THExFALLEN
Explorer
Hello everyone,
I wasn't sure if there was a thread like this already or not, but I wanted a thread where we could post our house rules so other DMs could get some inspiration from each other.
I have many and will be posting them over time in this thread.
Funny enough to be honest, my players and I agree that although they enjoy the game we run, we use so many variants, homebrew and third-party sources that we agree in a way we aren't even playing D&D anymore.
So, we agreed that our game although uses D&D 3.5e and pathfinder as primary baselines, is called "Deities & Bloodlines" as it also takes things we like from other systems as well.
Anyway, here are a couple rules we use and how we use them.
In the standard d20 rules, a character’s skill at attacking gets better as he goes up in level—but not so his skill at avoiding attacks. Characters rely on armor and an ever-growing collection of magic items to protect them in combat. But what about campaigns in which it’s not common or appropriate for characters to go everywhere in full plate?
This variant system is particularly appropriate for swashbuckling or stealth-based campaigns, for settings in which firearms are common, for seafaring campaigns (in which the characters would rather not wear armor for fear of drowning), or any other setting in which armor is not worn on a day-to-day basis—even by adventurers.
Characters may still desire the properties of a specific kind of magic armor or of armor special abilities. Be prepared to create new magic items, such as cloaks, robes, vests, or vestments, to support those desires.
Clearly, the class defense system is best for characters who must choose between going unarmored and risking arcane spell failure—sorcerers and wizards in particular. Classes limited to light or medium armor also flourish under this system, since they can multiclass to gain the benefit of a higher defense bonus.
Spells that affect metal are less useful under this system, since metal armor is less common.
Touch attacks are less effective under this system, since most characters’ touch ACs are significantly higher than in a standard game.
Unlike an armor bonus, a defense bonus does improve a character’s AC against touch attacks.
A character’s defense bonus is derived from his character level and class, as shown on Table: Defense Bonus. For a multiclass character, use the highest defense bonus of those offered by the character’s classes. For example, a 2nd-level barbarian has a defense bonus of +4. If the character gains a level of cleric (becoming a 2nd-level barbarian/1st-level cleric), her defense bonus increases to +7, because the cleric’s +7 at 3rd character level is better than the barbarian’s +5 at 3rd character level.
For classes not mentioned here, determine a character’s class defense bonus based on the armor proficiency granted by the class (and only that gained from the class—you can’t take an Armor Proficiency feat to improve your defense bonus). Consult Table: Defense Bonus For Other Classes; the defense bonus progression refers to the indicated column on Table: Defense Bonus.
Monsters do not have inherent defense bonuses unless they also have levels in a class or are normally proficient with armor. When calculating a monster’s defense bonus to AC, do not include the monster’s base HD or level adjustment (if any).
For example, a typical green dragon, gargoyle or black pudding has no class levels and is not proficient with any armor. Such creatures do not get a defense bonus.
If a creature is proficient with one or more types of armor, however, it gains a defense bonus. See Table: Creature Defense Bonuses.
If a creature has levels in a class, it gains a defense bonus just like any other character with a class. This bonus does not stack with any defense bonus the creature may have from armor proficiency.
For instance, giants are considered proficient with whatever type of armor (light, medium or heavy) they are described as wearing. Hill giants, described as wearing hide armor, therefore have a +2 defense bonus (hide armor is medium armor). A 1st-level hill giant barbarian, however, would have a defense bonus of +4.
If you’re willing to add a layer of complexity to your combats, consider this variant. In this system, armor reduces the amount of damage dealt by an attack instead of merely turning would-be hits into misses. Armor still prevents some hits outright but also reduces the deadliness of attacks that do connect. In essence, the system “gives up” the armor’s ability to turn hits into misses in exchange for a reduction in damage dealt by any given attack.
In this system, armor offers different benefits against attacks: rather than AC like the standard d20 system; instead it offers damage reduction. See Table: Armor and Damage Reduction for the armor bonus and DR values for common armor types. (All other armor statistics, such as maximum Dexterity bonus, armor check penalty, and arcane spell failure chance, are unchanged.)
For armors not covered on Table: Armor and Damage Reduction, you can determine the new armor values and damage reduction based on the standard armor bonus. To determine the armor’s damage reduction, unless otherwise specified, it is equal to the AC it would have granted in a standard game.
Magic Armor
Magic Armor features distinct attributes that are determined by both masterwork degrees and masterwork bonuses. Here’s a comprehensive outline of how these mechanics function:
Balancing Notes
Under this system, it makes it clear characters who utilize weapons and armor can be either over equipped or under equipped for certain encounters and that should be taken into account.
It forces more technical gameplay in instances that an enemy is wearing a specific type of armor, or has a specific weapon type/quality.
I've had players steam roll encounters due to their armor and weapon choices but have also had characters get nearly killed since they now must be more tactical with their placement on the map and the way they handle combat.
At low levels characters with decent armor can defeat enemies with little issues, mid level characters start having a bit more trouble but ultimately are if equipped for their level take significantly less damage on average. While at higher levels, if they do not have armor suited for their level, the damage reduced is insignificant.
My players enjoy this mechanic and I hope whoever tries to use this will have the same results.
Writer's Notes
I will eventually be posting my materials list for weapons and armor. In the system we use, the materials used even at lower levels actually play a role in how much the item can get upgraded as well as bonus effects.
I will be going over masterwork degree and masterwork bonus for the system I use which although masterwork bonus is similar to the standard d20 system,
my system adds more options.
I will also be posting about more combat options. (The martial character players I have love the system we use with the extra combat options)
I wasn't sure if there was a thread like this already or not, but I wanted a thread where we could post our house rules so other DMs could get some inspiration from each other.
I have many and will be posting them over time in this thread.
Funny enough to be honest, my players and I agree that although they enjoy the game we run, we use so many variants, homebrew and third-party sources that we agree in a way we aren't even playing D&D anymore.
So, we agreed that our game although uses D&D 3.5e and pathfinder as primary baselines, is called "Deities & Bloodlines" as it also takes things we like from other systems as well.
Anyway, here are a couple rules we use and how we use them.
Defense Bonus
Table: Defense BonusLevel | A1 | B2 | C3 | D4 |
---|---|---|---|---|
| ||||
1st | +2 | +3 | +4 | +6 |
2nd | +2 | +3 | +4 | +6 |
3rd | +3 | +4 | +5 | +7 |
4th | +3 | +4 | +5 | +7 |
5th | +3 | +4 | +5 | +7 |
6th | +4 | +5 | +6 | +8 |
7th | +4 | +5 | +6 | +8 |
8th | +4 | +5 | +6 | +8 |
9th | +5 | +6 | +7 | +9 |
10th | +5 | +6 | +7 | +9 |
11th | +5 | +6 | +7 | +9 |
12th | +6 | +7 | +8 | +10 |
13th | +6 | +7 | +8 | +10 |
14th | +6 | +7 | +8 | +10 |
15th | +7 | +8 | +9 | +11 |
16th | +7 | +8 | +9 | +11 |
17th | +7 | +8 | +9 | +11 |
18th | +8 | +9 | +10 | +12 |
19th | +8 | +9 | +10 | +12 |
20th | +8 | +9 | +10 | +12 |
This variant system is particularly appropriate for swashbuckling or stealth-based campaigns, for settings in which firearms are common, for seafaring campaigns (in which the characters would rather not wear armor for fear of drowning), or any other setting in which armor is not worn on a day-to-day basis—even by adventurers.
Metagame Analysis: Class Defense
Using the defense bonus variant in your game means that sometimes, at least, characters won’t want to wear armor—their defense bonus provides them with free protection that’s just as good as armor. Funds that would otherwise be spent improving a character’s armor can instead be spent on other gear, which means the characters’ power level will increase slightly.Characters may still desire the properties of a specific kind of magic armor or of armor special abilities. Be prepared to create new magic items, such as cloaks, robes, vests, or vestments, to support those desires.
Clearly, the class defense system is best for characters who must choose between going unarmored and risking arcane spell failure—sorcerers and wizards in particular. Classes limited to light or medium armor also flourish under this system, since they can multiclass to gain the benefit of a higher defense bonus.
Spells that affect metal are less useful under this system, since metal armor is less common.
Touch attacks are less effective under this system, since most characters’ touch ACs are significantly higher than in a standard game.
The Class Defense Bonus
In this variant, every character has a defense bonus based on his character level. The defense bonus applies to Armor Class. However, it does not stack with the character’s armor bonus. A character wearing armor gains his armor bonus (including any enchantment/imbuement to that bonus) or his defense bonus—whichever is higher—but not both. The defense bonus stacks with all other bonuses to AC, including the character’s shield bonus, natural armor bonus, and so forth.Unlike an armor bonus, a defense bonus does improve a character’s AC against touch attacks.
A character’s defense bonus is derived from his character level and class, as shown on Table: Defense Bonus. For a multiclass character, use the highest defense bonus of those offered by the character’s classes. For example, a 2nd-level barbarian has a defense bonus of +4. If the character gains a level of cleric (becoming a 2nd-level barbarian/1st-level cleric), her defense bonus increases to +7, because the cleric’s +7 at 3rd character level is better than the barbarian’s +5 at 3rd character level.
Defense Bonuses For Other Classes
Table: Defense Bonus For Other ClassesArmor Proficiency | Defense Bonus Progression |
---|---|
None | Column A |
Light | Column B |
Light and medium | Column C |
Light, medium, and heavy | Column D |
Monster Defense Bonuses
Table: Creature Defense BonusesArmor Proficiency | Defense Bonus |
---|---|
None | +0 |
Light | +1 |
Light and medium | +2 |
Light, medium and heavy | +4 |
For example, a typical green dragon, gargoyle or black pudding has no class levels and is not proficient with any armor. Such creatures do not get a defense bonus.
If a creature is proficient with one or more types of armor, however, it gains a defense bonus. See Table: Creature Defense Bonuses.
If a creature has levels in a class, it gains a defense bonus just like any other character with a class. This bonus does not stack with any defense bonus the creature may have from armor proficiency.
For instance, giants are considered proficient with whatever type of armor (light, medium or heavy) they are described as wearing. Hill giants, described as wearing hide armor, therefore have a +2 defense bonus (hide armor is medium armor). A 1st-level hill giant barbarian, however, would have a defense bonus of +4.
Armor As Damage Reduction
In the abstract d20 combat system, a character’s armor defends him by reducing the chance that an attack will deal damage. That system simplifies the realities of battle in order to streamline combat resolution. An attack that fails due to a character’s armor or natural armor doesn’t really fail to connect but rather fails to connect with enough force to deal any damage. (That’s what touch attacks ignore a character’s armor and natural armor—the touch attack only needs to connect to deliver its effect and need not actually breach the target’s armor.)If you’re willing to add a layer of complexity to your combats, consider this variant. In this system, armor reduces the amount of damage dealt by an attack instead of merely turning would-be hits into misses. Armor still prevents some hits outright but also reduces the deadliness of attacks that do connect. In essence, the system “gives up” the armor’s ability to turn hits into misses in exchange for a reduction in damage dealt by any given attack.
Armor Damage Reduction Values
Table: Armor and Damage ReductionArmor | Armor Bonus1 | Damage Reduction |
---|---|---|
Light armor | ||
Medium armor | ||
Heavy armor | ||
| ||
Padded | +0 | 1/Piercing or Ballistic |
Leather | +0 | 2/Piercing, Slashing, or Ballistic |
Studded leather | +0 | 3/Piercing, Slashing, or Ballistic |
Chain shirt | +0 | 4/Bludgeoning, Piercing or Ballistic |
Hide | +0 | 3/Piercing, Slashing, or Ballistic |
Scale mail | +0 | 4/Bludgeoning or Ballistic |
Chainmail | +0 | 5/Piercing, Bludgeoning or Ballistic |
Breastplate | +0 | 5/Bludgeoning or Ballistic |
Splint mail | +0 | 6/Bludgeoning or Ballistic |
Banded mail | +0 | 6/Bludgeoning or Ballistic |
Half-plate | +0 | 7/Bludgeoning or Ballistic |
Full plate | +0 | 8/Bludgeoning or Ballistic |
For armors not covered on Table: Armor and Damage Reduction, you can determine the new armor values and damage reduction based on the standard armor bonus. To determine the armor’s damage reduction, unless otherwise specified, it is equal to the AC it would have granted in a standard game.
Magic Armor
Magic Armor features distinct attributes that are determined by both masterwork degrees and masterwork bonuses. Here’s a comprehensive outline of how these mechanics function:
- Masterwork Degrees:
- Armor can possess one of five masterwork degrees, which indicate its overall quality and effectiveness:
- Fine (Level 1)
- Superb (Level 2)
- Superior (Level 3)
- Exquisite (Level 4)
- Legendary (Level 5, the highest degree)
- Armor can possess one of five masterwork degrees, which indicate its overall quality and effectiveness:
- Masterwork Bonuses:
- The masterwork bonus is a numerical value that enhances the armor’s capabilities, represented as +X, where X is the bonus number (e.g., +1, +2).
- In game, this bonus is referred to as masterwork tier.
- This masterwork bonus contributes to:
- Damage Reduction (DR): Adds damage reduction equal to the bonus amount.
- Armor Check Penalties: Decreases armor check penalties by the bonus amount.
- Armor Attributes:
- The enchantment or imbuement bonus of the armor increases its armor class (AC) directly, but it has no effect on the armor's damage reduction (DR).
- The enhancement bonus contributes to the damage reduction and the armor check penalties, calculated as follows:
- Each masterwork degree increases the damage reduction by 5 points.
- The masterwork bonus increases the DR directly by its numerical value.
- Each masterwork degree decreases the armor check penalties by 3.
- The masterwork bonus decreases the armor check penalties by its numerical value.
- A +4 (Fine) masterwork light fortification steel banded mail provides a +1 bonus to AC and grants Damage Reduction 15/+3 Bludgeoning or Ballistic damage.
- In this case, the +4 masterwork bonus contributes +4 to the DR.
- In this case, the level 1 degree (fine) quality is applied contributing to another +5 to the DR
- Banded Mail has an armor check penalty of -6, the total penalty would decrease by 4 (from the masterwork bonus) to -2.
- Conversely, if the armor were a +1, +2, or +3 (Fine) masterwork banded mail with an initial armor check penalty of -6, the adjustments would result in:
- +1 bonus: Armor check penalty becomes -5.
- +2 bonus: Armor check penalty becomes -4.
- +3 bonus: Armor check penalty becomes -3.
- With its Fine degree, the masterwork degree provides a further reduction of -3, reducing the total armor check penalty to 0.
- Armor Check Penalty Adjustments:
- Masterwork Degrees: Decrease armor check penalties by 3 points per degree.
- Masterwork Bonuses: Decrease armor check penalties equal to the bonus value.
Important Notes:
- Distinctions Between Masterwork Degrees and Bonuses:
- Masterwork Degree influences the armor's overall effectiveness beyond just numbers; it includes quality levels from Fine to Legendary.
- Masterwork Bonus is a simple additive number that enhances AC, directly contributes to DR, and mitigates armor check penalties.
- This system maintains a clear distinction between enhancement (physical) and enchantment/imbuement(magical or psionic) properties:
- Enchantment/Imbuement increases AC according to its bonus.
- Enhancement influences the armor’s DR and reduces armor check penalties based on the degrees and bonuses, ensuring a well-balanced approach to armor mechanics in gameplay for those who prefer for more in depth armor mechanics.
Stacking Damage Reduction
The damage reduction granted by armor stacks with other damage reduction of the same type. In the case of damage reduction types that differ, combine them and add the values. For example, a death knight has damage reduction 15/+1 if this death knight is wearing steel full plate it becomes damage reduction 23/+1 Bludgeoning or Ballistic.Shields
Shields function normally in this variant, granting their full shield bonus to AC. Unlike with armor, a shield’s effectiveness is measured wholly by its ability to keep an attack from connecting with your body.Natural Armor
In this system natural armor is unaffected.Balancing Notes
Under this system, it makes it clear characters who utilize weapons and armor can be either over equipped or under equipped for certain encounters and that should be taken into account.
It forces more technical gameplay in instances that an enemy is wearing a specific type of armor, or has a specific weapon type/quality.
I've had players steam roll encounters due to their armor and weapon choices but have also had characters get nearly killed since they now must be more tactical with their placement on the map and the way they handle combat.
At low levels characters with decent armor can defeat enemies with little issues, mid level characters start having a bit more trouble but ultimately are if equipped for their level take significantly less damage on average. While at higher levels, if they do not have armor suited for their level, the damage reduced is insignificant.
My players enjoy this mechanic and I hope whoever tries to use this will have the same results.
Writer's Notes
I will eventually be posting my materials list for weapons and armor. In the system we use, the materials used even at lower levels actually play a role in how much the item can get upgraded as well as bonus effects.
I will be going over masterwork degree and masterwork bonus for the system I use which although masterwork bonus is similar to the standard d20 system,
my system adds more options.
I will also be posting about more combat options. (The martial character players I have love the system we use with the extra combat options)
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