Evaluate my House Rules--Now with Law/Chaos Removal Juicy Goodness!

helium3 said:
Ahhhh. Well, we run different types of games, then.
True True,. My question is just the realism of the campaign.

I would think though that an average adventurer career is maybe 10 to 12 yeras, then they start hitting those age ability reductions. Which would mean 3 or 4 9th level spells.

Plus, so much changes in a year. My mind travels to the show 24 and how they do their seasons. It's the same task but so much has happened in the three years between seasons that the first part of each season is getting everyone back together and making it make sense. Would I want to spend that much time explaining what everyone was doing during the three years and what has changed/happened. I could see it happening between campaigns but not within sessions in a campaign.

D&D wise, I'd think that a character would gain on average 3 to 4 levels every year, that is if they stay active. If they stayed active obviously they would have had to level up a few times away from game.

If the character does not stay active, would they really be in combat adventuring mode after such a large drought and does that result on their abiltities.
 

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VirgilCaine said:
I have never heard of the Elven Thinblade. I use Core WotC books only, at least for now.

Furthermore, with Keen and Improved Critical, you need to be 9th-10th level Fighter, Barbarian, or Paladin using a Falchion or Rapier. Sounds reasonable for the only special ability of a +2 weapon of a mid-level melee character--people complain that tanks are hosed as you go higher in level, right?

For a Rogue it would take a few more levels for this combo to come together. Don't see a problem.

BUT. That's not what this thread is about.

The elven thin blade was introduc in a dragon magazine about exotic weapon. Now this an official rules in Complete Warrior 3.5 and Race of the Wild 3.5
 

Anbody else like the rogue changes? Giving them skill enhancing feats anf removing the 'only rogues can find traps above DC 20
 

There is one rule I forgot to mention that I would like to use: I don't use Law or Chaos, at least on the "mortal" level. Outsiders and elementals can b e lawful/chaotic, but anything else is just Good/Neutral/Evil.
The alignment spanking spells work on the respective outsiders, but mortals are either good, neutral, or evil.

Yes, Paladins will still have a Code, yes Monks will also have a code I suppose (depending on their origin, I use different explanations for monks in my world), bards can be lawful...miss anything? Oh, yes, druids. Not many problems there, IMO. Just true neutral druids, good druids, evil druids, and "Nature's is our Judge" type druids.

Opinions?
 
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I've always had difficulties with the idea that alignement effects spells. And people of certain alignements can't cast certain spells.
But then it's one of the central pillars of D&D. Sigh, really picking your alignement si suppose to help define you character, his values, ideals, morals, heck personality and history as well. For this it's wonderful but for spells and such? Argghhh.
I've always ruled that the paladin's detect evil ability detects evil intent meaning that if another paladin is waiting in abush for him, deceive by the lying toungue of the villain, then he will detect it as evil.
But then i like a very gritty realistic game experience.
 

Thondor said:
Anbody else like the rogue changes? Giving them skill enhancing feats anf removing the 'only rogues can find traps above DC 20
I like this and I use this in my campaign to an extent, Rogue's, Bard's, Scout's and Gunmage's are the only people whom can search and disable traps over dc20.
 

Thondor said:
I've always had difficulties with the idea that alignement effects spells. And people of certain alignements can't cast certain spells.
But then it's one of the central pillars of D&D. Sigh, really picking your alignement si suppose to help define you character, his values, ideals, morals, heck personality and history as well. For this it's wonderful but for spells and such? Argghhh.
I've always ruled that the paladin's detect evil ability detects evil intent meaning that if another paladin is waiting in abush for him, deceive by the lying toungue of the villain, then he will detect it as evil.
But then i like a very gritty realistic game experience.
I like a real gaming experience myself, but if that is the case, you need to take it a step farther. For instance, I explain to my players at the begining of my campaigns that i don't believe in definate good and defininte evil. Detect evil and good will not work all of the time. If a person believes waht they are doing is right, they you won't detect evil in them, despite that you deem their acts as evil. In the same token, you might detect evil in a someone whom is just a mean and tyranical person but has never hurt or killed a fly.

When someone does a detect spell, unless they're motives are truly sensiter, my players receive one of several premade vague cards that either say "This person has much good in their heart" to " This person is not walking the righteous path"
 

DonTadow said:
I like this and I use this in my campaign to an extent, Rogue's, Bard's, Scout's and Gunmage's are the only people whom can search and disable traps over dc20.
Gunmage? That sounds really cool. Please post it!
 

VirgilCaine said:
There is one rule I forgot to mention that I would like to use: I don't use Law or Chaos, at least on the "mortal" level. Outsiders and elementals can b e lawful/chaotic, but anything else is just Good/Neutral/Evil.

Interesting, but I have a hard time relating, as someone who runs one campaign that only uses the Law / Chaos axis and not the good / evil axis.
 


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