| Post/Author/DateTime | Post |
|---|---|
| Kradlo08-27-06, 05:51 PM | I'm starting a campaign shortly, and want the players to have fun. To help them survive the nastiness that they may face, I'm incorporating some house rules. 1. 32 point buy. I like the characters to be heroic in scope. 2. PCs may choose to play any race or class in the books, but if they want to play it, they have to have the book and know the rules on that race or class. Variant classes from UA are allowed, including the Paladins of Freedom, Tyranny and Slaughter. I will have pregenerated characters available as well. 3. All characters begin with 8 extra skill points at 1st level, and gain 2 extra skill points per level. Except for Speak Language, all skills may be purchased as class skills by all characters. I like characters to use skills, and dislike having to take odd class choices to learn a skill. Seafaring fighters can learn Profession: Sailor, for example. Speak Language may be taken for 1 points (a half rank) to learn a smattering of a language, like Orcish. A full rank gains normal fluency. 4. Hit points are maxed out at 1st level, and 3/4 max per level thereafter. So, a fighter gains 7 hit points for gaining a level, plus Con bonus. I dislike a bad die roll gimping a character for his career. 5. If you gain a feat from a class or prestige class and already have the feat, pick another feat in its place. 6. Death from Massive Damage is based on size (DMG pg 27). 7. Instant Kill variant applies (DMG pg 28). 8. Striking the cover instead of the target rule applies (DMG pg 24). 9. Shooting into melee without Precise Shot means you may hit your allies. You can take a -4 penalty to avoid this. If you do not, there is a 20% chance that you will hit an ally instead of your opponent. 10. I use a 30 count melee round. If your initiative roll is over 30, you will get another action at count X-30, and that will be your initiative thereafter (barring delays, readied actions, etc.). 11. Action points will be used, as per Unearthed Arcana. 12. Reserve points will be used, as per Unearthed Arcana. 13. The Rule of Three applies. This means that if your character can have it, as GM I can have three of them. Want a howling black runesword? Fine, but you'll be facing a trio of them in my dungeon. It cuts down on the munchkin factor. |
| Tony11108-29-06, 03:49 PM | 10. I use a 30 count melee round. If your initiative roll is over 30, you will get another action at count X-30, and that will be your initiative thereafter (barring delays, readied actions, etc.). This is abusable to get two turns per round. -Tony |
| Harkle08-29-06, 04:04 PM | 10. I use a 30 count melee round. If your initiative roll is over 30, you will get another action at count X-30, and that will be your initiative thereafter (barring delays, readied actions, etc.). Very abusable, but the part that makes me wonder even more is if you roll higher than a 60 would that mean you get two extra actions in a round? I know 60 is really high for inititive but I did play with someone whos character could pull it off, don't ask me how. |
| stargate52508-29-06, 08:29 PM | This is abusable to get two turns per round. -Tony Not abusable, as I beleive that is the intent. Quite nice, actually, as someone that fast should be able to do more in six seconds. The abusable part is if you let them drop ALL their turns down so that they are consecutive. |
| Thelon Fairblade08-30-06, 08:49 AM | Instant Kill: Watch your high-adventure heros die unexpectedly and without recourse. Reserve Points: IMC, I give these to the Fighter only, and only for hp earned from Fighter levels. Gives the fighter a little bonus without directly influencing any specific combat. Action Points: these are good and fun! IMC, I do these 2 extra things: (a) when you roll an Action Point die (i.e. instead of simulating a feat or re-preparing a spells), you add your charisma mod. yes, mod, not bonus... use charisma as a dump stat, and your Action Points will suffer. (b) I allow characters to roll Action Points to directly add to or subtract from damage. For example, the battlesorcerer (17 CHR) sometimes chooses to add his 1d6+3 (see "a" above) to his True Strike enhanced spear shots. the Paladin (CRH 18) sometimes will cut 1d6+4 damage off the blows her foe strikes her with. 30-pt initiative: Um,, this seems like a bad idea. |
| Victor_Phoenix08-30-06, 12:36 PM | Some Idea's Full HP it doesn’t really unbalance things as long as monsters get it to. I use d10 for initiative. A also have multi round rules. After each round I subtract 10 from the current initiative. If the characters and monsters have any Initiative left they get act again I then subtract 10 again another action and so on. Certain creatures get a different score on initiative to make them more dangerous. BBEG get a lot of initiative!! Nothing is worse than your big bad only getting to move and swing his weapon once. It can be abuse able if you playing with people whom like to abuse things, my group likes it. Also a variant I have used is only partial actions may be used during extra rounds. Just Some thoughts |