| Post/Author/DateTime | Post |
|---|---|
| Mindolin09-21-06, 09:49 AM | Okay, for my campaign, I was planning on using the following house rules: Ability Scores: Role 5d6, reroll ones, drop two lowest. Skill Points: Everyone gains two additional class skills that they may choose to reflect past training. Also, each class gains an additional skill point per level, multiplied at 1st level. Everyone gains max gold at 1st level. Flaws can be taken. Spells that restore life do not cost a level. If you manage to defeat something that would give you enough experience to gain multiple levels, you get those levels, as you earned them. If you make a new item, class, or feat, there is a chance I'll be granting a little bonus experince. Back stories are not neccesary, but may gain a minor item depending on the amount of effort put into it. For summoning spells, roll 1d10. On a roll of 1, you get a weaker creature, 10 is a stronger creature. Anything else is average. The Gestalt variant will be used. |
| stargate52509-21-06, 06:01 PM | Ability Scores: Role 5d6, reroll ones, drop two lowest. this will make your characters abilities very high. Skill Points: Everyone gains two additional class skills that they may choose to reflect past training. Also, each class gains an additional skill point per level, multiplied at 1st level. I use the second half of this as well, but I restrict it to professions, knowledge, or craft, and it works well. The first half seems like a good idea, if most people would only put it into spot and listen. Everyone gains max gold at 1st level. not too overbalancing, as this would happen within an encounter or two anyway. Flaws can be taken. I don't know about these, so I won't comment. Spells that restore life do not cost a level. We play that way too, and I don't particularly care for it, but to each his own. If you manage to defeat something that would give you enough experience to gain multiple levels, you get those levels, as you earned them. peachy keen. If you make a new item, class, or feat, there is a chance I'll be granting a little bonus experince. assuming its balanced, naturally? Back stories are not neccesary, but may gain a minor item depending on the amount of effort put into it. ah yes, not forcing them per se... For summoning spells, roll 1d10. On a roll of 1, you get a weaker creature, 10 is a stronger creature. Anything else is average. I ask you honestly how often this would come up, and wether it has enough bearing on the game to be considered. The Gestalt variant will be used. See comment on Flaws. |
| CryoSilver09-21-06, 06:12 PM | Ability Scores: Role 5d6, reroll ones, drop two lowest. Ok; I use point buy now (32, usually) and I find it makes the game more "heroic" Skill Points: Everyone gains two additional class skills that they may choose to reflect past training. Also, each class gains an additional skill point per level, multiplied at 1st level. I use a similar system, but you only get the bonus skill points if you advance your race's favored class. Everyone gains max gold at 1st level. Fine Flaws can be taken. I don't personally like flaws; they reek of min-maxing, but to each his own; you seem to be running a high-power game. Spells that restore life do not cost a level. Not in an RP heavy game, but if you're running a "classic" dungeon crawl, I can see this being valid. If you manage to defeat something that would give you enough experience to gain multiple levels, you get those levels, as you earned them. Ok. If you make a new item, class, or feat, there is a chance I'll be granting a little bonus experince. Encouraging customization? Mmk Back stories are not neccesary, but may gain a minor item depending on the amount of effort put into it. Define "minor" For summoning spells, roll 1d10. On a roll of 1, you get a weaker creature, 10 is a stronger creature. Anything else is average. I don't like this. The Gestalt variant will be used. No experience with gestalt. |
| Lord_Varos09-21-06, 09:50 PM | Holy sh*t. Can I join your game? I'd like to see what kind of challenges these PCs will face during the day. The CR of enemies will be, what, party level + 11? That sounds strange, but oddly fun. For summoning spells, roll 1d10. On a roll of 1, you get a weaker creature, 10 is a stronger creature. Anything else is average. They'd better be getting stronger creatures *every* time. At the rate you're going, higher-powered creatures will be a necessity. With all of the amazingly powered-up variants you're using, it'd be a waste of time to take the standard summoning spells, as they'd be so vastly outstripped by your power and by your enemies'. If you make a new item, class, or feat, there is a chance I'll be granting a little bonus experince. Again, can I join your game? I wish my DM did this. I always want more customization. And getting paid for it isn't bad, either. Gestalt is amazing, you should definitely at least try it, even if you don't end up liking it. It makes for a very fun game, and gets new-ish players to think about the rules and optimization, which is good for a group like yours which, seemingly, favors striking and killing power. |
| Mindolin09-21-06, 10:25 PM | Sorry, I should have said that. The bonus exp. is based both on how much effort went into it, and how balanced it is, relative to your skill level in making things. That way, I won't be punishing the players who have just started and want it, or being unduly generous to those who have played for a while, and so sling some drivel together to get closer to that next level up. The main reason for the high ability score rolls is because of how we are playing Gestalt, as that naturally requires greater abilities. I am having doubts about the summoning thing, though, as well as the flaws. And a minor item is, at most, something that costs at most 750 gp. And these items can not be sold, at least until the character could already afford it. |
| stargate52509-21-06, 11:10 PM | Sorry, I should have said that. The bonus exp. is based both on how much effort went into it, and how balanced it is, relative to your skill level in making things. That way, I won't be punishing the players who have just started and want it, or being unduly generous to those who have played for a while, and so sling some drivel together to get closer to that next level up. The main reason for the high ability score rolls is because of how we are playing Gestalt, as that naturally requires greater abilities. I am having doubts about the summoning thing, though, as well as the flaws. And a minor item is, at most, something that costs at most 750 gp. And these items can not be sold, at least until the character could already afford it. Sounds reasonable. |
| Chrono Nexus09-21-06, 11:35 PM | Okay, for my campaign, I was planning on using the following house rules: Ability Scores: Role 5d6, reroll ones, drop two lowest. This will make high ability scores. Skill Points: Everyone gains two additional class skills that they may choose to reflect past training. Also, each class gains an additional skill point per level, multiplied at 1st level. I already do something like this- players get 2 skills that are always considered class skills, which they choose at first level. I don't add any ranks though. Everyone gains max gold at 1st level. *shrug* buying lots of toys at low levels is fun, I don't think anything in the equipment list that can be afforded at low-level would inherently break the game. This is ok. Flaws can be taken. I hate flaws. Flaws are the weak excuse for a powergamer gives to explain where all those extra feats come from. Little if any flaws actually balance evenly with the benefit of another feat. Unless, of course, you mean taking flaws for the sake of it? I give exp bonuses at the start of a campaign to players that "tie one hand behind their back". Spells that restore life do not cost a level. You must be new to the game? Is this your first time DMing? If you remove the Ressurection'sh spells' experience restrictions, you'll get a problem with the revolving door. Players won't fear the death of their pcs; they won't take your combat seriously if dying poses no risks or drawbacks. If you manage to defeat something that would give you enough experience to gain multiple levels, you get those levels, as you earned them. At the end of every fight, ask yourself- "Could I have played this monster better? Are there things I with this monster that would have allowed it to win, with the monster's ability alone? If you could have, it means you probably aren't playing the monster right. Giving the pcs powerful opponents, and then letting the opponents pull punches to let the players gain easy exp is a bad idea. The players might say, "Cuu1, I gotta powa!" after every fight, but soon they will realize that they can't lose, and they will burn out on the idea of winning against easy odds. If you make a new item, class, or feat, there is a chance I'll be granting a little bonus experince. Great idea. I love it when players make up their own stuff! Encouraging this behavior is good, but make sure you critique the players' additions closely. Based on what I know about your playstyle thus far, they may be motivated by nothing but Roll playing reasons (ie combat ability) Back stories are not neccesary, but may gain a minor item depending on the amount of effort put into it. Terrrible, terrible idea. A few lines to describe where a pc comes from is nothing... and can help to avoid akward situations later in the game. Also- your incentive to make a backstory is that it will be rewarded with a magic item, or power. A player should have more important reasons to want to have a past. A good backstory can give a player something no magic item can endow- Motivation. An avenger that seeks to kill the BBEG- or the hero that wants to restore his life's love to health.... these things are the essence of a good story, and are the best and most memorable reward in the game of DnD. For summoning spells, roll 1d10. On a roll of 1, you get a weaker creature, 10 is a stronger creature. Anything else is average. I like this.Although.. I would change the roll to a d20... and if the player rolls a 13- they randomly summon a monster from the random encounter table!! This would be funny. The Gestalt variant will be used. I figured as much. Kid, it isn't what it's cracked up to be. Remember this- DnD is a story played among friends for the enjoyment of them. It is a chance for people to share enthusiasm for an idea and to share a fantastical dream- to play as people in a world of magic and fantasy and mystery and adventure. The rules of the game- the dice rolls, the BAB, Saves, Attacks... are nothing but the frame that is used to combine the images and ideas of multiple people so that they can act in unison. Play the game as you desire, but know that there is a difference between Fun and Pleasure. Gear, Gold, and Glory might be a tasty snack... but a good story is much more appetizing to an imagination. |
| Slapstick09-22-06, 03:43 AM | Your incentive to make a backstory is that it will be rewarded with a magic item, or power. A player should have more important reasons to want to have a past. A good backstory can give a player something no magic item can endow- Motivation. An avenger that seeks to kill the BBEG- or the hero that wants to restore his life's love to health.... these things are the essence of a good story, and are the best and most memorable reward in the game of DnD. Remember this- DnD is a story played among friends for the enjoyment of them. It is a chance for people to share enthusiasm for an idea and to share a fantastical dream- to play as people in a world of magic and fantasy and mystery and adventure. The rules of the game- the dice rolls, the BAB, Saves, Attacks... are nothing but the frame that is used to combine the images and ideas of multiple people so that they can act in unison. Play the game as you desire, but know that there is a difference between Fun and Pleasure. Gear, Gold, and Glory might be a tasty snack... but a good story is much more appetizing to an imagination. This is one of the better posts I've ever read. I'll print this part out and hand to my players! - Slaptick |
| Sylian09-22-06, 12:00 PM | "Ability Scores: Role 5d6, reroll ones, drop two lowest." I prefer giving them stats instead of rolling, but it seems okay. "Skill Points: Everyone gains two additional class skills that they may choose to reflect past training. Also, each class gains an additional skill point per level, multiplied at 1st level." Nice. "Everyone gains max gold at 1st level." Doesn't matter much. "Flaws can be taken." If you stick to the UA-flaws it won't be very unbalanced. "Spells that restore life do not cost a level." You should have another penalty instead then. "If you manage to defeat something that would give you enough experience to gain multiple levels, you get those levels, as you earned them." When would this happen? "If you make a new item, class, or feat, there is a chance I'll be granting a little bonus experince." Naw, I don't like this. They should get the item/class/feat but not experience, methinks, unless it's overpowered. "Back stories are not neccesary, but may gain a minor item depending on the amount of effort put into it." Smart idea. "For summoning spells, roll 1d10. On a roll of 1, you get a weaker creature, 10 is a stronger creature. Anything else is average." Why would that happen? Because the gods thought you should get a weak/strong creature? "The Gestalt variant will be used." Be aware. Be very aware. |
| RobbyPants09-22-06, 12:46 PM | I like a lot of your rules (and use many of them, or at least variants of them). I kind of like the 5d6 method or rolling. I've played in and ran some games with some pretty liberal rolling. It can be cool, but people eventually get used to characters with at least 1 18 and 2 16's. As for the XP gained when killing something big (or several big things), what I've done is give them the XP, let them take one level that session, and the next session that they don't level, they can apply the other level. This kind of represents some "training", but it also keeps them from skipping levels. |