Core Classes that IMO are lame

Perhaps I wasn't being clear.

ALL parties concerned need to stop before the sniping stops. Otherwise, it's a battle of trying to get the last word in.

One last chance.
 

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Fine, I see how it's done here.

I was attacked, it's MY topic, and It was pretty fun until I was trolled.

Can you guys at least remove everything from hongs first trolling post on this page, down!?
keeping all this crap will ruin the topic. I've been trolled by this guy since the first page, enough's enough. Moderate his trolling and my irritated replies out of here, please...
 

Ok, I'll try to help restart this thread and move away from the troll. Some of my modifications:

1. Non-assured cures of diseases, curses, poison, etc- When cure disease, neutralize poison, etc is cast, caster makes a level check vs the DC of the effect to remove it. Limit one try per caster per level. This makes poisons, diseases, and curses something to actually be feared.

2. Assassins and rangers don't cast spells. Instead, I use the outdoorsman from Path of the Sword for the ranger, and a modified version of GR's assassin.

3. I use a low-magic world, so I require a spellcraft check to cast spells equal to 10 + 2(spell level +1). Also, all spells take double the time to cast. Makes magic more chancey and rare.

4. I don't use any non-human races, but instead gave many types of human cultures each with their own abilities. Also give out 2 extra skill points per level, and one extra background feat at 1st level.

5. I always thought it was dumb that in 3E, every class is proficient with every weapon. What I did was to remove automatic proficiency with weapons from all classes, and instead require that skill with each weapon be purchased with skill points. Weapons cost 1 skill point to learn, unless they are exotic, which require 2 skill points. Also, weapon groups can be purchased, which grant proficiency with a group of weapons, such as short blades for 3 points (dagger, knife, shortsword, long dagger) or long blades (broadsword, longsword, shortsword, gladius, scimitar, sabre) for 4 points.

6. Use a WP/VP system for damage- gives low-level characters more staying power, but makes high-level characters still vulnerable.

7. Use hit locations and called shots with effects if successful. This makes combat less about toe-to-toe slugging and more about tactics.

Those are a few of my modifications. There are more, but I don't remember the rest off the top of my head. :D
 

WOW!

Great house rules man!

Your world must be really low magic for the spellcraft check!

1. Non-assured cures of diseases, curses, poison, etc- When cure disease, neutralize poison, etc is cast, caster makes a level check vs the DC of the effect to remove it. Limit one try per caster per level. This makes poisons, diseases, and curses something to actually be feared.

That does hurt. 1e was the best for disease. Sometimes it went too far, but it was a good way to slow down a party of Uber PC's.

4. I don't use any non-human races, but instead gave many types of human cultures each with their own abilities. Also give out 2 extra skill points per level, and one extra background feat at 1st level.

I did the same thing, and kept the other races, doing the same thing to them. Lots of variety, instead of demihumans just being humans in funny suits. I'm happy to see that you have taken the time to develop ethnicities!



7. Use hit locations and called shots with effects if successful. This makes combat less about toe-to-toe slugging and more about tactics.

I used to do the crit. hit to the head and your dead rule for creatures size m and smaller. Non outsiders, undead, and constructs were exempt of course. I miss called shots alot.

Very cool work.
 

Great house-rules... so rare to see ACTUAL house rules in the house rules forum :)

And ohhh, one more thing....

People who combine the name of a Hindu deity with that of a piece of bakery are lame, even if they are excellent painters ;)
 

Hey now...I am the destroyer of muffins. :D

It was either that or Great Satan Inc!? I would change my name, but I would have to re register.

So bite my muffin:D

What's up with Krish?, I haven't seen too many critters being pumped out.
 

He's been sick. Still dont see that as a valuable excuse for being lazy :)

Destroyer of Muffins & Mutilator of Bakery in General
Sounds kewl :)

Edit: Ever get around to see my Logoms, here in House Rules?
 
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I was working on a prestige class the other day, and was giving them all sorts of feats at various levels to represent the abilities with fire that the class attains. Then I realized that I could just talor the class's spells per level and spell selection to accomplish the same thing.

So, would it be possible to look at the ranger's spell selection as the different sorts of abilities that a ranger can get? Admittedly, you'd have to do some mass messing with the list, and fiddling with the spells, but stuff like a quick burst of speed (expedious retreat), ignoring intense cold (protection from elements) or pressing on past poison (ignore poison) all sound like things people think a ranger should be able to do. You'd need to write a few more spells to fill out the list, probablly switch them to spontanious casting, and cut a whole lot of out of place spells (plant growth for example) but in the end, I think you could have a setup where the ranger is able to do a number of uncanny things each day. If you can DM it all subtle like, it should all seem fairly plausable. And it seems like a lot less work than saying "Ok, the ranger is totally different, here's all the stuff we're changing, is it balanced?"

Since their bonus spells are from wisdom anyway, that just fits the fact that what the ranger does are extreme acts of willpower.

Hmmm... Great, now I'm interested in houseruling one. Gah!
 

I think spells were added to the ranger's profile, because they didn't want to make a bunch of special abilities that mimicked spells...I believe that's what they should have done!:D
 


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