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Here are my current set of house rules - please critique
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<blockquote data-quote="Sadrik" data-source="post: 4884565" data-attributes="member: 14506"><p>Hawken, I am only going to hit on a few of your points, of which some are good. Not really looking for a bunch of vitriol, my nose just isn't as close to the pavement as it once was.</p><p></p><p>I don't like low-light seeing further than Darkvision and I like them to simply remove penalties while in shadowy and low light conditions - birth of night vision.</p><p></p><p>The demon blooded and dragon blooded are campaign specific, the half elf and half orc just make sense in this context and became elf blooded and orc blooded. I think they are balanced along with the stat modifiers. I know it won't make you happy but compare an orc blooded human with a half orc.</p><p></p><p>Because perform was subsumed into those three skills and you will note that you need a certain level of performance to activate the various bardic music class features.</p><p></p><p>Because the druid and cleric were changed to spontaneous casters.</p><p></p><p>Nothing, I feel the druid and the cleric are the two most powerful classes in the core rules and I feel that mitigating their power a bit is not an issue.</p><p></p><p>You have how this works correct, I think this potentially broadens the application of the monk, which is one of my goals with this version of house rules. I am going to allow the monk weapons to get the damage bonus and so they could be ninjas (monk/rogue) to mystical priests (monk/cleric) or even house of flying daggers like warriors (monk/fighter) and even crazed pugilists (monk/barbarian).</p><p></p><p>This goes far into allowing all of the popular archetypes into the game while using core only. A warlock is an infernal sorcerer, psion a psionic sorcerer etc. Fey is not weak it could be the best one, it allows you access to druid spells! Think about it. In this game world, a sorcerer without a power source is a wizard.</p><p></p><p>I cheapened it by a factor of 10 normally it is 100gp per page.</p><p></p><p>When your character level goes up your "character" becomes more powerful not just the one class you gain in. This rule removes the need of the fix-it PrCs and opens up a whole array of options for characters.</p><p></p><p>It simply does not stack up in the consolidated skill list. Additionally it was always annoying.</p><p></p><p>These can slow down play enough that I opted to shelve them. ALso why does every druid have a little monster running around with it and wizard and sorcerer too. I like these to be more optional components.</p><p></p><p>It looks like you understand the rules well enough and yes restoration is a lot more useful. My reasoning is that it is a bit more gritty and it makes getting severely injured dangerous - even with a healer around.</p><p></p><p>Removes level loss and XP loss.</p><p></p><p>You will note that certain creatures have Fortification property - golems certainly would, for instance.</p><p></p><p>SR gives those class features against magic and a bonus depending on a formula. Basically it will work off of a standard save and not use the spell penetration/SR sub system.</p><p></p><p>I am satisfied with the 3.5 rules, however my needs are such that I use just the core books. So with that in mind, some rules are there to facilitate character diversity and others to reduce book look ups, others are style choices and others are campaign considerations and some are rules fiddling. I posted my house rules to gain perspective on things that I may have missed (paladin smite) or discover a new way of doing something better but conceptually similar. Looking at a brief rules document is only half the story and sitting down at my table and talking would give the other half. I like the interest that you have shown Hawken, though arguing status quo is likely not the best in an HR forum.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 4884565, member: 14506"] Hawken, I am only going to hit on a few of your points, of which some are good. Not really looking for a bunch of vitriol, my nose just isn't as close to the pavement as it once was. I don't like low-light seeing further than Darkvision and I like them to simply remove penalties while in shadowy and low light conditions - birth of night vision. The demon blooded and dragon blooded are campaign specific, the half elf and half orc just make sense in this context and became elf blooded and orc blooded. I think they are balanced along with the stat modifiers. I know it won't make you happy but compare an orc blooded human with a half orc. Because perform was subsumed into those three skills and you will note that you need a certain level of performance to activate the various bardic music class features. Because the druid and cleric were changed to spontaneous casters. Nothing, I feel the druid and the cleric are the two most powerful classes in the core rules and I feel that mitigating their power a bit is not an issue. You have how this works correct, I think this potentially broadens the application of the monk, which is one of my goals with this version of house rules. I am going to allow the monk weapons to get the damage bonus and so they could be ninjas (monk/rogue) to mystical priests (monk/cleric) or even house of flying daggers like warriors (monk/fighter) and even crazed pugilists (monk/barbarian). This goes far into allowing all of the popular archetypes into the game while using core only. A warlock is an infernal sorcerer, psion a psionic sorcerer etc. Fey is not weak it could be the best one, it allows you access to druid spells! Think about it. In this game world, a sorcerer without a power source is a wizard. I cheapened it by a factor of 10 normally it is 100gp per page. When your character level goes up your "character" becomes more powerful not just the one class you gain in. This rule removes the need of the fix-it PrCs and opens up a whole array of options for characters. It simply does not stack up in the consolidated skill list. Additionally it was always annoying. These can slow down play enough that I opted to shelve them. ALso why does every druid have a little monster running around with it and wizard and sorcerer too. I like these to be more optional components. It looks like you understand the rules well enough and yes restoration is a lot more useful. My reasoning is that it is a bit more gritty and it makes getting severely injured dangerous - even with a healer around. Removes level loss and XP loss. You will note that certain creatures have Fortification property - golems certainly would, for instance. SR gives those class features against magic and a bonus depending on a formula. Basically it will work off of a standard save and not use the spell penetration/SR sub system. I am satisfied with the 3.5 rules, however my needs are such that I use just the core books. So with that in mind, some rules are there to facilitate character diversity and others to reduce book look ups, others are style choices and others are campaign considerations and some are rules fiddling. I posted my house rules to gain perspective on things that I may have missed (paladin smite) or discover a new way of doing something better but conceptually similar. Looking at a brief rules document is only half the story and sitting down at my table and talking would give the other half. I like the interest that you have shown Hawken, though arguing status quo is likely not the best in an HR forum. [/QUOTE]
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Here are my current set of house rules - please critique
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