| Post/Author/DateTime | Post |
|---|---|
| P33KAJ3W12-04-04, 02:19 PM | I am finishing my FR Campaign soon and will be running an Eberron one. I plan on using the Battle Sorcerer, Urban Ranger, Keen and Improved Crit Stack, and Buff Spells last 10 Minutes per Level (Not 1) Any house rulse you use that I might want to consider? |
| Gilgiga of the Hunt12-04-04, 03:21 PM | The dumb +2/+2 feats. Try making them give skill mastery (can always take a 10) after they have 10 ranks or so. That way they aren't a total waste of a feat. |
| P33KAJ3W12-04-04, 03:55 PM | The dumb +2/+2 feats. Try making them give skill mastery (can always take a 10) after they have 10 ranks or so. That way they aren't a total waste of a feat. OHH! I likey! |
| Kanne12-04-04, 08:29 PM | My group changed around criticals a little bit, making them easier to get. Normally: Roll a Critical Threat and make thier ac a second time= a critical then if you get a second critical threat you make an instant kill. We changed to: Roll a Critical Threat and you have a critical. Then roll a second critical threat and its an instant kill. We took double criticals away from the little goonies(such as goblins) but kept them for heros and BBEG's (such as the goblin war-lord) we also got rid of vorpal weapons all together because that in combination with the above rules is not cool. :P |
| Megatron12-04-04, 10:00 PM | 2d6+6 organic stat roll Zero level in Expert (NPC class) Character Flaws & traits Weapon groups 'forged don't get as many immunities. |
| Hanuman4712-04-04, 11:02 PM | 3d6 instead of d20 Traits and Flaws Weapon Groups modified vitality/wound point system |
| Greyson12-04-04, 11:29 PM | We use Death and Dying rules from Unearthed Arcana instead of the PHB rules. It adds some drama and uncertainty to combat. We also use the Spell Point System from Unearthed Arcana. It makes our magic users more mystical and spontaneous. Last, we use a Critical Hit and Fumbles table from Game Masters when a one or twenty is rolled on a d20. It's a lot of fun. Happy gaming. |
| Ramses III12-05-04, 04:24 AM | I ban miasma. And all the lesser "orb" spells from TaB and recently CA: 30 should be the damage cap on 1st level spells; 40 is over the top. Other than that I play with the RAW, unless something seems really stupid. In 3.0 my group HRed that you are only flat footed in the first round of combat if you were surprised -- but I find that that hurts Rogues too much so I went back to the RAW on that one. |
| Zalaz Mavi12-05-04, 10:09 AM | I made the discovery some time ago that the classes from the Star Wars RPG and their D&D equivalents have nearly identical progressions (saves, base attack, etc.). As a result, I've been slowly introducing non-Force feats and PrCs into my Eberron game — especially those that fill specific niches that D&D doesn't fill. For example, PrCs like Crime Lord, Changeling, Bounty Hunter, Black Sun Vigo, etc. Even right now, I have a player who is testing a version of the Mystic Agent PrC where the Force requirements have been switched out for suitable magical ones. So far, everything has worked out very well. Which isn't surprising when you consider that Star Wars has it's pulp origins just like Eberron and so complement each other quite well... |
| P33KAJ3W12-05-04, 11:35 AM | I made the discovery some time ago that the classes from the Star Wars RPG and their D&D equivalents have nearly identical progressions (saves, base attack, etc.). As a result, I've been slowly introducing non-Force feats and PrCs into my Eberron game — especially those that fill specific niches that D&D doesn't fill. For example, PrCs like Crime Lord, Changeling, Bounty Hunter, Black Sun Vigo, etc. Even right now, I have a player who is testing a version of the Mystic Agent PrC where the Force requirements have been switched out for suitable magical ones. So far, everything has worked out very well. Which isn't surprising when you consider that Star Wars has it's pulp origins just like Eberron and so complement each other quite well... Oh I like! |
| Zalaz Mavi12-05-04, 02:58 PM | Oh I like! Yeah, I've been really itching for my players to get to the point where they can begin tackling Xen'drik. I have an awesome idea for incorporating the Findsman PrC into a Drow tribe, and a villain using the Big Game Hunter PrC... |
| ydirbut12-05-04, 05:24 PM | here (http://boards1.wizards.com/showthread.php?p=4927514#post4927514) |
| polt12-05-04, 05:59 PM | I play with a luck ability, which you can't subtract from, or add to. Your action points are 3 + luck modifier. Also, i don't use the language rules in the PHB, instead i just give a player what languages make sense. If we have an Elven mindflayer hunting ranger, for example. He will be able to speak, common, elven and whatever langauge a mindflayer uses. In addition, you don't speak all languages perfectly, a character can have 70% Goblin for example, so if he overhears two goblins talking, he has to roll on how much he understands. Im also thinking of changing the exotic/martial weapon thingie. So a fighter get to pick one weapon for free at first level, which he can use (exotic or not), and then he has to use 2-3 skill points to learn a knew weapon. Except if he has 2-3 ranks in a Longsword for example, he only needs to have 1 rank in Shortsword. Well, something like that. |
| taski12-05-04, 07:36 PM | Gestalt characters from Unearthed Arcana. I've only got one player, so he needs to have diverse abilities. Traits and flaws also from Unearthed Arcana. For kicks. Wu Jen spells count as sorcerer/wizard spells. Element-specific spells might require special study or possibly hard-to-get materials. We haven't decided yet. No alignments. People can (and will!) be absurd and unpredictable. The PC is a detective, so it's better to have that element of unpredictability. Who's trustworthy is up to the PC to make as a personal decision. |
| ThanisKartaleon12-05-04, 08:02 PM | I use all 3.5 rules from the PH, DMG, MM, EPH and ECS, with the following exceptions: Character creation is 32 point buy. However, the only allowed repeating numbers are 10 and 11. Multiclass characters use fractional base bonuses (Unearthed Arcana p73) Keen + Improved Critical stacks. Character Traits are allowed (UA 86) Character Flaws are allowed (UA 91); however none of the ones in the book are allowed. Instead, the players must make up acceptable roleplaying flaws, such as daily rituals, family curses, etc. Weapon Groups are in effect (UA 94) instead of the Simple/Martial/Exotic system. Death effects, including death from massive damage, do not instantly kill (most of the time). Instead, they drop the unfortunate victim to -1d10 hp. Any spell requiring or allowing an attack roll with a numeric effect can critical (though in order for it to be a critical it must be rolled; no having your cleric buddy auto cure-crit you). Additionally, these spells can be used in a coup de grace maneuver. (Curative effects just heal double (no other effect) unless used on a negatively charged being) Magic ratings (UA 135) are in effect. Contact Points (UA 179) are in effect. All PCs begin play with 1 bonus contact point. Artificers are category C on the list. Action points, in addition to the uses in the ECS, can be used as follows: 1 point: Double your dodge bonus from fighting defensively +1 caster/manifester level Double the numeric bonus of a feat (maximum +6 total bonus; e.g. Power Attack dropping 3 to hit, spend an action point, get +6 to damage total) 2 points: Gain an additional use of a race feature (e.g. Gnomish spell-like abilities) Emulate a feat you have the prerequisites for (only lasts that round) +2 caster/manifester level 4 points: Apply a metamagic feat to an spell without affecting the spell level. If the PCs perform an especially heroic action, an action point might be awarded (DM discretion) The Sharrash does not need to be changed. At most, I'd bring the damage to d8/x4. The critical represents the shape of the weapon. In this case, it's pick shaped, like the light pick, heavy pick, and scythe. x4. Syberis Mark of Making has an XP cost as normal for the spell. Races: Changelings: The Disguise Self and Alter Self spells do not stack with the minor change self ability. Elan (Expanded Psionics Handbook): Cannot become Gatekeepers, as they are aberrations. Elves: Valenar elves have proficiency with the scimitar instead of the rapier, and do not have proficiency with longbows. However, they get a +2 racial bonus to Handle Animal and Ride checks. Shifters: Wildhunt shifters get to make a single track-by-scent check while shifted, which if successful allows them to follow tracks for one mile or until they become difficult to follow. Warforged: Slam attack is considered both a natural and manufactured weapon for the purposes of spells like magic weapon and magic fang, and being enchanted. Warforged casing can also be enchanted as if it were armor or robes. The Slam attack, being the 'forgeds' only natural attack, gives 1-1/2 Str mod to damage. It can also be used as a secondary attack (-5 to hit, 1/2 Str mod to damage) Adamantine Body warforged weigh 10% more. Mithral Body warforged weigh 25% less. Warforged only take half damage from inflict wound spells. Warforged do not change creature type upon completion of an apothesis class (i.e. Dragon Disciple) Bloodlines (UA 19): All bloodlines are allowed, except for Elemental, Genie, Gith, Slaadi, Titan, and Troll bloodlines. Classes: Artificers: Artificers begin play with an Artificer's Kit, without which they suffer a -2 penalty to UMD checks made to emulate spells for item creation. Masterwork versions of the Artificer's Kit exist. Animate Objects is an artificer infusion. Barbarians: Valenar barbarians may take the whirling frenzy variant (UA 66) Bards: Bards hailing from Aundair may take the Bardic Sage variant (UA 49) Dhakaani goblinoids have access to the Divine Bard variant (UA 50) Those from Droaam, the Eldeen Reaches, and the Demon Wastes may be Savage Bards (UA 50) Druids: The Ashbound may be Druidic Avengers (UA 51) Changeling and Shifter Druids may use the Aspect of Nature variant (UA 67) Wild Shape lasts 10 min/lvl Rangers: Urban Ranger (UA 55) is allowed Sorcerers: Karrnathi sorcerers may take the Battle Sorcerer variant (UA 56) Wizards: Dragonmarked wizards often use the Domain Wizard variant (UA 57) Studens of Arcanix often learn some of the Specialist Wizard variants (UA 59) |
| Somebloke12-05-04, 08:20 PM | Slightly modified wound/vitality point system. Any class or prestige class in any 3.5 book SO LONG AS I OKAY IT! |
| Edymnion12-05-04, 09:08 PM | The dumb +2/+2 feats. Try making them give skill mastery (can always take a 10) after they have 10 ranks or so. That way they aren't a total waste of a feat.Um, I'd say no to this one. The +2/+2 feats are nicely balanced as is. There is no reason to make them more powerful. |
| Gurv12-05-04, 09:20 PM | Try making them give skill mastery (can always take a 10) after they have 10 ranks or so. That way they aren't a total waste of a feat. Sounds like a different feat entirely. Although I'd call it a single skill chosen and leave it at that. |
| Arcane Guyver12-05-04, 09:47 PM | Actually, I do like the idea of more feats that allow a character to take 10 on two different skills, if they have enough ranks in each. I remember reading of a couple (one being Jump and Tumble). But they should be seperate feats, because the +2/+2 feats are especially important for some characters (read: Artificers and Magical Aptitude). I plan on using a smattering of house rules; here are a few of them: * Cross-class skills cost only one point per rank, not two. * Base Saves are done differently for multiclassing, so a Fighter 1/Barbarian 1 have a +3 Fort, not +4. * Bard and Paladin are prestige classes. * I'd like to give all clerics proficiency with their deity's weapon (and War domain gives proficiency with all martial weapons). Probably not going to happen, though. * Fighter is more reminiscient of the Ultimate Fighter, lurking somewhere on these boards. * Ranger doesn't get magic; still working out what it should get in return. * Monk is different (picks his abilities - very similar, but more customizable) * I'm still unsure what I want to do with that stupid Sorcerer. * Favored class & multiclassing penalties removed, but players need to play it out. * Some new EQ from A&EG introduced, other equipment thrown out (like the Spiked Chain) * Prestige Classes......are going to be very hard to get into. |
| TheOne12-05-04, 10:56 PM | When a player uses an action point, they must describe what they are doing that is so special. At the end of the session we vote (DM is tiebreaker) and that person gets bonus exp. |
| ThanisKartaleon12-06-04, 12:41 AM | I have more house rules in play than written above, that's merely the stuff that's easily understood. Cross-class skills cost only one point per rank, not two. How do you figure class skills, then? Is it just that cross-class skills are limited to 1/2 max ranks for class skills? Base Saves are done differently for multiclassing, so a Fighter 1/Barbarian 1 have a +3 Fort, not +4. But what about their poor saves? Do those get a boost, since their good saves get a nerf? I'd like to give all clerics proficiency with their deity's weapon (and War domain gives proficiency with all martial weapons). Probably not going to happen, though. Hey, you're the DM, right? Ranger doesn't get magic; still working out what it should get in return. The Complete Warrior has an idea for a no-magic ranger. Either that, or more style feats. I'm still unsure what I want to do with that stupid Sorcerer. Bonus metamagic feats! Favored class & multiclassing penalties removed, but players need to play it out. How do you mean? Some new EQ from A&EG introduced, other equipment thrown out (like the Spiked Chain) You've just made some bugbear out there very, very sad. :raincloud Prestige Classes......are going to be very hard to get into. Yay for test-based prerequisites! Oh, and just to save my butt here, this is all just curiosity, no spite intended. |
| Arcane Guyver12-06-04, 02:21 AM | How do you figure class skills, then? Is it just that cross-class skills are limited to 1/2 max ranks for class skills? Yup. But what about their poor saves? Do those get a boost, since their good saves get a nerf? Nah. I just don't think gaining +2 on various saving throws just through multiclassing is a good thing. Wouldn't be surprised if Wizards somehow fixes this for 4th edition (sometime around 2010, please?) The Complete Warrior has an idea for a no-magic ranger. Either that, or more style feats. Many don't like the CW variant because it removes spells in exchange for spell-like abilities. I dunno, I'm thinking more along the lines of using the ranger variant from http://wakinglands.com, but getting rid of the spells and increasing the bonus feats. I'm still unsure what I want to do with that stupid Sorcerer. Bonus metamagic feats! That would be a nice, simple solution, wouldn't it? But then, that's a mighty powerful boost. It's thoroughly logical that they, of all people, would know how to twist magic around on the fly. You know...screw it, I'll do that (bonus feat at 2nd, 5th, 10th, 15th, 20th, any metamagic or Extra Spell) Favored class & multiclassing penalties removed, but players need to play it out. How do you mean? DM: You each gain 500 XP from that encounter. 4th level Fighter: Woohoo, that just enough for 5th level!! I'm gonna take a level of ranger! DM: Wait..what? Fighter: Yup! I get all kinds of sweet boosts this way. DM: But you've never been outside of Sharn in this campaign yet, and neither your backstory or your actions show any interest in wildlife/survival Fighter: So? I'm taking it :pbbbtt: ...other equipment thrown out (like the Spiked Chain) You've just made some bugbear out there very, very sad. :raincloud Guess he'll hafta use a big ol' axe or something then. :P BTW, not that it'll effect anything, but the 'two-bladed sword' is now a swordstaff (staff with two longswords at the ends). I can see the double-scimitar being used effectively (called a swallow or thiefsword in video games :D ), but the two-bladed sword just doesn't look right to me. Not enough weight in the blades or something. |