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<blockquote data-quote="Plaguescarred" data-source="post: 6999979" data-attributes="member: 6701422"><p>Here's some variant rules and houserules that i use in MY GREYHAWK campaign;</p><p></p><p><strong>VARIANT RULES & HOUSERULES</strong></p><p></p><p><strong>- Ability Scores Maximum:</strong> A score of 18 is the highest that a person usually reaches, rather than 20, thus the normal range of ability scores is 3-18 without magic. (PHB171)</p><p><strong>- Choose Race:</strong> The dragonborn, drow and tiefling are not allowed. The Variant Human Trait can be selected. (PHB09)</p><p><strong>- Unearthed Arcana:</strong> The new class features from Unearthed Arcana: Kits of Old (Cavalier & Scout), Gothic Characters (Monster Hunter & Inquisitive), Waterborne (Swashbuckler), Class Design Variants (Ranger with no spells) are permitted. (UA_E)</p><p><strong>- Villainous Class Options:</strong> The cleric death domain and paladin oathbreaker can be selected. (DMG96)</p><p><strong>- Alignment:</strong> No evil alignment can be selected. (PHB122)</p><p><strong>- New Languages:</strong> New languages that can be selected are ancient baklunish, flan, old oeridian, ancient suloise. (PHB 123)</p><p><strong>- Starting Wealth By Class:</strong> The starting gold is determined either randomly or by class. If you use the optional rule from chapter 5 to spend coins on gear, you do not receive the starting equipment from your background. (PHB 125-143)</p><p><strong>- Multiclassing:</strong> The ability score minimum to multiclass is 16 rather than 13. (PHB163)</p><p><strong>- Wands That Don’t Recharge:</strong> Most magic staff, rod and wand are incapable of regaining charges. (DMG141)</p><p><strong>- Slow Natural Healing: </strong>Characters don't regain hit points at the end of a long rest. Instead, a character can spend Hit Dice to heal at the end of a long rest, just as with a short rest. (DMG267)</p><p><strong>- Healer’s Kit Dependency:</strong> A character can't spend any Hit Dice after finishing a rest until someone expends one use of a healer's kit to bandage and treat the character's wounds. (DMG266)</p></blockquote><p></p>
[QUOTE="Plaguescarred, post: 6999979, member: 6701422"] Here's some variant rules and houserules that i use in MY GREYHAWK campaign; [B]VARIANT RULES & HOUSERULES[/B] [B]- Ability Scores Maximum:[/B] A score of 18 is the highest that a person usually reaches, rather than 20, thus the normal range of ability scores is 3-18 without magic. (PHB171) [B]- Choose Race:[/B] The dragonborn, drow and tiefling are not allowed. The Variant Human Trait can be selected. (PHB09) [B]- Unearthed Arcana:[/B] The new class features from Unearthed Arcana: Kits of Old (Cavalier & Scout), Gothic Characters (Monster Hunter & Inquisitive), Waterborne (Swashbuckler), Class Design Variants (Ranger with no spells) are permitted. (UA_E) [B]- Villainous Class Options:[/B] The cleric death domain and paladin oathbreaker can be selected. (DMG96) [B]- Alignment:[/B] No evil alignment can be selected. (PHB122) [B]- New Languages:[/B] New languages that can be selected are ancient baklunish, flan, old oeridian, ancient suloise. (PHB 123) [B]- Starting Wealth By Class:[/B] The starting gold is determined either randomly or by class. If you use the optional rule from chapter 5 to spend coins on gear, you do not receive the starting equipment from your background. (PHB 125-143) [B]- Multiclassing:[/B] The ability score minimum to multiclass is 16 rather than 13. (PHB163) [B]- Wands That Don’t Recharge:[/B] Most magic staff, rod and wand are incapable of regaining charges. (DMG141) [B]- Slow Natural Healing: [/B]Characters don't regain hit points at the end of a long rest. Instead, a character can spend Hit Dice to heal at the end of a long rest, just as with a short rest. (DMG267) [B]- Healer’s Kit Dependency:[/B] A character can't spend any Hit Dice after finishing a rest until someone expends one use of a healer's kit to bandage and treat the character's wounds. (DMG266) [/QUOTE]
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