Author Topic: Houserules  (Read 5859 times)

Offline Quillwraith

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Houserules
« on: April 14, 2012, 12:47:54 PM »
The houserules.

Ignoring some rules such as XP penalties for multiclassing.

SirPercival's houserules that we're using:
Quote
General
 •   Whenever there is an effect based on one-half of an ability modifier (when the modifier is odd), round down if you have an even ability score, and up if you have an odd ability score.  This grants a very minor benefit to having odd ability scores, and makes things scale more smoothly.  For example, a character with a 20 or 21 Strength wielding a greatsword would do either 2d6+7 or 2d6+8 damage, respectively.
 •   
Skills
 •   Use Rich Burlew's Diplomacy.
Feats
 •   Toughness now grants the effect of Improved Toughness.  There is no Improved Toughness.
 •   Weapon Focus grants the benefit of WS at 4HD, GWF at 8HD, and GWS at 12HD.  All three of those feats no longer exist.
 •   Two Weapon Defense provides a Competence bonus to AC equal to the number of mainhand attacks you can make derived from BAB (i.e., +2 at BAB +6, etc.).
 •   All three of the feats that give +2 to a save still do, except that if your base save bonus of that type is at least +6 you also no longer auto fail saves of that type on a natural 1. You must still actually roll high enough to save normally.
 •   Devotion feats grant an additional use for every 5HD.
 •   Weapon Finesse now requires Dex 15+ instead of BAB +1, and grants Dex-to-damage as well (stacks with Shadow Blade where applicable).
 •   IUS and its chain are updated to dman11235 here.
Equipment
 •   Spending gold for enhancement bonuses sucks. So, let's not.  Instead, you can enchant a masterwork weapon, armor, or shield directly with properties, instead of needing a +1 enhancement bonus first.  Each property grants an enhancement bonus to the item equal to the plus of the property.  For example, a keen flaming longsword functions as +3 (+2 from keen and +1 from flaming), and a ghost ward shield has a +1 enhancement bonus.  The maximum total bonus on equipment is still +10, meaning you can get up to a +10 enhancement bonus.

Two weopon fighting rule by Ziegander:
Quote
Fighting with Two Weapons
Your character may decide that two sharp sticks are better than one. Which is sound enough logic. When a character fights with two weapons he or she gains extra attacks in return for penalties to attack rolls depending on the size and weight of the weapons. A character that fights with two weapons, rather than one, may make one attack with his off-hand weapon during a full-attack action for every attack he makes with his main-hand weapon up to the number of attacks allowed by his Base Attack Bonus.

If a character chooses to fight with two weapons, attacks with a one-handed weapon in the main-hand suffer a -2 penalty while attacks with a one-handed weapon in the off-hand suffer a -4 penalty. Attacks with a light weapon in the main-hand suffer no penalty while attacks with a light weapon in the off-hand suffer a -2 penalty. Add only half your Strength modifier to off-hand damage rolls.

When a character fights defensively with two weapons, he may choose to forgo all of his off-hand attacks for the round. If he does, he doesn't suffer the normal penalties for fighting with two weapons that round and accepts only a -2 penalty to attacks for fighting defensively rather than the normal -4.

You may carry multiple weapons at the same time, even attack with more than one on your turn, without suffering the two-weapon fighting penalties. As long as you take no more attacks per round than you are allowed by your Base Attack Bonus, you make all of your attacks at your full attack bonus - regardless of whether or not you make some of those attacks with a main-hand Longsword and some of them with an off-hand Dagger. You only suffer penalties to your attack roll (and halve your Strength modifier) when you make extra off-hand attacks in a round in addition to all of the normal attacks you are allowed by your Base Attack Bonus.



Some Homebrew that's in(list):

Classes:
Spellshaping (sublime shaper, flamespeaker)
Oslecamo's monster classes(joystealer, Illurien, werebadger, eladrin, aasimar)
Magipunk classes (Holomancer, Lens Mage, Repo-dog, Synthevolver)
Thaumaturge
Ritual mage
Some of Bhu's goblinoid PRCs
Zieg's factotum rewrite*
Spellblade Duelist
Indigo Trickster
Harrowed
Barbarian (SirPercival's tweak)*
Nord's Blade
Paragon
Swashbuckler (Jallorn's rewrite)*
Divine Mind *
Shadow Advocate
Darkstalker

Races:
Anthropomorphic bat
Jotun
Leprechaun (without the +2 con, spell-like abilities, and LA)

Other:
Cometary Collision*
Defensive Stance*
Skill feats*


Stuff made specifically for this game:

Prevent Magical Contagion:
Abjuration
Level: Sorcerer/wizard 3, Cleric 3, Other classes X
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 creature / 2 CL
Duration: 1 day/ CL
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

Creatures targeted by this spell that have been affected by the Reshaping or any non-epic magical disease cease to be contagious for the duration of this spell. However, creatures under the effects of this spell still suffer the effects of any magical diseases they may have.

Alternatively, you may cast this spell on a group of creatures not afflicted with any magical disease. This use of the spell grants the targets a +10 bonus to fortitude saves against the Reshaping and non-epic magical diseases.



Made-eyed(trait):
You are descended from creatures altered by the Makers.

You gain a +4 bonus on spellcraft, use magic device, and knowledge checks related to the Makers and their creations, and can detect hidden planar portals with a successful spot check (DC varies).
You also take a -4 penalty on saves against any magical, supernatural, or spell like abilities of creatures and items created by the Makers, and most NPCs start out with a relationship of acquaintance(negative), due to superstitions about made-eyed.

Some prestige classes and monster classes represent additional made-eyed abilities, and require this trait as a prerequisite.
« Last Edit: August 09, 2013, 06:43:37 PM by Quillwraith »

Offline phaedrusxy

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Re: Houserules
« Reply #1 on: April 17, 2012, 09:35:39 PM »
Are the following OK?

Race: Jotun
Classes: Lion Totem Barbarian (SirPercival's tweak, plus Lion Totem variant from Complete Champion for pounce)
Nord's Blade
Paragon


Feats:
Cometary Collision
Prerequisite: Str 15, Base Attack +6
Benefit: Whenever a foe charges you or another target you can spend an immediate action and give up your next attack of opportunity to charge that foe. If you do, you end the foe's movement. The foe loses the normal benefits from charging, but can still attack you. If the target charged someone else, he can choose to instead attack you. If you cannot move at least 10ft or cannot charge due to terrain or other factors, you cannot use this feat's benefit.

Defensive Stance*
Prerequisite: Base Attack +9
Benefit: If an opponent begins his turn in a square that you threaten, and during his turn he does not move, he provokes an attack of opportunity from you, provided you still threaten his square. Any sort of movement, including a 5ft step, or forced movement, allows the opponent to avoid provoking this attack of opportunity.[/spoiler]
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Offline Quillwraith

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Re: Houserules
« Reply #2 on: April 18, 2012, 04:04:58 PM »
Yes they are.
It isn't a list of the homebrew that's allowed, it's stuff that I know someone intends to use.
Also, I am slow at updating it.

Offline phaedrusxy

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Re: Houserules
« Reply #3 on: April 18, 2012, 06:46:34 PM »
Yes they are.
It isn't a list of the homebrew that's allowed, it's stuff that I know someone intends to use.
Also, I am slow at updating it.
No problem. Just checking. :D
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Offline Quillwraith

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Re: Houserules
« Reply #4 on: April 18, 2012, 08:36:45 PM »
There's a few rules I like but forgot about earlier; though I'll not add them this late unless ye are in favor:
The thingy with multipart skill checks (forgotten which book at the moment).
And larger circumstance bonuses. The amounts listed don't make that much difference usually.

Offline sirpercival

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Re: Houserules
« Reply #5 on: April 18, 2012, 08:39:59 PM »
Complex skill checks are from UA, and also on the SRD here.
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Offline Quillwraith

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Re: Houserules
« Reply #6 on: April 18, 2012, 09:08:48 PM »
Complex skill checks are from UA, and also on the SRD here.
That actually wasn't the one I was thinking of.
As I recall, one example was opening a stuck container: a strength check to open it, and a balance check to avoid spilling anything.
They also had something between aid another and synergy.

Offline VennDygrem

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Re: Houserules
« Reply #7 on: April 18, 2012, 09:29:26 PM »
Not sure about the multi-part skill checks, but there's info on combining skill attempts from multiple players and aid another and skill synergy from other teammates in Complete Adventurer, pg 96.
« Last Edit: April 18, 2012, 09:36:22 PM by VennDygrem »

Offline sirpercival

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Re: Houserules
« Reply #8 on: April 18, 2012, 09:35:27 PM »
Complex skill checks are from UA, and also on the SRD here.
That actually wasn't the one I was thinking of.
As I recall, one example was opening a stuck container: a strength check to open it, and a balance check to avoid spilling anything.
They also had something between aid another and synergy.

Ooooh.  DMG page 33.

EDIT: I just added 2 more houserules that you're welcome to scavenge: cross-class skills are 1:1 but normal caps; Able Learner instead gives Int mod skills (min 1) as perma-class skills.
« Last Edit: April 18, 2012, 09:40:49 PM by sirpercival »
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Offline Quillwraith

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Re: Houserules
« Reply #9 on: April 19, 2012, 08:07:24 AM »
Ooooh.  DMG page 33.
Aha, that's it.

Offline phaedrusxy

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Re: Houserules
« Reply #10 on: April 20, 2012, 11:23:32 PM »
Ooooh.  DMG page 33.
Aha, that's it.
I don't actually own the 3.5 DMG (I just use the SRD for everything...). So do I need to actually change anything about my character? Or is this just a change to how skills actually work? Should I change anything? He's not exactly a skills-based character, but I would like to use UMD every now and then, and maybe a couple of other things.
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Offline FireInTheSky

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Re: Houserules
« Reply #11 on: April 20, 2012, 11:55:06 PM »
Ooooh.  DMG page 33.
Aha, that's it.
I don't actually own the 3.5 DMG (I just use the SRD for everything...). So do I need to actually change anything about my character? Or is this just a change to how skills actually work? Should I change anything? He's not exactly a skills-based character, but I would like to use UMD every now and then, and maybe a couple of other things.

My character is MagiPunk based, and we were discussing how skills work in that setting.  Quill decided that I should change my skills from that to be basically SRD, so if your skills are SRD (or close to) then you should be fine.  I think you can ignore my questions about skills.

Offline Quillwraith

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Re: Houserules
« Reply #12 on: April 29, 2012, 11:52:58 AM »
Added links to the homebrew list.

What do ye think about
There's a few rules I like but forgot about earlier; though I'll not add them this late unless ye are in favor:
The thingy with multipart skill checks (forgotten which book at the moment).
And larger circumstance bonuses. The amounts listed don't make that much difference usually.
And:
Edit2: I kind of like the looks of this as well.
?

Offline sirpercival

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Re: Houserules
« Reply #13 on: April 29, 2012, 11:57:53 AM »
I'm fine with the first two; I like the idea of the DR stuff, but's pretty complicated... you'll have to adjust a bunch of stuff for monsters, but if you're willing to go to the trouble, then I say go for it.

I added another houserule, a fix for Dodge/Mobility (to make Dodge worth SOMETHING).
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Offline Quillwraith

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Re: Houserules
« Reply #14 on: April 29, 2012, 02:08:25 PM »
I'm fine with the first two; I like the idea of the DR stuff, but's pretty complicated... you'll have to adjust a bunch of stuff for monsters, but if you're willing to go to the trouble, then I say go for it.
It is. More so than I had thought at first. I would rather not use it, now.

I added another houserule, a fix for Dodge/Mobility (to make Dodge worth SOMETHING).
I will copy it over.
What do you think I should do when a character who has weapon focus and is level 5 would get weapon specialization as a bonus feat? One of the NPCs I have been statting is a swashbuckler.

Offline sirpercival

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Re: Houserules
« Reply #15 on: April 29, 2012, 02:19:49 PM »
Give a different bonus feat, probably.  It's not very gamebreaking.
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