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| #1evilveganOct 19, 2008 16:01:20 | Hello. I've instituted some house rules. Keep in mind me and my players rotate the DM chair, 2-3 sessions at a time, so we're all comfortable with rules and "ad hoc"-ing. Here they are along with thoughts about them: Debatable rules: If you think something should happen because it would be "cool" and the rules don't support it, make it up. Pushes, Pulls, and Slides: Any effect that moves a target against his will deals physical damage if that movement is halted by a reasonably hard object (DM discretion). This damage is equal to the number of squares remaining in the movement before being stopped multiplied by half the modifer of the damaging ability score. The object would also take this damage, so some structural damage may occur. For example, a wizard casts thunderwave, point blank at a target with his back against the wall. The wizard has a 14 wisdom, pushing the target 2 squares, and the wizard has an 18 intelligence. The target would take an additional 4 damage. This was used in game to shatter a throw a group of monsters through a reinforced window, the thunderwave cracked and the Example 2: A fighter charges given a bonus from his warlord companion granting him a push of 2 on his charge, following this up with an action point to execute a tide of iron and activates his epic bashing shield, granting a push total of 15 squares (max on the bash). The fighter has a 22 strength , granting 90 extra damage. That's a pretty long shot, most times it would only be about 10 extra squares, or 60 damage, and that's assuming both attacks hit and the target started with its back to a wall. Exceptionally soft targets or impact objects may negate this damage. Forced movement into difficult terrain or an occupied square may also lead to prone targets. Removal of truncation for various features Ability Score gains are changed to 1 per level after 1st, with a limit of no more than 1 per 4 levels to a single stat. This removes the jumps at 4, 8, 11, etc. It evens out to granting more ability points over 30 levels, but who cares? Resurrection Costs are scaled by level, not by tier. (Also, campaign specific change : Resurrection comes with a risk of spiritual posession or pulling back a completely different soul.) Armor Bonuses from quality of armor are scaled by level, not by tiers. You don't jump up 4 points when your armor goes from +3 to +4 enhancement. I've got a chart. Miscellaneous: I am contemplating removing the tiers altogether, this would specifically apply to feats and gear. Class structure would remain the same. Bringing back the Medium Armor category. This is in line with the standardization of the armor bonsuses I referenced above. I noticed a theme in the numbers that begged for a middle ground. This also requires a minor modification of armor feats. All skills are class skills, this is just in keeping with my rules from 3rd edition where this was also true. Modifiable Fluff -> Fluff affects traits . Put simply you take a class that you like and say "Instead of XXX I'm YYY, which means ZZZ". Then you adjust from there. Example: Player wants to play a "Leader" that is a fledgling dragon. Player picks a dragonborn and a cleric. Cleric abilities are changed from radiant to energy damage of pre-specified type. Abilities such as "Split the Sky" are changed to "Tail-sweep" but have basically the same effect. Other modifications are made on the fly as needed/useful. |