Temporary 3.9th edition (need discussion!) [Archive] - Wizards Community

Post/Author/DateTimePost
Butcher Jackson

09-06-07, 04:48 AM
Howdy all!

The more I read about 4th edition the more I think it's the game I've been trying to play for 15 years. Since I won't be getting my grubby little paws on it for 9 months or so, I'm making houserules for my home game that I think will make the transition smoother.

This thread is for discussion and development of my personal little "3.9th" edition. Criticism (hopefully constructive), suggestions, and comments all welcome.

The current iteration of my 3.9 houserules. (http://skarncityonline.pbwiki.com/three_point_nine)

My standing houserules and new game mechanics (not as drastic as some...) (http://skarncityonline.pbwiki.com/Game_Mechanics)

My setting's Homepage (http://skarncityonline.pbwiki.com/)

Have fun, be friendly, and no mind flaying. This is a game after all...
Butcher Jackson

09-06-07, 04:49 AM
Okay, so I guess I'd better put what I have so far right here instead of an offsite link. Here goes.

*Automatic Weapon Finesse
Weapon finesse is now automatic for all persons, places, or things. One should not require special training to use their dexterity bonus to attack with already light-and-quick weapons. Character's choose whether they use their STR or DEX with "finessable" weapons. Consider it a bonus feat.

*Fighter-only feats
Feats that were previously open only to fighters are now open to all classes, using Base Attack Bonus as a prerequisite in leiu of fighter levels. Fighters of the appropriate level, however, enjoy twice the listed benefits. This also applies to the Weapon Focus feat (since it is the trunk of this particular feat tree).

*"Opening beat"
A bard may begin his bardic music as a free action an immediately upon hitting a foe in combat, using the impact as the first beat of the song.

*Unlimited spells
At some point a spellcaster will no longer need to track spells of a certain level, using them as spell-like abilities cast at will. This will be based on the caster's highest level spell (Nth level), and is currently hanging in between N-2 and N-3, Pending Discussion and playtesting.

*The "Bloodied" condition
Once a character is at 50% of his full HP, he is considered "bloodied". This is important, as many abilities will kick in when the character's adrenaline and fight-or-flight response are triggered.

**Second Wind
A "bloodied" character may spend a full round action that provokes attacks of opportunity to catch his Second Wind. He collects himself, checks his status, and bolsters his resolve. This heals a number of hitpoints equal to Hit Dice + Con Mod. This ability may not bring the character above "bloodied" status. At the end of any encounter, all characters who are "bloodied" but not down automatically gain HP enough to but them one point over bloodied status

**class-based "bloodied" abilities
Each class will have an ability that kicks in once bloodied, bolstering them for more or opening up a previously unavailable option.

***Barbarian
Ferocity: The barbarian may enter Rage as an immediate action upon being bloodied, even if he has used all of his rage abilities for the day.
***Bard
***Cleric
***Druid
***Fighter
Steadfast Resolve: The fighter may choose to gain either +2 to attack rolls or +2 to AC each round he begins bloodied.
***Monk
Master's Focus: A monk who is bloodied gains an additional attack at his highest base attack bonus when making a flurry of blows.
***Paladin
***Ranger
"Not if I hit you first": Attacking a bloodied ranger provokes a counterattack from that ranger.
***Rogue
Fight-or-Flight: The rogue gains +10 to his landspeed and +2 to climb, jump, and tumble checks when bloodied.
***Sorcerer
***Wizard



Okay, that's pretty much what I've got so far. Pre-existing houserules are that Dodge works against all foes, not just one, 2wf does not deal less damage for the off-hand, and that characters get a feat every odd level (not every level divisible by three).

Especially desirable are suggestions for the class-based bloodied abilities. Bring em on!
nonsi

09-06-07, 07:55 AM
*Automatic Weapon Finesse
I use it myself: http://forums.gleemax.com/showpost.php?p=11207156&postcount=3
As for dodging........ read the part about Ref saves.


*Fighter-only feats
No good. Just leads to bloated numbers


*"Opening beat"
Don't get the rationale behind this one


*Unlimited spells
I use it myself, but with a variation: http://forums.gleemax.com/showpost.php?p=11207148&postcount=1
Read my personar concept regarding magic. It's a bit long, but I beliave you might find some of my ideas interesting.


*The "Bloodied" condition
At 50% HP you're a wreck. I see no justification for bonuses here.


*Wide Open
Now this one I really liked.


*Alternative Feat Progression
Not appropriate in my book. Wizards get at least 12 feats (without being human and without flaws) by level 20. This should be enough. If you think Fighters don't get enough, arrange them to gain a feat with each new level (taking the general feats into account).
Ra-Tiel

09-06-07, 08:00 AM
Hi.

Just commenting on one thing that really sprang to my eyes. ;)

[...] *Unlimited spells
At some point a spellcaster will no longer need to track spells of a certain level, using them as spell-like abilities cast at will. This will be based on the caster's highest level spell (Nth level), and is currently hanging in between N-2 and N-3, Pending Discussion and playtesting. [...]
This can very quickly become very problematic. Even if you used N-3, a level 17 caster would have unlimited spells of level 6 or lower. Let me just put out a small list from the SRD of sor/wiz spells alone that could quickly wreck the game if unlimited casting of those was allowed, especially as (sp) abilities (which removes somatic, vocal and material compontents!):

greater dispel magic
disintegrate
wall of iron
true seeing
wall of force
dominate person
teleport
polymorph/baleful polymorph


If you really want to have casters not to check spell slots, why not just use Recharge Magic (http://www.d20srd.org/srd/variant/magic/rechargeMagic.htm)?
Butcher Jackson

09-06-07, 12:25 PM
Thanks for the input. I'll try to keep up.

*Automatic Weapon Finesse
I use it myself: http://forums.gleemax.com/showpost.php?p=11207156&postcount=3
As for dodging........ read the part about Ref saves.


*Fighter-only feats
No good. Just leads to bloated numbers

Can't agree with you there. even doubled, +4 to hit and +8 to damage after four feats over 12 levels seems, if anything, underpowered. My intent is to make builds other than "two-handed power attacker" viable.

*"Opening beat"
Don't get the rationale behind this one

It's something I've been thinking about that I just shoehorned in. Bards spend way too many actions starting and maintaining their music. They're bad enough that I could say "Bards get +1 strength every level" and still no one would play them (In my group anyhow).

*Unlimited spells
I use it myself, but with a variation: http://forums.gleemax.com/showpost.php?p=11207148&postcount=1
Read my personar concept regarding magic. It's a bit long, but I beliave you might find some of my ideas interesting.

Thanks. I'll check it out

*The "Bloodied" condition
At 50% HP you're a wreck. I see no justification for bonuses here.

at my table, at 0 HP you're a wreck. Rather than have my game turn into an Internal Bleeding Simulator 3.5 (TM), I want HP to matter other than Alive/Dying/Dead

*Wide Open
Now this one I really liked.

Thanks. I've been using it since 2nd edition (before attacks of opportunity were called attacks of opportunity)

*Alternative Feat Progression
Not appropriate in my book. Wizards get at least 12 feats (without being human and without flaws) by level 20. This should be enough. If you think Fighters don't get enough, arrange them to gain a feat with each new level (taking the general feats into account).

Non wizards and non fighters get a total of 7 feats over their 20 level adventuring career, which I find constrictive. Feats have built-in prerequisites that keep them power-balanced, so getting them more often makes characters more fleshed-out and defined instead of overpowered, without causing them to ride their feats on rails until they get to prestige class X.

Remember, I give these to monsters too...
Butcher Jackson

09-06-07, 12:37 PM
Hi.

Just commenting on one thing that really sprang to my eyes. ;)


This can very quickly become very problematic. Even if you used N-3, a level 17 caster would have unlimited spells of level 6 or lower. Let me just put out a small list from the SRD of sor/wiz spells alone that could quickly wreck the game if unlimited casting of those was allowed, especially as (sp) abilities (which removes somatic, vocal and material compontents!):

greater dispel magic
disintegrate
wall of iron
true seeing
wall of force
dominate person
teleport
polymorph/baleful polymorph


If you really want to have casters not to check spell slots, why not just use Recharge Magic (http://www.d20srd.org/srd/variant/magic/rechargeMagic.htm)?

Oh right. Forgot about the spell-likes thing....

Yeah, I know this one needs work. I haven't seen the Recharge Magic option before (I thought I had been all over that site), so I'll check it out, although it being 17 pages long is not a plus...