Gwenfloor's House Rules (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
Gwenfloor

09-19-06, 01:13 PM
Chapter 1: Abilities
Charisma does not represent physical attractiveness. What is handsome/beautiful is in the eye of the beholder.
Example: Orc culture (in my campaign) prefers strong, tough, and sturdy women and men. Thus, acts of physical strength are considered one of the highest qualities to look for in a mate.

Chapter 2: Races
With proper consideration, Blue Goblins, Duergar, Drow, Svirfniblin, Kobolds, Goblins, Hobgoblins, Orcs, Aasimaar, Tieflings, Jermlaine (MMII), Mongrel folk (Fiend Folio), Forest kith Goblins (MMIII), and Kenku (MMIII) are available as PC races, except in campaign settings where they are not found. If you play a Drow PC, please do not make him/her a Drizzt’do’Urden clone. For races with light Sensitivity, please look at the Daylight Adaption feat. Blue Goblins from the Expanded Psionics Handbook are found in any campaign setting with both goblins and psionics.
Orcs and Half-Orcs do not suffer a penalty to Charisma.
Chapter 3: Classes
Barbarians are literate and can be of lawful alignment. Barbarians are called Berserkers. They can also be found in technologically advanced societies instead of just primitive communities. The Berserkers originated among a form of military branch that taught its soldiers to hit first and hit hard. This is why they are not proficient with heavy armor. The Rage ability is a form of adrenaline rush.

Bards can be of lawful alignment.

Druids can be of any alignment. Nature involves all mindsets, even that of sentient creatures.

Monks can be of any alignment. For Ki strike and Perfect Self Class features, you can choose Good, Evil, Lawful, or Chaotic, but it must match your alignment. For True Neutral Monks, they can choose any one.

Monks and Paladins can multiclass freely.

Paladins of Tyranny, Freedom, and Slaughter can be found as variant Paladins. The Lawful Good Paladin is renamed “Paladin of Honor.”

The Monk Fighting Styles from Unearthed Arcana are allowed as a rule. There is a new Monk Fighting Style I made, the Bare Knuckle Brawler:
You learned unarmed combat not from monastic training, but from the school of hard knocks.
First Level Skill Bonus: Gather Information. They also swap out Knowledge (Religion) for Knowledge (Local).
1st-level feat: Power Attack
2nd-level feat: Close-Quarters Fighting (from Complete Warrior)
6th-level feat: Prone Attack (from Complete Warrior)
6th-level Special Ability: You gain a +2 bonus on Tumble attempts when prone, and can Tumble out of a threatened square when prone as a move action. Prerequisite: Tumble 8 ranks.
Urban Rangers from Unearthed Arcana are allowed as a Core Class.

Sorcerers gain Diplomacy, Intimidate and Disguise as class skills. They gain a Bloodline feat from the Dragon Compendium as a bonus feat at 1st Level.

Wizards’ spell books do not have to take book form; they could take any form that makes sense. For example, a wooden staff or mojuba bag (from Nyambe, African Adventures).
Nobles from the Dragonlance Campaign Setting are allowed as a Core Class. This is essential for PCs who want to play as a member of high society, but do not want to be an Aristocrat.
Chapter Four: Skills and Feats:
You can substitute your Strength Modifier in place of your Charisma Modifier for Intimidate.
Improved Toughness from Monster Manual III and Complete Warrior can be used in place of Toughness for Feats and Prestige Classes that require Toughness as a prerequisite.

New Feat:
Cross-Training (General)
You are skilled in techniques those of your background would not normally know.
Benefit: Choose two Cross-Class skills. They are now class skills for you.
Special: You can take this feat more than once. Each time, you select another two Cross-Class Skills to be Class Skills for you.

Daylight Adaption from Player’s Guide to Faerun is allowed, and vital if you want to play a race with light blindness.

Chapter 5: Morality and Alignment
In some cultures, some things are not considered morally repulsive by the government or society. For example, in the Scarlet Brotherhood in the Greyhawk Campaign Setting, killing and torturing foreigners is not frowned upon at all. However, this does not make it non-evil. Such people still register as evil by spells that affect evil creatures. These people are so misguided that when confronted with magical proof from detect evil, their thought process cannot fathom the fact that what they're doing is wrong, and immediately assume it to be Illusions or lies. When these people use Detect Evil and other such divinatory spells, the people who register as evil in their eyes are those who would be considered evil by their culture's mind-set and standards. They still build temples to Non-Evil Gods, even if their prayers are not answered. Thus, it is possible that a Cleric of Pholtus could still see himself as loyal when he tries to commit genocide against the Giants and Goblinoids.
Any thoughts, comments, suggestions? Are any house rules unbalanced? If so, why?
aramilcaelvan

09-19-06, 05:46 PM
First of all, I don't usually play with monks in my campaigns, so I have no comment on your monk rules.

I like all of your variants, particularly the wizard's spell book thing, and the charisma variant. I only have two problems. First is your sorcerer bloodline feat. I don't have Dragon Compendium, but it's obvious what it's about, and not all sorcerer's think they're descended from dragons. Second, the alignment variant. There are nine possible alignments, and they're all quite clear. This is my personal opinion, but I think an evil person knows what they're doing is wrong, and that there really isn't room for debate on the alignments.
rydi123

09-19-06, 07:07 PM
everything looks fine to me. dont see any big imbalance/game disruption coming from anything. i do think that druids should be neutral in some way though, unless you change what it is to be a druid, and monks should probably not be able to be chaotic (the dragon compendium has a good alternate chaotic monk for that).
Gwenfloor

09-19-06, 07:52 PM
I only have two problems. First is your sorcerer bloodline feat. I don't have Dragon Compendium, but it's obvious what it's about, and not all sorcerer's think they're descended from dragons. Second, the alignment variant. There are nine possible alignments, and they're all quite clear. This is my personal opinion, but I think an evil person knows what they're doing is wrong, and that there really isn't room for debate on the alignments.
The bloodline feats do not always involve having Dragons as parents.
The second thing is that many governments and religious fanatics (especially religious fanatics) will never accept the fact that they are evil as long as they live. The party's Paladin, plus most rational people, are thus the only ones who are able to see how depraved they really are.
Fanatic: I worship Heironeus, thus it is my duty to destroy all evil. Psychological warfare, torture, murdering their family member in front of their very eyes, are all acceptable, as long as they are destroyed! Praise Heironeus or die!
Due to Human nature, most people see themselves as good, even when they torture, rape, and kill. Heck, some cultures do not see such things as evil.
Gwenfloor

09-19-06, 08:26 PM
everything looks fine to me. dont see any big imbalance/game disruption coming from anything. i do think that druids should be neutral in some way though, unless you change what it is to be a druid, and monks should probably not be able to be chaotic (the dragon compendium has a good alternate chaotic monk for that).
There are many examples of Chaotic Monks: Ninjas in Japan, who kill for cold hard cash instead of discipline and upholding societies standards, and there are many martial artists who do not like approve of societies' standards.
rydi123

09-19-06, 09:24 PM
yes, but they would be lawful evil or neutral evil, not chaotic. law is about personal discipline and order, not just following the rules. and monks, simply to earn and maintain thier fantastic abilities, must go through arduous and repetitive training on a constant basis. a chaotic character would just say 'screw it' and go be a berserker or a fighter.
Gwenfloor

09-19-06, 10:05 PM
Your version of chaotic implies a lack of patience. To my view, chaotic implies a willingness of individuality above other's standards, and prefers to do what is in their heart rather than taking other's advice, be that a society or the law. Many criminals and assassins are chaotic, and many of them possess skills in the martial arts. My opinion is that martial artists could use their talents for lawful or chaotic ends. Fist-fighting is not inherently lawful/chaotic, but is a tool that can be used for either end.
rydi123

09-19-06, 11:34 PM
your certainly free to hold your own opinion on the matter. but i would definitely make a distinction between a monk and a martial artist. there is a big difference. a martial artist took improved unarmed strike as a feat, maybe a few others to back it up. a monk lives a life of such discipline and devotion that it allows them to transcend the limits of the mortal form.

and if going with RL examples, well, ive met many a chaotic martial artist (though none of the good ones were curiously), but never a chaotic monk. it goes against the lifestyle.
pres_man

09-20-06, 09:56 AM
For the monk issue, I think the deal has to be how do you see monk's getting their abilities? Is it through training and perfecting their techniques, then Lawful really seems more appropriate (much like a wizard). On the other hand, if you think it is more with getting in touch with their Ki (or spirit or what have you), then it is more about unlocking some part of yourself, thus chaotic might be fine (much like a sorcerer).

*According to the PHB wizards "tend" towards lawful, while sorcerers "tend" towards chaotic, though neither is restricted.*
Gwenfloor

09-20-06, 01:45 PM
You are allowed to your opinions, but there are exceptions to almost every rule. Thus is the reason I allow chaotic monks, in which every monk order uses different training methods.
darkwarrior42

09-20-06, 02:54 PM
I like your house rules for the most part. I'm not sure I like the idea of chaotic monks, but I certainly don't see anything unbalancing about them. I was hesitant when I saw lawful barbarians, but your reasoning makes a lot of sense. Everything else I liked completely.

One thing I havn't considered yet (it's been a while since I looked at this class in detail) is how a lawful dwaven barbarian/dwarven defender would work. I don't think you could use defensive stance and rage simultaneously, but the other bonuses granted by the classes might stack really well. It might make for an interesting character, especially with the background of military training you have. Perhaps even an elite squad of dwarves, trained both at holding the line and taking the fight to their foes with equal skill and ferocity.

Ok, I like this idea a lot. Good one.

One question: If you're allowing chaotic monks, do you think you might change the githzeri to be a bit more chaotic, living in Limbo as they do?
Gwenfloor

09-20-06, 03:31 PM
Chaotic Monk factions allow their positive feelings and their individuality to help achieve true peace of mind, as opposed to bottling up all their feelings. The reason that they are resistant to enchantment effects is that they do not suppress their emotions, which if they do, they fight against their emotions daily, which makes it all the more harder to achieve peace of mind. Thus, their Ki Strikes and abilities rely upon positive emotions (if Good), or negative (if Evil), releasing them in short, but safe bursts, a compromise between totally suppressing your emotions or allowing your emotions to run wild, totally consuming you.
Githzerai Monks can either fight against the Chaos of Limbo (the Lawful Faction), or use it to enhance their abilities (the Neutral and Chaotic factions).
ArcTan

09-20-06, 06:07 PM
Chapter 1: Abilities
Charisma does not represent physical attractiveness. What is handsome/beautiful is in the eye of the beholder.
Example: Orc culture (in my campaign) prefers strong, tough, and sturdy women and men. Thus, acts of physical strength are considered one of the highest qualities to look for in a mate.

'Snot really a houserule. We've been saying this for over a decade, but people tend not to listen. Charisma is "force of personal presence", and has nothing to do with how pretty you look.

Chapter 2: Races
With proper consideration, Blue Goblins, Duergar, Drow, Svirfniblin, Kobolds, Goblins, Hobgoblins, Orcs, Aasimaar, Tieflings, Jermlaine (MMII), Mongrel folk (Fiend Folio), Forest kith Goblins (MMIII), and Kenku (MMIII) are available as PC races, except in campaign settings where they are not found. If you play a Drow PC, please do not make him/her a Drizzt’do’Urden clone. For races with light Sensitivity, please look at the Daylight Adaption feat. Blue Goblins from the Expanded Psionics Handbook are found in any campaign setting with both goblins and psionics.
Orcs and Half-Orcs do not suffer a penalty to Charisma.

Nowadays the Orc/Half-Orc Cha penalty has more to do with the taciturn, uncommunicative nature of these races than it has do to with them "not being pretty". You can remove that if you choose, but it doesn't really harm much from a game-mechanical perspective and does give them that bit of balance (for Half-Orcs more than Orcs).

Chapter 3: Classes
Barbarians are literate and can be of lawful alignment. Barbarians are called Berserkers. They can also be found in technologically advanced societies instead of just primitive communities. The Berserkers originated among a form of military branch that taught its soldiers to hit first and hit hard. This is why they are not proficient with heavy armor. The Rage ability is a form of adrenaline rush.

Bards can be of lawful alignment.

Druids can be of any alignment. Nature involves all mindsets, even that of sentient creatures.

Monks can be of any alignment. For Ki strike and Perfect Self Class features, you can choose Good, Evil, Lawful, or Chaotic, but it must match your alignment. For True Neutral Monks, they can choose any one.

Monks and Paladins can multiclass freely.

Paladins of Tyranny, Freedom, and Slaughter can be found as variant Paladins. The Lawful Good Paladin is renamed “Paladin of Honor.”

The Monk Fighting Styles from Unearthed Arcana are allowed as a rule. There is a new Monk Fighting Style I made, the Bare Knuckle Brawler:
You learned unarmed combat not from monastic training, but from the school of hard knocks.
First Level Skill Bonus: Gather Information. They also swap out Knowledge (Religion) for Knowledge (Local).
1st-level feat: Power Attack
2nd-level feat: Close-Quarters Fighting (from Complete Warrior)
6th-level feat: Prone Attack (from Complete Warrior)
6th-level Special Ability: You gain a +2 bonus on Tumble attempts when prone, and can Tumble out of a threatened square when prone as a move action. Prerequisite: Tumble 8 ranks.
Urban Rangers from Unearthed Arcana are allowed as a Core Class.

Sorcerers gain Diplomacy, Intimidate and Disguise as class skills. They gain a Bloodline feat from the Dragon Compendium as a bonus feat at 1st Level.

Wizards’ spell books do not have to take book form; they could take any form that makes sense. For example, a wooden staff or mojuba bag (from Nyambe, African Adventures).
Nobles from the Dragonlance Campaign Setting are allowed as a Core Class. This is essential for PCs who want to play as a member of high society, but do not want to be an Aristocrat.
Chapter Four: Skills and Feats:
You can substitute your Strength Modifier in place of your Charisma Modifier for Intimidate.
Improved Toughness from Monster Manual III and Complete Warrior can be used in place of Toughness for Feats and Prestige Classes that require Toughness as a prerequisite.

All sounds fine.

New Feat:
Cross-Training (General)
You are skilled in techniques those of your background would not normally know.
Benefit: Choose two Cross-Class skills. They are now class skills for you.
Special: You can take this feat more than once. Each time, you select another two Cross-Class Skills to be Class Skills for you.

SWRPG has something like this. I think it's decently balanced, for a feat.

Daylight Adaption from Player’s Guide to Faerun is allowed, and vital if you want to play a race with light blindness.

You can also just wear shaders.

Chapter 5: Morality and Alignment
In some cultures, some things are not considered morally repulsive by the government or society. For example, in the Scarlet Brotherhood in the Greyhawk Campaign Setting, killing and torturing foreigners is not frowned upon at all. However, this does not make it non-evil. Such people still register as evil by spells that affect evil creatures. These people are so misguided that when confronted with magical proof from detect evil, their thought process cannot fathom the fact that what they're doing is wrong, and immediately assume it to be Illusions or lies. When these people use Detect Evil and other such divinatory spells, the people who register as evil in their eyes are those who would be considered evil by their culture's mind-set and standards. They still build temples to Non-Evil Gods, even if their prayers are not answered. Thus, it is possible that a Cleric of Pholtus could still see himself as loyal when he tries to commit genocide against the Giants and Goblinoids.
Any thoughts, comments, suggestions? Are any house rules unbalanced? If so, why?

I don't like this way of handling Evil alignment, but then I don't like alignment that much in general.

I don't think Evil characters should be so misguided they think of Detect Evil as "illusions and lies" -- more likely, they think that what Good-aligned cultures *label* Evil is actually Good, and hence the spells are accurate but their results are being misinterpreted (it's a *good* thing to be strong and take what you want rather than be a coward who bows to the needs of others).
Gwenfloor

09-20-06, 10:00 PM
That is also a good idea for the alignment, ArcTan. But what about misguided zealots and crazy Paladins, who are willing to butcher their deity's moral code for political gain, or lie to themselves, saying that what they are doing is right? Would their Detect Evil register non-evil people as not evil, even if such people are the fanatics' sworn enemies?
Thelon Fairblade

09-22-06, 12:02 PM
all of your rules are fine. You haven't changed anything mechanically, really, other than breaking tarkin's favorite rule "good PRCs are paid for with cr@ppy feats" (i.e. Toughness and Dwarven Defender).

Personally, I would allow monks to be non-chaotic (i.e. neutral, achieving balance), but not chaotic. You opinion obviously is different.

Your Berserkers are fine. I use the same variant and explanation in my current campaign world (but only for one nation).


The alignment issue -- I think you are setting yourself up for more headaches than you realize. Remember than Good and Evil are absolutes in the D&D world. You either are EVIL, or you aren't. You might not think you are evil, and you might think Detect Evil spells are lying, but the protection from evil spell still works on you, Smite Evil works, etc. There are numerous "proofs" in the D&D world that are absolute, factual, and evidential, no matter what you believe. There are entire planes dedicated to Evil.
If you're not changing all those aspects of the game -- why have a special rule notation at all?
Gwenfloor

09-22-06, 09:28 PM
I was merely just describing why some people do not view themselves as evil, unlike in typical fantasy realms where some people are "the King of Evil," and refer to evil kings as "your Loathsomeness," as in many children's books and games in order to eliminate shades of grey. In real life, evil people view themselves as benevolent and divine, regardless of their actions.