CnC Houserules

Sitara

Explorer
SO what are your cnc houserules? Things, little or larger that enhance your play experiance.

So far, I am thinking about:

-Giving Paladin's the smite ability at 1st level, and making it 1/encounter. At levle 9 they use it 2/encounter.

-Remove negatives from racial writeups. (So half-orcs don't get a penalty to cha) Humans get a +1 to stat of their choice to make up for this.

-Give rangers a 'rapidshot' type ability (shoot two arrows inthe same round)

-Barbarians can end their rage volunatarily. I don't like pc vs pc, especially not after a tough monster battle. Also, their rage can be used 1/encounter.

-Monks get a flying kick special ability, (extra attack or damage on charge.Converted feat from complete warrior)

-Bards get the ability to use poison, if they chosoe to replace one of their own abilities to do this. Represents the political assassin type bard.
 
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The main ones I use are:

1. '20' is a critical hit for x2 damage.

2. High BTH characters can Rapid Attack: make extra attacks, but incurring a penalty on all attacks.

BTH Rapid
+6 +1 Attack, -5 to hit
+11 +2 Attacks, -10 to hit
+16 +3 Attacks, -15 to hit

This helps with fights against low-AC opponents and helps prevent spellcasters dominating high level play.

Edit: It can be used with either missile or melee weapons.
 


Sitara said:
SO what are your cnc houserules? Things, little or larger that enhance your play experiance.
What's CnC? Check this out: the TS Tome of House Rules.

Sitara said:
-Giving Paladin's the smite ability at 1st level, and making it 1/encounter. At levle 9 they use it 2/encounter.
Wait, are you using 3.0 rules? Anyway, doesn't sound bad to me. I allow pallies to exchange their special mount for making all their smites "per 5 minutes" rather than "per day"--and this is using 3.5 rules with additional smites every 5 levels.

Sitara said:
-Remove negatives from racial writeups. (So half-orcs don't get a penalty to cha) Humans get a +1 to stat of their choice to make up for this.
I'd up it to a full +2. +1 isn't even a full modifier and therefore is just...meh.

Sitara said:
-Give rangers a 'rapidshot' type ability (shoot two arrows inthe same round)
Don't have my book on me but I think 3.5 rangers get Rapid Shot if they choose the archery specialization.

Sitara said:
-Barbarians can end their rage volunatarily. I don't like pc vs pc, especially not after a tough monster battle. Also, their rage can be used 1/encounter.
I don't recall barbarians not being able to end their rage voluntarily. I could be wrong, and if so this is definately a good house rule. (see the eleven hundred threads across the boards on the topic of Frenzied Berserkers to see why.) The second part is bad though. Rage effectively lasts for entire encounters (barring exceptionally long fights) and can only be used 1/encounter under RAW. So effectively this rule would be saying "barbarians get a bunch of awesome bonuses for the first 3 + Con rounds of every single fight." Also, those extra rages per day become useless.

Sitara said:
-Monks get a flying kick special ability, (extra attack or damage on charge.Converted feat from complete warrior)
Fine.

Sitara said:
-Bards get the ability to use poison, if they chosoe to replace one of their own abilities to do this. Represents the political assassin type bard.
Fine.
 
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@Tequila: Sorry about that. :P Yeah its castlesand crusades. lol, I bet you were confused by some of my points if you thought I was talking about 3e. But thanks for sharing your views. :)

@S'mon: Yeah I forgot to add, I also use SAGA version of crit hits. Can't believe the game doesn't have crits by raw. Also, I give all pc's 2wice starting hp; helps them survive lower level crit hits. I am thinking about making this 3rice, but not sure yet. Also, I am thinking about implementing a second wind type mechanic, since there is no clerical magic in my game! (house ruled setting, low magic and very gritty)

@Dragonhelm: Say, I don't suppose you have any info on a dragonlance cnc conversion do you? Say perhaps the older chronicles modules converted to cnc?
And how would you stat up the staff of magius in cnc?
 

Mainly just Critical Hits and Critical Fumbles. Everything else is, for the most part, custom classes, spells and such. We've given it a lot of our own flavor and fluff, but we are playing it pretty much by-the-book otherwise. Have been for over a year now.
 

Sitara said:
@Dragonhelm: Say, I don't suppose you have any info on a dragonlance cnc conversion do you? Say perhaps the older chronicles modules converted to cnc?
And how would you stat up the staff of magius in cnc?

As it so happens, I know of two different DL conversions for C&C, though none for the original modules. They would be pretty easy to convert on the fly, though.

Here's the conversions:

Turambar's Conversion

Rigon's DL Conversion

I don't know right off if either version has the Staff of Magius or not.

Enjoy!
 

Sitara said:
Also, I give all pc's 2wice starting hp; helps them survive lower level crit hits.

Me too - I start PCs with x2 maximum hit points for 1st level, so eg a Fighter with CON 13 (+1) gets 11x2=22 hp at 1st level.
 

Sweet! Thanks dragonhelm!

Anyhow, I'm also considering making the barbarians rage 1/encounter. ANy thoughts on this? As it is their rage is very weak. +2 dmg, -2 ac. Ok thats fine.

But it takes them 1 round to start it up, during which they can do nothing, and it lasts for 1 round/level. So a level 2 barbarian will only rage for 2rounds. And then he needs tomakea save or he attacks his own party, is exhausted for four hours and cannot rage again for 24 hours. Oh and he does not get a bonus to his strength score, so he can't use rage to break ropes, bars, etc. (like minsc did in bg2!)

Ridiculous.

I'm thinking:

Rage: +1 attack/+2dmg. -2 AC. +2 to all str checks. One round to activate. Lasts for #rounds = class level. 10 minutes of exhaustion, after which he can act normally. Can be used once per encounter. Still needs to make a wischeck to avoid hitting friends.

Thoughts? Basically I kept the wis check in as a balancing factor, so he wont be tempted to rage in every combat, because he might end up attacking the party. The exhaustion period should also ensure he doesn't rage all the time, since he wont want to risk getting caught in combat in an exhausted state.

Also, is it just me or is the paladin's holy aura really, really powerful? Because not only does it grant +2 AC, it givs him complete immunity from summoned evil creatures! So a naked, weaponless 1st level paladin is effectively immune to all attacks by demogorgan! ANy thoughts on how to tweak this?
 

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