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| #1celestialkinMay 12, 2008 17:18:43 | Hello. This is my first time visiting this forums. I personally love my copy of Unearthed Arcana, so hopefully I will find a few more interesting things in here. I am still new to DMing, so can you guys please critique my house rules? Feel free to be as honest as you like. I have been working on the list off-and-on since December, and I now want to know what the pros here think and suggest. Show Differences In My World (As of May 12,2008) • No evil characters! Anything else is fine. • Depending on the campaign I might decide players do not need to choose an alignment for their characters. In these cases role-play your character as you feel he/she would act, and I will keep notes of their behavior and decide for myself what I feel their alignment is for game mechanics relating to alignment. If your character is doing something (such as a class) which requires a specific alignment you must still fulfill those requirements. Again, no evil characters! • Dice Conventions: a) If you feel a dice is cocked do not touch it, and inform me immediately so I may make a ruling. b) If it lands on the floor reroll it. c) I might not want to observe and verify every die roll. I am expecting all my players to use the honor system. However, if I catch, or feel someone is purposefully trying to cheat I might ask you to leave. • Nonattending Players: a) If you are not able to make it to a game please try to inform me ahead of time. b) Unless you have given an in-character reason for why your character is going to be missing in our previous gaming session, I will personally decide what has transpired to your character during the period of time he is absent. *Insert cliche BBEG laugh* • Rolling up characters: 1. Roll 4d6. 2. Drop the lowest die from the 4d6. 3. Add the remaining 3d6. Write this number down. 4. Repeat steps 1-3 seven times. 5. Once you have all seven scores consult page.8 of the 3.5 Player's Handbook to see if you qualify to reroll your stats (Under Rerolling right below Table 1-1 ). This is known as "Crib Death". 6. Assign your six scores as desired to your stats table (Str, Dex, Con, Int, etc.) • If you have a low score in a stat role-play it appropriately! If your character has a low Int he is probably stupid. If your character has a low Wis then he is probably not very wise when it comes to making appropriate decisions. If your character has a low Cha then he is probably very awkward in social situations. • Any non-core rules (classes, powers, spells, feats, etc.) you wish to use must be run past me for approval. If they are in a book, magazine, or other source I do not own please try to make a copy of the specific rules you wish to use for me (not the whole thing!). Either a physical or digital copy will do. • There are no set alignments for creatures/races in my setting. Certain races might be slightly likelier of being of a certain alignment due to their racial deities, but only slightly. Therefore, you are almost as likely to see a good red dragon as you are to see a good gold dragon, and you are almost as likely to see an evil gold dragon as you are to see an evil red dragon. There are exceptions to this rule, such as demons, devils, and celestials. However, even this is more lenient in this setting. • You do not need to know magic to use Craft: (Alchemy). • Powergaming is not encouraged. • Having a solid well thought-out background story for your character would be appreciated! • Notes on specific books: -Third Party books: I am a fan of third party books. If you have one you would like to use feel free to pass it by me. -Complete Psionics: Forget about it. As far as I am concerned it doesn't exist. If you wish to use something from it pass it by me, but no errata or rules from it are mandatory. • In my campaign world I will be significantly altering some rules and mechanics: (Additions to this list will be added over time.) Divine mechanics: All divine magic is granted from deities. This means everyone who wishes to use divine magic must have a deity who grants them their spells and abilities. If you are a divine caster who does not need/use domains you must still have a patron deity who grants you your spells and abilities. This also applies ti classes such as Druids and Rangers. Specific powers/spells: Some psionic powers and magical spells will be significantly altered in my campaign world. Currently altered spells include: 1. Reincarnation has been extensively rewritten for my games. I will not reveal the new reincarnation table(s) to my players, but be assured that they will be consistent. What I will say is that there is now a much wider range of possible outcomes. 2. Plane Shift does not require a tuning fork to function. Instead you require either: a) Very detailed knowledge of the plane and location you wish to visit (usually a Knowledge: [The Planes] check) b) A very detailed mental image of the place. Something like being able to locate and examine a very detailed painting or portrait of said plane might suffice. c) If you posses an item made or crafted on said plane using only materials harvested from said plane, you might be able to use said item as a focus. This will take a Concentration check and a full-round action to achieve. The base Concentration check needed is a DC30, but I am free to alter this depending on the current circumstances. If you have this power/spell you are capable of shifting to any plane of existence. This includes all the published WotC settings, so you would be able to jump from Greyhawk, to Faerun, to Ebberon and back. This would also allow you to jump from one material plane to another (other DMs' worlds), so feel free to bring back old characters from other games if wish to. Gaining a familiar, animal companion, mount, etc.: These creatures never just appear out of thin air (regardless of what the published rules say). Unless I make an exception beforehand (somewhat unlikely!) your character must role-play the process of obtaining their chosen creature in game, even if it is as simple as going to the town's stables and buying a horse. If it is a very specific creature which is difficult to find, or is usually only found on another plane please tell me about it beforehand and I will try to work it into the game's plot. Class specific changes: (Additions to this list might be added over time.) The Paladin: a)The Paladin class from the PHB is no longer available. Instead it is replaced with the Paladin Prestige Class from Unearthed Arcana p. 70. As the DM I feel that the background and prestige of the Paladin, based on it's fluff, is something which must be earned and achieved. Therefore, to become a Paladin a player must work for it. If a game starts below the level this prestige class would become available to the PC then obtaining it must be role-played in game. If a game starts at a higher level, then it is up to me to rule on whether you are allowed to already have the prestige class. Either way, background on the character and it's desire to become a Paladin would be required. b) If you wish to play a Paladin your character must choose a deity and cause and serve said ideal perfectly. You must role-play this accordingly. This is the purpose of being a Paladin after all. (See Paladin Code below) c) The Paladin's Code: The Paladin's Code must be written down in black and white, for the player and GM to refer to. It need not be exhaustive, but must cover the basic points. The player and GM should collaborate to come up with a code both of them are happy with. The Code is not subject to revision. Races specific changes: Elves: Elves descend from the fey, and the Seldarine were once part of the Seelie Court. This was before the Queen of Air and Darkness broke of to form the Unseelie Court. This also means that the Dark Seldarine were once part of the Seelie Court, since they were once part of the Seldarine. In fact, it is believed by some that it was the Queen of Air and Darkness herself who later tempted Lolth into darkness, in a humorous way mirroring what had happened to the Seelie Court in the Seldarine. Elves still retain some of their fey magic. Once they reach their middle age category (p. 109 of the PHB) they cease aging any further physically (this overrules the PHB entry). However, due to their nature and outlook on life they due not get the mental benefits of Old and venerable age. They are immune to any spell or effect which would cause them to age an age category. Elves may not die of old age, but they can still be killed by normal means, such as by the edge of a blade. Half-Elves: Half-Elves are now believed to outnumber Humans. Being wanderers by nature, and many having elven family to lie low with until the last human war ended allowed a large majority of them to survive. Although some did fight along their human brethren, their fey blood allowed many to break free from what had driven humanity madly into their own destruction. Due to the fact that it is universally agreed that Half-Elves are underpowered, players wishing to make a Half-Elf characters may choose any one of the following options during their character's creation. Once this choice is made there is no going back. You must let me know which option you choose at the start of our first gaming session. 1. You may use the stats for a regular High Elf from pg.15 of the PHB instead of the Half-Elf stats from the PHB. Appearance, background, story, and games wise you are still a normal Half-Elf in every way. If you talk to me I might allow you to use other elf races (such as those in the MM) for this purpose. I might even allow for Elf races with an LA, however, the Half-X elf/human must take the LA and any Racial HD as normal. Such Half-Elves would usually be elves who were raised in an elven community. They are almost always elves who chose their elven parents lifespan, due to the time required to learn the "elven way", but this is not required. Such Half-Elves prefer to view themselves as Half-Humans, rather than as Half-Elves . 2. You may use the stats for a regular human from pg.12 of the PHB instead of the Half-Elf stats from the PHB. 3a. You may use the regular rules for Half-Elves from pg.18 of the PHB. 3b. To balance the regular Half-Elf out you may choose to also have the +1 skill point per level Humans receive on pg.12 of the PHB along with the regular Half-Elf rules from pg.18 of the PHB. 4. Half-Human variant from pg.171 of the DMG. In addition all Half-Elves/Half-Humans must make an important decision once they reach years of life. They must choose whether to follow their elven parent's ageless path, or to follow their human parent's lifespan. This decision is a very personal one, but they only have ten sunsets from the first sunrise of their twentieth year to decide. If they do not make a decision by the tenth sunset they automatically gain an elven lifespan. Half-Drow: Half-Drow are also believed to outnumber Humans in the present day. However, most still reside in the underdark as slaves to their Drow kin. Like the Half-Elf, players choosing to play a Half-Drow have a number of options. This choice must be made at character creation. 1. You may use the regular Drow stats from the MM1. You must take the regular LA. Such Half-Drow are usually raised in the underdark by their Drow masters. They are always referred to as Half-Humans by the Drow, so most are accustomed to this title. 2. You may use the Lesser Drow from the Player’s Guide to Faerun pg.191. You must take the regular LA. Such Half-Drow are usually raised in the underdark by their Drow masters. They are always referred to as Half-Humans by the Drow, so most are accustomed to this title. 3. You may use the regular rules for Half-Drow from Races of Faerun pg.62. 4. If you desire you can also take the nerfed Half-Drow in Drow of the Underdark. All Half-Drow must make the same lifespan decision Half-Elves do. Combat Mechanics: HOUSE RULE: OUT-OF-TURN DODGE Any time you are about to be attacked, you can give up your next turn to gain a +4 dodge bonus to your AC. You must be able to apply your Dexterity bonus to AC against the attack (so you can’t use it when fl at-footed, for instance), and you declare this before the attack roll is made. Your initiative does not change; you simply do not take an action on your next turn. You gain this dodge bonus until the next time your initiative comes up after your “skipped” turn. This rule gives a character the option of defending himself, pro viding an additional element to combat tactics. It also pro vides adventurers with addition tactical options, such as a “wolf pack” tactic: When a group attacks a single target, whoever the target retaliates against uses the out-of-turn dodge to aid his AC, while each of the others attacks the opponent on his or her turn. —Andrew Finch Unearthed Arcana Pg.118 VARIANT: DEFENSE ROLL Instead of adding a static +10 to your AC modifiers (look at your character sheets) you instead roll an unmodified d20 roll to your AC modifiers. You roll this d20 only once a round when necessary. You use the same AC for all attacks made against you that round. For example: Mialee has a Dex modifier to AC of +3, no Armor, a Necklace of Natural Armor +1, and a pair of Natural Armor +2. This gives her a total AC modifier of 6 (3+1+2=6). She is attacked by an Orc fighter on the 2nd round of combat. The Orc gets a total of 14 to hit Mialee. She rolls a d20 (getting a roll of 12) for her base AC and adds to it her +6 modifier. Her AC is now an 18 for this round of combat. Any other Orcs or other creatures attempting attack her this round must now roll against her AC of 18. —DMG Pg.25 - Finally, the rules and mechanics of D&D are not set in stone. The DMG even states that its rules should be changed in favor of fun. If you have any ideas, if you want to do something a bit differently, or if there is just something fun you want to try please let me know! I can work with you. As I improve as a DM I hope to run more role-playing oriented games. Therefore, as time goes on I will start to let things such as balance slide a bit in favor of role-playing. If you are looking for a simple hack -and-slash type of session I might not be the best DM for you. I am the kind of person who prefers laughs and fun at my table instead of mechanics and rules-layering. Other less important differences: -AlI dwarf females have beards. -All Halflings wear shoes, and do not have big furry feet. -Sentient constructs such as warforged, and outsiders such as demons, devils and celestials all have souls and afterlives. Outsiders are not simply reabsorbed into their plane. -Petitioners retain their memories in their afterlives. -Humans are not the dominant race in this world. They die too fast, are too divided, fight too many wars, and are way to rash and headstrong to be the dominant and increasingly powerful race they are portrayed to be in most settings and media. In fact, their numbers are significantly smaller than that of the older races, and humanity is currently dying out. • Fey never truly die. When they are killed they are merely banished to the Plane of Faerie for 100 years. Afterwards they are free to leave to other planes. Occasionally a member of the Seelie Court might decided to intervene, and have it's petitioner serve it's banishment on the Seelie Court's planer realm instead. The Unseelie Court might decide to do the same, or they might have other, more sinister, plans for their evil petitioners. • When spells such as Reincarnation and Resurrection are used on fey they will always return as fey. They will either return as another fey, or simply return as a fey of the same type they were previously (even with Reincarnation). Such spells lift the Fey's 100 year banishment and return them from the Plane of Faerie. |
| #2nonsiMay 13, 2008 6:34:56 | Don't know if I'm qualified as a pro, but here's my 2cent . . . (hope it's useful to you) • No evil characters! Anything else is fine. Good call. There's little challenge playing a power hungry SOB. • Dice Conventions: a) What is a cocked die ? (not familiar with the term) c) Mandatory – cheating is bad for the gameplay. • Nonattending Players: To my best experience, the best thing to do is for you to decide how the character would've acted (requires you to be familiar with the characters' behavior/judgment/preferences/goals). • Rolling up characters: 7-times is just a bit more lenient than the PHB method. Everything else is already there. • non-core rules Don't request – demand (explanation not needed). • There are no set alignments Good call. Makes things a lot more interesting and unexpected. • Third Party books Keep a watchful eye for powergaming loopholes - too many when it comes to 3rd-party material. • Complete Psionics: Same here. Magic is magic – no need to make things complicated with multiple mechanics. • Reincarnation As long as the target can keep its advancement . . . whatever. • Plane Shift - I'm not an expert on Greyhawk, Faerun or Ebberon, but I always thought these were just geographic locations on the same plane. • Gaining a familiar, animal companion, mount, etc.: No comment. 3.5e's approach is totally awkward in my book. • The Paladin: My concept of the paladin is radically different than given in 3.Xe, but it might give you some ideas. • Elves: good thematics with the aging stuff. • Half-Elves: Instead of choosing to age (yes/no), tie it to [ option #1 selected (yes/no) ]. Option #4 is crappy, btw. • Half-Drow: All's reasonable. • OUT-OF-TURN DODGE Very nice – both for the realism and tactical options. • VARIANT: DEFENSE ROLL Bad call. Adding more dice rolling is almost never a good call – and it makes no sense to make a single roll affect the entire combat round. • All dwarf females have beards. Most D&D-ers around the world (yours truly included) really go against this one. • All Halflings wear shoes, and do not have big furry feet. This one is definitely reasonable. • Sentient & constructs . . . Ditto. • [ gameworld settings ] A matter of personal taste. |
| #3sblaxmanMay 13, 2008 10:35:36 | Fairly ok.. most are either standard house rules (requireing DM aproval, etc), or minor tweeks. If a player is absent, if you are going to run his player, run it as close to as the player would as you can, but err on the safe side... don't have it charge the dragon if the player would never do that... generous die roll, can't see any complaints... don't know the paly varient, so no comment there... nothing jumps out as bad overall |
| #4celestialkinMay 13, 2008 11:18:11 | Thanks for the opinions so far guys, and thank you nonsi for the detailed breakdown. I believe there was a little confusion with the non-attending players part. I do not plan on playing said characters. Quite the opposite. I believe it just takes away from the game and other players. By "choosing what happened" I meant why they are not there. Player X is not going to come, so what happened to Character X? Well, maybe he fell down a pit while the party was walking cartoon style is is looking for a way back the whole time? Maybe he got lost in the dungeons? Maybe the monsters/villains got him during his shift at night, and the next gaming session (when the player returns) the party finds him tied up in a dungeon/torture room with some whip marks (and maybe a grin if they were drow priestess)? Oh, and a cocked die is a die that landed in a way where it is not 100% certain what side it is facing. Usually landed on something, in a crack, or some other way which made it strange. I will test run the Defense Roll in one game to see how the players feel towards it. You might have a point nonsi. |
| #5nonsiMay 13, 2008 11:58:28 | I believe there was a little confusion with the non-attending players part. I do not plan on playing said characters. Quite the opposite. I believe it just takes away from the game and other players. By "choosing what happened" I meant why they are not there. Every once in a while it could even be used to promote the storyline, but over doing it might cause credibility issues. No need mentioning that you're the one calling the shots, but just as a suggestion... in the last party I was a part of, the players took over the missing player's character and it was quite obvious to everyone which actions ware reasonable and which weren't. cocked die My call would be to reroll. |
| #6celestialkinMay 13, 2008 12:30:15 | I got one new addition to this list, but I would like your opinions before I decide whether to add it: Prestige Classes & Multiclassing : Taking a Prestige Class, and even a basic Class, assumes that you have learned the ways of said class somehow. This usually means that a creature had to learn it from some other creature, group, or organization which has already mastered said path. For your first Class it is assumed that you went through the necessary training before the campaign or adventure began. If you wish to take a Prestige Class, or Multiclass into another Class during the game you must seek out someone to train you in the class in game before you can gain it. It is not as simple as pulling out a book Out of Game and saying you want to be X and Y with a level dip of Z. This process can be achieved in a number of ways. A character wishing to take levels in fighter might petition a town's local garrison for training. A Character wishing to take levels in Rogue might try getting training at a city's Thieves Guild. A character wishing to learn a divine class, or even a Cleric wishing to take a divine PrC, might be able to find training at a local temple. Maybe a Wizard or Sorcerer looking to enter an Arcane PrC can find apprenticeship under someone who has already mastered the class, or even at the organization the PrC is related to (such as The Arcane Order). Every once in a while it could even be used to promote the storyline, but over doing it might cause credibility issues. True. The same works well with my current group (we switch each week between three DMs with three separate campaigns). The thing is that I feel it takes away time. For example: Currently in one of the campaigns we are playing everyone (except for me) is playing another character besides their own. The DM has his DM-PC, and one player is playing the PC of a former player who had to move (I have no clue where the Rogue came from the other player is playing in addition to his own.). I know it's an extreme example, and that this is just my personal tastes, but I would rather quickly rework the encounter CRs. However, you have a point about overdoing it, and doing such things too often. I will try to figure out better ways to account for their missing characters. |
| #7talismanMay 13, 2008 16:21:19 | • No evil characters! • Depending on the campaign I might decide players do not need to choose an alignment for their characters. a) If you feel a dice is cocked do not touch it, and inform me immediately so I may make a ruling. b) If it lands on the floor reroll it. c) (...)if I catch, or feel someone is purposefully trying to cheat I might ask you to leave. • Nonattending Players: Pretty standard. • Rolling up characters: I prefer point-buy. • Any non-core rules (classes, powers, spells, feats, etc.) you wish to use must be run past me for approval. • There are no set alignments for creatures/races in my setting. Fine, as long as this is clear from the start (such as writing it down in the houserules...oh, wait...) • You do not need to know magic to use Craft: (Alchemy). • Powergaming is not encouraged. Define "powergaming." If I play a druid, am I powergaming? If I lay out my character build ahead of time, am I powergaming? If I take two or three separate classes, am I powergaming? If I optomize my character for doing his job, am I powergaming? • Having a solid well thought-out background story for your character would be appreciated! • Notes on specific books: I also like 3rd party books...Green Ronin particularly rocks. I don't have C. Psi, and can't comment on it. Divine mechanics: All divine magic is granted from deities. I agree regarding clerics, druids and paladins. I disagree regarding rangers...while "divine," their spells feel more like supernatural skills, rather than god-granted powers. But overall, this looks fine. Specific powers/spells: Reincarnation: Sure. My old GM did this. Plane Shiftery: It looks like you want a certain amount of plane hopping. If so, this looks fine. Gaining a familiar, animal companion, mount, etc.: But what if I start the game with one? 1st-level sor/wiz, or 1st-level druid? Or do you just mean replacing fallen ones or acquiring new ones? Class specific changes: Looks fine...I would, however, like to suggest one of my own house rules: The Paladin's Code: The Paladin's Code must be written down in black and white, for the player and GM to refer to. It need not be exhaustive, but must cover the basic points. The player and GM should collaborate to come up with a code both of them are happy with. The Code is not subject to revision. Races specific changes: Elves: I'd just make them forever young and immune to all aging effects...they never age past, say, 25 (human terms). Half-Elves: I hate half-elves. However, I kinda like the Tolkien-ish "choose your heritage" bit. Looks okay, mechanically. Half-Drow: Ditto. Combat Mechanics: OUT-OF-TURN DODGE I don't think I like this, personally. It adds a new level of complexity and makes "boss monsters" even weaker, as the wolfpack of PCs will maul them, and then the one PC targeted by the boss monster's attack will OOTD, likely making the boss monster waste his action. DEFENSE ROLL Adds an unnecessary level of complexity, and nearly doubles the number of rolls per combat. :thumbsdow: • Fey never truly die. When they are killed they are merely banished to the Plane of Faerie for 100 years. My only objection here is that I hate the "Plane of Faerie," as I feel it reduces the fey from primordial spirits of Nature to merely pointy-eared outsiders. I do like the unkillable nature of fey, though. If you wish to take a Prestige Class, or Multiclass into another Class during the game you must seek out someone to train you in the class in game before you can gain it. :thumbsdow: for base classes. Unnecessary complexity. |
| #8celestialkinMay 13, 2008 17:23:03 | • Rolling up characters: Yeah, maybe I am too lenient on that. I will review the option in the DMG again. • There are no set alignments for creatures/races in my setting. Got it. ![]() • You do not need to know magic to use Craft: (Alchemy). Agreed. I also felt it was silly. • Powergaming is not encouraged. OK, that is a very good point. Hmm. I guess I mean optimizing when I refer to Powergaming. I would also prefer players not to plan a "build" from the very start of the game for the entire future of their character. How should I word this? • Notes on specific books: Agreed! I love Green Ronin myself. No DM has allowed me to use them, so I'd like to allow other to do it in my games. Divine mechanics: Well, it is still divine magic, and it has to come from somewhere. Either way, if I enforce it on Clerics, Druids, and Paladins, but not on one class like the Ranger it might seem unfair to the others. Specific powers/spells: Bingo. I love the Planes myself. :D Gaining a familiar, animal companion, mount, etc.: Well, if we start at a higher level then I will usually say the player has done all that work already. It is mostly for when a player needs to get one during a game. Class specific changes: Added. This is exactly what I wanted, but worded better! Thank you. Races specific changes: Isn't that what I said? Did I word it poorly? Half-Elves: Yup. That was my source for those rules. Kinda obvious, huh? :D Combat Mechanics: I will test-run both mechanics with my group. If they do not like it I will drop it/them immediately. • Fey never truly die. When they are killed they are merely banished to the Plane of Faerie for 100 years. So I'll take that as a 50/50 on that. I have a thing for Fey, so I am glad I got a response to this part. If you wish to take a Prestige Class, or Multiclass into another Class during the game you must seek out someone to train you in the class in game before you can gain it. So how would they explain their training in say a Druid or a Cleric? |
| #9ecalsneergMay 13, 2008 19:20:11 | There is one thing from CPsi I'd recommend. Powers like Energy Missile's DCs scale by 1 per pp spent. CPsi edited this to +1 Dc per 2 pp, bringing it back on par with magic. Of course, such a majorly needed edit obviously isn't worth putting it online so you don't have to buy the book, is it? ![]() |
| #10KruskMay 13, 2008 20:07:43 | So how would they explain their training in say a Druid or a Cleric? Level 1 barbarian going into druid or cleric He realizes his tribe/party needs someone to act as a spiritual compas and believes his own divine connection to be strong enough to fufill the need. He prays every morning for spells, and then after weeks of this (an adventure enough to gain a level) he is granted some minor spells from his diety. I generally liked all of your rules aside from this one, which I think is needlessly complex and actually detracts from the immersion of the game. My character as a whole is a concept, not a collection of classes. Me deciding I want to take a level of prestige class X or class Y, does not suddenly make my character an arcane archer. I identify him as an archer who can use some magic. The character who is a barbarian3/fighter 2/frenzied berserker1/X4/Y5 He is a military general, leading the forces of darkness into battle. His troops know well to avoid him when he enters his ledgendary bloodlust. I think the best example I could give right now, would be my character in a PBP game I am in right now. He is a thief. That is how he would definatly describe himself. Class wise? He is rogue 1/sorcerer 1. He uses his knowledge of the city and traps to avoid them, and is not afraid to strike an opponent from behind. Thanks to his elven heritage, he has also discovered a little bit of inate magical abilities. He calls on these when he knows he needs that extra umpf. He has 0 ranks in spellcraft, and if asked "are you a mage" he would definatly say not even a little. He is just as much rogue as sorcerer, but according to your definitions, he would have to go, find a sorcerer, and ask them to show him how to use his inate magical powers. |
| #11talismanMay 13, 2008 20:52:08 | Hmm. I guess I mean optimizing when I refer to Powergaming. I would also prefer players not to plan a "build" from the very start of the game for the entire future of their character. How should I word this? I can't really help you there. I often plot out my characters before the game begins, but I consider myself a good RP'er, and the 7 other people I game with agree. IMO, how you construct your character is your business as long as it makes sense. For instance, I wouldn't allow a player to start out as a paladin with the express intent of taking blackguard levels, just for the free powers (assuming I allowed evil PCs in the first place). Some people plot out their build ahead of time. Others don't make a decision until they level up. Neither is "right" or "wrong," just like I'm not "wrong" if I want to play a rogue and you think I should play a sorcerer. Frankly, some amount of optomization is necessary for PCs to do their jobs. You wouildn't play a single-classed sorcerer with a 16 Str and 11 Cha, would you? And most PrC's have prerequisites you have to meet in order to take them; how do you meet those prereq's if you're not allowed to plan your build? If your players are good RP'ers, this should be a non-issue; they'll roleplay well no matter what the build. If they're not, all the houserules in the world won't force them to be good RP'ers. I suggest a Gentlemans' (Gentleladies'? Gentlepersons'?) agreement: don't be a munchkin. Since all non-core stuff has to go by you, the GM, it should be a simple matter to stomp on outright munchkinism. Isn't that what I said? Did I word it poorly? It's just that you stated that elves cease to age when they reach Middle-Aged. A simpler way to phrase it might be, "Elves stop aging once they assume adulthood, and do not accumulate aging bonuses or penalties. Elves are ageless, and unless killed by violence, disease, or some other outside force, they will never die of old age. So I'll take that as a 50/50 on that. I like everything except the "Plane of Faerie," and that wouldn't bother me so much if it wasn't a plane. I, also, have a thing for fey...if you want more fey goodness, check out Project Feybook (link in my sig). [/shameless plug] So how would they explain their training in say a Druid or a Cleric? Barbarian: I finally gave into my rage. It felt great. Bard: I've always had a good singing voice, but I never focused on it until now. Then my friends said that when I sang, it lifted their hearts and filled them with courage. Oh, and the other day I was muttering about how much I wished I had a lute, and one popped into my hand! I'd better remember exactly what I was saying... Cleric: I know I've never been to the seminary, but you try saying "no" to Pelor! I have these...prayers inside my head...hand me that mace, will you? Druid: I've always felt closer to animals and plants than to humans...well, meet Grimfang. he followed me back here, and he seems to understand me...What are you doing? Those berries are poisonous! Here...mighty Obad-Hai, place your virtue upon these berries...no, I don't know why I said that; it just felt "right." Fighter: What's to learn? You swing it pointy-end first...yeah, I've been working out a bit. Hey, watch this - oops! Sorry! Monk: So I've heard of these "monk" people...well, I've been working my hands against trees whenever we rest, and trying to pay more attention to my peripheral vision. Watch this...(crack)...yeah, bare hands. Paladin: Hieronius shows me the taint of their souls...you mean you can't see it? Then stand aside...I know what I have to do. Ranger: Don't let the world master you. Keep your eyes open and remember who's in charge. Worked in the city, works in the woods...the woods are just a little more...obvious. Rogue: I just walk softly and listen to my instincts. Also, stab 'im in the kidneys...shoot, anywhere it'd hurt you, really. Like here. Or here. Sorcerer: I felt it welling up within me, and I just had to let it out! Hope I didn't hurt you...say, is that your cat? He says his name is Eclipse. Wizard: I've always liked old lore...putting mysteries together. Like this phrase in Aulde Wyrmian: (incomprehensible) (explosion) Oh dear; I had no idea that would happen! Say, I wonder what else this book contains? Some are more obvious than others, but it can be done. My character as a whole is a concept, not a collection of classes. |