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| Chrono Nexus09-23-06, 06:44 PM | I'd like to see your ideas for playing DnD- post your houserules and fixes to the system. I may use good ones, and interesting ideas will of course be recognized... These aren't meant to be scrutinized. The point of this thread is to progressively share ideas and solutions for the betterment of our games- if you don't like the way a houserule is made, make and post your own version of it- don't badger the maker to change his ways to suit your play style. Please use the format of the following houserules to keep you post and housrules clear. 1. d20 Reroller- Purpose: Automatic successes and failures bug me... begone with them! This rule changes out automatic successes for cumulative rerolls. Effect in Play: Player A attacks Monster- and rolls a 1 or 20 on the attack roll. The player rerolls, and takes a penalty or bonus on his attack equal to the second roll... if the hit overcomes the ac, it hits. 2. Warrior Monks- Purpose: The monk is a confused class... it is built for melee combat, but it can't hit very well due to its mediocre BAB progression (nor can a monk enhance his fists magically, as a fighter can his sword)... additionally, the wisdom bonus to ac hardly factors into their combat ability...This fix changes the BAB to a 1/1 basis, and removes their wis to ac bonus entirely. Effect in Play: Monk A (6th level) performs a flurry on a monster- he rolls for his flurry, for a total of two attacks at a +8 bonus, and one at a +3 bonus. Normal: Monk A (6th level) performs a flurry on a monster- he rolls for his flurry, for a total of two attacks at a +7 bonus. each. 3. Divine Cheese, Shredded- Purpose: Clerics are amazing- they can cast in armor, they don't need to rest to gain spells, they have a spell list rivaling the wiz's, and they have more flexiblity in casting than any other class in the game (convert to heal, domains, etc). This fix drops a cleric down a notch. Effect in Play: A cleric may not prepare more than his cleric level in spell levels each day as he prays, aside from his domain spells. Basically, An 8th level clerics preparation is limited to his domain and up to 8 spells levels from the cleric spell list. Additionally, Metamagic items are banned, as is BoED turning metamagic. |
| stargate52509-23-06, 09:12 PM | 4. 'Useless' Skills and You. Every character gains four extra skillpoints at first level, and one level therafter (Exactly like the human skill bonus). These points must be used on a craft, profession, or knowledge skill. |
| Amon_WinterfallIV09-23-06, 11:38 PM | 5. Pay ahead Feats. If you would have gotten a feat as a class ability as a certain level, and would like to have the feat now, you regain the feat when you are awarded the feats. 6. Redevised Diplomacy: Diplomacy now goes: Vendetta/Aggressive/Suspicious/Neutral/Courteous/Amiable/Amourous. Few enemies are going to have a vendetta against someone (this is the extreme dislike), and few people will be Amourous (Extreme like) All characters have a 'diplomatic resistance' against being influenced. So, raising a relationship with someone one step with diplomacy is a DC set by the opposing character, and raising it two steps is +20 DC, three steps +50 DC. It generally takes at least a few minutes to use diplomacy; using it on a round by round basis is -20 penalty. Finally, making a deal is based on whether the person your dealing with thinks of it, and how 'fair' they view it. Someone Aggressive with you might still accept an deal in their favor, and a lover might decline a unfair deal. |
| bassist3333309-24-06, 02:12 AM | 7. Other Diplomacy Fixes: After a ten second grace period (for every response) to figure out what one is to respond with, when in a vis-a-vis diplomatic situation, time is officially considered "moving," meaning anybody that talks is going to get checked on, and if you don't say anything, it will be checked, seeing as the person standing before you is waiting for you to say something. Corrolary 1: There is no "taking back" what one says. If you start talking even before the ten seconds end, time is officially "moving" again, and everything said is checked. Corrolary 2: If the one who is the "diplomat" of the group wants to be the only one talking, then he should be the only one talking. Whispering to the other players for ideas is acceptable, but it'll appear that you are whispering back to your group in the game as well. 8. The "Knowledge is Power" Rule: Similar to #4, I allow an allotment of 2 + your Int modifier that can be used for placement only in knowledge skills. This number is also multiplied by four on the first round. Corrolary 1: As such, I do enforce the "you only know what you know" rule that's already in place, meaning if you "know" something about the enemy in real life, but your character doesn't have enough knowledge to know it in-game, I will enforce that your character has to figure it out before you can take advantage of the knowledge. Corrolary 2: Wizards and Clerics can devote two hours per week OR eight hours per month between each level for private studying, provided they have a quiet area. Clerics also need to have a religious item to focus on (including altars or other temple items), while Wizards need a fair amount of books. Doing this increases the number to 6 + Int modifier for the next knowledge boost. Bards and Rogues can do the same, increasing the number to 4 + Int, and Bards need poems or lyrics to read over, while Rogues need either books, a mirror to practice soliloquy or another rogue of their alignment to talk to and discuss skills. Rangers and Druids can up this number to 3 + Int, and they just need to meditate out in the nature. The other classes cannot gain extra bonuses, but still receive the main knowledge boost of 2 + Int at every level. The extra bonuses are not possible to receive at first level. <_< ~Bass'-ist. |
| JulesCARV09-24-06, 02:40 AM | Two for Eberron: 9. Artificers cannot meet spell prerequisites by imitating classes which cast spells at a lower caster level than (2 x spell level) - 1. E.g., an artificer cannot imitate an Ur-Priest at level 7 to meet the prerequisite for miracle, which an Ur-Priest can cast at caster level 9. 10. Warforged cannot use Psychic Reformation to change their level 1 body feat (e.g., adamantine body, mithral body, etc). |
| TheDarkLord09-24-06, 04:13 AM | I'm going to list a few me and my players love. 11. Adventuring is strenuous on both the Mind and body, Instead of gaining a bonus to one ability score every four levels you gain a bonus to a Physical ability score and a Mental ability score to reflect the strenuous nature of adventuring. 12. Fighters have a larger skill list and 4+int modifier on skills. along with the new skills, Bluff, Hide, Move Silently (I dont own Tome of Battle yet so this is subject to change. 13. All classes have Listen, Search, and Spot as class skills These are just a few of them. We borrowed alot from Unearthed arcana, mainly the weapon Group Feats and such. Our Tome of Housrules currently has over 100 I guess for each of our DM's along with a Revised Epic System that is ours and ours only. |
| Chrono Nexus09-24-06, 12:51 PM | 6. Redevised Diplomacy: Diplomacy now goes: Vendetta/Aggressive/Suspicious/Neutral/Courteous/Amiable/Amourous. Few enemies are going to have a vendetta against someone (this is the extreme dislike), and few people will be Amourous (Extreme like) All characters have a 'diplomatic resistance' against being influenced. So, raising a relationship with someone one step with diplomacy is a DC set by the opposing character, and raising it two steps is +20 DC, three steps +50 DC. It generally takes at least a few minutes to use diplomacy; using it on a round by round basis is -20 penalty. Finally, making a deal is based on whether the person your dealing with thinks of it, and how 'fair' they view it. Someone Aggressive with you might still accept an deal in their favor, and a lover might decline a unfair deal. Nice, this is going in my bag for sure. 8. The "Knowledge is Power" Rule: Similar to #4, I allow an allotment of 2 + your Int modifier that can be used for placement only in knowledge skills. This number is also multiplied by four on the first round. Corrolary 1: As such, I do enforce the "you only know what you know" rule that's already in place, meaning if you "know" something about the enemy in real life, but your character doesn't have enough knowledge to know it in-game, I will enforce that your character has to figure it out before you can take advantage of the knowledge. Corrolary 2: Wizards and Clerics can devote two hours per week OR eight hours per month between each level for private studying, provided they have a quiet area. Clerics also need to have a religious item to focus on (including altars or other temple items), while Wizards need a fair amount of books. Doing this increases the number to 6 + Int modifier for the next knowledge boost. Bards and Rogues can do the same, increasing the number to 4 + Int, and Bards need poems or lyrics to read over, while Rogues need either books, a mirror to practice soliloquy or another rogue of their alignment to talk to and discuss skills. Rangers and Druids can up this number to 3 + Int, and they just need to meditate out in the nature. The other classes cannot gain extra bonuses, but still receive the main knowledge boost of 2 + Int at every level. The extra bonuses are not possible to receive at first level. I like this, but it seems very complex. Here's what I would do. 14. Student of Life Purpose: Characters don't gain enough skill ranks! 2+ int for Wizards? What a joke! Effect in Game: If a character spends at least 1 week (8 hours/day) practicing, studying, or otherwise improving his/her skills, that characters bonus skill ranks due to intelligence are doubled if she levels during that time. This rule may require access to libraries, tutors, or other resources. This encourages players to wait to level until after a delve, back in town. |
| OneWinged4ngel09-24-06, 01:38 PM | 14. Student of Life Purpose: Characters don't gain enough skill ranks! 2+ int for Wizards? What a joke! Whooooa there. You do realize that in practice, Wizards typically get 5-9 sp per level, right? They're an int based class, and almost always have a 16 int right off the bat (probably 18 if you use, say, 25 point buy), and will probably raise it every level and use tomes of intelligence or wish whenever they can get their hands on the things. I've found Wizards often getting just as many SP as the party rogue by mid-level. That seems like quite a lot of sp for a 'joke'. Also, the house rule greatly benefits wizards more than any other class. They really don't need to have 13sp per level, do they? |
| Chrono Nexus09-24-06, 04:21 PM | Whooooa there. You do realize that in practice, Wizards typically get 5-9 sp per level, right? They're an int based class, and almost always have a 16 int right off the bat (probably 18 if you use, say, 25 point buy), and will probably raise it every level and use tomes of intelligence or wish whenever they can get their hands on the things. I've found Wizards often getting just as many SP as the party rogue by mid-level. That seems like quite a lot of sp for a 'joke'. Also, the house rule greatly benefits wizards more than any other class. They really don't need to have 13sp per level, do they? What I think doesn't matter Seph, I'm not going to bother defending my post... if you don't like it, feel free to post your own version of it. 15. Called Shot (1)- Purpose: To increase the fun a fight, by rewarding detailed descriptions of players' attacks. Effect in Play: Once per encounter, a player may attempt a called shot on an opponent (she may target the opponents head, hand, or legs), at a -4 penalty to the attack roll. If the called shot succeeds, the target suffers a drawback depending on what limb is targeted. Head: +4 damage to attack damage. Hand: dc (10 + pcs BAB) reflex save or opponent drops what he is holding in that hand, and attack damage. Leg: The opponent receives a - 10 penalty to his baseland speed, and attack damage. This penalty persists until the opponent heals at least 1 hp. |
| Patrick Draken-Korin09-24-06, 06:34 PM | 16. Hit points and Vitaility points Purpose: who liked negative hit points anyway? Effect in Game: rather than having hit points and a region of negative hit points when you're dying, you have hit points and a region of vitality points while you're dying. This make creating feats and class abilities that increase the dying region easier to explain. Constructs and undead have no vitality points (still destroyed at 0 hp). Note that the hit-p and vit-p method doesn't take any of the vitality/wound system effects that make combat more deadly, just renames the dying region. 17. backstory feats Purpose: since nobody takes them anyway, each character gets a skill feat like agile or stealthy at level 1 Effect in Game: aside from the bonus feat, the character must also validate it with at least a little history. However, the player can choose when this backstory is revealed, if plot twists, dramatic realizations, or simple showboating is desired. |
| wackywizjr09-24-06, 09:27 PM | I have a simple house rule that is used to encourage players to make a good back story for thier character. At first level before choosing skills I will read the back story and award skills at 4 ranks for the story, and a bonus of 2 points on an ability score based on that back story. Say tha back story places the character as a farmers son, he would then have skills in; Knowledge (nature) 4 Craft (Animal husbandry) 4 Profession (Farmer) 4 Handle animal 4 and an ability bonus of; Str +2 These will depend on the completeness of the back story and how well written it is. |
| FeceMan09-24-06, 09:46 PM | If players do not arrive on time, they must sit out the entire session. If a player does not show up at all, he or she is booted out of the campaign. If a player leaves early, he either loses a level or is booted (depending on how early). If a player wishes to stop to go to the bathroom, get something to eat, etc. outside of the designated time, he must take an experience penalty equal to 100 times the number of minutes prior to/after the set time. |
| PhaedrusXY09-24-06, 09:57 PM | They are in my sig, and they are too lengthy to post here. |
| Chrono Nexus09-24-06, 10:11 PM | Please continue to use the houserule format, to maintain clarity and ease of reading. This thread is supposed to be a resource for DMs, and a post might be ignored if a DM has to read it twice to understand. |
| TheDarkLord09-24-06, 10:13 PM | If players do not arrive on time, they must sit out the entire session. If a player does not show up at all, he or she is booted out of the campaign. If a player leaves early, he either loses a level or is booted (depending on how early). If a player wishes to stop to go to the bathroom, get something to eat, etc. outside of the designated time, he must take an experience penalty equal to 100 times the number of minutes prior to/after the set time. Ouch... Those of us with Careers would all be canned from your games. Real Life has a way of interfering with our favorite hobby. |
| 05809-24-06, 10:51 PM | Aye to that. Bathroom breaks are often taken(when DMing, I usually roleplay it as though the player is actually relieving him or herself), work often interferes with length of staying, and other matters can cause a player to be late or miss a session. I have a couple o' house rule Feats: - [Fencing Master] A character with this Feat and wearing Light or no Armour and wielding a Rapier or Katana gains +1 to the Threat Range of the aforemented weapon. Prerequisites: Weapon Finesse (Rapier or Katana), Base Attack Bonus +3. - [Deflection] A character with this Feat is allowed to attempt to deflect any melee attack made by a foe wielding any non-natural, one-handed weapon while the character is wielding a chosen weapon at the cost of one Movement Action on his or her next turn. The Deflection is determined by a Reflex Check made against the foe's original attack roll. A successfully deflected attack deals one half damage, and a successfully deflected Critical Strike deals normal damage(not doubled). If a character with Deflection rolls a natural 20 on a Delfect roll, all damage is diverted. Prerequisites: Dexterity 14, Weapon Finesse (Any). - [Quick Learner] A character with this Feat can, once a day, copy any Feat with a visible effect with a Wisdom-modified roll against DC 10 plus the level of the subject, as long as the character meets any other prerequisites for this Feat. The effects of the Feat last only 1d4+ Wisdom modifier hours. - [Counter-Attack] A character with this Feat is allowed to make an Attack of Opportunity after a successful Deflection roll or an enemy's failed attack. If the Counter-Attack misses or is Deflected and the target also has the Counter-Attack Feat, then the target may reciprocate the Counter-Attack. This continues until a failed roll or one of the combattants is hit. A character can make up to three Counter-Attacks per round. Prerequisites: Weapon Finesse (Any), Weapon Focus (Any), Deflection. |
| FeceMan09-24-06, 11:26 PM | Ouch... Those of us with Careers would all be canned from your games. Real Life has a way of interfering with our favorite hobby. It wasn't more than a joke, a play on what was discussed in the "bad houserules" thread. |
| Ghenesh09-25-06, 12:09 AM | 18.- Extra HP *Every character adds 10 extra hp at first level, for each size category over medium you add 2 hp, for every size category below medium you substract 2 hp. *You must roll your first hit die, it isn't maximized. 19.- Extra feat *Every character gains an extra feat at first level. 20.- Skills *Every character has 8 extra skill points at first level, but the first level skill points are multiplied by 3, not 4. *There is no such thing as skill synergy. *Fighter, Samurai, Sorcerer and Paladin gain (4 + int mod) skill points each level. I also use lots of house rules to nerf spellcasting a bit and make combat more entertaining... anyway, my house rules have been often well accepted. PS: excuse my crappy english. |
| bassist3333309-25-06, 01:04 AM | 21. The Crazy Monk Law: Monks can be chaotic, provided they have a good backstory. For example, if trained in a monestary system, they must be lawful, since such orders required loyalty and what not, but if trained the ways of a monk by someone who possibly left the monestary at one time or by some other source, it is okay for him to be lawful. 22. The "Make a Freaking Backstory!" Rule: To inspire role-playing, I require that everyone has some sort of backstory to their character. I have no limits nor minimums on how long (or short) the story must be, but it must be present, and, as such, I enforce the role-playing, as a sort of "rule," based on the subjectivity of me. For example, if a guy who has been sitting around on his farm all his life all of a sudden meets up with a rogue and a wizard, and, for no reason yells, "Hey, guys, let's go fight some dragons," I'm going to say, "No...No, let's not." I'm pretty loose about this, though, and if someone provides a valid reason (again, judged by me) for why his character is doing something completely out of the range of his character, then he is allowed to go about such actions. 23. The "No, There Aren't Any Dragons Here!" Rule: (kind of an inside story): If anyone asks me, "Are there any dragons in the premises?" They will subsequently be mauled by a completely unnecessary throng of Bugbears until they are thoroughly mauled, no matter where the player happens to be at the moment. <_< ~Bass'-ist. |
| stargate52509-25-06, 10:34 PM | 23. The "No, There Aren't Any Dragons Here!" Rule: (kind of an inside story): If anyone asks me, "Are there any dragons in the premises?" They will subsequently be mauled by a completely unnecessary throng of Bugbears until they are thoroughly mauled, no matter where the player happens to be at the moment. I'm hoping there's exceptions for when it's a valid question... 24. For God's sake shut up! If you are talking whilst others are trying to roleplay conversations and the like, you will either a) be treated as if all conversation is in character, b) be mauled by the DMG, c)be docked experience points, or d)any combination of the three. |
| Neofish09-26-06, 10:55 PM | Heat of the Moment: During Combat, players may only speak during their turn, also, players only have 30 seconds in which to decide what their chracter will do during their turn, if they can't decide on a course of action, they simply miss thier chance to act that turn. Also, players are not allow to pre-measure distances at all. Meaning, if a player decides to move 10ft. to the left, he must move 10ft. to the left. Reason: Combat is fast and streinuos, in which quick qits and a keen eye rules the day. Plus, i'm really tired of players barking out orders to other players during combat when it isn't there turn, it's meta-gaming to the extreme. I also use a slew of other house rules, but I figured this one is probably the most important. |
| Bulletproof_Condom09-27-06, 12:16 PM | I add to the end of the Dead condition description, "Dead men tell no tales." |
| Otto the Bugbear09-27-06, 06:26 PM | Well, gee... 26. Don't be a dick. 27. Spellcasters (http://boards1.wizards.com/showthread.php?t=703022) 28. Swashbuckler (http://boards1.wizards.com/showthread.php?t=697853) and Fighter (http://boards1.wizards.com/showpost.php?p=10133778&postcount=25) 29. Character generation: Otto's Random Array (http://boards1.wizards.com/showthread.php?p=8944750#post8944750). Each player rolls 4d6 drop lowest one time. Players vote to keep scores or reroll. DM fills in any needed extra rolls. 30. Drop the color-coded anythings. Dragons and elves are the top offenders. Any dragon can have any color and any of the listed abilities. Elves are a base race, with several traits available (ala shifters in Eberron) to differentiate them. Instead of dark elves being the black-skinned evil dudes, dark elves becomes any elf that consorts with demons, devil, or any other denizen of the lower planes, regardless of what the elf looks like. 31. No more alignment mechanics. Go ahead and have an alignment, but there are no mechanics behind it to govern or punish you because of it. 32. Elves get 3 racial traits (sun, moon, wild), dwarves get 2 racial traits (shield, gold), halflings (hin) get three, gnomes get three, half-elves are gone (because a race with such an alien physiology isn't compatible with human physiology, and why no half-hobgoblins, half-dwarfs, etc.), half-orcs are gone, add hobgoblins to available races. 33. Weapon sizing rules found in Races of War (See Classes and Prestige Classes board). 34. Combat Expertise is no longer a feat, it's a combat maneuver anyone can use, and it's not capped at -5/+5. 35. Power Attack is no longer a feat, it's a combat maneuver anyone can use. 36. TWF rules: You may fight with a weapon in your off-hand*. You make a number of attacks equal to the number you make with your main-hand*. All attacks with your main hand suffer a –6 penalty to hit, and all attacks with your off-hand suffer a –10 penalty to hit. If you are using a light weapon in your off-hand, you may reduce these penalties by 2 for your main-hand, and by 6 for your off-hand (each hand suffers a –4 penalty to hit in this case.) Two-Weapon Fighting: You may reduce the penalties for fighting with two weapons by 2. You gain a +2 shield bonus while wielding a weapon in your off-hand. Improved Two-Weapon Fighting: You may reduce the penalties for fighting with two weapons by an additional 1 (minimum 0 penalty). When you make an attack of opportunity, you may attack with both your main-hand and your off-hand. The normal penalties apply to your attack roll. The amount of strength bonus you may apply to your off-hand weapon increases by 2. Greater Two-Weapon Fighting: You may reduce the penalties for fighting with two weapons by an additional 1 (minimum 0 penalty). The amount of strength bonus you may apply to your off-hand weapon increases by 2. You may choose to add the enhancement bonus of either your main-hand or your off-hand weapon to your shield bonus to AC. *“Off-hand” and “main-hand” do not imply that you may only use your hands for these attacks. You may use any viable weapon you are wielding to make these attacks, and must only declare what attack roll is your off-hand for the purposes of applying penalties to hit and bonus damage from strength. 37. No multiclassing restrictions or penalty 38. Critical and fumble rules (http://boards1.wizards.com/showthread.php?t=645294) 39. Death occurs at negative hit points equal to your Con score. 40. No monk. (for flavor reasons, not balance reasons) 41. Hit points are converted to the following formula d6 = d4+2, d8 = d6+2, d10 = d6+4, d12 = d8+4 I eliminated the d4 hit die. 42. Medium save progression (which is shown in my links, above) 43. Most prestige class requirements contain a lot of "OR" statements, work with me people. 44. skill rolls: 1 = -10 and 20 = 30 45. Change Turning Undead. Actually, just change it to “Turning” and allow for clerics of different deities to turn different things. Turning would be Damage = Turning Level x d6. Turn resistance reduces the total damage by 3 for every point of turn resistance. The DC = 10 + half turning level + cha mod to be more in line with other abilities. Knowledge: (appropriate for the creature) 5 ranks gives +1 to turn level. Greater Turning increases damage by 50%. 46. No death by massive damage 47. Action points (as Eberron) 48. Drop the profession skill. Making NPCs use the income rule for profession just hurts. If you want your character to be a sailor, fine, you’re a sailor. Big deal. You don’t need a skill for that. Well, that's it for now. Some I have used in the past, some I still use, and some are untested, but I posted them all, just for you. ;) Cheers Otto :) |
| Chrono Nexus09-27-06, 08:15 PM | Well, gee... 26. Don't be a dick. 27. Spellcasters (http://boards1.wizards.com/showthread.php?t=703022) 28. Swashbuckler (http://boards1.wizards.com/showthread.php?t=697853) and Fighter (http://boards1.wizards.com/showpost.php?p=10133778&postcount=25) 29. Character generation: Otto's Random Array (http://boards1.wizards.com/showthread.php?p=8944750#post8944750). Each player rolls 4d6 drop lowest one time. Players vote to keep scores or reroll. DM fills in any needed extra rolls. 30. Drop the color-coded anythings. Dragons and elves are the top offenders. Any dragon can have any color and any of the listed abilities. Elves are a base race, with several traits available (ala shifters in Eberron) to differentiate them. Instead of dark elves being the black-skinned evil dudes, dark elves becomes any elf that consorts with demons, devil, or any other denizen of the lower planes, regardless of what the elf looks like. 31. No more alignment mechanics. Go ahead and have an alignment, but there are no mechanics behind it to govern or punish you because of it. 32. Elves get 3 racial traits (sun, moon, wild), dwarves get 2 racial traits (shield, gold), halflings (hin) get three, gnomes get three, half-elves are gone (because a race with such an alien physiology isn't compatible with human physiology, and why no half-hobgoblins, half-dwarfs, etc.), half-orcs are gone, add hobgoblins to available races. 33. Weapon sizing rules found in Races of War (See Classes and Prestige Classes board). 34. Combat Expertise is no longer a feat, it's a combat maneuver anyone can use, and it's not capped at -5/+5. 35. Power Attack is no longer a feat, it's a combat maneuver anyone can use. 36. TWF rules: You may fight with a weapon in your off-hand*. You make a number of attacks equal to the number you make with your main-hand*. All attacks with your main hand suffer a –6 penalty to hit, and all attacks with your off-hand suffer a –10 penalty to hit. If you are using a light weapon in your off-hand, you may reduce these penalties by 2 for your main-hand, and by 6 for your off-hand (each hand suffers a –4 penalty to hit in this case.) Two-Weapon Fighting: You may reduce the penalties for fighting with two weapons by 2. You gain a +2 shield bonus while wielding a weapon in your off-hand. Improved Two-Weapon Fighting: You may reduce the penalties for fighting with two weapons by an additional 1 (minimum 0 penalty). When you make an attack of opportunity, you may attack with both your main-hand and your off-hand. The normal penalties apply to your attack roll. The amount of strength bonus you may apply to your off-hand weapon increases by 2. Greater Two-Weapon Fighting: You may reduce the penalties for fighting with two weapons by an additional 1 (minimum 0 penalty). The amount of strength bonus you may apply to your off-hand weapon increases by 2. You may choose to add the enhancement bonus of either your main-hand or your off-hand weapon to your shield bonus to AC. *“Off-hand” and “main-hand” do not imply that you may only use your hands for these attacks. You may use any viable weapon you are wielding to make these attacks, and must only declare what attack roll is your off-hand for the purposes of applying penalties to hit and bonus damage from strength. 37. No multiclassing restrictions or penalty 38. Critical and fumble rules (http://boards1.wizards.com/showthread.php?t=645294) 39. Death occurs at negative hit points equal to your Con score. 40. No monk. (for flavor reasons, not balance reasons) 41. Hit points are converted to the following formula d6 = d4+2, d8 = d6+2, d10 = d6+4, d12 = d8+4 I eliminated the d4 hit die. 42. Medium save progression (which is shown in my links, above) 43. Most prestige class requirements contain a lot of "OR" statements, work with me people. 44. skill rolls: 1 = -10 and 20 = 30 45. Change Turning Undead. Actually, just change it to “Turning” and allow for clerics of different deities to turn different things. Turning would be Damage = Turning Level x d6. Turn resistance reduces the total damage by 3 for every point of turn resistance. The DC = 10 + half turning level + cha mod to be more in line with other abilities. Knowledge: (appropriate for the creature) 5 ranks gives +1 to turn level. Greater Turning increases damage by 50%. 46. No death by massive damage 47. Action points (as Eberron) 48. Drop the profession skill. Making NPCs use the income rule for profession just hurts. If you want your character to be a sailor, fine, you’re a sailor. Big deal. You don’t need a skill for that. Well, that's it for now. Some I have used in the past, some I still use, and some are untested, but I posted them all, just for you. ;) Cheers Otto :) I just have to say, wow. This is a great addition to the list, I am impressed. I'll admit I'm not too hot for #40, but there's no disputing taste. These houserules are well-thought out, and I will definietaly employ most of them when I game. A few are hard to employ mechanically, but I'm sure they would still enhance the fun. 49. Will Work for Exp Purpose: Working gives you exp! If violence was really a good way to gain exp, I would have shoved that knife in a dog years ago. Effect in Game: Players gain levels more slowly... the exp required to advance a level is doubled. Alternatively, a player can gain exp at a commensurate rate outside of combat; by performing unusual jobs, services, and completing challenges, a character can gain exp depending on the difficulty and uniqueness of their chore (DM's call-CR tables). Performing the same activities day after day won't give you additional experience... (this is why 40 year old first-level commoners exist). The activities performed must be reasonably different in many ways (DM's call). |
| 05809-27-06, 08:38 PM | An addendum to that might be to grant experience for things like picking locks, disarming traps, and the like. Gives Rogues a little something extra, and makes sense(to me, at least--if smashing a goblin's skull in, roleplaying a little, and now performing odd jobs makes you more experienced, then why not disarming a difficult trap or picking a masterwork lock?). There's a strong possibility that this particular rule already exists and I'm simply not aware of it; if so, then completely disregard what I've just said. :P |
| Gwenfloor09-27-06, 09:27 PM | I allow a new background feat: Slum Dweller. Slum Dweller For whatever reason, whether it be by birth, loss of job, or an economic disaster, you are living in poverty Benefit: You gain a +2 inherent bonus on Fortitude Saving Throws against poison and disease. This stacks with Great Fortitude and a Dwarf's resistance to toxins. Special: You start out illiterate. You have to find someone who can help you learn to read and write instead of buying it off with skill points. Every 6 months, make an Intelligence check (DC 15), with a +1 bonus for every 6 months that have previously passed and failed. If you succeed, you are literate. If you fail, you have not completed your work and must continue in order to become articulate in reading and writing. I also use this for the Barbarian. If it only took 2 skill points in real life, we would have a much higher literacy rate! |
| Otto the Bugbear09-27-06, 10:39 PM | I just have to say, wow. This is a great addition to the list, I am impressed. ... These houserules are well-thought out, and I will definietaly employ most of them when I game. A few are hard to employ mechanically, but I'm sure they would still enhance the fun. Thanks I'll admit I'm not too hot for #40, but there's no disputing taste. I actually like the flavor of the monk just fine. However, the game I envision is much more late Iron Age or even Dark Ages than Medieval in nature. If the adventure happens to steer into the east, I'd bring in Monk, Samurai, Ninja and all the other oriental classes. (Well, as presented in the Complete series, I'm very unlikely to buy Oriental Adventures.) Here are a few more I just dug up on my computer. 51 (I guess). We use the following chart to determine how damaged you are (nothing pops the bubble of believability like "how damaged are you Chip?” "Oh, not too bad Tad, I am down 15 points, a cure moderate should do it") Not Hurt . . . . No hit point loss Scratched . . . . 80-99% of your normal maximum Minor Wounds . . . 60-79% of your normal maximum Wounded . . . . 20-59% of your normal maximum Serious Wounds . . 1-19% of your normal maximum Dying . . . . . 0 or below Unconscious . . . Knocked Out When asked how damage your character is, the answers will be along the lines of "minorly wounded" or "I'M FRICKIN DYING, MAN!" or "Wounded, please help." 52. Divine Intervention can be used to avoid situations that would put your character at negative hit points. Characters must pay homage to a deity (or deities) and have them listed on his/her character sheet to receive divine intervention. The D.I. check is 5%, with a 1% bonus per divine spellcasting level. 53. Level loss is handled differently. Any effect that would normally bestow a level loss instead bestows a negative level, and a loss of experience points enough to put that character half-way between the next lowest level. For example, if a 9th level character dies and is resurrected by a friendly 9th level cleric, the character loses enough experience to place them at the mid-way point between 8th and 9th levels. They also gain a negative level until their experience points exceed that for a 9th level character. (See DMG page 296 for effects of negative levels.) Their actual level does not change. 54. Make a history for your character, or I’ll make one up for you (and I guarantee you won’t like the history I make for you.) 54a. For each question you answer in the questionaire "The 100 most important things to know about your character" (in my sig) you will recieve 1 bonus experience point x your starting level (answer all 100 as a 4th level character, recieve 400 bonus experience. 55. If a charcter dies and is not resurrected, the player may bring in a new character that has 90% of the total experience points of the lowest in the party. The new character's wealth by level is counted as one lower than his actual level (to allow me to give out appropriate treasure.) Cheers Otto :) |
| DragonBringerX09-28-06, 12:15 AM | 56. make a background story or else... Purpose: make a background or you don't play. I know more than enough people who want to be in my games i dont need someone who dosnt really care. It dosn't have to be long...just something that i can work with or LEAVE. 57. Role-play or else Purpose: Rp or your going to fall behind. I understand that sometimes you're just not in the mood to play. Thats fine. But if your just interupting the game just b/c, then you'll start gaining half xp, few magic items that suite you, monsters that "hit" more and "harder". I dont take away from what you've earned, but i can make it a living hell. 58. Races of... No half-orcs (they sux). Half-elves gain the skill points a human has (+4 at 1st lv, +1 every other lv). You can't play a +"anything" race until you are the lv of race +1. For example, if you "REALLY" want to play a drow, can't do till your lv 2. However, check with rule 59. 59. Dying and "I don't like my character" Everone gets 1 freebie. They can change their characters once a campange. If they decied to change again, they can but are either equal to the lowest lv party member, or they loose 1 lv and start at min xp for that lv (whichever is lower). example, if the party is 4, 5, 5, 6 and the lv 5 wiz decieds to be a sor. Fine, but he has only 6,000 xp. If he wanted to play a +3 LA race or below, he can. However, if they die, they get to create a new character for free at the same lv, but you are at the min for your lv. Unless you "kill off" your character just to change character. example, if you do something obviously suicidal. |
| AnonymousInternets09-28-06, 12:26 AM | 60. Races Classes and races allowed are pretty open. As long as the player can make a reasonable backstory that fits the campaign, it's usually allowed. Anthropomorphic races from Savage Species aren’t allowed. Werebear, Weretiger, and Dir Wereboar have their level adjustment increased to 4; other lycanthropes have their level adjustments decreased to 2. 61. Multiclassing If you want to multiclass, you can usually do it without much trouble if it's similar to your character (a swashbuckler becoming a dread pirate isn't too big a transition, so it's usually allowed without much in-game stuff). If it drastically contrasts from your previous class(es) (wizard to barbarian), you'll need in-game training, which usually takes at least a couple weeks to many months. Multiclass penalties are treated slightly differently. Act as if each group of similar classes is one single class for the sake of multiclass penalties. For example, a Bard/Sorcerer/Fighter/Barbarian would be treated as having two classes when checking for multiclass penalties (Sorcerer and Bard fit well together, as do Fighter and Barbarian). Sometimes, links can be made that connect two class groups, thereby reducing the effective number of classes a player has. For example, a fighter can take a level in ranger without penalties because of their similarities, and then take levels in druid because it fits ranger. However, if he simply had fighter and druid levels only, they would be treated as two separate class groups. Interpretation of class grouping is up to the DM. 62. Crafting Crafting magic items can be done without the full 8 hours of work per day. As long as you spend a good amount of time working on it (like... 4ish hours), then the day counts towards construction. For example, if the party did some exploring during the day, you can do construction for 4 or 5 hours before you rest, assuming there’s time. That way it doesn't get in the way of the game. If you spend a full day working (around 10 hours or so), act as if you crafted for two days instead of one. According to the DM, certain crafts may have synergy bonuses (metalworking may benefit weaponsmithing, for example). 63. Sustenance Sleeping is looked after a lot, but eating and drinking isn't usually too big of a deal. We consider the cost of rations and water to be "ignorable." Before an adventure, we say how much food we pack, usually designating the person with a lot of strength to carry it (or a mount). Unless otherwise stated, it's implied that we're eating from our rations each day and drinking from local sources and temporary saves. If we didn't pack enough, food becomes an issue, and survival/knowledge(nature) checks to find food and water come into play. 64. Random Encounter Roll a d6, d8, d10, d12, or d20 based on what you think the chances of finding someone in that landscape is (smaller dice = more encounters). In most cases, I roll a d8 during the day and a d20 at night. If the area would have no helpful people, replace 4 with "antagonistic encounter of about same level" and replace 5 with "neutral encounter." If it's very unlikely that enemies would be found, replace 2 and 3 with "neutral encounter" and 4 with "helpful encounter." 1 = antagonistic encounter of lower level 2 = antagonistic encounter of about same level 3 = antagonistic encounter of higher level 4 = neutral encounter (traveling salesmen, adventurers heading in other direction, shy animals, etc.). 5 = helpful encounter (fellow adventurer, helpful wandering cleric, etc.). 6 or higher = no encounter. 65. Saving Throws (Just to be clear, a natural 1 on a saving throw is an auto-fail, and a natural 20 on a saving throw is an auto-pass. This isn’t a house rule—it’s in the PHB. Note that this does not apply to checks—it only applies to attacks and saves.) Average saving throws are in effect. Talk to me about your classes and I’ll tell you what your saves are if they’re not listed here. Average Save Advancement follows. Lv1: +1. Lv2: +2. Lv3: +2. Lv4: +2. Lv5: +3. Lv6: +3. Lv7: +4. Lv8: +4. Lv9: +4. Lv10: +5. Lv11: +5. Lv12: +6. Lv13: +6. Lv14: +6. Lv15: +7. Lv16: +7. Lv17: +8. Lv18: +8. Lv19: +8. Lv20: +9. Base class and DMG prestige class changes follow. Barbarian: Average Reflex. Bard: Average Fortitude, Average Reflex. Cleric: None. Druid: None. Fighter: Average Reflex. Monk: None. Paladin: Average Will. Ranger: None. Rogue: Average Fortitude. Sorcerer: None. Wizard: None. Arcane Archer: Average Fortitude, Average Will. Arcane Trickster: None. Archmage: None. Assassin: Average Fortitude. Blackguard: Average Will. Dragon Disciple: None. Duelist: Average Fortitude. Dwarven Defender: None. Eldritch Knight: Average Fortitude, Average Reflex. Hierophant: None. Horizon Walker: Average Reflex. Loremaster: None. Mystic Theurge: None. Red Wizard: None. Shadowdancer: None. Thaumaturgist: None. Ninja: Average Fortitude. Scout: Average Fortitude. Spelltheif: Average Reflex. Warlock: Average Fortitude. Warmage: Average Fortitude, Average Reflex. Wu Jen: None. Favored Soul: None. Shugenja: None. Spirit Shaman: None. Hexblade: Average Fortitude. Samurai: Average Reflex. Swashbuckler: Average Reflex. Beguiler: None. Dragon Shaman: None. Duskblade: None. Knight: Average Fortitude. Psion: None. Psychic Warrior: Average Will. Soulknife: None. Wilder: None. Ardent: Average Fortitude. Divine Mind: None. Lurk: None. Artificer: None. Battle Dancer: None. Death Master: None. Jester: None. Mountebank: Average Will. Savant: Average Reflex. Sha’ir: Average Fortitude. Incarnate: None. Soulborn: Average Will. Totemist: Average Reflex, Average Will. 66. Shadow Jump Shadow Jump, as I see it, is too limited. The Shadow Jump class feature is to be changed as shown. Old Setup (only Shadow Jump shown; other class traits ignored here)... Level 4: Shadow Jump 20 ft. total per day. Level 6: Shadow Jump 40 ft. total per day. Level 8: Shadow Jump 80 ft. total per day. Level 10: Shadow Jump 160 ft. total per day. House Setup (only Shadow Jump shown; other class traits ignored here)... Level 4: Shadow Jump 15 ft. at will, but no more than once every 3 rounds. Level 6: Shadow Jump 25 ft. at will, but no more than once every 3 rounds. Level 8: Shadow Jump 40 ft. at will, but no more than once every 2 rounds. Level 10: Shadow Jump 60 ft. at will, but no more than once every 2 rounds. In addition, you may use Hide in Plain Sight while using Shadow Jump to appear hidden in the shadow you jump into as a free action at the end of the jump, but at a -4 penalty. |
| pres_man09-28-06, 09:29 AM | - All intelligent creatures are capable of being redeemed or tempt. Good and Evil are universal forces. Any good act (whether successful or not) enforces the powers of good, just as any evil act enforces the powers of evil. Thus the concept of a good end through evil means is self-conflicting and does not work, all ends are tainted by the means to get them. The greatest good is redeeming an evil creature, as this weakens evil while strengthing good. Killing most evil creature does not weaken evil since their spirits will just continue to do evil in some infernal plane. - Orcs are proficient in all simple weapons (says so in the text but not in the stat block in the MM). May treat orc double-axe as martial. -Half-orcs don't have a CHA penalty, have the bonus languages and favored class of humans, and may treat the orc double-axe as martial. -Half-elves get elf weapon proficiencies. Favored class is really Any (not Highest as the RAW uses), as do humans and half-orcs. -Elves have favored class Bard. Gnomes have favored class Wizard. This fits better with my reading of the race descriptions. -Creatures with racial HD and/or LA can be played at lower levels. They must first gain their racial HD, then overcome their LA (for each level of LA they have not come over they take penalties similiar to negative levels), and they are treated as an apprentice in their first class (see 3rd ed DMG). -NPC classes may always be treat as a favored class. -Paladins and monks may multiclass freely, alignment permitting. -Clerics with the war domain but no deity use the spiritual weapon guidelines. PCs get 2 bonus skill points per level (8 at first level), these skill points may only be used on the following skills: Appraise Balance Bluff Craft Decipher Script Disguise Forgery Intimidate Any Knowledge except Arcana, Nature, or Religion Perform (bards may not use for their primary type of perform) Profession Sleight of Hand Swim Use Rope -Manyshot can be used for any kind of ranged attack (no it doesn't make sense, get over it). -You do not have to suffer the TWF penalties to use TWD. -You only suffer the TWF penalties when you gain an extra attack. You may interchange attacks with no extra penalties as long as you don't gain an extra attack. -Falchion (nodachi) does 1d10 damage. -Katana does 1d8 18-20/x2 -Greatclub is a simple weapon. -Bronze age versions of weapons do one die size less damage. Stone age versions do one die size less damage and have a crit 20/x2. -You can ready a charge as long as you don't do any other move actions in the round and only charge up to a single move. -When firing a range weapon from a moving mount, the attack is considered to take place: 1. before or after the move, if a single move is taken by the mount. 2. between the first and second move, if a double move is taken by the mount. 3. after the second move, if the mount is running (x3, x4, or x5). Animals can be improved using the handle animal skill. To improve (advance) an animal it requires: 1. Handle animal check DC 20 + (New HD) 2. Cost of 100 gp x (New HD), if a person trains the animal themselves the costs is 1/2 as much. 3. Three weeks of training time, with at least two hours a day dedicated to training, for non-feat obtaining HD. If the increase in HD would allow a feat then it takes four weeks. Improved animals are difficult to handle and do not respond to handlers/riders who do not have at least 2 more HD than the animal. Druids and Rangers can use this to improve their companions but the difficulty to control still applies. If in the animal entry, an increase in HD is associated with a larger size, then the animal enlarges as it is advanced. This can be used on animals that would not normally be allowed to advance in the MM. An animal with a fractional HD can be advanced to a full HD, just use the above rules for 1 HD (note it will only take 3 weeks to train, since the animal should already have a feat). An animal can only be improved by one hit die at a time. |
| The_Levitator09-28-06, 03:27 PM | I use a lot of pretty standard house rules that I've gleaned from other DM's, but I do have a few that I came up with myself. 75. • Masterwork armor, in addition to reducing armor check penalties, also has a 5% less chance of spell failure. 76. • Magic items have a unique signature that makes them unstable in close proximity of other magical items. Whenever a magical item is brought to close proximity (3’ or less) to one or more magical items, there is a chance that one or more of the items will have a reaction. There is a 20% per item that the items are not compatible. There are several possible outcomes of this reaction. Roll d100 01-20- Item explodes, doing 1d6/2000 gp. value of the item and destroys item. 21-80- Item releases energy harmlessly, making the item non-magical 81-00- Item drains the magic of another item, making that item non-magical and making it more magical. Reactions take 1 hour per 1000GP value to react. Spellcasters (SOR and WIZ only) have the ability to sense incompatible items as soon as they are within range of each other. The spellcaster makes a Spellcraft DC=15 check. A spellcaster can make this check every 10 minutes. This requires active participation by the spellcaster. This gives them time to separate the items. Non-spellcasters have no way of sensing incompatibility. 77. • Healing is NOT instantaneous. The rate of recovery depends on the level of the healer. This makes healing more miraculous and keeps combat dangerous as you can’t just pop healing potions and be “invincible” during combat. In addition, the cost to have potions and magical items created by clerics will have the same recovery rate as the cleric who created it. It costs much more to have a healing potion created by a 10th level cleric than it does a first. You gain the 1st HP(or 2 with a lvl. 5 potion or prayer) immediately. Cleric Level Recovery Rate Item Cost Mult. 1-4 1 HP/8 rds. Standard 5-8 1 HP/4 rds. X2 9-12 1 HP/2 rds. X3 13-16 1 HP/rd. X4 17-20 2 HP/rd X5 78. • Battle Fatigue Damage taken during battle can have serious consequences. We use “Battle Fatigue” to represent the cumulative effects of wounds during combat. 50% of total HP = Battle Fatigue – light (-1 STR, -1 DEX) 25% of total HP = Fatigued (-2 STR, -2 DEX) Recovering from battle fatigue is quicker than standard fatigue. Light Battle Fatigue takes 1 hour of rest. Moderate Battle Fatigue takes 2 hours of rest. A character who is suffering from Heavy Battle Fatigue changes to Moderate Battle Fatigue after the first hour of rest. That character then changes to Light Battle Fatigue after the second hour of rest. The same progression applies to a character beginning to rest at Moderate Battle Fatigue. |
| Greg K09-29-06, 02:16 AM | I. General a. Talk to the DM before making your character. If the DM is working with a setting (published or homebrew), setting considerations may place limits on available races, classes or combinations of the two. By talking with the DM, the two of you can work to better integrate the character into the campaign b. Common Knowledge: You are not your character. Once the character background has been worked out with the DM, you will be given some general knowledge based on your character's region/culture, organization affilliation and other background considerations- this is knowledge that overlaps certain skills (e.g., knowlege (local), knowledge (geography) and does not require a skill roll- the DM may give you more information as the need arises (or if you have forgotten) and there may be times when you will need to make skill rolls for more specific details. As there are several cultures, characters of different backgrounds will have different common knowledge which will come into play should the characters choose to travel to different regions. c. The DM must improve any new material. - Book of Exalted Deeds is banned - Book of Vile Darkness is a DM only resource - very limited content is allowed from the following: Complete Series, Races series, and PHB 2. - Psionics, Incarnum, Tome of Battle, Tome of Magic are not available for the current campaign. II Classes and Races a. Fewer Absolutes (Sean Reynolds) (http://www.seankreynolds.com/rpgfiles/misc/variantfewerabsolutes1.html) Note: This iis the link to part 1 of a two-part article b. barbarian - barbarians start proficient only in light armor. They gain Medium Armor for Free at 3rd level - variants: hunter (UA), urban (home brew) -Cultural Weapon Groups (based upon Weapon Groups (UA)) - When using the Hunter variant (UA), Favored Environment replaces Favorite Enemy c. bard -some changes to spell list and skills -bard variants: bardic sage, divine, savage. Each variant has some additional modifications d cleric -hd d6 -good save: will only - armor proficiency: light only - spontaneous Divine casting (UA p.64) - must worship a campaign specific deity - the domains and spell list are preset for each deity -variants: Champion of Good (UA), cloistered cleric (UA) -divine grace as per paladin d. Druid -hit die d6 -good save: will only -armor: light only -shapechange variant (phb2) is mandatory note: also have a cultural variant based off of the cloistered cleric. e. Fighter -proficient in light and medium armor. Gain heavy armor proficiency for free at 3rd level. If the character already has heavy armor as feat, a fighter bonus feat may be substituted. -variants: thug (PHB), other homebrew variants based on thug f. Monk -Monk styles (UA) -edit: monk variants by Andy Collins (Dragon) g. Paladin -proficient in light and medium armor. Gain heavy armor proficiency for free at 3rd level. -variant: Spellless -edit: mounts work as in 3e h. Ranger -weapon proficiencies replaced with a Ranger Weapon Group based on 1e unearthed Arcana - Favored Environment (UA) is an option -additional Combat styles -variant: Spell less -variant: urban (UA) i. Rogue -variants: martial Rogue (UA), Wilderness Rogue (UA) j. Sorcerer -additional class skills: Diplomacy, Intimidate, Use Magical Device -Eschew Materials at level 1 -Bonus Metamagic at levels 5, 10, 15, 20 -variant: battle sorcerer (UA) k. Wizard - Decipher Script and Speak Language are class skills l. Specialist Wizards -specialist wizard variant abilities from UA are mandatory m. Additional approved classes -Healer (Mini HB) -Myrmidon (AEG Mercenaries) -Psychic (Green Ronin) -Shaman (Green Ronin) -Swashbuckler -Warlock (Complete Arcane) -Witch (Green Ronin) n. multiclassing - multiclassing at first level (3.0 DMG p.40) o. Training -An appropriate trainer must be available to learn a cross-class skill or new class - - To take a PrC the Prc must exist in the campaign setting - For organization based PrCs, your character must be aware of the PRC p. Medium Save Progression (d20 Modern) III. Equipment : current campaign a. no alchemical items b. no halfling riding dogs c. no gnomish pick hammers, dwaren Urgosh's, dire flails, spiked chains, etc. d. some additional armor and weapons from Complete Warrior and Arms & Equipment guide are allowed IV Combat a. Firing into a Crowd (DMG) b. weapon groups (UA p.94) c. class defense (UA p. 110) d. armor as Damage Resistance (UA p. 111) e. Mass Damage based on Con (UA p. 120) f. Action Points (UA p. 122) g. Exhaustion: 50-26% of hp remaining: Fatigued 25% or less of hp remaining: Exhausted Continuous Poison Damage (Sean K. Reynolds) (http://www.seankreynolds.com/rpgfiles/misc/variantcontinuingpoison.html) V Magic a. Poison as spell Designator (Sean K. Reynolds) (http://www.seankreynolds.com/rpgfiles/misc/poisondesignator.html) b. Spell Points (UA) (for Arcane Casters) -Spell Point Variant- Vitalizing (UA) -Spell Point Variant- Bonus Spell Points on Con VI. Slow Experience (DMG) VII Magic Item Creation a. variant: Recharging Items (Sean K. Reynolds) (http://www.seankreynolds.com/rpgfiles/misc/rechargingitems.html) b. variants for Forge Ring (Sean K. Reynolds) (http://www.seankreynolds.com/rpgfiles/misc/variantforgering.html) Edit: Here are a few that I forgot -UMD does not allow any of the following: emulate a class feature, emulate an ability score, emulate a race, emulate alignment. -Weapon Groups (UA) -Positive and Negative Energy do not fuel divine spells or abilities. Divine Spells and abilities relying on these energy types are granted by deities of specific domains. - Gaining a new base class takes time. Unless, you have your character to spend months or years (the amount varies by class) out of game to learn a new class, you must meet prerequisites to learn a new base class. The prerequisites represent developing the basics over time. --ex. Cleric: Divine Training* (or the ability to cast divine spells) AND 2 ranks in knowledge(religion) --ex. Fighter: Proficiency in Simple Weapons, Martial Weapons, light armor and shields --ex. Monk: Improved Unarmed Strike and 2 ranks in Concentration, 2 ranks in balance --ex. Wizard: Arcane Training ** (or the ability to cast arcane spells) AND 2 ranks in both spellcraft and Knowledge (Arcana)) *feat that grants the abililty to cast 3 deity specific 0-level cleric spells 1/day ** feat that grants the ability to detect magic, mage hand and prestidigitation 1/day |
| pres_man09-29-06, 11:12 AM | I've never thought that druids being able to wear hide armor was that bad. Only leather or padded? |
| Dark_Druid10-01-06, 04:00 AM | and a lover might decline a unfair deal. Indeed. |
| Chrono Nexus10-01-06, 11:13 AM | 78. Mana Purpose: To give spellcasters a little more flexibility in how they cast. Effect in Game: I don't feel like typing that crap again. Here is a link (http://boards1.wizards.com/showthread.php?t=712925) |