theredrobedwizard
Explorer
Starting up a new Age of Worms game, and would like some feedback from the masses. Note, I'll be running the AP as stated in the modules, except in Eberron. I've got a group of 3 players, if that makes any difference. I've also borrowed some rules from Star Wars: Saga Edition to help make things more streamlined.
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Character Creation Guidelines:
- Character Attributes: Due to the high difficulty of this adventure path, you'll have the choice of three attribute arrays (all 38 point buy): - Standard Ability Scores: [16, 16, 14, 14, 12, 10] - Focused Ability Scores: [18, 16, 14, 12, 10, 8] - Jack of All Trades: [15, 14, 14, 14, 14, 14]
- Races Allowed: Any LA +0 from a WotC published source.
- Classes Allowed at Campaign Start: Any 20 level WotC published class (except Spelltheif, Ninja, and Samurai; because they suck hard), Racial Paragon Classes (Unearthed Arcana). Alternate Class Features are allowed, as are Racial Substitution Levels. Special rules apply for RSLs, ask for more information if interested in taking them.
- Alignments: Any non-evil.
- Starting HP: Three times class Hit Die + Con Modifier. A Fighter with Con 14 would start the game with 32 HP. Further HP/level uses the Roll (minimum half) method.
- Standard Equipment Package: Backpack, Bedroll, 2 Sunrods, Waterskin, 5 days Trail Rations, 50' Rope, Potion of Cure Light Wounds, Flint and Steel. This is in addition to maximum starting gold based on your class.
Extra Rules:
- Characters may take up to 1 Flaw and 1 Trait from Unearthed Arcana. Taking a Flaw grants you a bonus feat, as normal.
- Action Points: Instead of Eberron's "5 AP per level" rule, we're using Mutants and Masterminds "3 AP per session" rule. Heroic Spirit gives you one more AP per session, and may be taken multiple times.
- Destiny Points: At character creation, each PC gains on Destiny Point (also referred to as I Have Done A Silly Thing Tokens), which can be used for any of the following effects: Automatically score a Critical Hit (no attack roll required), Automatically cause an attack made against you to miss (even once the attack is resolved), Act out of turn (changing your position in the initiative order), Take damage that would otherwise harm another character within your reach, Add +20 to a skill check or saving throw. Destiny Points are awarded for acts of dramatic heroism.
- Diagonal movement costs 2 squares, instead of 1-2-1-2-1-2, simply for ease of use.
Altered Feats:
- Toughness: +4 HP or 2x your Constitution Modifier (So, for a character with 16 Con, this feat would give them +6HP). You may not take this feat more than once per level.
- Dodge: +1 Dodge bonus to AC against all opponents OR +2 Dodge bonus to AC against a target you designate. Later feats in the Dodge tree may require you to use the second option.
- Skill Focus: +5 bonus to the skill chosen, instead of +3.
- Combat Casting: Gives you the option of using your Wisdom modifier instead of Constitution for making Concentration checks, in addition to the normal benefit.
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Thoughts? Comments? Considerations? Hate mail?
-TRRW
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Character Creation Guidelines:
- Character Attributes: Due to the high difficulty of this adventure path, you'll have the choice of three attribute arrays (all 38 point buy): - Standard Ability Scores: [16, 16, 14, 14, 12, 10] - Focused Ability Scores: [18, 16, 14, 12, 10, 8] - Jack of All Trades: [15, 14, 14, 14, 14, 14]
- Races Allowed: Any LA +0 from a WotC published source.
- Classes Allowed at Campaign Start: Any 20 level WotC published class (except Spelltheif, Ninja, and Samurai; because they suck hard), Racial Paragon Classes (Unearthed Arcana). Alternate Class Features are allowed, as are Racial Substitution Levels. Special rules apply for RSLs, ask for more information if interested in taking them.
- Alignments: Any non-evil.
- Starting HP: Three times class Hit Die + Con Modifier. A Fighter with Con 14 would start the game with 32 HP. Further HP/level uses the Roll (minimum half) method.
- Standard Equipment Package: Backpack, Bedroll, 2 Sunrods, Waterskin, 5 days Trail Rations, 50' Rope, Potion of Cure Light Wounds, Flint and Steel. This is in addition to maximum starting gold based on your class.
Extra Rules:
- Characters may take up to 1 Flaw and 1 Trait from Unearthed Arcana. Taking a Flaw grants you a bonus feat, as normal.
- Action Points: Instead of Eberron's "5 AP per level" rule, we're using Mutants and Masterminds "3 AP per session" rule. Heroic Spirit gives you one more AP per session, and may be taken multiple times.
- Destiny Points: At character creation, each PC gains on Destiny Point (also referred to as I Have Done A Silly Thing Tokens), which can be used for any of the following effects: Automatically score a Critical Hit (no attack roll required), Automatically cause an attack made against you to miss (even once the attack is resolved), Act out of turn (changing your position in the initiative order), Take damage that would otherwise harm another character within your reach, Add +20 to a skill check or saving throw. Destiny Points are awarded for acts of dramatic heroism.
- Diagonal movement costs 2 squares, instead of 1-2-1-2-1-2, simply for ease of use.
Altered Feats:
- Toughness: +4 HP or 2x your Constitution Modifier (So, for a character with 16 Con, this feat would give them +6HP). You may not take this feat more than once per level.
- Dodge: +1 Dodge bonus to AC against all opponents OR +2 Dodge bonus to AC against a target you designate. Later feats in the Dodge tree may require you to use the second option.
- Skill Focus: +5 bonus to the skill chosen, instead of +3.
- Combat Casting: Gives you the option of using your Wisdom modifier instead of Constitution for making Concentration checks, in addition to the normal benefit.
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Thoughts? Comments? Considerations? Hate mail?
-TRRW