Author Topic: [PF] Major House Rules, for a game I'm going to run.  (Read 1986 times)

Offline brislove

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[PF] Major House Rules, for a game I'm going to run.
« on: March 20, 2012, 02:56:04 PM »
First and foremost I would like to say that I really dislike the importance of being stationary in combat.

I'm trying to devise a way to make full-attacks standard actions, also fixing the monk and minor nerf on SOME casters, because for real?

I am intending to run a game with "these" houserules, and I would like to get input on potential problems. I'm almost worried that it will make martial classes too powerful in early/mid levels, but that they will taper off to much in the later levels.

House rule list time:

"Attack" Action time reduced to Standard Action. Basically any ability that references "Full Attacks" "Spell combat, flurry, ect" Have been changed into "Attack Actions". Any Time you're unable to make your full actions in a round (fatigued, slowed) you cannot make a  attack action.
Base Attack Bonus change: When your base attack bonus reaches 6 instead of getting an additional attack at a -5 penalty, you roll an additional D20 and choose the highest for your main-hand attack. This increases to 3 dice at BAB 12, 4 Dice at BAB 18. (these additional dice are not rolled on critical confirmation rolls)
Combat Feats: at BAB 3, and every 3 BAB after that, this character receives a bonus "Combat" feat.
Natural Attacks: Secondary attacks may be made as a move action, they may not be used as part of an "Attack" Action.
improved Two-weapon fighting: You roll an additional d20 when rolling to hit with your off hand weapon.
greater two-weapon fighting: You roll an additional d20 when rolling to hit with your off hand weapon.

I'm sure there are a couple other feats that I have to change this way. Flurry of blows changes are coming up next.

Monk class. Changes
Changing BAB to "good" 1/level.
Flurry of Blows: "When wearing no armor, and using unarmed attacks or "Monk" Weapons. The monk is treated as having the two weapon fighting, and "DoubleSlice" Feats.
At 8th level, the monk is treated as having the improved two-weapon fighting feat as well.
at 15th level, the monk is treated as having the Greater Two weapon fighting feat.

AC Bonus:
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +2 bonus to AC and CMD at 1st level. This bonus increases by 1 for every 6 monk levels thereafter, up to a maximum of +5 at 19th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Bonus feats: 10th level, greater bull rush, grapple, trip. If they have the improved version of that feat. Cause monks should be the maneuver masters.

Druids:
BAB reduced to "low".

Wildshape:
The Druids BAB changes to that of the creature type that the druid wildshapes into for the duration of wild shape. "IE it becomes 3/4s when in animal form." this makes turning in magical beasts better, but also has the druid exist as a pure caster while not in animal form. And reduces the number of bonus combat feats they get from my other house rule :D.

All other classes that cast 9th level spells. Reduced to "Low" BAB. If it has spell casting progression to 9th level spells, it's Low BAB. Really a minor nerf, but any balance I can get.

I am trying to make BAB vs Spells make some sense. 3/4's is for 6th level spell casters, full is for 4th or less, and more than Low is for 9th.

I'm leaving the rogue at 3/4s BAB because I feel that the ability to move and make 2 attacks is enough of a boon for sneak attack to warrant 3/4s. 

My concerns, purely in theory, come with players doing to little damage, but I'm hoping it prolongs the combat at bit, and encourages combat expertise and fighting defensively due to the large effective to hit bonus on primary attacks. I also like that spring attack becomes viable for rogues and monks, allowing for a tank mechanic to actually function a little more reasonably. Again pure theory.

thoughts? opinions? changes? Bro fists?

Offline Quillwraith

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Re: [PF] Major House Rules, for a game I'm going to run.
« Reply #1 on: March 20, 2012, 08:08:40 PM »

Base Attack Bonus change: When your base attack bonus reaches 6 instead of getting an additional attack at a -5 penalty, you roll an additional D20 and choose the highest for your main-hand attack. This increases to 3 dice at BAB 12, 4 Dice at BAB 18. (these additional dice are not rolled on critical confirmation rolls)
This only increases chance to hit, but the normal BAB rule also sometimes allows higher total damage.
I could see that causing some imbalance.
Maybe let people trade attack rolls for extra attacks at 2:1 during an attack action, or something?

Mostly, these seem to make sense though.

Offline Garryl

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Re: [PF] Major House Rules, for a game I'm going to run.
« Reply #2 on: March 20, 2012, 08:24:39 PM »
Natural weapon users (monsters, Druids, Summoners' Eidolons, Psychic Warriors) are still doing as much or more damage as before, as they still get all their natural attacks (and as a move action, to boot) with extra accuracy on their primary attack. Unless I'm misreading the bit about secondary attacks (it's a bit ambiguous whether it's supposed to give you one secondary attack or all of them).

How does the Rogue move AND make two attacks?

I expect that fighting defensively won't be worthwhile. Sure, you can give up the hit a bit because, you're more accurate, but the enemy is more accurate, too, so the small AC bonus matters even less than before.

Offline brislove

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Re: [PF] Major House Rules, for a game I'm going to run.
« Reply #3 on: March 20, 2012, 11:50:39 PM »
the full-attack action is a standard action. So anyone wielding two weapons moves and makes it's initial attacks. (2 if two weapon fighting) or flurry, ect.

The secondary attacks are move actions, but the primary attacks are standard, creating "full-attacks" for monsters/eidolons similar to before.

Natural attacks don't get iteritives, so they shouldn't get the addition to hit die. Which  I guess is a bit unclear in my post, but the intention is "if you would gain an attack at -5 you get an extra d20 on the hit roll instead".

So nothing using natural attacks would be rolling multiple to hit dice. Only weapon attacks, as they are the only things that gain additional attacks for high bonuses.

EX adult black dragon. Claws and Bite are primary attacks +21 and 2x+20, Wings and tail are secondaries. Wings and tail would be a move action, while Claws and bite would be a standard. This allows the dragon more tactical options (imo). Attack with all it's attacks, Breath and Attack with wings/tail. Cast a spell and attack with wings/tail, move and attack with claws+bite, move and cast, move and Breath. VS Move and breath/cast or full attack which are it's only viable combat choices ATM.

This is intended to make more powerful monsters "feel" like that have more actions in a combat, to make "solo" encounters harder without making it arbitrarily impossible to damage the foe. (Flying in a fog cloud using blindsight). I guess basically, monsters do the same damage as before as do monster like things (wildshape, Eidolons) while the other classes are more accurate and mobile.

I'm hoping the damage is similar, due to the increased chance to critical and increased accuracy, but less static.

like spring attacking rogues, not being in harms way after stabbing a guy :D. Or monks that start in melee tripping, punching, then walking away :D

I want to make a more tactical combat. I want to avoid the "stay stationary and slug away" style of combat that the edition brings, while staying with a familiar rules-set and magic system (which for the most part I like, 7th+spells are a problem, but that is a different discussion).