Critique my house rules [Archive] - Wizards Community

Post/Author/DateTimePost
Rimlar

07-24-07, 09:45 PM
I'm looking for game balence, fixing things that don't make sense, and reducing min/maxing opertunities. Please give me your comments:

House Rules
Straight Sovelior/Sage SRD3.5 (with select Open Game content from Unearthed Arcana), no $plat books.

Character Classes
Strong saves are 1/2 per level with an effective initial bonus of +2.
Weak saves are 1/3 per level
Strong combat is 1 per level
Medium combat is 3/4 per level
Weak combat is 1/2 per level

Allow fractions to accumulate for multiclass characters (final result always rounded down)
The initial effective +2 from the strong save table can only apply once to each save type for multiclass characters; you cannot get it from multiple times from multiple classes.
When taking on a 2nd class, the multiplier for skill points is x2 instead of x4. For a 3rd or subsequent class, it is x1

Weak magic items with a 0.5 bonus to hit or saves exist. In the case of a 0.5 bonus to hit, these are non-masterwork weapons that have been enchanted.

Skills Humans: both class and non-class skills are purchased at one point rank (lower rank limit still applies for non-class skills)
Half-Elves gain the same benefit for one skill point per level (only if they get two or more after intelligence adjustment). This gets multiplied by x4 at first level.
All races can use bonus skill points from high intelligence in this way (smart characters are more versatile).

Combat
Injury, Death, and Dying
Straight core SRD but dead is -(10+CON_Modifier) HP instead of -10 HP.
Chance of becoming stable is (10+CON_Modifier)% instead of 10%.
Chance of recovery is (10_CON_Modifier)% instead of 10%.
Recipient's CON bonus or penalty applies to Heal checks (as well as the healer's WIS bonus or penalty).

Armor Damage conversion/reduction
Armor grants damage conversion of lethal damage to non-lethal damage of X/- where X is the base AC bonus/2 (drop fractions)
This applies to all damage of the piercing, slashing, bludgeoning, or force type regardless or the source (weapon, creature, or spell)
Armor grants resistance to non-lethal damage of X/lethal. This does not apply to damage converted from lethal to non-lethal by armor or regeneration.

Spells
Extrapolating from the written rules (grapple), material spell components must be held in the hand when casting a spell, but this may be the same hand that is allowed to make somatic gestures. It is assumed that the gestures are made with the divine focus or focus and that material components are small enough to leave a finger or two free to gesture. It is not reasonable to assume that two hands must be used to cast spells with both material and somatic components.
Holding a weapon with both hands, a weapon in each hand, or a weapon and shield prevent spell casting unless the shield is a light shield or buckler strapped to the arm leaving the hand free to hold objects (and presumably gesture or present a divine focus).

Prestige Classes
Used sparingly and are actually prestigious. Used when joining special elite societies, always with strong plot reasons, test-based, etc.

Psionic:
No PC Psionics.

Divine:
Allow non-Core Cleric domains and domain spells from Divine section.

Unearthed Arcana
Racial Variants: rare
Bloodlines: rare
Class variants, racial paragon classes, prestige bard/ranger/paladin: with DM approval, neither encouraged nor discouraged.
Gestalt: Not as written but a fighting class may add a tinkering template and a "tinkering" class may add a fighting template, while a spell-using class can choose either.
These templates are re-balanced with the use penalty character levels similar to bloodlines and can exist in a campaign with single or multi-classed characters.

Feats Variants:
Traits: Characters, at their option, may take 1 trait or 2 traits if they also take 1 flaw.


Rimlar
Rimlar

07-24-07, 09:54 PM
Tinkering and Fighting Templates:
A player who chooses a Tinkering or Fighting template must do so at first character level. These templates allow great customization of the standard classes (except monk), increasing the 12 core classes to 26 class variants (allowing a total of 152 class/race variants)
Fighting classes can choose a Tinkering template, rogues and bards can choose a fighting template, and the core arcane and divine spell casting classes can choose either. These should be used instead of all the classes in the various $plat books.
See the next chart for which fighting and tinkering classes are allowed by race.

Class Template Human Dwarf Elf Gnome Half-Elf Half-Orc Halfling
Tinkering Barbarian Preferred No No Yes Yes Preferred Yes
Fighting Bard Preferred Yes No Preferred Yes Yes No
Tinkering Cleric Preferred No No Yes Yes No Yes
Fighting Cleric Preferred Yes No No Yes Yes No
Tinkering Druid Preferred No Yes Yes Preferred No Yes
Fighting Druid Preferred Yes Yes No Preferred Yes No
Tinkering Fighter Preferred Preferred No Yes Yes No Yes
Tinkering Paladin Preferred No No Yes Yes No Yes
Tinkering Ranger Preferred No Yes Yes Preferred No Yes
Fighting Rogue Preferred Yes No No Yes Yes Preferred
Tinkering Sorcerer Preferred No Yes Yes Preferred No Yes
Fighting Sorcerer Preferred Yes Yes No Preferred Yes No
Tinkering Wizard Preferred No Preferred Yes Preferred No Yes
Fighting Wizard Preferred Yes Preferred No Preferred Yes No

A player with a template must spend their 3rd, 7th, 12th, and 18th character level on a penalty level of "Tinkering Template" or "Fighting Template".
A player with a "preferred" template instead spends their 5th and 11th character level on "Tinkering Template" or "Fighting Template"
No template may be combined with a class past a CL of 20.

Tinkering/Fighting Template (prestige penalty class)
Alignment: Any
Hit die: None
Class Skills: None
Skill Points at First Level: None
Skill Points at each additional level: None

Base Attack Fort Ref Will
Level Bonus Save Save Save Special
1 +0 +0 +0 +0 Adds 1 to CL increasing experience points needed to advance to next level and reducing experience points awarded.
2 +0 +0 +0 +0 Adds 1 to CL increasing experience points needed to advance to next level and reducing experience points awarded.
3 +0 +0 +0 +0 Adds 1 to CL increasing experience points needed to advance to next level and reducing experience points awarded.
4 +0 +0 +0 +0 Adds 1 to CL increasing experience points needed to advance to next level and reducing experience points awarded.
Class Features: None.

A character not yet to his first penalty level or more than half way to his next penalty level must take that penalty level at the required CL or a lower CL to be allowed to take another class or prestige class of any kind.
A fighting or tinkering template may never be use with a prestige class, another class, or a levels of even the same class modified by a different template, kit, etc.
Once another class is taken, no more penalty levels need to be taken in the future. These penalty levels can be taken earlier than they are required if desired to allow taking a different class more quickly.
If any additional class is taken, the character cannot return to the initial class with a tinkering or fighting template but may take the same class or any other class without one of these templates.

Tinkering Template
A class modified by a Tinkering template gains the following benefits:
An additional 10 class skills of the player's choice at first level from the Bard or Rogue lists.
Skills:
If the base class has 4 or more skill points/level, the modified class has 8 (Int modifier and x4 multiplier apples at first level)
If the base class has less than 4 skill points per level, the modified class has 6 (Int modifier and x4 multiplier apples at first level))
Bonus Feats at Class levels 1,2,4,8,12,16, and 20 (These feats may not be on the Fighter bonus list, and may not be Weapon Group, Metamagic, Item Creation, or Spell Mastery feats)
Improved Saving Throw:
Additional good saving throw progression on one type of saving throw (player's choice)
Bardic Knowledge (as Bard)
Improved Use Magic Device (Ex): If the character has the Use Magic Device Skill, he has the following benefits:
May apply the best of INT WIS or CHR modifier to Use Magic Device skill
Saving throw to avoid malfunction consequences (i.e.. Reflex vs. "hits wrong target" becomes hit correct target, Fortitude vs. "magical damage to you" (Will if mind affecting) becomes no other consequences but lost charge (if applicable))
He may take a 10 if he has succeeded in using the exact same function of the exact same item (or an identical from with the same maker) before. This applies to reading a scroll only if it has multiple charges. This applies to reading or deciphering an identical scroll only if they were both penned by the same hand.

Fighting Template
Armor and Weapons:
For core rules add martial weapon proficiency (DM may want to exclude some weapons)
Since the above is a little broken (excessive) and the whole point of these templates is customizability, the DM is strongly encouraged to use the Weapon Group system from Unearthed Arcanna.
In this case, the fighting template gives two more weapon group feats than the core class at first level (much more reasonable).
Starting armor and shield feats increase by one "increment"
No Armor: Light Armor
Light Armor: Light and Medium Armor
Light and Medium Armor: Light, Medium, and Heavy Armor
Light, Medium, and Heavy Armor: No added benefit
No shield: Shield (except tower)
Shield: Shield including tower shields.
Skills: Add Ride and Intimidate as class skill. If one or both is already a class skill, add one to its rank level.
Bonus Feats at Class levels 1,2,4,8,12,16, and 20 (These feats must be from the Fighter Bonus list or Weapon group feats)
Improved Attack Bonus:
If base class has weak attack bonus progression (Wizard like) it becomes average (Cleric like)
If base class has average attack bonus progression (Rogue like) it becomes good (fighter like)
Improved Hit Die: (averaged with d10, see below for details)
If base class hit die is d4, it becomes d6 at odd class levels and d8 at even class levels
If base class hit die is d6, it becomes d8
If base class hit die is d8, it becomes d8 at odd class levels and d10 at even class levels
Improved Saving Throw:
If base class has a weak fortitude saving throw progression, it becomes good progression.
If base class already has a strong fortitude saving throw (Cleric or Druid), Reflex becomes a good saving throw instead.
You may release a touch spell, including one cast through the Use Magic Device skill, through a weapon attack. This does not eliminate the requirement to have a hand available for material and/or somatic components, although you can draw a weapon while holding the spell in place of making the attack (as both single attacks and drawing weapons are standard actions)--or have the other hand free.

Core Class Dependant Benefit:
Sorcerer/Wizard:
20 percentile point reduction of Arcane Spell Failure Chance from wearing armor/shield*.
*-DMs with such characters in their world (PC or NPC) should replace the standard Bard exception for light armor with the same blanket 20 point reduction.
Bard:
40 point percentile point reduction of Arcane Spell Failure Chance from armor/shield (replaces light armor exception for bards).
Reduction of skill armor check penalty by 3 points for the following skills:
Balance
Slight of Hand
Rogue:
Reduction of skill armor check penalty by 3 points for the following skills:
Balance
Escape Artist
Hide*
Move Silently**
Slight of Hand
*- Only if bare metal is not visible (covered by clothing, painted matte, etc.)
**-Does not apply to heavy armor. Chain shirt must be muffled with average or heavier clothing or a cloak, cape, or mantle. Scale mail or chain mail must be muffled by a heavy coat or robe.
Cleric/Druid:
May make somatic gestures with a specially prepared weapon in hand when casting divine spells; The weapon becomes a proxy for the divine focus (which must be carried somewhere on the character).
The same goes for turning, rebuking, or commanding undead but the actual divine focus must be worn external to armor and clothing (visible).
The weapon must be a Holy or Unholy weapon or have been consecrated as part of a ceremony taking at least one hour and involving at least 25 GP worth of holy/unholy water or oils.


Rimlar
Samotep

07-25-07, 02:03 AM
I really like your Injury, Death, and Healing section, it makes total sense for the health of the subject to affect healing and recovery, etc. I may use that sometime...

I do not, however, agree with the traits/flaws. It is harsh to force the player to also take a flaw for two traits that give him penalties as well. Keep the flaws to allow the PCs to gain extra feats. But ultimately it is up to you. It depends on your players, if they take stuff just to gain the bonus, just because they don't care about the penalty... you are going to have to deal with that.

Most of the other stuff is cool, but I will admit, that I don' understand much about gestalt characters.

Good luck with your campaign!
Neutronium_Dragon

07-25-07, 04:34 AM
> It is not reasonable to assume that two hands must be used to cast spells
> with both material and somatic components.

It's not only not reasonable to assume it, it's also contradictory to the RAW to assume it. Spellcasting requires one hand free. That's it, regardless of what focus/reagents you need. (If the spell explicitly states otherwise for that particular spell, that's another matter, but as a general rule, it's one hand, period.)
Szatany

07-25-07, 08:18 AM
Some of your house rules aren't house rules, they are choice you have to make. For example no psionics isn't a house rule because there is no rule that say you have to allow them in your game :)

To stay at least a little on topic, consider changing all the 10+Con modifier % into Con score %. Result will be very similar, and its faster to calculate.
Tequila_Sunrise

07-25-07, 11:54 AM
Character Classes
Strong saves are 1/2 per level with an effective initial bonus of +2.
Weak saves are 1/3 per level
Strong combat is 1 per level
Medium combat is 3/4 per level
Weak combat is 1/2 per level

Any particular reason you are reiterating basic class stats?

Allow fractions to accumulate for multiclass characters (final result always rounded down). The initial effective +2 from the strong save table can only apply once to each save type for multiclass characters; you cannot get it from multiple times from multiple classes. When taking on a 2nd class, the multiplier for skill points is x2 instead of x4. For a 3rd or subsequent class, it is x1
The first is a common, and good rule. Also makes statting multiclass NPCs easier. I don't like your rule about skill points, because it is a pretty nice encouragement to multiclass.

Weak magic items with a 0.5 bonus to hit or saves exist. In the case of a 0.5 bonus to hit, these are non-masterwork weapons that have been enchanted.
What's the use of + 1/2 to anything?

Your rules on skill points, combat and armor look reasonable but are too involved for my taste. My experience has been that the best house rules can be explained in three phrases or less.

I don't have the patience to read about your class templates, but it appears as if you are quantifying and defining the statement "if you don't quite like your class the way it is, we can change it to what you want so long as it is balanced", which is a great house rule.
Rimlar

07-27-07, 11:05 PM
Thanks for all the feedback guys.

Tequila_Sunrise, I was not reiterating basic class stats, but allowing them to be fractional and also changing the inital +2 bonus to be one time thing per strong save. I don't want a 4th level character with 4 classes to have the strong saves of a 12th level character and the skill points of a 13th level character of one class. It does not seem right. This seems like the biggest flaw in the current rules.

A +0.5 is as good at a +1 to some of the characters, some of the time. I'm pretty low-magic until characters get around 7th level or so.

Szatany, I tried straight %CON and it was too brutal on the spell casters. Actually I had the characters add the number to their character sheet so they don't have to calculate it.

Neutronium_Dragon, we are in complete agreement but the RAW is ambiguous at least in the SRD, esp. with reguard to lighyt shields They might be more clear in the books, but when I look at the amount of my money that has gone int the D&D franchise since the 1970s, I'll stick with the SRD.

Samotep, I like the idea of gestalt but find it too unbalencing (and not worth the effort to make all my NPCs gestalt. So instead I ttoned it down and kept it balenced with single classes and multi-classed by adding penalty levels like used in bloodlines (also an advantage that grows with level).