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genshou's Universal House Rules
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<blockquote data-quote="genshou" data-source="post: 2833480" data-attributes="member: 13164"><p><strong>UHR #3: Ability Advancement</strong></p><p></p><p>Each time a character reaches a new character level, compare the point-buy value of their ability scores with the table immediately following this paragraph. If the amount listed for their new character level is above the value of their actual scores, they are immediately granted ability increases to be applied as they see fit, up to the total value listed on the table. A character may not increase a single ability score by more than one point per level. If desired, a character may choose not to spend these points at any given level, in order to save up for a higher-cost increase, or to focus only on certain scores.</p><p>[sblock][code]Level Effective Points</p><p> 1 25</p><p> 2 26</p><p> 3 27</p><p> 4 28</p><p> 5 29</p><p> 6 30</p><p> 7 31</p><p> 8 32</p><p> 9 34</p><p> 10 36</p><p> 11 38</p><p> 12 40</p><p> 13 42</p><p> 14 44</p><p> 15 46</p><p> 16 48</p><p> 17 51</p><p> 18 54</p><p> 19 57</p><p> 20 60[/code]</p><p>*I don't know an actual mathematical formula for this, but it increases by one point per level at first, then every eight levels the amount it increases per level increases by one. Thus, one could extend the chart out infinitely.[/sblock]</p><p>At 4th-level and every 4 levels thereafter, if a character’s ability scores are still higher than the amount listed on the table above, and their highest ability score (before racial modifiers) is <span style="color: Red">less than</span> 15 plus 1/4 their hit dice, rounded down, they are at least granted the standard +1 to any ability as per the core rules. This increases the value of their actual scores accordingly. The maximum ability score at which a character is entitled to this +1 at each of these levels is laid out in the following table for ease of reference:</p><p>[sblock][code]Level Maximum Ability Score</p><p> Allowed to Gain the +1</p><p> 4 15</p><p> 8 16</p><p> 12 17</p><p> 16 18</p><p> 20 19</p><p> ..+4 ..+1[/code][/sblock]</p><p>The following is the cost of any ability score from 3 to 45 in these rules (32 being the highest conceivable number that can be gained by 20th-level, and this only if every other score remains a 3). Note that this is both the value of that score and the cost to increase/decrease to this score from a base of 8. Increasing a score from 16 to 17 would only cost 3 points, not 13.</p><p>[sblock][code]Score Value Score Value</p><p> 3 -11 25 53</p><p> 4 -8 26 60</p><p> 5 -5 27 68</p><p> 6 -3 28 76</p><p> 7 -1 29 85</p><p> 8 0 30 94</p><p> 9 1 31 104</p><p> 10 2 32 114</p><p> 11 3 33 125</p><p> 12 4 34 136</p><p> 13 5 35 148</p><p> 14 6 36 160</p><p> 15 8 37 173</p><p> 16 10 38 186</p><p> 17 13 39 200</p><p> 18 16 40 214</p><p> 19 20 41 229</p><p> 20 24 42 244</p><p> 21 29 43 260</p><p> 22 34 44 276</p><p> 23 40 45 293</p><p> 24 46[/code][/sblock]</p><p>When calculating the value of a character’s ability scores, include only the base values as modified by level-based increases. Do not factor in racial, age, enhancement, inherent, competence, unnamed, or any other type of modifier to a character’s ability scores (these apply outside of the point-buy values, and are therefore kept separate). When a character loses Constitution due to death, this adjusts the base value of their score, lowering its point value. This allows the Constitution to be recovered eventually.</p><p></p><p>It has come to my attention that the Dragon Disciple prestige class grants ability bonuses "as if through level advancement". If such is the case with a class ability that grants ability bonuses, do not factor this into the point-buy value of the character's scores. The bonuses apply to the scores themselves, but when calculating the character's point-buy value, they should not be penalized for a class ability. Instead, consider the ability bonuses granted by the class to be entirely separate and different from level-based increase.</p><p></p><p><span style="font-size: 12px"><strong>Variant 1</strong></span></p><p>This variant progression rate is intended for extremely high-powered games. Characters will end up larger-than-life in a fashion befitting the epic Greek tales. Each PC can have one or more abilities far exceeding those of ordinary humans, lending them legendary status in the campaign world beyond even what their high levels give them.</p><p>[sblock][code]Level Effective Points</p><p> 1 25</p><p> 2 26</p><p> 3 27</p><p> 4 28</p><p> 5 30</p><p> 6 32</p><p> 7 34</p><p> 8 36</p><p> 9 39</p><p> 10 42</p><p> 11 45</p><p> 12 48</p><p> 13 52</p><p> 14 56</p><p> 15 60</p><p> 16 64</p><p> 17 69</p><p> 18 74</p><p> 19 79</p><p> 20 84[/code][/sblock]</p><p><span style="font-size: 12px"><strong>Variant 2</strong></span></p><p>This variant is for games in which the desire is for fairly "standard" power levels, especially those who use a lower starting point-buy such as 25, or those who use standard die rolling without any methods to increase the PCs' stats beyond what the Player's Handbook rules intend to give them. They will end up with scores a bit higher than those granted by the core ability advancement rules alone, and this combined with the freedom to optimize those scores a little more may mean a serious advantage over their otherworldly peers chained to the core ability advancement rules.</p><p>[sblock][code]Level Effective Points</p><p> 1 25</p><p> 2 26</p><p> 3 27</p><p> 4 28</p><p> 5 29</p><p> 6 30</p><p> 7 31</p><p> 8 32</p><p> 9 33</p><p> 10 34</p><p> 11 35</p><p> 12 36</p><p> 13 37</p><p> 14 38</p><p> 15 39</p><p> 16 40</p><p> 17 42</p><p> 18 44</p><p> 19 46</p><p> 20 48[/code][/sblock]</p><p></p><p><span style="font-size: 12px"><strong>Variant 3</strong></span></p><p>This variant rate is designed with hardcore gaming in mind. The ability advancement over the first twenty levels very closely matches with what a character having 25 point-buy would get using the core ability advancement rules. Since these rules allow for a slightly higher level of optimization and help weaker characters to catch up, this is an excellent option for games in which PCs start with lower-than average scores, but it is not desired for them to eventually end up much more powerful than a standard array character.</p><p>[sblock][code]Level Effective Points</p><p> 1 25</p><p> 2 26</p><p> 3 27</p><p> 4 28</p><p> 5 29</p><p> 6 30</p><p> 7 31</p><p> 8 32</p><p> 9 33</p><p> 10 34</p><p> 11 35</p><p> 12 36</p><p> 13 37</p><p> 14 38</p><p> 15 39</p><p> 16 40</p><p> 17 41</p><p> 18 42</p><p> 19 43</p><p> 20 44[/code][/sblock]</p></blockquote><p></p>
[QUOTE="genshou, post: 2833480, member: 13164"] [b]UHR #3: Ability Advancement[/b] Each time a character reaches a new character level, compare the point-buy value of their ability scores with the table immediately following this paragraph. If the amount listed for their new character level is above the value of their actual scores, they are immediately granted ability increases to be applied as they see fit, up to the total value listed on the table. A character may not increase a single ability score by more than one point per level. If desired, a character may choose not to spend these points at any given level, in order to save up for a higher-cost increase, or to focus only on certain scores. [sblock][code]Level Effective Points 1 25 2 26 3 27 4 28 5 29 6 30 7 31 8 32 9 34 10 36 11 38 12 40 13 42 14 44 15 46 16 48 17 51 18 54 19 57 20 60[/code] *I don't know an actual mathematical formula for this, but it increases by one point per level at first, then every eight levels the amount it increases per level increases by one. Thus, one could extend the chart out infinitely.[/sblock] At 4th-level and every 4 levels thereafter, if a character’s ability scores are still higher than the amount listed on the table above, and their highest ability score (before racial modifiers) is [COLOR=Red]less than[/COLOR] 15 plus 1/4 their hit dice, rounded down, they are at least granted the standard +1 to any ability as per the core rules. This increases the value of their actual scores accordingly. The maximum ability score at which a character is entitled to this +1 at each of these levels is laid out in the following table for ease of reference: [sblock][code]Level Maximum Ability Score Allowed to Gain the +1 4 15 8 16 12 17 16 18 20 19 ..+4 ..+1[/code][/sblock] The following is the cost of any ability score from 3 to 45 in these rules (32 being the highest conceivable number that can be gained by 20th-level, and this only if every other score remains a 3). Note that this is both the value of that score and the cost to increase/decrease to this score from a base of 8. Increasing a score from 16 to 17 would only cost 3 points, not 13. [sblock][code]Score Value Score Value 3 -11 25 53 4 -8 26 60 5 -5 27 68 6 -3 28 76 7 -1 29 85 8 0 30 94 9 1 31 104 10 2 32 114 11 3 33 125 12 4 34 136 13 5 35 148 14 6 36 160 15 8 37 173 16 10 38 186 17 13 39 200 18 16 40 214 19 20 41 229 20 24 42 244 21 29 43 260 22 34 44 276 23 40 45 293 24 46[/code][/sblock] When calculating the value of a character’s ability scores, include only the base values as modified by level-based increases. Do not factor in racial, age, enhancement, inherent, competence, unnamed, or any other type of modifier to a character’s ability scores (these apply outside of the point-buy values, and are therefore kept separate). When a character loses Constitution due to death, this adjusts the base value of their score, lowering its point value. This allows the Constitution to be recovered eventually. It has come to my attention that the Dragon Disciple prestige class grants ability bonuses "as if through level advancement". If such is the case with a class ability that grants ability bonuses, do not factor this into the point-buy value of the character's scores. The bonuses apply to the scores themselves, but when calculating the character's point-buy value, they should not be penalized for a class ability. Instead, consider the ability bonuses granted by the class to be entirely separate and different from level-based increase. [size=3][B]Variant 1[/B][/size] This variant progression rate is intended for extremely high-powered games. Characters will end up larger-than-life in a fashion befitting the epic Greek tales. Each PC can have one or more abilities far exceeding those of ordinary humans, lending them legendary status in the campaign world beyond even what their high levels give them. [sblock][code]Level Effective Points 1 25 2 26 3 27 4 28 5 30 6 32 7 34 8 36 9 39 10 42 11 45 12 48 13 52 14 56 15 60 16 64 17 69 18 74 19 79 20 84[/code][/sblock] [size=3][B]Variant 2[/B][/size] This variant is for games in which the desire is for fairly "standard" power levels, especially those who use a lower starting point-buy such as 25, or those who use standard die rolling without any methods to increase the PCs' stats beyond what the Player's Handbook rules intend to give them. They will end up with scores a bit higher than those granted by the core ability advancement rules alone, and this combined with the freedom to optimize those scores a little more may mean a serious advantage over their otherworldly peers chained to the core ability advancement rules. [sblock][code]Level Effective Points 1 25 2 26 3 27 4 28 5 29 6 30 7 31 8 32 9 33 10 34 11 35 12 36 13 37 14 38 15 39 16 40 17 42 18 44 19 46 20 48[/code][/sblock] [size=3][B]Variant 3[/B][/size] This variant rate is designed with hardcore gaming in mind. The ability advancement over the first twenty levels very closely matches with what a character having 25 point-buy would get using the core ability advancement rules. Since these rules allow for a slightly higher level of optimization and help weaker characters to catch up, this is an excellent option for games in which PCs start with lower-than average scores, but it is not desired for them to eventually end up much more powerful than a standard array character. [sblock][code]Level Effective Points 1 25 2 26 3 27 4 28 5 29 6 30 7 31 8 32 9 33 10 34 11 35 12 36 13 37 14 38 15 39 16 40 17 41 18 42 19 43 20 44[/code][/sblock] [/QUOTE]
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