Yet more house rules [Archive] - Wizards Community

Post/Author/DateTimePost
Max Octavious Xavier

08-19-06, 01:37 PM
The following are some ideas I have for house rules. Coments and analysis please and thank you. I have highlighted the biggest changes.

General
- No evil characters
- 3.5, things from 3.0 may be used, with DM approval.
- 33 point buy, 8-14= +1/1pt; 15-18= +1/2pts

Level Advancement
Check with the DM before gaining a level in a new class, there will be requirements/training your character may need to meet.
Unexpected outside influences (traumatic, religious, near death, etc...) with DM approval, allow skipping this.

Skill Points
All skills only cost 1 point, regardless of class/crossclass status.
Exclusive skills, if used, are still exclusive.
Max class/cross-class rank limits still apply.
The skill system in 3.x seems to be an attempt at giving characters more freedom, but if you try to be good at anything crossclass you will never be good at any skill, period. This rule makes it possible to be decent at something crossclass without totally gimping the character and, with max ranks, not outshine someone else who has it as a class skill.

Feats
- Metamagic feats raise the level of the affected spell by 1 less level, after all additions have been made (minimum of +0).
- If an event (such as learning a new class) will give you a feat you already have, you may chose to replace the previous feat with another.
- Weapon Focus adds directly to your Base Attack (maximum of +1), thus you will get multiple attacks sooner with this weapon.
WF may be taken multiple times with the same weapon and they do stack.
If you want to focus, you can. But sunder and disarm are valid DM/npc tactics. You have been warned.
- Magic item creation is based on function not form, similar to AE system.
Xp cost can be eliminated by using more exotic and expensive ingrediants/materials.
Using function not form seems logical.
- Dodge may be taken multiple times, and stacked on 1 opponent or split between multiple opponents at the characters option.

Spells
- +1 to the DC to save against spells for each 5 caster levels in your highest spell casting class.
The same spell from a 20th level wizard should be harder to save against than if it is cast by a 1st level wizard, all other factors being equal.
- Spellcasters may choose special effects for their spells. These should be consistant with a theme
and may give the spell minor effects/side effects.

Halforcs
Halforcs also get +2 Con in addition to the +2 str, -2 int and -2chr.
I/we consider chr amd int to be as important as the physical stats. After all, if you can talk around an encounter you still "defeat" the encounter.

Sorcerers
- To gain the Sor class a character must start with it( if a character begins with multiple levels. it may
be any of them), have it as a 0 level class(see Feats 7] above) or have special DM approval.
- Gain Eschew Material Components at 1st level.
- Sor may combine 'spells known' levels to 'know' a spell of higher level than they can normally cast.
They may even borrow from future character level's 'spells known', however they must always know
1 spell per spell level and can only take levels of Sor until this borrowing is paid.
Also, until they can actually cast the higher level spell, it is in the domain of GM's whim as to when and if it gets used.
Though, the closer you get the more control the PC will have.
I know this is rather hinky and undefined, but I like the idea of a 1st level sor having powers beyond their control. This might be an idea for npc's only. Very special npc's.

Prestige classes
- Prestige Class requirements are staged across the first few levels. BAB, For/Ref/Wil Saves, skills and caster levels
gained from a prestige class do not apply toward it's own requirements.
- You may not gain more Prc until they 1st one is "paid for"
For specifics on each prestige class consult your GM.
As a group, we rarely reach high levels (13 is the highest so far). This allows us to enter a Prc earlier.

Barbarians
- Barbarians may be LE alignment. They may rage as normal.

Posion
- For save for half will be the norm.
This reinstills the fear of posion. IMC use of deadly posion is illegal and if caught there are severe (ingame)consequences.

Luck stones/Action Points
- Action Points allow +1d6 after a roll (skills, attacks, saves, ability checks), they are the standard
- Luck stones allow rerolls, but will be rare.

Rosaria Specific House Rules
These are another Dms rules that I don't use.
1]starting hp are still at max, but other levels gain a set amount, low average:
d4=2, d6=3, d8=4, d10=5 and d12=6.
2]wizards may only cast 5th or greater level spells if they have at least 1 level as Sor.
3]Charging gives you a +2 dam bonus.
Witch

08-19-06, 02:32 PM
Exclusive skills, if used, are still exclusive.
Please explain.


Feats
- Metamagic feats raise the level of the affected spell by 1 less level, after all additions have been made (minimum of +0).

Spells
- +1 to the DC to save against spells for each 5 caster levels in your highest spell casting class.
The same spell from a 20th level wizard should be harder to save against than if it is cast by a 1st level wizard, all other factors being equal.

A) You're increasing caster power. Casters are already extremely powerful at non-epic levels. Don't do this. At epic levels, the increase to DC isn't sufficient. The boost to metamagic is incredibly overpowering. It already takes a feat to do this same thing to -one- spell.

B) A high-level wizard will have gained intelligence from wishes/tomes, items & from increases from levelling. That's sufficient to increase his DC. It also represents that his spells are harder to resist.


- Weapon Focus adds directly to your Base Attack (maximum of +1), thus you will get multiple attacks sooner with this weapon.
WF may be taken multiple times with the same weapon and they do stack.
If you want to focus, you can. But sunder and disarm are valid DM/npc tactics. You have been warned.
I'd want to see this playtested.



Halforcs
Halforcs also get +2 Con in addition to the +2 str, -2 int and -2chr.
I/we consider chr amd int to be as important as the physical stats. After all, if you can talk around an encounter you still "defeat" the encounter.
I'd remove the int penalty instead of adding a Con boost. I'd also give a +2 bonus on intimidate.

Sorcerers
- To gain the Sor class a character must start with it( if a character begins with multiple levels. it may
be any of them), have it as a 0 level class(see Feats 7] above) or have special DM approval.
Everything needs special DM approval - but I think that one can develop his magical potential later in his life just as well as early in his life.
- Gain Eschew Material Components at 1st level.
Add "Gain Ignore Material Components at 21st level".

I know this is rather hinky and undefined, but I like the idea of a 1st level sor having powers beyond their control. This might be an idea for npc's only. Very special npc's.
If it's NPC only, there's no need to define exact rules for it. I don't like it for players.

Prestige classes
- Prestige Class requirements are staged across the first few levels. BAB, For/Ref/Wil Saves, skills and caster levels
gained from a prestige class do not apply toward it's own requirements.
- You may not gain more Prc until they 1st one is "paid for"
For specifics on each prestige class consult your GM.
As a group, we rarely reach high levels (13 is the highest so far). This allows us to enter a Prc earlier.
Bizarre. I'd suggest just starting at a higher level.

Barbarians
- Barbarians may be LE alignment. They may rage as normal.
Makes no sense whatsoever. Either you allow them all the lawful alignments, or you allow them none. Raging & lawful evil cannot come together if lawful good & raging cant. A rage doesn't mean you're evil.

Posion
- For save for half will be the norm.
This reinstills the fear of posion. IMC use of deadly posion is illegal and if caught there are severe (ingame)consequences.
This will make poison a lot more powerful. If your players manage to grab it, it could get bad soon.


1]starting hp are still at max, but other levels gain a set amount, low average:
d4=2, d6=3, d8=4, d10=5 and d12=6.
This is stronger for the caster classes. They benefit from constitution more. Instead, I'd suggest using 3, 4, 6, 7(8?), 9.
Max Octavious Xavier

08-19-06, 03:42 PM
Quote:
Originally Posted by Max Octavious Xavier
Exclusive skills, if used, are still exclusive.

Please explain.

Exclusive skills were a 3.0 concept, only certain classes could take some skills. That part could be deleted if it doesn't apply.

A) You're increasing caster power. Casters are already extremely powerful at non-epic levels. Don't do this. At epic levels, the increase to DC isn't sufficient. The boost to metamagic is incredibly overpowering. It already takes a feat to do this same thing to -one- spell.

B) A high-level wizard will have gained intelligence from wishes/tomes, items & from increases from levelling. That's sufficient to increase his DC. It also represents that his spells are harder to resist.
Yes, I know, and that has caused me some concern, but... doesn't it seem logical that, all other factors being equal, the same spell cast by a 20th level caster should be harder to resist than the same spell cast by a 1st level caster. How about this:
- +1 to the DC to save against spells for each 5 caster levels in your highest spell casting class. Max of +0 for your highest level spells, +1 for next highest, +2 etc...
This would allow their lower level spells to increase in effectiveness without increasing their highest level spells. And yes, I am using the word logical to talk about a fantasy game with dragons and magic. :)

I'd want to see this playtested.
It works ok. It only lets you get multiple attacks 1 level early and if you really want to be a true (insert weapon name) master, you can. Just don't cry when (not if) you are disarmed or sundered, etc...

I'd remove the int penalty instead of adding a Con boost. I'd also give a +2 bonus on intimidate.
Good idea, hmm, I think I'll run this by my brain trust of players.

If it's NPC only, there's no need to define exact rules for it. I don't like it for players.
Hey, I said it was Hinky. It has potential as a plot device or something, but thats about all. Do you have any ideas on how "useage rules" might make this workable?

Bizarre. I'd suggest just starting at a higher level.
Really, it goes all the way to bizarre. ;) We don't like to start higher than 3rd level. This allows characters to pickup 1 level of 1 Prc earlier than normal.


Makes no sense whatsoever. Either you allow them all the lawful alignments, or you allow them none. Raging & lawful evil cannot come together if lawful good & raging cant. A rage doesn't mean you're evil. Rage doesn't mean you're evil, but being evil doesn't hurt. I see rage as an evil OR nonlawful thing and have no problem excluding LG/LN. LE don't use their "anger" emotion, they use their "desire to dominate" emotion. Would that make more sense?

This will make poison a lot more powerful. If your players manage to grab it, it could get bad soon. I don't use posion often and I use roleplaying consequences for using it. If a PC wants to start using deadly posion, they can. But eventually their actions will catch up with them and there will be consequences. Frankly, I just got tired of "I made that save, no effect". I had 1 entire combat where an imp was stinging (over and over again) a dwarven fighter with a 20 con and having no effect.

This is stronger for the caster classes. They benefit from constitution more. Instead, I'd suggest using 3, 4, 6, 7(8?), 9.
Interesting, I'll pass that along.
Thanks for the reply.
Witch

08-19-06, 05:59 PM
Exclusive skills were a 3.0 concept, only certain classes could take some skills. That part could be deleted if it doesn't apply.
Ah. They don't exist anymore in 3.5 :) A change I like.

Yes, I know, and that has caused me some concern, but... doesn't it seem logical that, all other factors being equal, the same spell cast by a 20th level caster should be harder to resist than the same spell cast by a 1st level caster. How about this:
- +1 to the DC to save against spells for each 5 caster levels in your highest spell casting class. Max of +0 for your highest level spells, +1 for next highest, +2 etc...
This would allow their lower level spells to increase in effectiveness without increasing their highest level spells. And yes, I am using the word logical to talk about a fantasy game with dragons and magic. :)
It would work - but still increase their power. I don't really find it necessary. As I said: a higher level caster already casts more powerful spells through these other measures :) Secondly, note that you can increase caster level by magic items.


Do you have any ideas on how "useage rules" might make this workable?
I'd suggest looking at the Ur-Priest class ability. There's also a feat that allows Sorcerers to use 2 lower level slots to cast a higher level spell. But they still need to know the spells already. If you really want to use it, make it work like a scroll works: if you're not high enough level, you need to do a spellcraft check to make it work. Or a use magic device check.

Rage doesn't mean you're evil, but being evil doesn't hurt. I see rage as an evil OR nonlawful thing and have no problem excluding LG/LN. LE don't use their "anger" emotion, they use their "desire to dominate" emotion. Would that make more sense?
Couldn't Lawful Good fly into a rage because you've been murdering orphans, and they are so outraged at that scandalous behavior that they draw strength from their rage?
Desiring to dominate, by the way, does not sounds at all like the class ability.

I don't use posion often and I use roleplaying consequences for using it. If a PC wants to start using deadly posion, they can. But eventually their actions will catch up with them and there will be consequences. Frankly, I just got tired of "I made that save, no effect". I had 1 entire combat where an imp was stinging (over and over again) a dwarven fighter with a 20 con and having no effect.
Someone with 20 con is just highly resilient to these effects. That's kind of the idea behind people with high con: they're good against such things :)
OneWinged4ngel

08-19-06, 06:23 PM
Spells
- +1 to the DC to save against spells for each 5 caster levels in your highest spell casting class.
The same spell from a 20th level wizard should be harder to save against than if it is cast by a 1st level wizard, all other factors being equal.

Honestly, this is completely unnescessary and even more overpowering to a class that really doesn't need help. Without this rule, a reasonably built level 20 wizard is slinging spells with 30-40 DCs. You *REALLY* don't have to make it any higher than it already is :eek:
Max Octavious Xavier

08-20-06, 09:29 AM
Thanks for the replies so far. Anyone else have comments or suggestions? Anyone need any of the ideas explained further?
Witchblade

08-20-06, 10:04 AM
OK, I don't have much time so I won't read the entire thread so I'll probably repeat some things. Bolded is mine.


Skill Points
All skills only cost 1 point, regardless of class/crossclass status.
Exclusive skills, if used, are still exclusive.
Max class/cross-class rank limits still apply.
The skill system in 3.x seems to be an attempt at giving characters more freedom, but if you try to be good at anything crossclass you will never be good at any skill, period. This rule makes it possible to be decent at something crossclass without totally gimping the character and, with max ranks, not outshine someone else who has it as a class skill.
OK, this severely outbalances the game. This is a true rogue-killer rule. Everyone will now have access to tumble and use magic device. Sorcerers especially will greatly benefit from this. I would definitely remove this rule.

Feats
- Metamagic feats raise the level of the affected spell by 1 less level, after all additions have been made (minimum of +0).
Empower at +1? Ouch! Quicken at +3? Combine this with Arcane Thesis and you get empower at +0 and maximize at +1. Scrap it.

- If an event (such as learning a new class) will give you a feat you already have, you may chose to replace the previous feat with another.
Fine with me.

- Weapon Focus adds directly to your Base Attack (maximum of +1), thus you will get multiple attacks sooner with this weapon.
WF may be taken multiple times with the same weapon and they do stack.
If you want to foc
us, you can. But sunder and disarm are valid DM/npc tactics. You have been warned.
Another definite nono. Fighters could use the boost, but they will only pick WF/GWF now. Rogues will pick weapon focus a lot too now, sneak attack fest! This makes weapon focus too powerful and leaves the players with the choice 'this or weapon focus?' with every feat they take. Sunder and disarm? Your attack bonus will be high enough that these tactics are crap, as they already are really. Besides, PCs can combine weapon focus with disarm themselves.

- Dodge may be taken multiple times, and stacked on 1 opponent or split between multiple opponents at the characters option.
Sure, but nobody will use it. It's already a suboptimal feat and taking it twice won't really benefit anyone. Besides, this bogs down the game.

Spells
- +1 to the DC to save against spells for each 5 caster levels in your highest spell casting class.
The same spell from a 20th level wizard should be harder to save against than if it is cast by a 1st level wizard, all other factors being equal.
Again, no. Wizards with their normal DCs + 4 (maybe even +5), witness the carnage. This reduces the chance of making a save by 20%! Casters are already too powerful at high levels, this makes it even worse. Combined with the metamagic rule, this is just disturbing. Oh, and high level wizards have a higher intelligence and probably heighten spell so the save will already be harder to resist. Example: 20th level wizard, Int 30 (could easily be 36), casts wail of the banshee. Save DC? 33. The encounter just ended.

- Spellcasters may choose special effects for their spells. These should be consistant with a theme
and may give the spell minor effects/side effects.
This is already RAW.

Halforcs
Halforcs also get +2 Con in addition to the +2 str, -2 int and -2chr.
I/we consider chr amd int to be as important as the physical stats. After all, if you can talk around an encounter you still "defeat" the encounter.
It's OK to upgrade halforcs, but this is a bit overkill I think. Halforcs don't talk their way around encounters, they smash them. Cha 6 means nothing to a halforc barbarian. Possible, but I'd rather boost the halforc on another way.

Barbarians
- Barbarians may be LE alignment. They may rage as normal.
I really don't see the use of this rule. Your characters can't be evil anyway. Sounds more like a way to munchkinize monk/barbarian NPCs or something. Besides, why the exception flavourwise?

Posion
- For save for half will be the norm.
This reinstills the fear of posion. IMC use of deadly posion is illegal and if caught there are severe (ingame)consequences.
This makes ninja's and assassins almost viable after the skillpoint houserule. High level characters can buy dozens of poisons easily. Take something that deals Con damage and combine it with a wounding weapon, TWF, and your weapon focus rules... Nasty, just nasty.

Rosaria Specific House Rules
These are another Dms rules that I don't use.
1]starting hp are still at max, but other levels gain a set amount, low average:
d4=2, d6=3, d8=4, d10=5 and d12=6.
I'd rather set them high to boost the warriortypes. Set amounts are good though.

2]wizards may only cast 5th or greater level spells if they have at least 1 level as Sor.
This would at least balance wizards a bit after those magic rules. It's a silly way of balancing though.

3]Charging gives you a +2 dam bonus.
Fine with me, not really necessary though.

Well, there you have it. I'd just play without houserules.
Witch

08-20-06, 12:07 PM
OK, this severely outbalances the game. This is a true rogue-killer rule. Everyone will now have access to tumble and use magic device. Sorcerers especially will greatly benefit from this. I would definitely remove this rule.

Note that he's still enforcing normal maximums on these skills. Just not the double cost.
theblindman

08-20-06, 07:27 PM
I really like the skill-fix.

I don't like what you've done with metamagic feats. But hell, it all depends on how your group plays spellcasters. It might not be a problem with your group, but it's no good en masse.

I like the idea of taking Dodge multiple times.
Tytalus

08-20-06, 11:28 PM
- Metamagic feats raise the level of the affected spell by 1 less level, after all additions have been made (minimum of +0).


Why? Do casters really need another boost?


- Weapon Focus adds directly to your Base Attack (maximum of +1), thus you will get multiple attacks sooner with this weapon.
WF may be taken multiple times with the same weapon and they do stack.


Again, why?

This is a problematic rule for a number of reasons. All classes now just need a single feat to enter epic levels with an additional iterative attack. Martial prestige classes can be qualified for too early, and characters can obtain a ridiculous number of attacks. E.g., Human Fighter20: BAB +33; Almost doubles the attacks of a normal fighter. Ridiculous. And yes, I realize it is a specialization, but longswords for example are not exactly hard to come by.

Rule of thumb: don't touch BAB. Ever. Stacking Weapon Focus feats is more than enough.



- +1 to the DC to save against spells for each 5 caster levels in your highest spell casting class.
The same spell from a 20th level wizard should be harder to save against than if it is cast by a 1st level wizard, all other factors being equal.


This is already realized though higher level spellcasters generally having a higher attribute value in their casting stat. And again, spellcasters really don't need a boost.


- To gain the Sor class a character must start with it( if a character begins with multiple levels. it may
be any of them), have it as a 0 level class(see Feats 7] above) or have special DM approval.


Doesn't make sense to me. A sorcerous talent may awaken at any time.

Prestige classes

Needlessly complicated.


- Barbarians may be LE alignment. They may rage as normal.


Why? Seems unmotivated and inconsistent.
Max Octavious Xavier

08-21-06, 02:04 AM
Again, why?

This is a problematic rule for a number of reasons. All classes now just need a single feat to enter epic levels with an additional iterative attack. Martial prestige classes can be qualified for too early, and characters can obtain a ridiculous number of attacks. E.g., Human Fighter20: BAB +33; Almost doubles the attacks of a normal fighter. Ridiculous. And yes, I realize it is a specialization, but longswords for example are not exactly hard to come by.

Rule of thumb: don't touch BAB. Ever. Stacking Weapon Focus feats is more than enough.
I think you missed the "maximum of +1 part". Only the first Weapon Focus adds to Bab, the rest just add to hit. So it will only let you get iterative attacks or enter a prestige class 1 level early.

Originally Posted by Max Octavious Xavier
- Metamagic feats raise the level of the affected spell by 1 less level, after all additions have been made (minimum of +0).

I just wanted to clarify, you add all the level adjustments of all metamagic feats you apply to a spell first, then you subtract 1(minimum of +0). I think I should add, Heighten spell is an exception to this rule.
2nd Ed Paladin

08-25-06, 12:54 PM
I like the skills house rule. Our group has a rule that skill focus can make a skilll a class skill instead of adding +3 (ie either +3 or class skill).

I think reducing the cost of metamagic makes spellcasters more powerful and this isn't something that is needed.

I agree that WF stacking is a not too overpowering.

I don't like increasing the CL of spells. As other posters have said a 20th level wizard's INT modifier will be much higher than a lvl 1 anyway. Also casters are generally powerful enough anyway.

Halforc: Seems too powerful now. If I were to change it, I would lose the CHR penalty instead of adding CON.

Can't multiclass to sorceror: I use the same rule but also include barbarian.

Raging for LE: Why not just remove the alignment req. for barbs altogether? Doesn't seem to make sense otherwise. Think of it as righteous wrath for LG.
Max Octavious Xavier

08-26-06, 12:19 PM
Thanks for the replies so far. I will attempt to explain some of the more commented on items and post some revisions. First, some general notes about our group and playing style.
- we don't play at higher levels. We tend to start at 1st to 3rd level and our longest running game is now at 13th level (it's been running for 4 years). It's story arc should end by 16th level. Most campaigns die (for various reasons) by 9th level.
- we play story/plot heavy games. The characters can do whatever they want, but the world keeps moving/changing without them.
- we play 2 campaigns at a time. On average this means we play a campaign once a month.


Feats
- Metamagic feats raise the level of the affected spell by 1 less level, after all additions have been made (minimum of +0).
- Metamagic feats; add up all spell level adjustments for all metamagic feats applied to a spell (except Heighten), subtract 1 (minimum of +0), then add Heighten Spell.
Changed for clarity. In my experience/gaming group, spellcasters won't take most metamagic feats as written. I have seen others analysis of metamagic, it is more effective at higher levels. Levels which we as a group don't (or rarely)play at. I understand, as a general rule, this would give spellcasters an unneeded boost.

- Weapon Focus adds directly to your Base Attack (maximum of +1), thus you will get multiple attacks sooner with this weapon.
WF may be taken multiple times with the same weapon and they do stack. - Weapon Focus may be taken multiple times with the same weapon and they do stack. The first (and only the first) WF for a weapon adds directly to your Base Attack (maximum of +1) when using that weapon, thus you will get multiple attacks sooner with this weapon. This +1 does not apply for prerequisites of any kind.
Changed for clarity. This rule was created during 3.0, before Greater Weapon Focus, but I don't believe GWF goes far enough. With only 1 WF/GWF per weapon, a character who has spent their entire career focusing on 1 weapon (Ie: WF/GWF) is only 10% better than a person who hasn't (all other factors being equal). This rule allows for a character who has focuses on just 1 weapon and becomes very, very good at it. As a side benefit, it does give a slight boost to melee types.


Spells
- +1 to the DC to save against spells for each 5 caster levels in your highest spell casting class.
Overall, it seems logical to me that, all other factors being equal, the same spell cast by a 20th level caster should be harder to resist than when cast by a 1st level caster. After due consideration, I think level ability boosts (at 4th, 8th...) could be the "harder to resist" factor I was looking for.

Halforcs also get +2 Con in addition to the +2 str, -2 int and -2chr.- Halforcs get +2 str balanced by -2 int or -2 chr.
I find it funny that +2 str is balanced by -2chr and -2int, but +2 mental stat is considered an (almost)automatic +1 LA for any race. However, I see that reducing a negative is less overpowering than giving another positive.

- Sor may combine 'spells known' levels to 'know' a spell of higher level than they can normally cast.
They may even borrow from future character level's 'spells known', however they must always know
1 spell per spell level and can only take levels of Sor until this borrowing is paid.
Also, until they can actually cast the higher level spell, it is in the domain of GM's whim as to when and if it gets used.
Though, the closer you get the more control the PC will have.
I know this is rather hinky and undefined, but I like the idea of a 1st level sor having powers beyond their control. This might be an idea for npc's only. Very special npc's.Dropped entirely.

Prestige classes
- Prestige Class requirements are staged across the first few levels. BAB, For/Ref/Wil Saves, skills and caster levels
gained from a prestige class do not apply toward it's own requirements.
- You may not gain more Prc until they 1st one is "paid for"
For specifics on each prestige class consult your GM.-Prestige classes
- The 1st level in a characters 1st Prestige Class may be taken when half the normal prerequisites are reached (consult DM for details). BAB, For/Ref/Wil Saves, skills and caster levels
gained from a prestige class do not apply toward it's own prerequisites.
- You may not gain more levels in that Prc or any other Prc until the normal prerequisites for the 1st one are reached.
- Skills and Feats must go toward reaching the normal prerequisites before any others may be taken.
For specifics on each prestige class consult your GM.
Changed for clarity. Mostly done because my group tends to spend more time at lower levels. This allows us to focus our characters earlier.

- Barbarians may be LE alignment. They may rage as normal.I find it interesting that this has drawn as much comment as it has. IMO rage is an evil OR nonlawful ability. However, this will be moved from "House Rules" to "Campaign Background".
Killermiller

08-27-06, 04:27 AM
- Weapon Focus adds directly to your Base Attack (maximum of +1), thus you will get multiple attacks sooner with this weapon.
WF may be taken multiple times with the same weapon and they do stack.
If you want to focus, you can. But sunder and disarm are valid DM/npc tactics. You have been warned.

If you really want this you can make it so that it affects only one weapon and I mean one weapon. Not longsword but the longsword you are holding right now. Because not all longswords are the same. Maybe yours is a little heavier not much to make difference to dmg. but enough to affect your swings.That will make disarm and sunder more important. My thoughts are those.
Wayside

08-27-06, 05:07 AM
I have a system for the casting of higher level spells that you were talking about, thought you might want to take a look at it before you scrapped the idea.
Here it is:
• Overcasting: Any caster may use the powerful ability to overcast. Overcasting is when a spellcaster attempts to cast a spell beyond his or her normal abilities. In order to do this, the caster must know the spell, or have it prepared. In order to attempt to overcast you must sacrifice two spell slots of one level lower than the spell you are trying to cast, or four of two lower, 6 of three lower, etc... Overcasting is a very risky maneuver and as such is very hard to pull off. When casting the spell you have a 15% chance of spell failure per level it is above your highest level spell and a 15% chance of backfire per level it is above your highest level spell. The most any given caster can overcast is three levels above his highest level spell. For each additional round you spend casting the spell (unless the spell itself normally takes longer than one round to cast, in this case each increment is equal to the original casting time), both the failure and backfire chance is reduced by 5%. The caster must declare how many rounds he will spend casting the spell at the start of the chanting and if it is interrupted before the first half of the casting it fails, and if it is interrupted during the second half it backfires. In order for a wizard to overcast he must add the spell to his spellbook and then memorize it by sacrificing lower level spell slots, and in order for a sorcerer to overcast he must know the spell. A sorcerer can know spells he cannot yet cast by giving up a number of spell levels worth of slots equal to the overcast spell’s level. For example in order to be able to overcast a fireball a sorcerer of 5th level would have to give up a 2nd level spell and a 1st level spell, 3 1st level spells, or 2 2nd level spells, and then in order to cast it he would have to sacrifice either 2 second level spell slots, 4 first level spell slots, or 1 2nd level spell slot and 2 1st level spell slots. If a spell backfires it deals 1d4 damage per spell level to the caster.
Max Octavious Xavier

08-27-06, 01:53 PM
I have a system for the casting of higher level spells that you were talking about, thought you might want to take a look at it before you scrapped the idea.
Here it is:
• Overcasting: Any caster may use the powerful ability to overcast. Overcasting is when a spellcaster attempts to cast a spell beyond his or her normal abilities. In order to do this, the caster must know the spell, or have it prepared. In order to attempt to overcast you must sacrifice two spell slots of one level lower than the spell you are trying to cast, or four of two lower, 6 of three lower, etc... Overcasting is a very risky maneuver and as such is very hard to pull off. When casting the spell you have a 15% chance of spell failure per level it is above your highest level spell and a 15% chance of backfire per level it is above your highest level spell. The most any given caster can overcast is three levels above his highest level spell. For each additional round you spend casting the spell (unless the spell itself normally takes longer than one round to cast, in this case each increment is equal to the original casting time), both the failure and backfire chance is reduced by 5%. The caster must declare how many rounds he will spend casting the spell at the start of the chanting and if it is interrupted before the first half of the casting it backfires, and if it is interrupted during the second half it merely fails. In order for a wizard to overcast he must add the spell to his spellbook and then memorize it by sacrificing lower level spell slots, and in order for a sorcerer to overcast he must know the spell. A sorcerer can know spells he cannot yet cast by giving up a number of spell levels worth of slots equal to the overcast spell’s level. For example in order to be able to overcast a fireball a sorcerer of 5th level would have to give up a 2nd level spell and a 1st level spell, 3 1st level spells, or 2 2nd level spells, and then in order to cast it he would have to sacrifice either 2 second level spell slots, 4 first level spell slots, or 1 2nd level spell slot and 2 1st level spell slots. If a spell backfires it deals 1d4 damage per spell level to the caster.
Interesting idea, it has the basic concept I was looking for. Have you played with it much? How does it play out?
Wayside

08-27-06, 11:37 PM
It hasn't been an unbalancing mechanic in any of my games thusfar. The costs for attempting it do a pretty good job of balancing the gain. A few people have applied it in combat taking the risk of a 30% chance of failure without taking extra time to cast, but it isn't done very often without a turn or two of preperation because of just how painful the results can be for the caster. Many casters find themselves not wanting to give up the exta turns because they could do more within those turns using lower level spells, that is one of the reasons i boosted their caster level of the overcast spell to the minimum caster level it would take to cast it. I have used it quite a few times for NPC's since it generally is more useful for them. Battles against a powerful caster like a lich have a much more epic feel with this mechanic and it makes the group weary of any spellcaster even if they have a general idea of his power level. It may only be a 1st level wizard back there, but they know that given enough time he could concievably fireball them. Another cinematic application is for spellcasters during war, having a group of low level casters chanting for a minute to fireball attacking troops. The group has also learned that it is very useful when done out of combat such as for divinations or transportation. Overall it hasn't done anything game breaking, but adds a certain flare to the game and spellcasting in general that D&D lacked in before.