Author Topic: Characters for a campaign with odd houserules.  (Read 3223 times)

Offline 10By10RoomInAnOrc

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Characters for a campaign with odd houserules.
« on: October 31, 2012, 06:46:50 AM »
Hello everyone, I've been playing with a group at my Friendly Local Gaming Store for about six months, and over the course of it I've had fun... mostly. The DM is a friendly fellow who wants everyone to have fun, but some of his house rules.. are just odd, and make me uncertain what I'd like to play when my current character bites it.

First, some background.

The campaign originated as a military-based story set in the Forgotten Realms. Our characters joined up with the military of a Law-based nation (it's between Unther and Thay... can't think of the name of it at the moment), and was initiated into the military heirarchy. We did some missions and worked our way up to Captain or so, until we went on a mission to infiltrate a Thayan Outpost. Since only a few people out of the nine or so players we had showed up, our DM had the Thayan Red Wizard make a Wish to send us 300 years into the future, after we failed. Apparently the Drow tricked Thay into created a super-deity, who killed all but a half-dozen or so of the other gods and basically destroyed everything. Long story short, the gods sent us all back to the moment the campaign started but with all our levels and a lot of equipment we found at the apocalypse. This last point is part of the problem, as I'll explain later.

So now, we're still on a mission to stop the super-deity from being created, except we no longer work for the military directly and instead now have our own guild to run and help us. The players are mostly playing evil characters, the (almost) last good character, played by me, having been killed by the rest of the party for the artifact bestowed upon him to compensate for being the only cleric of the group. I now play a focused conjurer "God"-type caster, as an initiate in the guild.

But I mentioned houserules being the issue, and so here we go. Here are but a few.

1.) Your first character starts with 32 point-buy stats, and each character after that starts with 2 less each time. This was implemented to discourage character switching.

2.) When you roll a natural one on an attack roll, your turn automatically ends, regardless of how many actions or attacks you had left. You also reroll to confirm the 1 (basically if you roll 5 or below, or something similar, it seems to change), and if you confirm it he rolls on the critical fumble chart, effects including killing yourself with your own weapon.

3.) The first diagonal square counts as 10' instead of 5'; sometimes this means you can't take 5' step diagonally, sometimes you can, it seems to change back and forth.

4.) Mounts share their movement with their riders, and their attacks get added to a full attack by the rider. Not a big deal of a change, but an example of a point I'll make in a second.

5.) Ability-enhancing items don't grant additional castings per day; the only thing they are good for is to increase the bonus to your skills that use the attribute, and to raise your DCs.

6.) You can 'back out' of the threatened range of a creature with reach, since you are devoting your attention to it and backing away instead of turning your back and leaving.

7.) Small characters can't use a weapon like a Longspear to grant reach, as they are too short to effectively carry it.

8.) Freedom of Movement effects are "too powerful" when I asked about the vest that lets a character do it 3 times a day for several rounds, but later on it was put in a potion for an NPC for a reduced duration effect during a one-on-one fight with my character.

Don't get me wrong, he crafts a good story and it's good to have a game to play in, but some of the rules he changes he doesn't seem to understand the ramifications of, such as the 10'-diagonal rule or the one regarding reach.

Some of them are just a little frustrating, like when I started the campaign with a halfling DMM-Persist cleric with no strength bonus who focused group buffs with Protection Domain and Persisted Blessed Aim, etc., then got chewed out every session (by the players, not the DM) for not focusing on healing and for playing defensively and not spending what time I wasn't healing, not attacking. Like a small character with small weapons and no strength bonus is really going to be doing enough damage to risk randomly falling on his morningstar!  I honestly tried to tough it out, but by the time I said enough is enough, he wouldn't let me change him out - I had to wait until he died before I could bring in a new one. I was able to pay XP to rebuild him, but he had to keep some cleric levels and couldn't change his race.

In any case, right now I'm playing the Focused Conjurer, and I'm glad with him for the most part. However, one of the issues I mentioned about has come into play, and it's very frustrating. In "the future", the party came upon a room with tons and tons of equipment; we were told we could find almost anything equivalent to a +3 weapon or less. This means we could equip each slot (save armor or shield, since they cost half as much as a weapon) with something costing 18,000 gp or less, and we were about level 7 at the time. He said that he was giving us this so that he could challenge us a bit more with stronger encounters, which we thought was fine.

Fast forward to my halfling cleric's death at the hands of the party, who wanted to steal and sell the artifact for themselves. They were evil, after all, and he was good. Fine. I decide to give a melee character a try, and build something like Jack B. Nimble, explaining the concept and how he'd get all these attacks, which the DM was perfectly fine with. However, he mentions that he is bringing in new characters with only +3 weapons and armor, and +2 everything else - 4000 gp per slot. "Not everyone got to equip themselves at the end of time," he said.

Now, hold on a second. He gave everyone such a powerful increase in equipment as justification for throwing some tough stuff at us. How does he expect the new characters to be able to keep up? He said we'd do fine, and asked whether I need to retool his equipment. I said I'd need to do a bit more than that, then went home and threw the character out, and built the mage I play now. I was wiling to give melee a shot when it looked like I'd have enough magic gear to even things out, but now it seemed unfeasible to do anything but full caster.

That is the crux of my concern: the DM seems to change rules arbitrarily and at whim, and doesn't seem to have a grasp of the rules well enough to understand the effects it may have on the game. He's more concerned with "Story", which is fine, but I wonder if he's perhaps resenting my knowledge and level of character optimization.

One final example, then I make my plea for assistance. In the last month, the military fort we were visiting was putting on a tournament of champions, offering a 10,000 platinum piece purse for first place. Everyone in the party participated in it, with my character eventually fighting for the championship. Along the way, he won every round by using BFC and things like Greater Slide to ring-out the opponents; several times, I'd get them in an Evard's Black Tentacles, lay down a Cloud of Bewilderment while they were grappled so that they'd eventually become nauseated and unable to fight back, then use a couple Acid Breath spells to wear them down. I never succeeded in bringing them to zero HP, they'd always concede when I got the lock down.

During the last round, I fought a Barbarian, 15th level, with a portable gem of Anti-magic with a 30'-foot radius effect. I was level 9. I lost, obviously.

I take comfort in the fact that he had to resort to the equivalent of giving every thug in Metropolis a chunk of Kryptonite, as otherwise there was little means to challenge him. But it plays to my larger concern: he seems to value "story" more than game balance, and so I always wonder what kind of change he'll do next, and how will it affect my character?

Besides general advice on how to handle a DM who implements a lot of strange houserules, I'd like some help building a replacement character within his specific ruleset, that being:

1.) Forgotten Realms Races only. No monstrous races, only ones in the FR Campaign Setting.
2.) Only classes and prestige classes in the PHB, PHBII, DMG, FRCS and the "Complete X" series from WotC. No psionics, and no alternate class features or substitution levels not within those books.
3.) Unearthed Arcana is completely banned, as is BoED and BoVD.
4.) Otherwise, Feats and equipment can be from any WotC source, pending approval. Spells can be drawn from such sources, as well.
5.) +3 weapons and armor/shield, +2/4000 gp limit per item on everything else, can sell some of the items to upgrade another; I sold most of my equipment to purchase a +3 Int Tome, for instance.
6.) The new character would be starting out with 28 Point-buy, and perhaps less if I die more than once/ he changes the rules again.  MAD characters are not preferred.

As for my preferred character type, I've enjoyed full casters or other characters that take a bit of smarts, and is a problem-solver type. I've not played too many non-casters recently, partly because I understand how the game balance is tilted in their favor, and every death in this campaign puts me further behind. While a good build would work whether it's magic or mundane, keep in mind that an errant 1 on an attack roll could result in automatic character death, and like with Kyle's Dad, a Resur-erection is not foreseen in the near future with this party.

Offline sirpercival

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Re: Characters for a campaign with odd houserules.
« Reply #1 on: October 31, 2012, 08:20:12 AM »
1.) Your first character starts with 32 point-buy stats, and each character after that starts with 2 less each time. This was implemented to discourage character switching.
Ouch.

Quote
2.) When you roll a natural one on an attack roll, your turn automatically ends, regardless of how many actions or attacks you had left. You also reroll to confirm the 1 (basically if you roll 5 or below, or something similar, it seems to change), and if you confirm it he rolls on the critical fumble chart, effects including killing yourself with your own weapon.
Double ouch.

Quote
3.) The first diagonal square counts as 10' instead of 5'; sometimes this means you can't take 5' step diagonally, sometimes you can, it seems to change back and forth.
Inconsistency and arbitrariness, eh?

Quote
4.) Mounts share their movement with their riders, and their attacks get added to a full attack by the rider. Not a big deal of a change, but an example of a point I'll make in a second.
Hmm... I'm not sure what you mean by this; is it simply to prevent charging by your mount and then you full-attacking?

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5.) Ability-enhancing items don't grant additional castings per day; the only thing they are good for is to increase the bonus to your skills that use the attribute, and to raise your DCs.
...dumb, but not huge.

Quote
6.) You can 'back out' of the threatened range of a creature with reach, since you are devoting your attention to it and backing away instead of turning your back and leaving.
OK...

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7.) Small characters can't use a weapon like a Longspear to grant reach, as they are too short to effectively carry it.
Dumb, but whatever.

Quote
8.) Freedom of Movement effects are "too powerful" when I asked about the vest that lets a character do it 3 times a day for several rounds, but later on it was put in a potion for an NPC for a reduced duration effect during a one-on-one fight with my character.
Ah, more arbitrariness.

Here's the problem: your DM has nerfed melee a lot, and casters very slightly.  He seems to have little grasp of rules consistency, and looks down on optimizing.  The rest of the party aren't optimizers either if they're telling you to focus on healing.  So honestly there's not much you can do; this DM seems like the kind of guy who, if you build to avoid his houserules, will just kill you some other way with a tailored encounter.  So play whatever, honestly.
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Offline 10By10RoomInAnOrc

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Re: Characters for a campaign with odd houserules.
« Reply #2 on: October 31, 2012, 08:42:15 AM »
How I learned about the mount rule was when my character was riding a Phantom Steed during the tournament, I said he would move up, cast a spell, and move back. He replied that I didn't have a move action to move back, and I replied that the rules say a mount has its own actions, thus it could double-move and and I would be using my standard to cast. He said he never liked that rule (though apparently he was ambivalent enough to never mention it) and said that a mount and rider shared actions; my character could move at the 200 feet per move action of his steed, but he was still limited to one move action, one standard action, and a swift. I asked about how a mount could attack, and he said the attack could be added onto a full-attack action.

Offline RobbyPants

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Re: Characters for a campaign with odd houserules.
« Reply #3 on: October 31, 2012, 08:48:02 AM »
Honestly, I'd suggest not playing in the game. The DM basically sounds like an authoritarian who values his own power over the game more than anything else. He seems to like to arbitrarily decide when you will win or lose, and there is nothing you can do to stop it. If your knowledge of the rules make you win when he didn't want you to, he will change the rules and your character will be hurt because of it.

Other than that, if you insist on playing, I'd say roll a full caster every time. His rules are unnecessarily punitive to martial characters. Also, your idea of conjurer was good. It's a strong school that can do a lot. With the right selection of spells, you can actually bypass the AMF that the barbarian had.
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Offline Solo

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Re: Characters for a campaign with odd houserules.
« Reply #4 on: October 31, 2012, 11:17:15 AM »
Play a Bard. Next time someone comes at your with an AMF gem, Sleight of Hand it away.
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Offline zook1shoe

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Re: Characters for a campaign with odd houserules.
« Reply #5 on: October 31, 2012, 01:47:01 PM »
Play a Bard. Next time someone comes at your with an AMF gem, Sleight of Hand it away.

HAHA, thats soooo mean!!!


i agree, IF you do play, play a spellcaster, since they seem to have the least problems. Strongheart halflings are probably the best overall from the sources available, since it sounds like a high AC would help you a lot.

maybe go Abjurer 3/Master Specialist 4/Shadow Adept 1  into  Initiate of the Sevenfold Veil 7 and Abjurant Champion 1-4
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Offline sirpercival

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Re: Characters for a campaign with odd houserules.
« Reply #6 on: October 31, 2012, 01:54:53 PM »
By the way, an AMF gem isn't simple.  It suppresses itself, so it cycles on and off instantaneously.  I sometimes play that like a blink effect, where any magical effect has a 50% chance of being active.
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Offline Concerned Ninja Citizen

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Re: Characters for a campaign with odd houserules.
« Reply #7 on: October 31, 2012, 02:04:19 PM »
sirpercival is correct that trying to optimise your way around the problem will be futile. Your DM seems very willing to do arbitrary things on the fly and has no problem with being completely unsubtle about it. Given this, you'll never be able to do anything he isn't willing to let you no matter how hard you optimise.

As I see it, your choices are: Go along with the way the DM wants to play and stop trying to optimise since it won't do you any good. Or sit down with the DM and say that you will not be able to enjoy the game unless there is a specific and clear set of rules that doesn't change in the middle of the game. Make it clear that you're happy to work with whatever rules he wants to set but that you can't deal with things changing in mid game. Offer to work with him to make a house rules document and work out a procedure whereby new changes can be introduced between sessions including an option for players affected by said changes to rebuild their characters without penalty.               

Offline zook1shoe

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Re: Characters for a campaign with odd houserules.
« Reply #8 on: October 31, 2012, 02:06:57 PM »
sirpercival is correct that trying to optimise your way around the problem will be futile. Your DM seems very willing to do arbitrary things on the fly and has no problem with being completely unsubtle about it. Given this, you'll never be able to do anything he isn't willing to let you no matter how hard you optimise.

As I see it, your choices are: Go along with the way the DM wants to play and stop trying to optimise since it won't do you any good. Or sit down with the DM and say that you will not be able to enjoy the game unless there is a specific and clear set of rules that doesn't change in the middle of the game. Make it clear that you're happy to work with whatever rules he wants to set but that you can't deal with things changing in mid game. Offer to work with him to make a house rules document and work out a procedure whereby new changes can be introduced between sessions including an option for players affected by said changes to rebuild their characters without penalty.             

 :clap  :clap  :clap

very well put, i think this is a very good, mature way to address the situation
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Offline 10By10RoomInAnOrc

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Re: Characters for a campaign with odd houserules.
« Reply #9 on: October 31, 2012, 09:52:27 PM »
Thank you for all the replies. I do want to clarify a couple things.

First, I don't think he has an authoritarian power trip; I think he simply has a different understanding of the rules, how they actually are or how they should be. He played (or plays, as the case may be) Neverwinter Nights quite a bit, and I think some of the misunderstandings may come from that. There have been a few times where he thought something was a different way, I pointed out in the rules where it didn't work that way, and he said, "Oh, okay. Guess it is that way." A couple examples being that he thought Wish and Miracle took ten minutes to cast, that a fighter didn't get Tower Shield Proficiency, and that Mage Armor stacked with regular armor.

Second, he genuinely is a nice guy, and has been willing to work with me on a number of occasions. That's part of the reason why I've been willing to stick with it, because as DM he does have the right to set the rules, and does work to make sure people are having fun. I've reciprocated the sentiment, and last week I came up, showed him Contact other Plane, and asked what limits he would set on it. I expressed that this is the sort of thing that could be open to abuse, and I wanted to check with him on how to observe the gentleman's agreement. He gave me the limits and how it would work, and I nodded and thanked him, and chose not to take the spell at this time. But my point is, he can be reasonable, and is not simply a jerk.

Finally, I think I will give thought as to the suggestion to come up with a list of houserules, for everyone's sake. That will help prevent misunderstandings in the future, and show that I am willing to work within whatever rules he wants to set, I just want to know about them ahead of time.

In the meantime, I'll keep working on a replacement - I agree that full caster is probably best; while they may be suboptimal, reserve feats that don't require an attack roll will probably a good way to avoid randomly losing my entire turn at a critical moment (or worse, blowing a whole through my chest when that Orb of Acid backfires and does its damage to me instead). In that line, I'll probably focus my character on being able to do a few things well, so that at the very least if he decides to change something, I can probably change my character with no issues. For instance, after the mount actions ruling, I asked to reallocate the skill ranks I put into Ride crossclass, since I wouldn't be using them like I thought I would, and he had no problem with that.

Offline zook1shoe

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Re: Characters for a campaign with odd houserules.
« Reply #10 on: November 01, 2012, 12:11:25 AM »
Glad to hear that.

Keep us informed on what you make, and what other hiccups you encounter with the game.
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Offline nijineko

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Re: Characters for a campaign with odd houserules.
« Reply #11 on: November 01, 2012, 01:14:03 AM »
your mention of not-requiring to-hit rolls reminded me of the force missile mage. some useful abilities, focusing on magic missile boosts. prestige from the dragon compendium 1 book.