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D&D 3.6 really just my campaign
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<blockquote data-quote="Nyaricus" data-source="post: 3013245" data-attributes="member: 35678"><p>Sounds like an admirable goal, and I do similar stuff myself for my agme (in the context thereof, not your specific house rules....) but lets see what we go, eh?</p><p></p><p></p><p>you are, well, kinda heavy on the melee guys here, I'll say that first off. And when the Bard is getting to be one of your primary casters, I think we need to include some more classes. Just a first impression though....</p><p></p><p></p><p>Cast spontaneously? I like that, adn will grab for my games (for somereason, I though they did when you first said that anyway <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />). </p><p></p><p></p><p>So, Favoured Souls replace Clerics and Druid in your games? I've only ever heard these guys are less than powerful, but I do agree with setting a limit on spells known for the cleric - that does create cheese <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />. I think, however, that you should type this class up in another thread and link it to this one because your changes are all over the place, and I'd needto see it in it's entirety to give fair feedback.</p><p></p><p></p><p>This kinda forces them more into the pidgeonhole that Paladins are in with their warhorse - they are better fighting when mounted; but what do you do indoors? Personally, a good varent I've seen is give Shield specialization as a feat you can take instead of Mounted Combat, which is a varient I allow IMGs. The knight is already a pretty powerful class, and at low levels you are upping the ante for this class - and at high levels you are aking for a nasty death for his mount, and many of them.</p><p></p><p></p><p>Also consider giving them 1/1 BAB - I don't think that would over power them at all.</p><p></p><p></p><p>Sounds good, but are you using OA or ComWar? Those two versions are very different...</p><p></p><p></p><p>Sounds god, esp. the Jack feat <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>fast movement helsp this class out, so good choice there <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Off the top of my head, I can't remember the difference between monk and swashbuckler dodge bonuses; could you sum that up for me?</p><p></p><p></p><p>Alrighty <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>Another class, like the Apothesis, which needa full write up to grasp the changes; I'll reserve my comments til then <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p>Most sounds good (like adding Dip for Knights), but where does Frenzy apply?</p><p></p><p></p><p>what does this tie into, sorry?</p><p></p><p></p><p>Now THAT is awesome. Stolen for my houserulebook. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p></p><p>Okay, sounds good. Personally, my favourite is the Druid variiant in there <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>No leadership = A Good Thing (tm) IMO.</p><p></p><p></p><p>Sorry, the only thins is: how are half-orcs not orcs but have orc blood? That's the main thing I have...</p><p></p><p></p><p>No Dice? Not even *shiver* point buy? Just straight "these are you stats." Man, that doesn't sound liek fun at all, and rolling stats are one of my favourite aspects of the game :\</p><p></p><p></p><p>I'll have to revewi the feats later tonight, for now: work!</p><p></p><p></p><p>Not sure about this one, I' have to see what your Sorcerer class is all about.</p><p></p><p>---</p><p></p><p>All-in-all, you have a fair sense of game balance, I think. But if you are the newer DM that you say you are, consider not changing so many aspects all at once. Yous Sorcerer and Apothesis I would frankly be afraid of as a player coming into your game, and you need a cohesive class write-up for them for your games, so do so please. I think a few of your rues make sense, and some seem a bit arbitrary/confusing (the half-orc with orc blood who isn't a orc bit <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />) but overall your game shoud run fairly smoothly.</p><p></p><p>Also, consider writing up a document of all your cahnges, and not just referencing everything all the time (at least for your players). That way the list of changes seems more easily digestable, I've found. I personally am a prolific Houseruler here, so I should know, but just remember one thing: monsters get the same treatment that players get. If there is a rule which affects a player, it shoudl apply to the monster the sme way; and trust e, I've heard a few horror stories on this <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>It looks like a good start to a fairly hefty list of house rules, and I await your feedback <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Nyaricus, post: 3013245, member: 35678"] Sounds like an admirable goal, and I do similar stuff myself for my agme (in the context thereof, not your specific house rules....) but lets see what we go, eh? you are, well, kinda heavy on the melee guys here, I'll say that first off. And when the Bard is getting to be one of your primary casters, I think we need to include some more classes. Just a first impression though.... Cast spontaneously? I like that, adn will grab for my games (for somereason, I though they did when you first said that anyway :p). So, Favoured Souls replace Clerics and Druid in your games? I've only ever heard these guys are less than powerful, but I do agree with setting a limit on spells known for the cleric - that does create cheese ;). I think, however, that you should type this class up in another thread and link it to this one because your changes are all over the place, and I'd needto see it in it's entirety to give fair feedback. This kinda forces them more into the pidgeonhole that Paladins are in with their warhorse - they are better fighting when mounted; but what do you do indoors? Personally, a good varent I've seen is give Shield specialization as a feat you can take instead of Mounted Combat, which is a varient I allow IMGs. The knight is already a pretty powerful class, and at low levels you are upping the ante for this class - and at high levels you are aking for a nasty death for his mount, and many of them. Also consider giving them 1/1 BAB - I don't think that would over power them at all. Sounds good, but are you using OA or ComWar? Those two versions are very different... Sounds god, esp. the Jack feat :) fast movement helsp this class out, so good choice there :) Off the top of my head, I can't remember the difference between monk and swashbuckler dodge bonuses; could you sum that up for me? Alrighty :) Another class, like the Apothesis, which needa full write up to grasp the changes; I'll reserve my comments til then ;) Most sounds good (like adding Dip for Knights), but where does Frenzy apply? what does this tie into, sorry? Now THAT is awesome. Stolen for my houserulebook. :D Okay, sounds good. Personally, my favourite is the Druid variiant in there :) No leadership = A Good Thing (tm) IMO. Sorry, the only thins is: how are half-orcs not orcs but have orc blood? That's the main thing I have... No Dice? Not even *shiver* point buy? Just straight "these are you stats." Man, that doesn't sound liek fun at all, and rolling stats are one of my favourite aspects of the game :\ I'll have to revewi the feats later tonight, for now: work! Not sure about this one, I' have to see what your Sorcerer class is all about. --- All-in-all, you have a fair sense of game balance, I think. But if you are the newer DM that you say you are, consider not changing so many aspects all at once. Yous Sorcerer and Apothesis I would frankly be afraid of as a player coming into your game, and you need a cohesive class write-up for them for your games, so do so please. I think a few of your rues make sense, and some seem a bit arbitrary/confusing (the half-orc with orc blood who isn't a orc bit :p) but overall your game shoud run fairly smoothly. Also, consider writing up a document of all your cahnges, and not just referencing everything all the time (at least for your players). That way the list of changes seems more easily digestable, I've found. I personally am a prolific Houseruler here, so I should know, but just remember one thing: monsters get the same treatment that players get. If there is a rule which affects a player, it shoudl apply to the monster the sme way; and trust e, I've heard a few horror stories on this ;) It looks like a good start to a fairly hefty list of house rules, and I await your feedback :) [/QUOTE]
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