Recently I threw out an idea I had to my group for a game I had been thinking of perhaps running a few years from now if I had the time and interest in doing so, and wanted a little input from them about some of the mechanics I was thinking of having. After explaining some of the basic ideas I had about the game, they took a real liking to it, thinking up characters already even and a few have even asked if I could run the game maybe in a few weeks/months rather then a few years.
Do to the nature of adding Homebrew into this game however, I wanted to get some input from the forums on some of my ideas and the balance the game will have.
Here are some of my Houserules of note:
1) Each Character is built using a modification of Gestalt Rules, with one side locked as ONE Martial Adept Class of their choosing (refereed to hereafter as the Primary Martial Adept Class). This side of the gestalt can only be used to take class levels of the Primary Martial Adept Class selected.
2) Classes are restricted to Tier 3 or lower as well as no Full Spellcasting/Manifesting classes (classes that can cast 9th-level spells/powers). Recharge Magic variant rules are in use.
3) BAB, Saves, Skill Points, HP, etc are averaged between the Primary Martial Adept class and a class you take levels in. BAB and Saves are rounded up to standard low/mid/high progressions, and Fractional BAB/Saves are in use. HP is always Max. Fractional BAB/Saves are in use.
4)For the purposes of qualifying for Dual Progression Prestige Classes which provide Martial Adept Progression (Ex. Jade Phoenix Mage, Ruby Knight Vindicator), Maenuvers/Stances from the Martial Adept class cannot be used to meet class requirements. However any additional Martial Adept classes used on the other side of the gestalt can be used to qualify. In addition, Maneuver Known from the Primary Martial Adept class are treated as being known by any other Martial Adept class the character has for meeting requirements. Additional Maneuvers Known from Prestige classes can be added to Primary Martial Adept Class, but Maneuvers Readied/Granted cannot.
5) Immunities do not exist (with a few exceptions). If a creature has an Immunity normally, it instead gains a +10 bonus to saves or any other roll it would otherwise have to take against the effect. In the case of an Immunity against a type of damage, the creature gains no bonus to saves, and instead gains Resistance/Damage Reduction against the damage equal to twice it's HD in the case of a racial Immunity, twice Class Level in the case of a class granted Immunity, or twice caster level in the case of a spell/power/etc (Minimum 20). If an effect otherwise does not grant anyway to resist it not mentioned above, the creature is granted the option to make a save against the effect, or if not appropriate, is considered Immune to the effect.
6) Effects that outright kill those effected instead apply the Perishing condition.
Perishing: The characters current and Max HP are reduced by half when this condition is gained, and is further reduced by three times the level of the character which inflicted this condition at the end of each of the character's turn. The character takes ability damage to all it's ability scores equal to 1/4 the level of the character which inflicted this condition. The character is also Slowed for as long as it has this condition.
This condition can be removed using any effect that can remove Energy Drain or by any effect which restores HP equal to the amount of damage this effect would deal at the start of each round (healing from multiple sources do not remove this condition). In addition the character is allowed a Fortitude Save at the start of it's turn (DC 10 + Inflicter's Level).
In instances where the effect is a spell, spell-like ability, power, or maneuver use it's Caster/Manifester/Initator level in place of the inflicter's level and the normal Save and DC of the effect if it offers one in place of the Fortitude Save.
I would also like to utilize some House rule that allows Adepts to Learn additional Maneuvers Known beyond the normal progression of classes without needing to spend resources such as feats or retraining Maneuvers Known, as Encountering unknown Disciplines throughout their travels will be a big part of the game. I want it to be possible to get maneuvers known from a discipline easy enough, but also not be so abusable that each character will be able to learn every Maneuver they encounter and have have potentially no limit to the Maneuvers they could learn.
I also plan to use some Homebrew maneuvers from the interwebs as well as some Homebrew Martial Adept Classes. So far I will be using Falling Star, Abjurant Champion, Phantasmal Opus, Phoenix Tear, and Inner Light (found
here),
Crystalized Silver,
Raging Storm, as well as elemental variations of Desert Storm. I am also considering the
Wildheart and maybe this Sublime
Marshal. Any suggestions to add to this list would be appreciated.
Any suggestions and critics would be appreciated.