Ace's minor House rules

Ace

Adventurer
Here are some of my house rules -- comments would be appreciated



All classes

All Classes gain +2 skill Point per level (i.e Fighter 4, Rogue 10 and so on)

All bonus skill points for being Human or from Inteligence may be used with ANY non restricted skill as if it was a class skill

All classes gain Profession (any Appropriate) Knowledge (Any Appropriate) and Craft (any Appropriate) as class skills

Each Character will have a background. This background will grant 3-5 skills as class skills or a +1 Bonus to the skill if its already a class skill. A fewBackgrounds -- Seafolk, Fuedal Peasant Farmer, Manor Born, Northlander Raider etc

Some campaigns will be low magic item --

To compensate for the reduced magic characters will have extra feats and a level based Defence Bonus (not listed here) Feats in these games will be gained at 1,3,5,7,9,11,13,15,17,19

More Specfic Class Mods

Fighter -- There are a large number of fighter special "training" abilities available only to folks who take levels in fighter. All fighters gain a bonus feat at level 11 as well

Barbarian -- Unchanged renamed Besereker

Only 1 type of Paladin may be chosen

Paladin-- Paladins may be of any good alignment. A paladins mount is considered celestial. It uses the 3.0 rules and is not summoned It may be swapped for an animal companion at the time it is chosen. Typical Companions Hawk, Wolf or Grasscat.

Summoner Paladins -- These function exactly as 3.5 paladins. In additon Monster Summon and Lesser Planar Ally are available at their level as Paladin Spells. Language is a class skill for Summoner Palaldin

Ranger -- Ranger Feats are not virtual. Also there are a number of Ranger feat paths to choose from including survival and awareness oriented ones. Rangers gain 1 addtional feat at level 14. Favored ememy may be swapped for other abilities as appropriate

2 additional Ranger types may be chosen from although a character can only be one kind of Ranger
Non Spell Using Rangers
These are available as Complete Warrior they use 1d10 Hit Dice
Urban Rangers (as UA) are also available

Monk -- A monk can use his Unarmed Damage with any hand to hand Monk weapon. A monk may Multi Class w/o penalty. Any non Monk weapon may be bought as a monk weapon. It costs 1 feat. Damage is base (with a 20/x2 crit) or class level damage (with 20/x2 crit) whatever is better

Cleric -- No Change

Druid -- No Change though specialty Druids may be introduced

Bard-- Bards gain bonus spells known

Wizard-- No Change

Sorcerer -- A Sorcerer gains bonus spells known. Also a Sorcerer may chose bardic cure spells as sorcerer spells

Spellcaster general Note-- Bonus spells known and per day use the superior table in AU that includes cantrips

Weapons and Armor notes--

Shuriken is an Martial weapon. It may be used in HTH combat at a -4 penalty

for non 3.5 players -- Kukri is a Martial weapon

Flail is an Exotic weapon gaining an cutting an ememys shield bonus by 50%

Exotic WP with the the Bastard Sword also grants 2h profieciency, proficency with a training sword (as club-- like a RL Bokken) and practice blade (like a RL Shinai doing 1d4 subdual) all feats and special abilities with the Bastard Sword apply to these weapons also.
 
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You know, I have posted several "What do you think of my XXXX" threads and never gotten an answer and felt a little left out. However I never actually post feedback when others do unless I feel strongly about something or other, so in effort to remedy that....


I don't think that any of your changes are gonna cause problems at all. You seem to feel like I do that skills are great as written but underused because of the large amounts of classes that only get 2 per level and desperately need to use those on required skills like concentration and whatnot. I can count on one finger the number of times anyone has taken a profession skill, and on several more the number of times they have taken a craft one as well. There are just simply too many other "more useful" skills to take that leave these in the dust.

As far as the class variants, I like them all. I wish all the classes were customizable and had several interchangeable elements to choose from. I think several directed options (you can be X Y or Z) are a lot more useful than huge masses of undirected ones (Ye Olde Booke of 4001 feats and prestige classes).

DS
 

Sabathius42 said:
You know, I have posted several "What do you think of my XXXX" threads and never gotten an answer and felt a little left out. However I never actually post feedback when others do unless I feel strongly about something or other, so in effort to remedy that....


I don't think that any of your changes are gonna cause problems at all. You seem to feel like I do that skills are great as written but underused because of the large amounts of classes that only get 2 per level and desperately need to use those on required skills like concentration and whatnot. I can count on one finger the number of times anyone has taken a profession skill, and on several more the number of times they have taken a craft one as well. There are just simply too many other "more useful" skills to take that leave these in the dust.

As far as the class variants, I like them all. I wish all the classes were customizable and had several interchangeable elements to choose from. I think several directed options (you can be X Y or Z) are a lot more useful than huge masses of undirected ones (Ye Olde Booke of 4001 feats and prestige classes).

DS

Thanks for the feedback !

I agree with you on the "flexed" classes part-- I am going to have to work up a system to allow more flexiblity in the different classes.

Also next time I see your threads in houserules I will try to remember to srop some comments. One good turn desrves another
 
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Ace said:
All Classes gain +2 skill Point per level (i.e Fighter 4, Rogue 10 and so on)

I do this as well.

All bonus skill points for being Human or from Inteligence may be used with ANY non restricted skill as if it was a class skill.

I like this idea. Does 3.5 have restricted skills anymore?

Each Character will have a background. This background will grant 3-5 skills as class skills or a +1 Bonus to the skill if its already a class skill. A fewBackgrounds -- Seafolk, Fuedal Peasant Farmer, Manor Born, Northlander Raider etc

I know handing out background based class skills is all the rage since d20 Modern but I don't like it. IMC, each character starts with (4+int)*3 skill points in background skills and then multiclass into first level (i.e. they don't get *4 skill points for first level). This way a background stays a background. A street urchin who is now a wizard will have some theiving skills, but not as much as a street urchin who is now a rogue.

http://jtjaguar.home.texas.net/0thlevel.html

To compensate for the reduced magic characters will have extra feats and a level based Defence Bonus (not listed here) Feats in these games will be gained at 1,3,5,7,9,11,13,15,17,19

Common but, again, not something I like.

Fighter -- There are a large number of fighter special "training" abilities available only to folks who take levels in fighter. All fighters gain a bonus feat at level 11 as well.

I increased the length of many of the fighter feat chains instead (Roaving Whirlwind, Cleaving Charge etc). What's with the feat at 11th?


Exotic WP with the the Bastard Sword also grants 2h profieciency, proficency with a training sword (as club-- like a RL Bokken) and practice blade (like a RL Shinai doing 1d4 subdual) all feats and special abilities with the Bastard Sword apply to these weapons also.

I just made one feat called Heavy Weapon Proficiency, that lets the character use all 1 1/2 hand weapons in one hand.


Aaron
 

Quote:
Originally Posted by Ace
All Classes gain +2 skill Point per level (i.e Fighter 4, Rogue 10 and so on)


I do this as well.

This seems very popular -- of the 3e DM in my area most seem to do this

Quote:
All bonus skill points for being Human or from Inteligence may be used with ANY non restricted skill as if it was a class skill.


I like this idea. Does 3.5 have restricted skills anymore?

Well not exactly -- I am going to tweak this a bit so that a few skills are restricted. I am stillusing Scry FREX and neither it nor Alchemy or Arcane Lore are suitable as hobby type skills in most games

Quote:
Each Character will have a background. This background will grant 3-5 skills as class skills or a +1 Bonus to the skill if its already a class skill. A fewBackgrounds -- Seafolk, Fuedal Peasant Farmer, Manor Born, Northlander Raider etc


I know handing out background based class skills is all the rage since d20 Modern but I don't like it. IMC, each character starts with (4+int)*3 skill points in background skills and then multiclass into first level (i.e. they don't get *4 skill points for first level). This way a background stays a background. A street urchin who is now a wizard will have some theiving skills, but not as much as a street urchin who is now a rogue.

http://jtjaguar.home.texas.net/0thlevel.html

Thats really neat! I may look into that

Quote:
To compensate for the reduced magic characters will have extra feats and a level based Defence Bonus (not listed here) Feats in these games will be gained at 1,3,5,7,9,11,13,15,17,19


Common but, again, not something I like.

YMMV its for lower magic games anyway --

Quote:
Fighter -- There are a large number of fighter special "training" abilities available only to folks who take levels in fighter. All fighters gain a bonus feat at level 11 as well.


I increased the length of many of the fighter feat chains instead (Roaving Whirlwind, Cleaving Charge etc). What's with the feat at 11th?

I just though that 11th level needed a little UMPh -- the extra attack is at +1 BAB and is a yawner. I like the idea of something special at every level but I haven't figured out how to do that to my satisfaction

I am going to up the feat chains too but I think more than a few high level feats should be fighter only


Quote:
Exotic WP with the the Bastard Sword also grants 2h profieciency, proficency with a training sword (as club-- like a RL Bokken) and practice blade (like a RL Shinai doing 1d4 subdual) all feats and special abilities with the Bastard Sword apply to these weapons also.


I just made one feat called Heavy Weapon Proficiency, that lets the character use all 1 1/2 hand weapons in one hand.

Vey AU (Arcana Unearthed) and a good idea too


Aaron
 

What can I say? All your HRs improve the power (slightly) and the flexibility (pretty much) of the characters, and I think there is absolutely no problem in any of them. Therefore, go for it! :cool:

A minor question: what do you mean EWP(Bastard Sword) grants proficiency with 2 hands also? It already does...
 

Li Shenron said:
What can I say? All your HRs improve the power (slightly) and the flexibility (pretty much) of the characters, and I think there is absolutely no problem in any of them. Therefore, go for it! :cool:

A minor question: what do you mean EWP(Bastard Sword) grants proficiency with 2 hands also? It already does...

I wasn't sure if it did so I included it as a clarification

Thanks for the reply
 

Ace said:
Quote:
Originally Posted by Ace
All Classes gain +2 skill Point per level (i.e Fighter 4, Rogue 10 and so on)

This seems very popular -- of the 3e DM in my area most seem to do this

I've never heard of it, but it's an interesting thought.

I know handing out background based class skills is all the rage since d20 Modern but I don't like it. IMC, each character starts with (4+int)*3 skill points in background skills and then multiclass into first level (i.e. they don't get *4 skill points for first level). This way a background stays a background. A street urchin who is now a wizard will have some theiving skills, but not as much as a street urchin who is now a rogue.
http://jtjaguar.home.texas.net/0thlevel.html
Thats really neat! I may look into that

Ditto. I really like that idea. Your rtf file can't be found, btw, and does it have an OGL? I'd like to use it, but won't without an OGL....

I don't see any problem with these in general -- I'm toying with changes at least as serious (upping a lot of hit dice, for one, removing Dex modifier to AC for another, and making armor easier to wear).

Hope you have an interesting game!
Nell.
 

Nellisir said:
Ditto. I really like that idea. Your rtf file can't be found, btw, and does it have an OGL? I'd like to use it, but won't without an OGL....

I fixed the link and added an OGL line (just like the SRD). Is that all I need to do?


Aaron
 

Aaron2 said:
I fixed the link and added an OGL line (just like the SRD). Is that all I need to do?

(Mandatory disclaimer: I am not a lawyer. This is not legal advice.)

Not quite. Go here http://www.wizards.com/d20/files/OGLv1.0a.rtf
and copy the entire page into your file. This is the license; it needs to be included with any Open Game Content you distribute. Add

"System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. "

to the bottom of the license, under Section 15. This is the S15 information from the System Reference Document. Then add a line describing your document -- "Beginning backgrounds, Aaron Somethingoranother XXX, 2004" -- or something like that.

If you have material from any other source in the document, you must include the full contents of their Section 15 as well (though it's commonly accepted you don't have to duplicate entries).

Then you're done.
Cheers
Nell.
 

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