what are good house rules for a newbie dm? [Archive] - Wizards Community

Post/Author/DateTimePost
YamiShinobi

03-05-08, 03:05 PM
i plan on DMing for the first time, i want to keep things simple, but allow options.

i was thinking gestalt 40 point buy, only use races from the following books,
PHB, DMG, Any non aquatic Unearhted arcana variant (elemental or enviromental) or any non level adjusted race with no racial hit dice in core monster manual only, accepted classes for gestalt in the following, unearthed arcana variants, PHB, PHB2, or generic spellcaster, but ban multiclassing and prestige classes, (you must take your gestalt all the way through)

allow the rebalanced nekogami (just added +2 search and weapopn finesse to existing nekogami, but didn't post it, reduce size to small)

give half elves the human skill points. is this okay?
Neraagile

03-05-08, 03:29 PM
Gestalt is fairly complicated, but without multiclassing it's more manageable. 40 point buy is quite high, I regretted doing it. But depending on how confident you are with the rulings you could try it.

however. I had my DM and playing debuit (late last year.) with thoese excat house rulings. Gestalt and 40 point buy, and boy was I wrong, it was completely unnecessary.
Krusk

03-05-08, 04:05 PM
For a new DM's first session i would recomend not using any houserules. They are complicated, and unless everyone knows them exactly they just lead to lots of grey areas. It is easier to just look in a book, instead of make rash judgement calls to keep your houserules working.

Gestalt is not too hard for houserules as they go though, especially if no multi or prestige classing.

I would recomend you guys play through by the book, and take notes on what you don't like and what you think should be changed. These are the things i would prepare some houserules on for the next session and test them out.
nonsi

03-05-08, 04:09 PM
Try these:



AoO is an immediate action:
You only get 1 per round (==> omit Combat Reflex feat).
Reason: Management simplicity (and rationale)

Coup-de-Grace:
Getting into coup de grace position takes a standard action - execution is a move action. Maintaining the threat provoke AoO's, but with +8 init bonus to carry out your threat, unless attacked by an opponent you're unaware of.
Reason: An additional option that's not viable by the core rules.

Feats converted to openly selectable combat options (useable by anyone):
Combat Expertise, Power Attack (both capped by DEX & STR modifiers respectively and are not tied to BAB), Short Haft and Weapon Finesse. Ignore when encountered as prerequisites.
Reason: Wider array of combat options without without paying the expensive feats toll, but without causing balance issues either (and these changes actually make sense).

Feint – redefined:
- Aggressor's score = BAB + DEX-mod + d20
- Defender's score = BAB + PER-mod + d20
Reason: I always felt awkward with feinting being tied to skills. Battle cunning has nothing to do with having a slick tongue or sharp mental wits, but it has everything to do with your combat experience.

Flatfooted: Does NOT occur just for losing initiative.
Reason: One less thing to think about (which makes no sense anyway)

Pulling Punches (a bit long, but worth while considering as an added game option):
Pulling your punch successfully works just like making a successful subdual attack.
You still roll for damage normally - to relay the potential of your attack to your opponent. You can choose to cause just 1 HP damage, to more effectively illustrate your readiness to draw blood.
If your attack hits but would've missed for subdual damage, you cause your weapon's base damage plus the carried weapon's traits (magical bonuses/effects etc).
From this you can subtract:
- your DEX-mod (your hand-eye coordination)
- Weapon Focus bonuses to-hit (your improved control over your weapon)
When attacking for subdual damage, you crit only on a natural 20.
Reason: An additional option that's not viable by the core rules.

Shield Another: You place yourself to take a hit for someone else. You confer a +4 armor bonus to an adjacent ally's AC. If you're wielding a shield, whatever benefit it can grant you can be applied to your ally instead. Shielding another is an immediate action that attempts to counter a single attack.
Drawback: the attacker(s) might turn on you instead, as a swift action with +4 to hit.
Note: If you spend a full round action defending someone, you influence all attacks and anyone within your threaten range provokes an AoO, unless actually turning on you.
Reason: An additional option that's not viable by the core rules.


Also, consider allowing Traits & Flaws.
Reason: More control for the players to mold their characters without causing balance issues.
skrap-san

03-05-08, 04:32 PM
Also, consider allowing Traits & Flaws.
Reason: More control for the players to mold their characters without causing balance issues.

I'm under the impression that flaws unbalance the game if you give it to power gamer people (myself included), at least in the start up phase.

Traits on the other hand I have no such bad experiences with. Besides, they offer more ideas about your characters rolle playing aspects.

Other than that I must admitt I really like some of your house rules.
YamiShinobi

03-05-08, 05:03 PM
Try these:



AoO is an immediate action:
You only get 1 per round (==> omit Combat Reflex feat).
Reason: Management simplicity (and rationale)

Coup-de-Grace:
Getting into coup de grace position takes a standard action - execution is a move action. Maintaining the threat provoke AoO's, but with +8 init bonus to carry out your threat, unless attacked by an opponent you're unaware of.
Reason: An additional option that's not viable by the core rules.

Feats converted to openly selectable combat options (useable by anyone):
Combat Expertise, Power Attack (both capped by DEX & STR modifiers respectively and are not tied to BAB), Short Haft and Weapon Finesse. Ignore when encountered as prerequisites.
Reason: Wider array of combat options without without paying the expensive feats toll, but without causing balance issues either (and these changes actually make sense).

Feint – redefined:
- Aggressor's score = BAB + DEX-mod + d20
- Defender's score = BAB + PER-mod + d20
Reason: I always felt awkward with feinting being tied to skills. Battle cunning has nothing to do with having a slick tongue or sharp mental wits, but it has everything to do with your combat experience.

Flatfooted: Does NOT occur just for losing initiative.
Reason: One less thing to think about (which makes no sense anyway)

Pulling Punches (a bit long, but worth while considering as an added game option):
Pulling your punch successfully works just like making a successful subdual attack.
You still roll for damage normally - to relay the potential of your attack to your opponent. You can choose to cause just 1 HP damage, to more effectively illustrate your readiness to draw blood.
If your attack hits but would've missed for subdual damage, you cause your weapon's base damage plus the carried weapon's traits (magical bonuses/effects etc).
From this you can subtract:
- your DEX-mod (your hand-eye coordination)
- Weapon Focus bonuses to-hit (your improved control over your weapon)
When attacking for subdual damage, you crit only on a natural 20.
Reason: An additional option that's not viable by the core rules.

Shield Another: You place yourself to take a hit for someone else. You confer a +4 armor bonus to an adjacent ally's AC. If you're wielding a shield, whatever benefit it can grant you can be applied to your ally instead. Shielding another is an immediate action that attempts to counter a single attack.
Drawback: the attacker(s) might turn on you instead, as a swift action with +4 to hit.
Note: If you spend a full round action defending someone, you influence all attacks and anyone within your threaten range provokes an AoO, unless actually turning on you.
Reason: An additional option that's not viable by the core rules.


Also, consider allowing Traits & Flaws.
Reason: More control for the players to mold their characters without causing balance issues.

very nice.
navar100

03-05-08, 06:07 PM
i plan on DMing for the first time, i want to keep things simple, but allow options.

i was thinking gestalt 40 point buy, only use races from the following books,
PHB, DMG, Any non aquatic Unearhted arcana variant (elemental or enviromental) or any non level adjusted race with no racial hit dice in core monster manual only, accepted classes for gestalt in the following, unearthed arcana variants, PHB, PHB2, or generic spellcaster, but ban multiclassing and prestige classes, (you must take your gestalt all the way through)

allow the rebalanced nekogami (just added +2 search and weapopn finesse to existing nekogami, but didn't post it, reduce size to small)

give half elves the human skill points. is this okay?

Woh! Woh! Woh! Slow down there. If you are to DM for the first time, the most important thing you should do is KISS - Keep It Simple, Stupid.

Gestalt is by design inherently powerful. There's nothing sinful about powerful characters but as a first time DM you can easily lose control of the game. At first the party may be womping all over the bad guys. In response, you overcompensate with more powerful bad guys, and then you get regular TPKs.

As for races, I strongly suggest you stick with PHB. Don't even use any race from a splat book.

Without gestalt, multiclassing is fine. Prestige Classes are fine. A good House Rule here would be a character may only have one Prestige Class. A second one is permitted only when the first one is taken to all its levels, to account for the 5-level Prestige Classes.

As for splat books, I wouldn't advise using Unearthed Arcana because in my opinion it is for advanced, experienced players. Other splat books do have their own advanced/stuff, but the whole book of Unearthed Arcana is geared toward it. However, that is admittedly personal opinion. I still strongly recommend as a first time DM not to use gestalt.

PHBII is a good splat book to use. The Completes are fine too, but I recommend sticking with the originals - Warrior, Arcane, Divine, and Adventurer. The ones that came later are for when you mastered everything else.

Psionics is fine if you know how it works. If not, don't bother.

Disclaimer: I don't know you, obviously. Maybe you are a very experienced player. As a player you may have read and used all the splat books, even Unearthed Arcana. When I write "DMM Persistent Spell with Nightsticks" you may know exactly to what I'm referring. My opinion may be underestimating you. My opinion is based on the presumption of you being relatively new to the game. If not, disregard with no ill will. :)
YamiShinobi

03-05-08, 06:17 PM
Woh! Woh! Woh! Slow down there. If you are to DM for the first time, the most important thing you should to is KISS - Keep It Simple, Stupid.

Gestalt is by design inherently powerful. There's nothing sinful about powerful characters but as a first time DM you can easily lose control of the game. At first the party may be womping all over the bad guys. In response, you overcompensate with more powerful bad guys, and then you get regular TPKs.

As for races, I strongly suggest you stick with PHB. Don't even use any race from a splat book.

Without gestalt, multiclassing is fine. Prestige Classes are fine. A good House Rule here would be a character may only have one Prestige Class. A second one is permitted only when the first one is taken to all its levels, to account for the 5-level Prestige Classes.

As for splat books, I wouldn't advise using Unearthed Arcana because in my opinion it is for advanced, experienced players. Other splat books do have their own advanced/stuff, but the whole book of Unearthed Arcana is geared toward it. However, that is admittedly personal opinion. I still strongly recommend as a first time DM not to use gestalt.

PHBII is a good splat book to use. The Completes are fine too, but I recommend sticking with the originals - Warrior, Arcane, Divine, and Adventurer. The ones that came later are for when you mastered everything else.

Psionics is fine if you know how it works. If not, don't bother.

Disclaimer: I don't know you, obviously. Maybe you are a very experienced player. As a player you may have read and used all the splat books, even Unearthed Arcana. When I write "DMM Persistent Spell with Nightsticks" you may know exactly to what I'm referring. My opinion may be underestimating you. My opinion is based on the presumption of you being relatively new to the game. If not, disregard with no ill will. :)

i only have the following books, monster manual, phb, phb2, dmg, unearthed arcana, and mm5 (most of these i found at the local borders) i have played with high powered characters before, (both single class and gestalt) i prefer spellpoints and can understand that better than spell slots, the main things used will be spellpoints, gestalt and races. any non L.A. non H.D. race from monster manual will be accepted too, (gray elves, deep dwarves, tallfellows etc) i still want to give options, but not complicate things, i plan on playtesting a homebrew race or 2 as well. (Nekogami of course)
Cranewings

03-05-08, 06:20 PM
I'm running a dnd game for 10 or so people with characters almost totally generated from the PHB with one monk using The Book of Exhaughted Deeds, and a Barbarian that played one game from the Conan rpg. That's it. It is the best game ever.

If it is your first game, and you have been playing lots of strange games, I recommend going back to the basics. They got it right in the core rules alone, nothing else really matters.
Tequila_Sunrise

03-05-08, 08:25 PM
i plan on DMing for the first time, i want to keep things simple, but allow options.

i was thinking gestalt 40 point buy, only use races from the following books,
PHB, DMG, Any non aquatic Unearhted arcana variant (elemental or enviromental) or any non level adjusted race with no racial hit dice in core monster manual only, accepted classes for gestalt in the following, unearthed arcana variants, PHB, PHB2, or generic spellcaster, but ban multiclassing and prestige classes, (you must take your gestalt all the way through)

allow the rebalanced nekogami (just added +2 search and weapopn finesse to existing nekogami, but didn't post it, reduce size to small)

give half elves the human skill points. is this okay?

Although you say "simple" I think what you mean is "rules that I am familiar with". Nevertheless, the Tome of Collected House Rules and Variants in my sig might be worth a look. They are all designed to make the game simpler and easier to play.

TS
Nathreet

03-05-08, 09:58 PM
I'd just keep it to the PHB and MM. Do not allow custom magic items or prestige classes (even DMG ones) until you get comfortable with the rules. Read through the books and take notes on what might come up so gameplay doesn't get bogged down later. Play in another group as a wizard/etc. and experiment to get used to spells. Start with a simple mission without much story or options (dungeon has a few paths, paths have stuff in it). Don't make the world, etc. yet.

Just an opinion/guess.
Selgard

03-06-08, 12:00 AM
For your first time:

stick with the core, and only allow exceptions by your direct permission only.

Do not let Anything into the game you are not intimitely familiar with.. Period.

Shy away from allowing item creation. Direct their loot so you have relatively solid control on the campaign.

As you "level up" in DM'ing (so to speak) you can lax these up, but they'll help alot to start with.
navar100

03-06-08, 12:03 AM
i only have the following books, monster manual, phb, phb2, dmg, unearthed arcana, and mm5 (most of these i found at the local borders) i have played with high powered characters before, (both single class and gestalt) i prefer spellpoints and can understand that better than spell slots, the main things used will be spellpoints, gestalt and races. any non L.A. non H.D. race from monster manual will be accepted too, (gray elves, deep dwarves, tallfellows etc) i still want to give options, but not complicate things, i plan on playtesting a homebrew race or 2 as well. (Nekogami of course)

Ok.

Since you have experienced gestalt as a player there's a good chance you won't be overwhelmed as a DM. If you can, speak with the DM of that gestalt game you played to hear his experience with it.
YamiShinobi

03-10-08, 11:00 PM
Ok.

Since you have experienced gestalt as a player there's a good chance you won't be overwhelmed as a DM. If you can, speak with the DM of that gestalt game you played to hear his experience with it.

i personally like the character points variant, thanks for the tome, as well as generic weapons, sorcerers need bonus feats, (bring up to wizard) natural spell, wish, limited wish, and miracle are going to be banned. i set up special rules on polymorph and wildshape.



Polymorph fix
You must have seen the creature of your desired form, or have read about it, if you have read about it, I need a list of all creatures you read about, to polymorph into said creature, you must make a knowledge (arcana) check (DC=15+creatures HD) the creature cannot exceed you own total hit dice (class levels included)
Alter self and disguise self require concentration checks, (DC=15+total difference modifer from self)
Other creature with same type and a similar anatomy (+0)
Creature of different size category (+5 per category different)
Creature with different anatomy or different amount of appendages (+15)
Creature of different type (+10)
Disguise self affects only cosmetics (1st level spell), alter self grants features of new form, (movement modes, darkvision, natural armor, deflection, or natural attacks, but not stats, equipment, skill bonuses, or feats)

Wildshape
Banned, instead, shapeshift will be used.
Animal companions, mounts and familiars are banned.




wish, limited wish, miracle, natural spell are banned, wildshape is replaced with shapeshift, i will have to look the material over case by case.
YamiShinobi

03-10-08, 11:18 PM
confirmed houserules



Ability Score Genration
1.40 point buy
2.Races must be from the following, PHB, Unearthed arcana, (environmental and elemental variants only, but please, no aquatics) as well as races from monster manual 1 that are in party ecl, which can be bought off
3.These apply to all approved subraces of these races

4.Level adjustment buyoff is approved, (anytime after level 3, (class levels) don’t count level adjustment for this)
5.Everybody gains 2 more skill points per level (X4 at level 1) (rogue=10 bard=8 monk=6 etc.)

6.Class features can be bought as feats

7.Weapon finesse has no prerequisites

8.Weapon focus/specialization is based on char level

9.Anybody can take improved crit off bat

10.Dodge grants +1 dodge bonus to ac

11.Character points will be used
12.Fighters gain feats every level, other characters gain feats at every odd numbered level (2 at 1st)
13.Half elves gain the human bonus skillpoint
14. half elves gain human bonus skillpoint
15. Alignment and multiclassing restrictions have been removed, instead, such abilities are based on character’s own aligment, not class
16.Gain bonus level 0 spells equal to your bonus level 1 spells
17.Class features may be bought with feats
18.Toughness grants bonus hit points equal to current character level+3 at no prerequisite, but can only be taken once,(this increases as you level)
19. Every skill is a class skill for all, ( I don’t wanna have to calculate crossclass)
20. Max ranks are level +5 instead of level +3
21. Everybody gets max gold for their class
22. humans and half elves gain 1 bonus character point at 1st level







Class Variants
The Sorcerer
Bonus Feats: Using this variant a sorcerer gets the Eschew Materials feat at 1st level and a Bonus feat at 5th level and every five levels thereafter, no familiar
The Wizard
Expanded Spell Book: Using this variant a wizard gives up the ability to summon a familiar in exchange for one more spell learned at each wizard level., the wizard may choose his/her feats, no familiar
The Fighter
The fighter is not just restricted to fighter bonus feats
The ranger
The ranger benefits from both combat styles, no animal companion

Minor swaps in saving throws are accepted, as well as hit die skill point redistribution
Hit die size Skill change
1 step higher lose 2 per level per step
1 step lower gain 2 per level per step
Alignment and Multiclass Freedom
No Class-Specific Multiclassing or Alignment Restrictions
class descriptions are purely optional. As a result no class has class-specific multiclassing (monk, paladin) or alignment restrictions (barbarian, bard, druid, paladin). As a result the monk’s ki strike and paladin’s smite evil become variable depending on a character’s alignment. For example, a good monk’s ki strike might only bypass damage reduction/good while a chaotic paladin’s smite ability Might Only beeffective against lawful opponents. True neutral characters might not gain any benefits from such class abilities or you might come up with alternative versions for them.
the choice of if and which classes to multiclass into is considered a matter of a character’s personality and personal growth rather than inherent talent. As a result multiclassing restrictions and penalties, as described on page 59 of the Player’s Handbook, do not exist at all.
Unarmed Strike (Simple, Light)
This weapon has no cost, deals 1d3 damage (or 1d2 for Small characters), has a critical range of 20/x2, has no range, weighs nothing and deals bludgeoning damage.
Standard Melee Weapon (Simple, Light)
This weapon costs 5 gp, deals 1d4 damage (or 1d3 for Small characters), has a critical range of 20/x2, has a range of 10 feet, weighs 2 pounds and deals one type of damage of the player’s choice.
Shield (Simple, Light)
This weapon costs 10 gp, deals 1d3 damage (or 1d2 for Small characters), has a critical range of 20/x2, has no range, weighs 4 pounds and deals one type of damage of the player’s choice.
Standard Melee Weapon (Simple, One-Handed)
This weapon costs 10 gp, deals 1d6 damage (or 1d4 for Small characters), has a critical range of 20/x2, has no range, weighs 4 pounds and deals one type of damage of the player’s choice.Thrown Melee Weapon (Simple, One-Handed)
This weapon costs 10 gp, deals 1d4 damage (or 1d3 for Small characters), has a critical range of 20/x2, has a range of 30 feet, weighs 2 pounds and deals one type of damage of the player’s choice.

Standard Melee Weapon (Simple, Two-Handed)
This weapon costs 20 gp, deals 1d10 damage (or 1d8 for Small characters), has a critical range of 20/x2, has no range, weighs 8 pounds and deals one type of damage of the player’s choice.
Double Weapon (Simple, Two-Handed)
This weapon costs 15 gp, deals 1d6 damage (or 1d4 for Small characters) with each end, has a critical range of 20/x2, has no range, weighs 8 pounds and deals one type of damage of the player’s choice.
Reach Melee Weapon (Simple, Two-Handed)
This weapon costs 15 gp, deals 1d8 damage (or 1d6 for Small characters), has a critical range of 20/x2, has no range, weighs 8 pounds and deals one type of damage of the player’s choice.
Ranged Weapon (Simple, Ranged)
This weapon costs 20 gp, deals 1d4 damage (or 1d3 for Small characters), has a critical range of 20/x2, has a range of 50 feet, weighs 2 pounds and deals one type of damage of the player’s choice.
Standard Melee Weapon (Martial, Light)
This weapon costs 5 gp, deals 1d6 damage (or 1d4 for Small characters), has a critical range of 19-20/x2, has a range of 10 feet, weighs 2 pounds and deals two types of damage of the player’s choice.
Shield (Martial, Light)
This weapon costs 10 gp, deals 1d4 damage (or 1d3 for Small characters), has a critical range of 20/x2, has no range, weighs 4 pounds and deals two types of damage of the player’s choice.
Standard Melee Weapon (Martial, One-Handed)
This weapon costs 10 gp, deals 1d8 damage (or 1d6 for Small characters), has a critical range of 19-20/x2, has no range, weighs 4 pounds and deals two types of damage of the player’s choice.
Thrown Melee Weapon (Martial, One-Handed)This weapon costs 10 gp, deals 1d6 damage (or 1d4 for Small characters), has a critical range of 19-20/x2, has a range of 30 feet, weighs 2 pounds and deals two types of damage of the player’s choice.
Finesse Weapon (Martial, One-Handed)
This weapon costs 15 gp, deals 1d6 damage (or 1d4 for Small characters), has a critical range of 18-20/x2, has no range, weighs 2 pounds and deals one type of damage of the player’s choice. A character with the weapon finesse feat can apply his Dexterity bonus to attack rolls with this weapon.
Maneuver Melee Weapon (Martial, One-Handed)
This weapon costs 15 gp, deals 1d8 damage (or 1d6 for Small characters), has a critical range of 20/x2, has no range, weighs 4 pounds and deals one type of damage of the player’s choice. This weapon grants its wielder a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). This weapon can also be used to make trip attacks. If a character is tripped during his own tripping attempt, he can drop this weapon to avoid being tripped.
Standard Melee Weapon (Martial, Two-Handed)
This weapon costs 20 gp, deals 2d6 damage (or 2d4 for Small characters), has a critical range of 19-20/x2, has no range, weighs 8 pounds and deals two types of damage of the player’s choice.
Double Weapon (Martial, Two-Handed)
This weapon costs 15 gp, deals 1d8 damage (or 1d6 for Small characters) with each end, has a critical range of 19-20/x2, has no range, weighs 8 pounds and deals two types of damage of the player’s choice.

Maneuver Melee Weapon (Martial, Two-Handed)
This weapon costs 25 gp, deals 2d6 damage (or 2d4 for Small characters), has a critical range of 20/x2, has no range, weighs 8 pounds and deals one type of damage of the player’s choice. This weapon grants its wielder a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). This weapon can also be used to make trip attacks. If a character is tripped during his own tripping attempt, he can drop this weapon to avoid being tripped.
Reach Melee Weapon (Martial, Two-Handed)
This weapon costs 15 gp, deals 1d10 damage (or 1d8 for Small characters), has a critical range of 19-20/x2, has no range, weighs 8 pounds and deals two types of damage of the player’s choice.Ranged Weapon (Martial, Ranged)
This weapon costs 20 gp, deals 1d8 damage (or 1d6 for Small characters), has a critical range of 19-20/x2, has a range of 100 feet, weighs 2 pounds and deals one type of damage of the player’s choice.
Light Armor
This armor costs 10 gp, grants a +3 armor bonus at 1st level, has a +5 maximum Dexterity bonus, a -1 armor check penalty, , no speed reduction and weighs 20 pounds. At 2nd level the armor bonus increases to +4.
Medium Armor
This armor costs 20 gp, grants a +4 armor bonus at 1st level, has a +4 maximum Dexterity bonus, a -4 armor check penalty, , a speed reduction of 10 feet (or 5 feet for Small characters) and weighs 30 pounds. At 2nd level the armor bonus increases to +5 and at 3rd level it increases to +6.
Heavy Armor
This armor costs 40 gp, grants a +5 armor bonus at 1st level, has a +3 maximum Dexterity bonus, a -7 armor check penalty, , a speed reduction of 10 feet/x3 (or 5 feet/x3 for Small characters) and weighs 40 pounds. At 2nd level the armor bonus increases to +6, at 2nd level it increases to +7 and at 4th level it increases to +8.
Shield
A shield costs 10 gp, grants a +1 shield bonus at 1st level, has a -1 armor check penalty and weighs 4 pounds.









Character Points
The challenge rating system assumes that PCs of any given level will have a certain number of “standard” magical items, all of which grant bonuses to their basic statistics. If PCs do not have these standard bonuses, not only do monsters become more and more difficult as the PCs gain levels but the very dynamics of combat changes. Many gamers don’t like how dependant PCs become on their magical items nor do they like to radically change the game’s combat and challenge rating system.
Using this variant, characters gain standard bonuses through their levels rather than through magical items. While these bonuses are mechanically similar to bonuses granted by magical effects, their in-game existance is not magical. For example when a character uses a character point to gain a +1 deflection or natural armor bonus to AC, he does not gain a protective force effect around his body nor does his skin harden. Instead the bonus simply represents him learning to dodge blows more easily.
A character gains two character points at first level and at each level thereafter. Bonuses bought with character points are extraordinary abilities and are always active. If you use this variant, 3.25 Damage Reduction is highly recommended as is a modification of the Wealth by Level guidelines. Since characters do not need magical items to gain their bonuses, they need much less wealth and resulting items. There are no hard and fast rules for how much to reduce a campaign’s wealth by level, because they are not necessary. As long as the characters have the basic bonuses which the challenge rating system assumes that they will have, they will be appropriately challenged by monsters and NPCs.
Maximum Character Points: You cannot invest more character points than the listed amount into any single bonus type.
Character Level Maximum Character Points per Bonus Type
1-4 1
5-8 2
9-12 3
13-16 4
17-20 5
Armor Bonus to AC
Each +1 bonus costs 1 character point, and stacks with the bonus granted by mundane armor.
Deflection Bonus to AC
Each +1 bonus costs 1 character point.
Enhancement Bonus to Attack Rolls and Damage
Each +1 bonus costs 1 character point.
Enhancement Bonus to an Ability Score
Each +2 bonus costs 1 character point
Natural Armor Bonus to AC
Each +1 bonus costs 1 character point, and stacks with permanent natural armor bonuses.
Resistance Bonus to Saves
Each +1 bonus costs 1 character point.
Shield Bonus to AC
Each +1 bonus costs 1 character point, and stacks with the bonus granted by mundane shields.
Inherent Bonuses
Each +2 bonus costs 1 character point
Bonus Feat or class feature
Each Feat or class feature costs 1 character point
Dodge Bonus to AC
Each +1 bonus costs 1 character point
Darkvision
Each 30 extra feat costs 1 character point, if a race normally without darkvision tries to get this, the first 60 feet costs 1 character point (humans, halfelves, Halflings etc get the first 60 for 1 point)
Polymorph fix
You must have seen the creature of your desired form, or have read about it, if you have read about it, I need a list of all creatures you read about, to polymorph into said creature, you must make a knowledge (arcana) check (DC=15+creatures HD) the creature cannot exceed you own total hit dice (class levels included)
Alter self and disguise self require concentration checks, (DC=15+total difference modifer from self)
Other creature with same type and a similar anatomy (+0)
Creature of different size category (+5 per category different)
Creature with different anatomy or different amount of appendages (+15)
Creature of different type (+10)
Disguise self affects only cosmetics (1st level spell), alter self grants features of new form, (movement modes, darkvision, natural armor, deflection, or natural attacks, but not stats, equipment, skill bonuses, or feats)
Wildshape
Banned, instead, shapeshift will be used.
Animal companions, mounts and familiars are banned.
Wish, Limited wish, miracle and natural spell are banned, spellpoints variant will be used.
Beguilers and warmages use the sorcerer entry for spellpoints while duskblades use the bards spellpoints
Clerics and druids will use the spontaneuous divine casting variant, (divine casters know have to know their spells)
Lay on hands has been doubled (twice you paladin level x your charisma bonus) and works like the dragon shamans touch of vitality.


house rules
YamiShinobi

03-10-08, 11:20 PM
i will ban ability enhancers and enhancement weapons, though you can still have flaming weapons or keen weapons and such.