Here are my current set of house rules - please critique

I am not sure I follow you. Can you ask a more specific question about the rules rather than make a generalization. For instance, which rules do you specifically think don't improve the game, make it smoother, quicker, easier, more fun or make sense?
Of course you follow me. I asked the reason behind the rules. What made you want to make all those changes. Some explanation for the changes, what you were trying to accomplish by changing things, might give people some better insight and allow them to offer more constructive criticism.

The background thing, is nice for the players...that want to write backgrounds. Advancing someone halfway through their level is a bit much for writing a background that may or may not matter to the game overall. Plus it penalizes the players that just want to make a character and get the game going. If you want to start the PCs halfway into their level, just do so without penalizing players that don't want to write an essay along with their character.

Stats: Why only point buy? Granted, you give a good amount of points compared to the DMG recommending 28, but point buy is designed to produce either mediocre stats or allows for 1-2 high stats while all the rest end up being average or lower to compensate. Why not offer an array or let the players roll for their stats?

Starting money: Why are the characters so poor? If you don't want them to be rich and carry around thousands of gold, then just simply require that they have to spend all their starting wealth or they lose it. The DMG estimates wealth by level based on the resources (magic items) a character will need at a given level to face their challenges and have a decent time of getting through them. If you lower this, you make what could be an average encounter for the players more dangerous because they didn't have the proper resources to face that encounter.

Alignment: What purpose does this ruling solve? Admittedly, alignment for PCs doesn't matter much, but when you make blanket rulings like this that, they make special abilities and spells (like some of those you listed) not even work or work if far fewer circumstances than they otherwise would.

Races: Why don't you want some races seeing in the dark? And why not just give them low light vision instead of coming up with that night vision stuff?

What are you doing to humans? Why should they spend their bonus feat just to get that night vision--which isn't even as good as low light vision? Yes, they get a stat boost, but they also get a stat penalty, so you are wanting them to basically spend a feat to maybe get a bonus to a stat they may want, definitely get a stat penalty they don't want and get second rate low light vision. That's not worth a feat.

Classes: If you are fixing HP for all classes, are you doing the same for monsters? Why are you fixing the HP? Do players in your games get too many hit points? If they are rolling too low, then just rule that they round up to those values. Otherwise, let them roll for it.

If you look at proportions, you are giving wizards 75% of their maximum possible HD, while all other classes are getting somewhere around 55-60% of their maximum HD. While no hero wants to be average (otherwise they're not so heroic), no one wants to be just a step above average either. This may speed things along for the DM, but I don't think too many players will be happy with it--being happy they didn't get a low roll is not the same as being happy they got a good roll.

Barbarian: Why are they literate now? Where do they get the education living the savage lifestyle? To better reflect this, you could give them a -2 penalty to Decipher Script, Forgery and all Knowledge skills to represent their lack of education--and keep the penalty regardless of whether they multiclass or not.

Why the changes to Rage? Just make it so they can Rage only 1 per encounter and after the rage ends, they are fatigued until they can rest for 5 minutes.

Bard: What do you mean "activate their songs"? Their bardic music, spells or what? How can those skills activate anything?

Spellcasters: Why is every spellcaster except wizard now able to cast spells spontaneously? Why aren't wizards allowed to do this now? The balance to the spontaneous casting is fewer known spells and a 1 level delay in the spell levels they access compared to those that prepare spells. Without those limitations to balance the classes, you're making them even more powerful.

Why are you removing companions and familiars and mounts?

Why is the cleric losing his heavy weapon proficiency?

What are you giving back to these classes to compensate for what you are taking away?

Why is the fighter unchanged when all other classes are getting some improvements? With every other class improving but the fighter, there is absolutely no reason for anyone to take more than 2 or 4 levels in fighter anymore.

Why are you changing the monk's unarmed damage? If I read this correctly, that means that unarmed damage basically goes down to 1-3, then they get varying amounts of bonus damage. How does this improve the game or make it simpler/faster? Its an unnecessary change. If you want them to hit the same as everyone else but get bonus damage, then treat it similar to sneak attack and do it in d6 increments so that they get +1d6 at, say, levels 1-7; +2d6 at levels 8-14, and +3d6 for levels 15-20. This is simpler to remember than trying to remember if they get 1d4 or 1d6 or 1d12 bonus damage.

Again though, I don't understand why you're intentionally weakening the monk class.

Paladin: Why the changes to their spellcasting? Why can they give spellcasting up to gain an extra 4 feats and 5 extra smites?

Ranger: Same as paladin basically. Why are they getting more feats and why not just give them the Skirmish ability of Scouts instead of what you put?

The rogue change was nice without really changing the power of the class.

Sorcerer: Why do they have to have a power source? And why is Fey so weak in relation to the others? Why can't they be a sorcerer without a power source and get some other advantage instead?

Wizard: Why are they now spontaneous casters like everyone else? Why the changes to their spellbook--that does nothing more than take MORE money out of their pockets. They already have to spend money on acquiring more spells, building magic items and even casting certain spells. No other class has these kinds of expenses, so why take more out of their pocket when it doesn't really do anything to improve or streamline the class? Why are they getting only 1 bonus feat when they are losing one feat (Scribe Scroll) and one class ability (Summon Familiar)?

Prestige Classes: That's a DM's call, sure. But what are you going to do when the players want a specialized ability that their classes do not provide? Make that class even more powerful by providing it? Or just telling them tough luck?

Multiclassing: I get the fractional BAB, its a good idea. But the saves? So, no more good/poor saves? They all advance at the same rate with the only difference between them being the +2 bonus that Good saves get?

Also, I don't really see how a character can improve in a class by taking another unrelated class? How does a fighter become a better fighter by taking levels in bard or rogue? How does a wizard become a better wizard by taking levels in paladin? You should probably toss this rule out the window.

Skills: Why remove the synergy? If you don't want people taking advantage of it (+6 synergy bonus to Diplomacy for having 5 ranks in Bluff, Know-Nobility, and Sense Motive), then just rule that any skill can only receive a maximum +2 synergy bonus.

Why not compensate classes for "lost" skills? Concentration and Profession are two of only a few of the skills wizards get. So, not only are you increasing the out of pocket expenses of the wizard, stripping them of two class abilities (in exchange for one mediocre feat), but you're also taking away two of their class skills? What do you have against wizards anyway?

Why are you having Sense Motive checks now a Will save? That's one of the broken things about the skill system is opposing a skill check with either a save or a level check. They don't scale at the same rate or have the same opportunities for improvement, so anything compared to a skill check that isn't a skill check is going to be at a great disadvantage.

Why your change to rope use? Why not just include it in one of your combined skills?

Feats: Why are item creation feats no longer available? Who is going to create magic items now? Why is PA maxed out at a +/- 5 increment? Why are the "pets" now feats? How does changing them from a class ability to a feat improve the game? If the player doesn't want the pet, then offer them a feat instead, but your way is just making the class weaker and then forcing the PC to spend a feat to get what was once a given.

Magic: Why the Eschew Materials? It would be easier to just rule that spells don't need material components unless they have a 1gp or greater value. Why do casters get 0 levels spells at will now? How exactly do summoning or polymorph spells slow down play enough that you forbid their use?

Combat: Why do characters take Con damage instead of negative HP? How exactly does that speed up play, aside from killing them quicker? If it takes a Fort 20 save to stabilize, you are making it progressively harder for a character to stabilize by draining their Con. Plus with ability score recovery requiring a day of rest per point recovered, this can set back adventures by possibly every single combat unless the cleric in the group has a buttload of restoration spells.

Energy Drain: Same as above? Why? Are you trying to kill your players faster?

Crit/SA: How exactly can you inflict extra damage on something that feels no pain, has no vital organs and can continue to function until it is destroyed? A treant or stone golem doesn't have kidneys for a rogue to stab and slicing a throat open (if the enemy even has one) isn't going to do anymore damage than a hit to any other body part.

This change alone is probably your most powerful increase to a class (rogues) than what you have listed above for any other class. This change just doesn't make any sense and it considerably weakens creatures that are particularly low on hit points anyway since most things immune to critical hits do not have a Con score.

SR: You're not really explaining this one clearly at all. Also, how exactly does this improve the game, speed it up, or whatever you're looking to do?
 

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Technically they are both a feat away from RAW - that makes them balanced in that regard. Btw, I would agree that the druid is marginally more powerful.
What? Where is the feat in D&D 3.5 (or 3.0) that gives a character an animal companion, per the (usual) Druid class feature. . .?!

I haven't seen it, or I've clean forgotten about its existence.

And if you mean that in *your* rules, it's a feat (and yes, I can see that it is :eek:) that really doesn't apply to what I stated. The change you have made to the Druid far outweighs the change you have made to the Cleric (in favour of the Cleric, by a freakin' huge margin). . . and, having Animal Companion as a feat is, frankly, totally broken.
 

Aus, I think he's just oversimplifying things by turning every class ability into a feat or make them "worth" a feat.

The only reason I've seen for any of the changes he's suggested is "speed of play" added in to his prohibition against Summoning and Polymorph spells. But, to me, I don't see how any of these changes really enhance "speed of play".

Races are largely screwed with that night vision that really isn't night vision stuff and just flat out removing certain races. Classes are made either considerably more powerful, or they are weakened--not really improved as such.

Some mechanics, like skills and hit points, are somewhat streamlined, but haphazardly so without consideration of how the changes affect certain classes.

It seems to me that most of these changes are just a poor attempt that wasn't thought out well at all to turn 4e into 3.5.
 

Personally, I think the rules he's made are geared towards engendering a certain flavor to his campaign world. But, quite honestly, I don't think it matters why he's making these house rules. The only thing that probably matters is if he's creating any unforeseen balance problems that may throw a wrench into the smooth operation of his game. With that in mind...

Sadrik, I like the flavor your rules engender. In fact, quite a few of them are ones I use myself (just in slightly different iterations, but the end flavor is the same).

My observations:

I don't think you have overly weakened the Druid as compared to the Cleric. In fact, as well as removing heavy armor, I also seriously restrict weapons for Clerics (but you may have retained that to fit with the flavor of your world, so that's cool:cool:). The power of a Druid does not lie with having an animal companion, it's in shape changing and summoning spells. Taking away animal companion is a fairly small change, IMO.

Also, I like the idea of making Animal Companion/Familiar a feat. Takes away the "everyone" has an animal companion/familiar schtick. Reminds me of a picture I once saw in Dragon magazine for an article about wizard familiars. It showed three wizards, each with a different animal companion. It just looked silly to me. More like a fantasy pet club than serious wizards.

Multiclassing however could be a problem. Multiclassing already allows players to make single class character look like wimps next to there multiclassed compatriots. Bumping up the class abilities essentially making them higher leveled characters (just without the numbers), increases their comparitive abilities even more compared to a single class character. Now, unless you specifically want everyone in your game to be multiclass, I think anyone who chooses a single class is going to feel like they're being penalized.


Anyways, other than that I don't see any problems with your houserules. In fact, it looks like a very fun campaign your preparing. One that I'd probably enjoy myself. Just one other thing though, make sure your players like these rules too.


Take care and have fun with the campaign.
 

The why is actually the most important reason for the changes. They indicate that he is not satisfied with current rules as they stand. That being the case, the why explains what he is going for, what he considers to be insufficient enough to warrant change, etc.

Both the Cleric and the Druid are weakened. One loses heavy armor, the other an animal companion. Neither gain anything in return for this loss, so compared to the core class, they are weaker. Then their magic is set to spontaneous rather than prepared. While I don't have a problem with it, I do have issue that it is not regulated or balanced. There is no limitation such as a limited number of spells known to even it out.

The power of a druid may not lie in his companion, but when that companion is a Dire Lion or Megaraptor with multi-attack, Greater Magic Fang, and any number of other goodies, and that's a heck of a loss there! And that has been taken from the druid without recompense, which is a big deal! El Mahdi, where do you get that "everyone" has a pet? The only ones that have a 'pet' is Druid, Ranger, Sorcerer, Wizard. Four out of eleven classes is hardly everyone. These 'pets' are as much a class feature as spellcasting and while the DM may not like 'pets', if he is going to take it away from the class, he needs to give something of equal value in return--and one feat does not equal a pet!
 

The why is actually the most important reason for the changes.

Yes, the Why is important to him, not so much to you or anyone else. Especially when the reason you seem to want to know, is to critique his reasons, not the rules themselves. There's no reason for that. The guy came here for help and honest critiquing. If one doesn't like the rules, simply say so and express why. Questioning his reasons for wanting the houserules is unnecessary and defeats the entire purpose of a Houserule Forum. Not to mention, it runs the possibility of pushing someone away from the site (however, I doubt Sadrik would leave, considering his post count and join date, but it does happen). People aren't going to bring their ideas here, or ask for help, if they are going to be unnecessarily grilled over there motives. It's just not cool.

They indicate that he is not satisfied with current rules as they stand. That being the case, the why explains what he is going for, what he considers to be insufficient enough to warrant change, etc.

This is an assumption. An assumption made with insufficient data. (Besides, we all know the old saying about assumptions.) It does not indicate he is not satisfied with current rules as they stand, or that he is satisfied with the rules and just wants to change them for other reasons. People don't make houserules only because they aren't satisfied with the current rules. He made absolutely no statement or inferrence as to why, just simply listed his rules and asked for a critique of them. He did not ask for a critique of his motivations. It is just as likely these houserules are meant to create a specific feel or environment for a campaign setting. Another possibility is that he may just like tinkering with rules. Regardless of his reasons, the rules of the game are not written in stone. They are a malleable tool to be used to quantify the mechanics or engender the feel of a world or campaign. Just as there are tweaks, changes, or additions to the rules for just about every Official D&D campaign world. if one doesn't agree with that statement, then a Houserules Forum is probably not the place for them.

The bottom line is, it doesn't matter why he wants to houserule. It does matter that his motives for houseruling are being questioned, on a Houserules Forum.

Both the Cleric and the Druid are weakened. One loses heavy armor, the other an animal companion. Neither gain anything in return for this loss, so compared to the core class, they are weaker. Then their magic is set to spontaneous rather than prepared. While I don't have a problem with it, I do have issue that it is not regulated or balanced. There is no limitation such as a limited number of spells known to even it out.

The power of a druid may not lie in his companion, but when that companion is a Dire Lion or Megaraptor with multi-attack, Greater Magic Fang, and any number of other goodies, and that's a heck of a loss there! And that has been taken from the druid without recompense, which is a big deal!

Clerics and Druids are the two strongest classes once they hit their stride. Yes, his houserules weaken them to a certain extent from their original form. However, I don't agree that they are weakened in relation to other classes. In fact I feel this brings them more in line with other classes. But, that's probably one we will just have to agree to disagree on. However, I appreciate, and I hope Sadrik appreciates, a critique based on the merit or feasability of his houserules, rather than his motives for making them.

El Mahdi, where do you get that "everyone" has a pet? The only ones that have a 'pet' is Druid, Ranger, Sorcerer, Wizard. Four out of eleven classes is hardly everyone. These 'pets' are as much a class feature as spellcasting and while the DM may not like 'pets', if he is going to take it away from the class, he needs to give something of equal value in return--and one feat does not equal a pet!

Now you're parsing words just to pick a fight. Come on man! Is this really necessary? His houserule was about taking automatic animal companions and familiars away from specific classes, - and I was quite obviously speaking in that context. You're purposely taking this out of context in order to get something started. Why? Why do you feel this is necessary or helpful? If you need the confidence boost that picking a fight with an anonymous person on the internet can bring you ... well then, I'll make it easy for you: You're the Man!


Feel better?:erm:
 
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Most players will take some healing anyway. If the heal spells go to clerics for free will they have to go to druids paladins ranger and bards also for free? Wands do all the brunt work anyway...

(a) Druids, Paladins, Rangers and Bards are not primary healers, clerics are.

(b) With no item creation feats, where are they getting these wands?

I may confer the construct HP bonus all round? They already are low on HP without a CON.

That's what I would do.
 

HOUSE RULES
V2009.2

Starting Money
Starting characters get 500gp per level.
I will then give a special item to characters or allow the player to decide what it is through their background. Note this item is not always all good.

This sounds like a low-magic campaign with a limitation on gp available. Pass on that.


Humans
As PHB but:
The human bonus feat may be used to take Elf blood, Orc blood, Demon blood or Dragon blood.
Elf blood gives +2 DEX, -2 CON and Night Vision
Orc blood gives +2 STR, -2 INT and Night Vision
Demon blood gives +2 INT, -2 WIS and Night Vision
Dragon blood gives +2 CHA, -2 DEX and Night Vision.


Don't get this variant unless you got a campaign theme going on here, otherwise if this is just for generic D&D, not my cup of tea.


Monk
As PHB but:
They get an unarmed damage bonus instead of monk unarmed damage, at 4th +1d4, 8th +1d6, 12th +1d8 and at 16th +1d12.

I think the original monk is better, this one seems weakened.


Prestige Classes
Are not going to be used.

Why the banning? Not a fan of banning stuff unless there is a good reason.

Toughness feat gives 2HP +1/level but can only be taken once.

A bit weaker than the Pathfinder version. I really liked the old toughness feats for 3.0 like Dwarf's Toughness, Giant's Toughness, and Dragon's Toughness.
 

Hawken, I am only going to hit on a few of your points, of which some are good. Not really looking for a bunch of vitriol, my nose just isn't as close to the pavement as it once was.
Races: Why don't you want some races seeing in the dark? And why not just give them low light vision instead of coming up with that night vision stuff?
I don't like low-light seeing further than Darkvision and I like them to simply remove penalties while in shadowy and low light conditions - birth of night vision.
What are you doing to humans? Why should they spend their bonus feat just to get that night vision
The demon blooded and dragon blooded are campaign specific, the half elf and half orc just make sense in this context and became elf blooded and orc blooded. I think they are balanced along with the stat modifiers. I know it won't make you happy but compare an orc blooded human with a half orc.
Bard: What do you mean "activate their songs"? Their bardic music, spells or what? How can those skills activate anything?
Because perform was subsumed into those three skills and you will note that you need a certain level of performance to activate the various bardic music class features.
Spellcasters: Why is every spellcaster except wizard now able to cast spells spontaneously?
Because the druid and cleric were changed to spontaneous casters.
What are you giving back to these classes to compensate for what you are taking away?
Nothing, I feel the druid and the cleric are the two most powerful classes in the core rules and I feel that mitigating their power a bit is not an issue.
Why are you changing the monk's unarmed damage? If I read this correctly, that means that unarmed damage basically goes down to 1-3, then they get varying amounts of bonus damage. I don't understand why you're intentionally weakening the monk class.
You have how this works correct, I think this potentially broadens the application of the monk, which is one of my goals with this version of house rules. I am going to allow the monk weapons to get the damage bonus and so they could be ninjas (monk/rogue) to mystical priests (monk/cleric) or even house of flying daggers like warriors (monk/fighter) and even crazed pugilists (monk/barbarian).
Sorcerer: Why do they have to have a power source? And why is Fey so weak in relation to the others? Why can't they be a sorcerer without a power source and get some other advantage instead?
This goes far into allowing all of the popular archetypes into the game while using core only. A warlock is an infernal sorcerer, psion a psionic sorcerer etc. Fey is not weak it could be the best one, it allows you access to druid spells! Think about it. In this game world, a sorcerer without a power source is a wizard.
Wizard: spellbook--that does nothing more than take MORE money out of their pockets.
I cheapened it by a factor of 10 normally it is 100gp per page.
Multiclassing: I don't really see how a character can improve in a class by taking another unrelated class?
When your character level goes up your "character" becomes more powerful not just the one class you gain in. This rule removes the need of the fix-it PrCs and opens up a whole array of options for characters.
Skills: Why remove the synergy?
It simply does not stack up in the consolidated skill list. Additionally it was always annoying.
Why are the "pets" now feats? How exactly do summoning or polymorph spells slow down play enough that you forbid their use?
These can slow down play enough that I opted to shelve them. ALso why does every druid have a little monster running around with it and wizard and sorcerer too. I like these to be more optional components.
Combat: Why do characters take Con damage instead of negative HP?
It looks like you understand the rules well enough and yes restoration is a lot more useful. My reasoning is that it is a bit more gritty and it makes getting severely injured dangerous - even with a healer around.
Energy Drain: Why?
Removes level loss and XP loss.
You will note that certain creatures have Fortification property - golems certainly would, for instance.
SR: You're not really explaining this one
SR gives those class features against magic and a bonus depending on a formula. Basically it will work off of a standard save and not use the spell penetration/SR sub system.
The why is actually the most important reason for the changes. They indicate that he is not satisfied with current rules as they stand.
I am satisfied with the 3.5 rules, however my needs are such that I use just the core books. So with that in mind, some rules are there to facilitate character diversity and others to reduce book look ups, others are style choices and others are campaign considerations and some are rules fiddling. I posted my house rules to gain perspective on things that I may have missed (paladin smite) or discover a new way of doing something better but conceptually similar. Looking at a brief rules document is only half the story and sitting down at my table and talking would give the other half. I like the interest that you have shown Hawken, though arguing status quo is likely not the best in an HR forum.
 

Yes, the Why is important to him, not so much to you or anyone else.
Actually, if he could explain his reasons for his changes, maybe we could help him get to what he is looking for the fastest. There's always a reason why people come here. No one just throws out a houserule and says what do you guys think without having some goal in mind. Maybe he's heading for a specific goal with a change to a class or race, or whatever. Maybe not, but explaining why he's made these changes could help out quite a bit.

This is an assumption.
Its an observation, not an assumption. If he were satisfied with the RAW, then he wouldn't be here asking what we think about proposed changes. And again, I'm not challenging his motives, I was just asking what they were.

Clerics and Druids are the two strongest classes once they hit their stride.
If by hit their stride you mean starting at 1st level and going on from there.

However, I don't agree that they are weakened in relation to other classes.
Of course they aren't. They are more powerful than other classes to begin with, and made even more powerful by basically unlimited (spell selection) spontaneous spellcasting. But still, he took things away from each of the classes without really offering anything in return which weakens them from what they were before (not counting the change to spellcasting).

Now you're parsing words just to pick a fight.
No, I'm not. You're doing that well enough on your own. It was your emphasis with the quotes around 'everyone', not my emphasis. If that wasn't the context you were going for, maybe you shouldn't have put emphasis in that sentence and then I wouldn't have had to comment on what you meant by 'everyone'.

Just because Sadrik wants to dismantle the "pet" thing and you happen to agree with him on it, doesn't make me wrong for questioning why he did it and why there was no compensation for taking those features away from those classes. Familiars and animal companions are far more powerful and versatile than any feat and if they are going to be taken away from a class then something needs to be given to fill that 'vacuum' for lack of a better term.

El Mahdi, you seem to have totally misinterpreted my post or you just inserted your own assumptions into my post. I wasn't starting a fight with either you or the OP. If he puts something out for everyone to look at and question, per his request, I'm fully within my rights as a critic to ask why he felt the need for the changes he's considering. And you're even within your right as a critic to ask why I'm asking that, but you have absolutely no right to assume I'm trying to pick a fight with either of you. Check yourself and your own posts before you start assuming other people are picking fights.
 

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