DungeonMaester
First Post
This is a set of rules I came up with to make life hard for any players up for a challanging game.
-Characters start of as a NPC (from DMG) and have to earn a class
-Cross classing is limted only to a races's favorite class. Races with 'any' can pick one.
-Skills are Role play first. This is to say that the role play actions can ethier give a bonus or a penitly to the role based on how you choose to play the action.
- Prc Are reached not only by meeting the Pre-reqs, but role playing it out the entire lenght of the campaign.
-The game starts off Core only. Players can role play to 'unlock' books. Role play wise they are unlock secerts of the universe, things undiscovered and occult. '
-No Cross class penilties. Also, a player uses ECL instead of class level for class abilties and feats it applies to. The reson being is is becuase the favor class is something that is innate to a player and takes little skill to harness not effecting the class which you train. The execption is Prc.
-characters are rolled by 3d6 and re roll 1. All player start of with one 18 and one 8. The rest are straight 3d6 rolls with a Min of 10 and a max of 16
-Called shot idea: As a normal attack you can attack a certain part of a person's body. This does not make the person harder to hit, but it doesn't do much damage. On a hit, you only do half of the weapons damage dice (no mods from str dex or int and the such) you pick a part to add a -2 to a skill. See Dmg for what you can hit.
-Advacned called shots: This called shot is more powerful. You can hit a body part not mentioned in the DMG. You can hit such things as the tounge (Stoping spell casters prehaps?) and do other effects like slowing a person by hitting them in the knee or legs.
ACS are harder to hit with. You add 3 to your Crit range and have to roll with in the crit range with no mods. Ex: If you have a crit range of 18-20 then you have to roll 15-20 unmoded.
-Magic: I dont agree with any of the spell charge varients. Instead, players who take ranks in craft alchemy and have the brew potion can make a varient resteration that gives you back 1d4 spells a day up to the highest spell castable.
-Hold actions (I had something to say about this, But I dont remeber at the moment)
-AoO: My thought is, that you cant use ranged attacks or spells for AoO becuase you are thought not to have a spell prepared or a corss bow loaded in till your turn when you load and fire. So, if you take a ready action with a loaded weapon, or ready a spell, you can use them for AoO.
---Rusty
-Characters start of as a NPC (from DMG) and have to earn a class
-Cross classing is limted only to a races's favorite class. Races with 'any' can pick one.
-Skills are Role play first. This is to say that the role play actions can ethier give a bonus or a penitly to the role based on how you choose to play the action.
- Prc Are reached not only by meeting the Pre-reqs, but role playing it out the entire lenght of the campaign.
-The game starts off Core only. Players can role play to 'unlock' books. Role play wise they are unlock secerts of the universe, things undiscovered and occult. '
-No Cross class penilties. Also, a player uses ECL instead of class level for class abilties and feats it applies to. The reson being is is becuase the favor class is something that is innate to a player and takes little skill to harness not effecting the class which you train. The execption is Prc.
-characters are rolled by 3d6 and re roll 1. All player start of with one 18 and one 8. The rest are straight 3d6 rolls with a Min of 10 and a max of 16
-Called shot idea: As a normal attack you can attack a certain part of a person's body. This does not make the person harder to hit, but it doesn't do much damage. On a hit, you only do half of the weapons damage dice (no mods from str dex or int and the such) you pick a part to add a -2 to a skill. See Dmg for what you can hit.
-Advacned called shots: This called shot is more powerful. You can hit a body part not mentioned in the DMG. You can hit such things as the tounge (Stoping spell casters prehaps?) and do other effects like slowing a person by hitting them in the knee or legs.
ACS are harder to hit with. You add 3 to your Crit range and have to roll with in the crit range with no mods. Ex: If you have a crit range of 18-20 then you have to roll 15-20 unmoded.
-Magic: I dont agree with any of the spell charge varients. Instead, players who take ranks in craft alchemy and have the brew potion can make a varient resteration that gives you back 1d4 spells a day up to the highest spell castable.
-Hold actions (I had something to say about this, But I dont remeber at the moment)
-AoO: My thought is, that you cant use ranged attacks or spells for AoO becuase you are thought not to have a spell prepared or a corss bow loaded in till your turn when you load and fire. So, if you take a ready action with a loaded weapon, or ready a spell, you can use them for AoO.
---Rusty
Last edited: