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<blockquote data-quote="Flamestrike" data-source="post: 7090023" data-attributes="member: 6788736"><p>If you want to play on hard level, here is my own personal players companion document that details my own houserules. </p><p></p><p><a href="http://homebrewery.naturalcrit.com/share/B1ufjiBCl" target="_blank">http://homebrewery.naturalcrit.com/share/B1ufjiBCl</a></p><p></p><p> @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=12731" target="_blank">CapnZapp</a></u></strong></em> that ones for you. You'll dig them the most. Drag those rules into your campaign and it'll fix all your little issues with the game.</p><p></p><p>Main changes:</p><p></p><p>1) Short rests you can only use up to 1/2 max HD.</p><p></p><p>2) Long rests restore no HP. They restore 1/2 HD. You have no limit on how many you can spend. </p><p></p><p>3) You only restore 1 slot of each of levels 1-5 on a short rest, plus 1 slot of 6th+</p><p></p><p>4) Negative HP are a thing. You die at -10 (or 1/4 your max) whichever is better. DC 15 Con save to stabilize (need three successes). Fail and lose a HP. Fail 3 and you also gain a level of exhaustion.</p><p></p><p>5) Resurrection incurs a 1 point hit to Con and possibly a Resurrection survival check (DC 5 Con).</p><p></p><p>6) Spells rebalanced. Some got better. Some got worse. Wall of force is going to set you back 500gp in Ruby dust each time you cast it. Forcecage will set you back 1500gp in ruby dust. Raise dead now costs 5,000. Revivify went up in price also.</p><p></p><p>7) Feats rebalanced. GWM and Sharpshooter 1/ attack action on your turn. Cover reduced 1 step rather than negated entirely. Archery fighting style now allows an opening volley on round 1 as enemies close to melee.</p><p></p><p>8) Smites, Stunning fist, Superiority dice limited to 1 per turn (2 for sup dice) to shut down novas.</p><p></p><p>9) Classes rebalanced (ranger buffed, sorcerer buffed, monk buffed due to reduction in stunning fist utility, champion buffed, PDK seriously buffed and refluffed as a Warlord). Lots of changes to Warlock. Bard cants pilfer spells any more (but gets a hell of a lot better at buffing the party) Rage keys off a short rest.</p><p></p><p>10) Shoving people prone gets harder. </p><p></p><p>11) A half dozen new weapons added</p><p></p><p>12) Revised and reblanced downtime rules. Consistent magic item pricing. PCs can earn points of (Grace, Combat tricks, Contacts or Lore) during downtime.</p><p></p><p>13) Ability scores are 3d6 in order. Then you get to swap one for a 13. (After racial mods plus everyone getting a feat at 1st level, guarantees you will have at least one score of 16).</p><p></p><p>Basically, im looking for an old school feel.</p><p></p><p>Im using this one for my upcoming 'old school' sandbox (in which I will plant every single on of the dungeons in TFTYP). The PCs wander about the sandbox hex crawl styple, randomly stumbling into dungeons and deciding whether they should tackle them or not.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 7090023, member: 6788736"] If you want to play on hard level, here is my own personal players companion document that details my own houserules. [URL]http://homebrewery.naturalcrit.com/share/B1ufjiBCl[/URL] @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=12731"]CapnZapp[/URL][/U][/B][/I] that ones for you. You'll dig them the most. Drag those rules into your campaign and it'll fix all your little issues with the game. Main changes: 1) Short rests you can only use up to 1/2 max HD. 2) Long rests restore no HP. They restore 1/2 HD. You have no limit on how many you can spend. 3) You only restore 1 slot of each of levels 1-5 on a short rest, plus 1 slot of 6th+ 4) Negative HP are a thing. You die at -10 (or 1/4 your max) whichever is better. DC 15 Con save to stabilize (need three successes). Fail and lose a HP. Fail 3 and you also gain a level of exhaustion. 5) Resurrection incurs a 1 point hit to Con and possibly a Resurrection survival check (DC 5 Con). 6) Spells rebalanced. Some got better. Some got worse. Wall of force is going to set you back 500gp in Ruby dust each time you cast it. Forcecage will set you back 1500gp in ruby dust. Raise dead now costs 5,000. Revivify went up in price also. 7) Feats rebalanced. GWM and Sharpshooter 1/ attack action on your turn. Cover reduced 1 step rather than negated entirely. Archery fighting style now allows an opening volley on round 1 as enemies close to melee. 8) Smites, Stunning fist, Superiority dice limited to 1 per turn (2 for sup dice) to shut down novas. 9) Classes rebalanced (ranger buffed, sorcerer buffed, monk buffed due to reduction in stunning fist utility, champion buffed, PDK seriously buffed and refluffed as a Warlord). Lots of changes to Warlock. Bard cants pilfer spells any more (but gets a hell of a lot better at buffing the party) Rage keys off a short rest. 10) Shoving people prone gets harder. 11) A half dozen new weapons added 12) Revised and reblanced downtime rules. Consistent magic item pricing. PCs can earn points of (Grace, Combat tricks, Contacts or Lore) during downtime. 13) Ability scores are 3d6 in order. Then you get to swap one for a 13. (After racial mods plus everyone getting a feat at 1st level, guarantees you will have at least one score of 16). Basically, im looking for an old school feel. Im using this one for my upcoming 'old school' sandbox (in which I will plant every single on of the dungeons in TFTYP). The PCs wander about the sandbox hex crawl styple, randomly stumbling into dungeons and deciding whether they should tackle them or not. [/QUOTE]
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