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| #1corian_aerdethJun 07, 2008 5:05:13 | Wrong Forum. Show These are the houserules so far that my group came up with. All splatbooks available, but DM gets line-item veto on any non-core rule/ability before it's applied. All skills are class skills. Put points where you want em. A fighter gets 2 skill points per level, he can take Perform: (interpretive dance) if he really wants to. Weapon Groups, player choice: ½ level BAB progression gets 2 groups, ¾ level BAB gets 4 groups, full BAB gets 8 groups. There is no "(Class) are restricted to X weapons". Watch out for that Axe-wielding half-orc sorcerer with the bow on his back. Wizard School Specialization grants 1 bonus specialization school spell known per level, 1 bonus specialization school spell cast per day at each known spell level, and +2 on anything related to specialization school (Caster level, Spellcraft to ID or learn, Counterspelling, etc). A +2 to Spellcraft to learn just isn't worth losing 2 whole schools of magic. 3 Craft Feats: Craft (Single Use Magic Item), Craft (Charged Magic Item), and Craft (Permanent Magic Item). Each has the previous as prerequisite feats (IE Charged requires Single Use, Permanent requires both). Any item can be made Spell Completion or Use Activated, even Scrolls and Wands (the difference being Use Activated is twice as expensive, this is already in the rules). Different Items belong to different classes (IE tattoos are psi only, Potions are Cleric only, etc). Yes, this also means you can make an unlimited use scroll, for a superhigh cost. This also means you can make a charged sword, or a one-shot pair of boots or ring. In addition, non-caster classes can work with the crafter of a magic item and burn their own XP instead of the caster/crafter's. Removing Concentration, submusing it into Will (Single Hit) and Fortitude (DoT). It's really not worth the sink in Skill Points to have a skill that does what Saving Throws are supposed to do. Taint as alignment. Some things are Really Evil, everything else is meh. Not using contact/location taint: the player must DO something evil to get it. No XP levelling. The party decides when it's time to level based on completion of a story arc or major event. Crafting players get (Level * 100), or 1/10, their normal XP per level for crafting purposes. It carries over. We haven't decided how to handle death and Raise Dead yet. Up to 3 'Bonus Tokens' can be handed out per session, awarded by the party by majority vote as to who deserved one. Each token is worth a single +(1/2 level) on a single roll or check, or some XP for crafting a magic item. Kind of a super-simplified Action Point. STILL deciding on Polymorph. Charm spells depend on the answer to the question, "What would this person do for a friend?". Some people have few friends, but would do anything for them. Others have many friends, but wouldn't trust them as far as they could throw them. Additional thoughts or suggestions welcome. |