House Rules [Archive] - Wizards Community

Post/Author/DateTimePost
TLomon

01-17-05, 12:25 AM
Ok, here is a go. This is the set of rules that my campaign (where I co-DM) works under. I am open to any constructive critism on them.


Character Creation/Development
* Stats are rolled 4d6, dropping the lowest. Arrange stats in any order you wish.
* Characters receive 2 points per level that must be spent on craft, profession, or knowledge skills. These points are multiplied by 4 at first level.
* Gestault can be chosen at +2 LA. This LA can not be bought off.
* Any sourcebook owned by the DM can be used as a reference for creating a character. This includes campaign specific material.
* All characters are subject to DM approval before play.

Skills
* Somatic Concealment has been rolled into Sleight of Hand.
* Bluff used to feight is modified by Dex instead of Cha.
* Leadership is now a skill. For those who wish to enhance this ability, they may purchase skill focus as a feat.
* Several new skills are available from conversions of earlier edition material. (Mostly Spelljammer)

Feats
* All metamagic feats can be used as quick and dirty research options for spells. If you are a wizard, it is recommended you do not purchase them.
* All item creation feats have been removed from game. The items can be created by obtaining the necessary skill ranks in relevant areas of study.
* Several feats have been consolidated. Please review the index to determine how any feat you may have chosen is affected. (Example listed below).

Prestige Classes
* Prestige classes are allowed, but must be obtained through in play discovery. Each prestigate class has a specific purpose in the campaign world. It is possible for a character can become the founder of a prestige class.
* Prestige Classes with set areas of study are the following: Arcane Trickster, Assassin, Chronomancer
* Prestige Classes that have been removed from play: Guild Rogue
* Other prestige classes will be adjucated on a case by case basis as the campaign unfolds.

Combat
* Character's falling to negative hitpoints normally die at -10 hp, but this number is modified by their Con bonus.


Example of Revised Feats:
Skill Focus
Untrained: A character does not normally have skill bonuses.
Level 1: Choose two skills. You gain a +2 bonus on all checks for these two skills. Alternatively, you can choose only one skill. You gain a +3 bonus on all checks involving that skill.
Level 2+: As level one. Its effects stack to a maximum of +5 bonus on any one skill.

Weapon Expertise
Untrained: A character does not normally have expertise bonuses.
Level 1 Prerequisite: Proficiency with chosen weapon. Base attack bonus +1.
Level 1: Choose one type of weapon. You can also choose unarmed strike, grapple, or ray. You gain a +1 bonus on all attack rolls you make using the selected weapon. You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Level 2 Prerequisite: Base attack bonus +4.
Level 2: You gain a +2 bonus on all damage rolls you make using the selected weapon.
Level 3 Prerequisite: Base attack bonus +8.
Level 3: Your bonus on all attack rolls is increased to +2 for your selected weapon.
Level 4 Prerequisite: Base attack bonus +12.
Level 4: Your bonus on all damage rolls is increased to +4 for your selected weapon.
Xeviat-DM

01-17-05, 01:09 PM
Character Creation/Development
* Stats are rolled 4d6, dropping the lowest. Arrange stats in any order you wish.
* Characters receive 2 points per level that must be spent on craft, profession, or knowledge skills. These points are multiplied by 4 at first level.
* Gestault can be chosen at +2 LA. This LA can not be bought off.
* Any sourcebook owned by the DM can be used as a reference for creating a character. This includes campaign specific material.
* All characters are subject to DM approval before play.

* I prefer 32 point buy, but it amounts to the same thing on average (4d6 has an advantage of creating a more organic look though)
* Interesting idea. I see those skills taken more in games where there is more downtime.
* I like that, but maybe that should be offered as the only method of multiclassing. How do you handle 1st level characters? (Or do you start at 3rd level?)
* That's scary, I'd prefer to play in a game that has more unity (but I assume the world is very large).
* Of course, it should always be that way.

Skills
* Somatic Concealment has been rolled into Sleight of Hand.
* Bluff used to feight is modified by Dex instead of Cha.
* Leadership is now a skill. For those who wish to enhance this ability, they may purchase skill focus as a feat.
* Several new skills are available from conversions of earlier edition material. (Mostly Spelljammer)

* I use feint as a BAB check, modified by cha for attack, wis for defense, +2 synergy from bluff or sense motive.
* How do you handle Leadership then? Followers? Cohorts?
* Unsure of what to say about Somatic Concealment and the spelljammer skills since I haven't heard of them before.

Feats
* All metamagic feats can be used as quick and dirty research options for spells. If you are a wizard, it is recommended you do not purchase them.
* All item creation feats have been removed from game. The items can be created by obtaining the necessary skill ranks in relevant areas of study.
* Several feats have been consolidated. Please review the index to determine how any feat you may have chosen is affected. (Example listed below).

Sounds like the game might have a bit more of a high powered feel due to the increase in feats. I'd like to see how the skill based item creation works.

Prestige Classes
* Prestige classes are allowed, but must be obtained through in play discovery. Each prestigate class has a specific purpose in the campaign world. It is possible for a character can become the founder of a prestige class.
* Prestige Classes with set areas of study are the following: Arcane Trickster, Assassin, Chronomancer
* Prestige Classes that have been removed from play: Guild Rogue
* Other prestige classes will be adjucated on a case by case basis as the campaign unfolds.

Sounds good. I'm currently letting PrCs into my game slowly based on when I first want to use them or when a player first asks about one.

Combat
* Character's falling to negative hitpoints normally die at -10 hp, but this number is modified by their Con bonus.

Nice. Why not simply set the - death at Constitution score?

Example of Revised Feats:
Skill Focus
Untrained: A character does not normally have skill bonuses.
Level 1: Choose two skills. You gain a +2 bonus on all checks for these two skills. Alternatively, you can choose only one skill. You gain a +3 bonus on all checks involving that skill.
Level 2+: As level one. Its effects stack to a maximum of +5 bonus on any one skill.

Weapon Expertise
Untrained: A character does not normally have expertise bonuses.
Level 1 Prerequisite: Proficiency with chosen weapon. Base attack bonus +1.
Level 1: Choose one type of weapon. You can also choose unarmed strike, grapple, or ray. You gain a +1 bonus on all attack rolls you make using the selected weapon. You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Level 2 Prerequisite: Base attack bonus +4.
Level 2: You gain a +2 bonus on all damage rolls you make using the selected weapon.
Level 3 Prerequisite: Base attack bonus +8.
Level 3: Your bonus on all attack rolls is increased to +2 for your selected weapon.
Level 4 Prerequisite: Base attack bonus +12.
Level 4: Your bonus on all damage rolls is increased to +4 for your selected weapon.

How do you get higher levels? Taking the feat again? Or simply when you meet the prereq?
TLomon

01-17-05, 04:38 PM
Good questions. I'll try my best to answer them.

* I like that, but maybe that should be offered as the only method of multiclassing. How do you handle 1st level characters? (Or do you start at 3rd level?)

Actually, we are starting at 3rd level, with some legacy 15-18th or so retired characters that make cameo appearances (at the award ceremony, etc.). However, if a person were to make a 1st level character, it would just mean they take a long time to hit level 2. A lot of this is conversion from 2nd edition, and how we decided it should work. This actually may change to entirely a gestault campaign. So far, from our conversion, gestault matches what we were aiming for.

* That's scary, I'd prefer to play in a game that has more unity (but I assume the world is very large).

Legtimate concern, except for the campaign utilizing Spelljammer. (Out of print system that connected all campaign worlds.)

* I use feint as a BAB check, modified by cha for attack, wis for defense, +2 synergy from bluff or sense motive.

Interesting idea. I am going to propose this to the co-DM. We will at least play test it.

* How do you handle Leadership then? Followers? Cohorts?

Good question. Leadership score is Skill + Cha Mod, on a slightly modified chart (basically the original chart with all benefits requiring 3 higher leadership then before).

* Unsure of what to say about Somatic Concealment and the spelljammer skills since I haven't heard of them before.

Somatic concealment is a skill from the original Dark Sun set that was later expanded to the entire game. It allows the caster to try to hide their somatic components of a spell versus an opposing sense motive check. The movements are still made, but a little trickery is involved.

Spelljammer is AD&D Adventures in Space (that is from the box cover). Out of print system. Skills involved are related to navigation in space, piloting ships, etc.

Sounds like the game might have a bit more of a high powered feel due to the increase in feats. I'd like to see how the skill based item creation works.

Brew Potion
Prerequisite: Craft (Alchemy) 6. Spellcraft 6.
Craft Magic Armor
Prerequisite: Knowledge (Arcana) 8 or Knowledge (Religion) 8 or Knowledge (Nature) 8. Spellcraft 8.

Basically, we are trying to encourage players to make items. Not just spellcasters, but any player if they want to study in the appropriate fields. The XP cost helps slows advancement.

The campaign has a large influx of cash into it. Most campaigns that may be a problem, but ours has a purpose. First, the characters will eventually get their own ship (large investment), and then they have to try to keep it in working order (major cash drain for the future). Magic items are simply not available at the 5 and Dime. (The BBEG took care of destroying a certain store chain). Allowing players an easier way to create items without having to burn feats is something we want to allow.

Nice. Why not simply set the - death at Constitution score?

That would work too. However, I didn't want constitution drain to be as hard hitting if the character falls unconcious from damage.

How do you get higher levels? Taking the feat again? Or simply when you meet the prereq?

You take the feat again. It is the exact same feat structure, but organized differently. All of the skill modifiers (Acrobatics, Deft Hands, etc.) have been rolled into Skill Focus. All of the weapon modifiers have been rolled into Weapon Expertise. It cuts down on the amount of page shuffling you need to do look up an entire feat path. This is more of an administrative change then anything. They work exactly like original feats... um. A few exceptions.

Weapon Expertise, as you can see, is now open to any class who wishes to concentrate on it, but allows warrior types to learn it faster. We did this for a few feats. I just realized that I left out some of the class specific changes.

Characters can learn different combat styles at the appropriate school. The different levels of style have major prerequisites. Once a player has completed the cost (gp), time of training, and xp (yup, they have to spend xp), they can learn a special maneuver of the style. (Similiar to a feat). This is all from the Quintissential Fighter.

There are several new feats that wizards can learn that we do not feel are unbalancing, but allows the player to focus on customizing their class, as a feat should do. Metamagic, since it requires preparing a spell ahead of time, we decided to move to a research area instead. It accomplishes the same thing, but requires the wizard to spend a little time and money to get the results they want. Additional cash flow out of the game.

Shoot, I also forgot to list all of the UA rules we are using. Ok, going from top of head because my notes are at home, we are allowing the following:

UA Variants:
Any race. We will find room for it on some world.
Reducing level adjustments for races.
Bloodlines, paragons, classes all allowed.
Traits, Flaws.
Complex Skill Checks (will most likely be incorporated into item creation)
Considering: We are looking at weapon group feats.
Considering: Craft points, but working on a non-feat way to increase points (time, money).
considering: Defense Bonus, Armor DR
Metamagic Spell Components
Xeviat-DM

01-17-05, 07:27 PM
I've heard of spelljammer, didn't know it was that expansive.

Sounds like you guys have got everything covered then. If you're interested in some other ideas, Jack Daniel has some variant rules (for example he has a very well tried and true parry system he uses in his games; I'm considering porting it into mine).
TLomon

01-17-05, 07:35 PM
Where might I find examples of Jack's work?