimidate, you have basically decided that ALL half-orcs are good at intimidating others. This may work for you in your world, and if so, go for it, nobody's going to stop you. But if the half-orcs of your world include sniveling, cowardly wretches as well as hulking brutes, then a +4 might be overdoing it.

Finally, I have something to say about poison. It's not a house rule, but somebody brought it up, so here I go... using poison is NOT an inherently evil act! Dishonorable/cowardly perhaps, possibly unLAWFUL, but not evil. What the poison is being USED for... that might be evil. Murder is a common use for poison, which probably leads to the idea that the poison itself is evil. By that logic, the use of knives should also be considered evil, since they can be used to murder people. Poison can be used for relatively benign purposes, like exterminating an infestation of rats, paralyzing a foe you want to capture (or putting him to sleep), weakening an enemy you are currently fighting, etc, just as a knife can be used to cut food, carve wood, or attack an owlbear.

It may violate a paladin's code to use poison against his enemies. It might be considered a craven act, dishonorable, perhaps sacrilegious. Paladins must adhere to a code more strict than most, and that code might naturally include restrictions or bans on poison use, but that doesn't make poison evil in and of itself.

Well, that's my post. Long, yes, but hopefully helpful. My points:
1. really think things over before making up house rules
2. don't worry about poison so much
Fox Lee

08-01-06, 11:05 PM
Granting them the bonus feats effectively negates one of the wizard's advantages, making the sorcerer CLEARLY the stronger class. If this is how you want to run your game, that's fine, it IS your game after all. Just don't call it balanced.
Clearly, half-orcs are NOT getting hosed with their ability score adjustments.
If offends me that you state these as like they're somehow imperically correct. Remember that they're just your opinions, not facts, and the truth of the matter is apretty much always open to debate. I agree with your opinion on Intimidate, though (I like the idea of physical demonstrations giving bonuses, but the idea that a low charisma should give a bonus is just bizarre to me O_o; ).
greyhaze

08-02-06, 11:12 AM
Critical Hits & Fumbles:
Critical Hits do max damage (even against critical immune, but no threat), then the threat is rolled normally. There's nothing like rolling a 20 and then rolling a heart-breaking 1 afterwards. Critical Fumbles result in Attacks of Opportunity.

Level Drain & Loss:
Since tracking what increases each level is aggrivating, and losing levels is frustrating both for DMs and players (now the CR power curve has waned), we just drain xps, at 0xps you die. As you regain xps you pay back your deficit instead. 1 level of drain = 2,000xps.

HP Minimums:
1d12 = Minimum 5
1d10 = Minimum 4
1d8 = Minimum 3
1d6 = Minimum 2
1d4 = Minimum 1 (sorry mages)

Treasure:
You do not gain xps for gaining treasure. That's like getting rewarded twice.

Polymorph:
You can only polymorph into something you have encountered.
Nyaricus

02-06-07, 03:15 PM
Yeah, I know it's been a year, but I'd still love to see that 20th level spell progression, please and thanks!

cheers,
--N