Akrasia
Procrastinator
Here are some additional house rules I am using in my games.
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Critical Hits
A critical hit (full damage, no roll) occurs when a character/creature either rolls a natural '20' or exceeds his/her/its enemy's AC by 10+. For example, Galen rolls a 17, adds +4 in modifiers to his roll, and ends up with 21. Since this is 10 more than his opponent's AC of 10, Galen critically hits his oppenent even though Galen did not roll a natural 20. [The purpose of this revision is to make it more likely that skilled fighters will score a critical hit.]
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Initiative
PCs add their DEX bonus to initiative rolls.
Fighters add +1 to their initiative rolls, starting at level 5 (so +1 at level 5, +2 at level 10, etc.).
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Casting in Combat
Spellcasters can cast during combat. However, if they are hit before they can release their spell (i.e. earlier in the round, or at the moment of casting), they must make a concentration check or lose the spell. Wizards and illusionists use INT for their checks, whereas clerics and druids use WIS [the idea here is that the PC must keep his/her 'wits' and utter the enchantment, despite being hit]. The concentration roll = 1d20 + attribute modifier + 6 (since the attribute is a prime) + PC level. It must beat 18 + damage taken. [Yes, this makes casting after being hit difficult -- as it should be!]
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Untrained Skill Checks
A PC can attempt most skills/tasks that involve an attribute that concerns one of his/her 'primes'. So for example, a wizard with dexterity as a prime can try to pick someone's pocket. However, for any skill/task that is not 'class related' (i.e. a class ability, or a task that is clearly related to the class in question), the PC does not add his/her level to his/her attempt. So a wizard would never add his/her level to a pick pocket attempt. Finally, there are a few skills/tasks that cannot be attempted by a PC not trained in the class ability in question -- such class abilities are 'restricted', so to speak. Examples include the traps and poison abilities of assassins, the disguise ability of assassins and illusionists, the mounted combat abilities of knights, etc.
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New Languages
PCs who have INT as a prime gain knowledge of one new language every 5 levels, starting at level 5. PCs who do not have INT as a prime gain one new language every 10 levels (starting at level 10). A PC must have an INT of 11+ in order to learn new languages.
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Knowledge Gained Through Study and Training
During the campaign, PCs may acquire volumes of lore, or study with individuals who are experts in certain fields. Once a PC completes a full 100-200 hours of study (if using a book), or 80-160 hours of training (under the supervision of an expert), that PC gains one 'training unit' in that area of knowledge. Examples of such areas of knowledge include: herbs and plants (of a certain region); wildlife and game (again of a certain region); weather; astrology; alchemy; history (of a particular region, people, etc.); religion (concerning a particular culture or god); and so forth.
If the PC was not previously familiar with the subject matter in question, he can, upon completing his studies, try to use his newly acquired knowledge in the future. When attempting to use this knowledge, he rolls d20 + INT + 6 (if INT is a prime) + 1 (per 'training unit'). His ability does not go up as he gains levels -- unless the area of knowledge/expertise in question is class-related (e.g. knowledge of the gods for a cleric). Rather, he gains a +1 bonus for every 'training unit' he gains through study. Training units are cumulative with class level bonuses if the area of knowledge is in a class related area.
No PC can gain more than a +3 bonus in any given area of knowledge through study/training.
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Bardic Lore
Bards use CHA when checking for knowledge about current events, people, or items. This is because such information is usually gained by talking to locals, etc. Bards use INT when checking for knowledge about 'academic' subjects or noncurrent (historical) events, people, or items.
Knowledge gained through study and training is normally cumulative with bard lore (though there are certain exceptions with respect to 'esoteric lore', e.g. lore concerning the planes).
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Critical Hits
A critical hit (full damage, no roll) occurs when a character/creature either rolls a natural '20' or exceeds his/her/its enemy's AC by 10+. For example, Galen rolls a 17, adds +4 in modifiers to his roll, and ends up with 21. Since this is 10 more than his opponent's AC of 10, Galen critically hits his oppenent even though Galen did not roll a natural 20. [The purpose of this revision is to make it more likely that skilled fighters will score a critical hit.]
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Initiative
PCs add their DEX bonus to initiative rolls.
Fighters add +1 to their initiative rolls, starting at level 5 (so +1 at level 5, +2 at level 10, etc.).
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Casting in Combat
Spellcasters can cast during combat. However, if they are hit before they can release their spell (i.e. earlier in the round, or at the moment of casting), they must make a concentration check or lose the spell. Wizards and illusionists use INT for their checks, whereas clerics and druids use WIS [the idea here is that the PC must keep his/her 'wits' and utter the enchantment, despite being hit]. The concentration roll = 1d20 + attribute modifier + 6 (since the attribute is a prime) + PC level. It must beat 18 + damage taken. [Yes, this makes casting after being hit difficult -- as it should be!]
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Untrained Skill Checks
A PC can attempt most skills/tasks that involve an attribute that concerns one of his/her 'primes'. So for example, a wizard with dexterity as a prime can try to pick someone's pocket. However, for any skill/task that is not 'class related' (i.e. a class ability, or a task that is clearly related to the class in question), the PC does not add his/her level to his/her attempt. So a wizard would never add his/her level to a pick pocket attempt. Finally, there are a few skills/tasks that cannot be attempted by a PC not trained in the class ability in question -- such class abilities are 'restricted', so to speak. Examples include the traps and poison abilities of assassins, the disguise ability of assassins and illusionists, the mounted combat abilities of knights, etc.
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New Languages
PCs who have INT as a prime gain knowledge of one new language every 5 levels, starting at level 5. PCs who do not have INT as a prime gain one new language every 10 levels (starting at level 10). A PC must have an INT of 11+ in order to learn new languages.
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Knowledge Gained Through Study and Training
During the campaign, PCs may acquire volumes of lore, or study with individuals who are experts in certain fields. Once a PC completes a full 100-200 hours of study (if using a book), or 80-160 hours of training (under the supervision of an expert), that PC gains one 'training unit' in that area of knowledge. Examples of such areas of knowledge include: herbs and plants (of a certain region); wildlife and game (again of a certain region); weather; astrology; alchemy; history (of a particular region, people, etc.); religion (concerning a particular culture or god); and so forth.
If the PC was not previously familiar with the subject matter in question, he can, upon completing his studies, try to use his newly acquired knowledge in the future. When attempting to use this knowledge, he rolls d20 + INT + 6 (if INT is a prime) + 1 (per 'training unit'). His ability does not go up as he gains levels -- unless the area of knowledge/expertise in question is class-related (e.g. knowledge of the gods for a cleric). Rather, he gains a +1 bonus for every 'training unit' he gains through study. Training units are cumulative with class level bonuses if the area of knowledge is in a class related area.
No PC can gain more than a +3 bonus in any given area of knowledge through study/training.
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Bardic Lore
Bards use CHA when checking for knowledge about current events, people, or items. This is because such information is usually gained by talking to locals, etc. Bards use INT when checking for knowledge about 'academic' subjects or noncurrent (historical) events, people, or items.
Knowledge gained through study and training is normally cumulative with bard lore (though there are certain exceptions with respect to 'esoteric lore', e.g. lore concerning the planes).