Prophet2b
First Post
I've been working on the house rules for our next campaign (set place in Eberron, if that matters at all), and this is what I've come up with. None of it should be really huge changes to the system or anything like that. I just thought I'd try a few tweaks here and there to spruce things up a bit. I'm just curious if anyone has any comments (is it all good, bad, somewhere in between?). The really big thing would probably be the Feats and Ability Score Increases variant. Most of this, though, I either found on EN World or else got the idea from EN World.
Source Material
I’m limiting the source material available for players to use, though the limitation (I think) is probably overly generous. I want players to have a wide, diverse variety of choices so that they can make their players truly unique. At the same time, as new material is released (or old material is found that I have not reviewed), it will not automatically be included into this list. If players want to use a feat, spell, class, race, etc. not found in the material listed here, they must first come to me so that I can review the material. I also can borrow of any of the below materials if they should desire to look at something for themselves.
Core Books
Dungeon Master’s Guide
Dungeon Master’s Guide II
Monster Manual
Monster Manual II
Monster Manual III
Monster Manual IV
Player’s Handbook
Player’s Handbook II
Complete Series
Complete Adventurer
Complete Arcane
Complete Divine
Complete Mage
Complete Scoundrel
Complete Warrior
Eberron Series
Dragonmarked
Eberron Campaign Setting
Explorer’s Handbook
Faiths of Eberron
Five Nations
Magic of Eberron
Player’s Handbook
Races of Eberron
Secrets of Sarlona
Secrets of Xen’drik
Sharn: City of Towers
Other Sources
Book of Nine Swords
With DM Approval
Book of Roguish Luck
Unearthed Arcana
Unorthodox Pirates
Note: Despite the above list, all spells and spell-like abilities that draw from material not found in their spell descriptions (such as spells like alter self, polymorph, wild shape, etc.) are limited exclusively to the three core rulebooks: Dungeon Master’s Guide, Player’s Handbook, and Monster Manual. There is a lot of material above, so this is simply intended to prevent such spells from being accidentally broken by unforeseen (and unintended) uses.
House Rules
Half-Elves
The following Half-Elf racial traits take the place of the Half-Elf racial traits on page 18 of the Player’s Handbook.
• Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
• Half-elf base land speed is 30 feet.
• Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
• Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• +1 racial bonus on Listen, Search, and Spot checks.
• +2 racial bonus on Diplomacy and Gather Information checks.
• Half-elves gain the Diplomacy and Gather Information skills no matter their class.
• 4 extra skill points at 1st level.
• Elven Blood: For all effects related to race, a half-elf is considered an elf. Half-elves, for example, are just as vulnerable to special effects that affect elves as their elf ancestors are, and they can use magic items that are only usable by elves. Half-elves have all the versatility and broad (if shallow) experience that humans have.
• Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
• Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.
Sorcerers
The Sorcerer class will be unavailable throughout the campaign. Instead, the Warlock will take its place as the Sorcerers of the realm. Warlocks in-game may be referred to as either a Sorcerer or a Warlock – they will mean the same thing.
Hit Points
At 1st level, characters will use their Constitution score for their starting hit points. At 2nd level, characters will receive their full hit die (plus CON modifier) for hit points. At 3rd level onward characters must roll for hit points. For example: Jakob the Wizard has a 12 Constitution. At 1st level, Jakob would receive 12 hit points. At 2nd level, Jakob would receive 5 hit points (for a total of 17 hit points). From 3rd level on he has to roll his hit die and add his CON modifier to it to determine how many hit points he will receive.
Feats and Ability Score Increases
The following rule will take the place of the information found on page 22 of the Player’s Handbook concerning Feats and Ability Score Increases. Characters will receive a feat every odd level (1, 3, 5, 7, etc.) and an ability score increase every even level (2, 4, 6, 8, etc.). The balancing factor in this is that there are no magic items in the world that can permanently increase one’s ability scores (none of them). Characters should consider the creation of such items a lost art, one that cannot be performed in this time. Any magic item that would increase a character’s ability scores can only function a maximum of 3 times each day at 10 minutes a time.
Leveling
There will be no experience handed out during game play. Instead, leveling will happen (for all intents and purposes) when the DM says it happens. However, this is not intended to be mean or anything of the sort! In fact, at earlier levels characters will level much faster, while at middle to later levels they will level a bit slower to get the full pleasure of playing those characters. Leveling will tend to take place (ideally) at the end of major quest, or else at an average of 4-8 sessions. Depending on circumstances, though, and where the PC’s are (in terms quests and levels), it may take shorter or longer to level.
This is also done in order to encourage PC’s to worry less about killing monsters in order to gain XP and more to simply role play more. This does not mean that PC’s won’t be killing monsters and other bad guys on a regular basis. It simply means that their leveling is not dependent upon such actions, and so the PC’s are free to do what they want, when they want, without ever having to worry about falling behind. All characters will level at exactly the same time.
Death Penalties
Resurrection, True Resurrection, and Reincarnate do not incur penalties for being raised (no level loss). However, when a character is brought back from the dead via the Raise Dead spell, there is a penalty. First, that character will suffer from hauntings, fear attacks, and other such things (receiving flashbacks to the afterlife that are mentally disturbing). These may at times disrupt both role playing and combat encounters.
Second, that character also suffers a permanent negative level until he accomplishes a quest given by the god or force that raised him from the dead. This quest will be revealed to the character within two sessions after having been raised, and upon completion of the quest both the first and second penalties will be removed from the character.
Power Discs
Certain spells require XP to be spent in order to cast them, and when spellcrafters create magic items the crafting process requires a certain amount of XP. In game, such spells and crafting requires Power Discs. Power Discs are forged using trace elements of dragonshards and other alchemical substances, and each disc has an XP equivalent. More than one Power Disc can be used at a time, and because this adds an increase to the price of certain spells and such, the DM should be diligent in giving spellcasters who can make use of XP in spellcasting Power Discs as part of their treasure.
Every time a Power Disc is used, the amount of XP used up is subtracted from the total, and a little bit of the disc is disintegrated. When all of the XP is used up, the disc is completely disintegrated. A Spellcraft (DC 15) check or Craft [Alchemy] (DC 20) check is required to determine how much XP is left on a used Power Disc.
Alter Self & Polymorph Item Restrictions
The spells Alter Self, Polymorph, Baleful Polymorph, Polymorph Any Object, or Shapechange can only be incorporated into wondrous items and scrolls, not wands, potions, or any other such magical items.
Reincarnate
The Druid spell Reincarnate will be moved to 6th level. At 4th level, the Druid may cast Reincarnate, Lesser. This spell works as Reincarnate, but using the following table:
After being reincarnated by Reincarnate, Lesser or Reincarnate, a character may (with the approval of the DM) go on a quest to regain his old body.
Action Points
The game will use action points as they are laid out in Unearthed Arcana, with the following changes. Players will receive 2 action points at the start of every session, instead of 5 & ½ every time they level. This number is not fixed and may be changed accordingly by the DM later in the game. Also, the following actions have been included the available choices for action point uses:
Lead in Initiative
A character can use 1 action point to insure he goes first in initiative. This action point must be spent when he would normally roll (before combat) for initiative, and before everyone else reads off their results.
Quick Conference
When a character is by himself and the player wants the benefit of the other players’ advices and opinions, he can spend 1 action point to do just that. If the characters are together and something happens (like an ambush or they all get stuck in a diplomatic situation), they can also “pause the game” to discuss strategy or what should be said.
Roleplaying Advantage
A character can spend 1 or more action points to give himself a roleplaying advantage. “It’s a good thing that when the big bad evil guy captured us he didn’t notice the knife I had hidden in my boot…” or “I’m glad I can distract the guards so well that our rogue can sneak by completely unnoticed.” The ultimate allowance of a roleplaying advantage, however, is up to the DM.
Self Sacrifice
A character can spend 1 action point after an ally has been attacked (but before the roll has been resolved) if he is adjacent to that ally to change places with the ally, thus taking the damage for himself.
Weapon Group Feats
The Weapon Group Feat variant from Unearthed Arcana will be used.
Source Material
I’m limiting the source material available for players to use, though the limitation (I think) is probably overly generous. I want players to have a wide, diverse variety of choices so that they can make their players truly unique. At the same time, as new material is released (or old material is found that I have not reviewed), it will not automatically be included into this list. If players want to use a feat, spell, class, race, etc. not found in the material listed here, they must first come to me so that I can review the material. I also can borrow of any of the below materials if they should desire to look at something for themselves.
Core Books
Dungeon Master’s Guide
Dungeon Master’s Guide II
Monster Manual
Monster Manual II
Monster Manual III
Monster Manual IV
Player’s Handbook
Player’s Handbook II
Complete Series
Complete Adventurer
Complete Arcane
Complete Divine
Complete Mage
Complete Scoundrel
Complete Warrior
Eberron Series
Dragonmarked
Eberron Campaign Setting
Explorer’s Handbook
Faiths of Eberron
Five Nations
Magic of Eberron
Player’s Handbook
Races of Eberron
Secrets of Sarlona
Secrets of Xen’drik
Sharn: City of Towers
Other Sources
Book of Nine Swords
With DM Approval
Book of Roguish Luck
Unearthed Arcana
Unorthodox Pirates
Note: Despite the above list, all spells and spell-like abilities that draw from material not found in their spell descriptions (such as spells like alter self, polymorph, wild shape, etc.) are limited exclusively to the three core rulebooks: Dungeon Master’s Guide, Player’s Handbook, and Monster Manual. There is a lot of material above, so this is simply intended to prevent such spells from being accidentally broken by unforeseen (and unintended) uses.
House Rules
Half-Elves
The following Half-Elf racial traits take the place of the Half-Elf racial traits on page 18 of the Player’s Handbook.
• Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
• Half-elf base land speed is 30 feet.
• Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
• Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• +1 racial bonus on Listen, Search, and Spot checks.
• +2 racial bonus on Diplomacy and Gather Information checks.
• Half-elves gain the Diplomacy and Gather Information skills no matter their class.
• 4 extra skill points at 1st level.
• Elven Blood: For all effects related to race, a half-elf is considered an elf. Half-elves, for example, are just as vulnerable to special effects that affect elves as their elf ancestors are, and they can use magic items that are only usable by elves. Half-elves have all the versatility and broad (if shallow) experience that humans have.
• Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
• Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.
Sorcerers
The Sorcerer class will be unavailable throughout the campaign. Instead, the Warlock will take its place as the Sorcerers of the realm. Warlocks in-game may be referred to as either a Sorcerer or a Warlock – they will mean the same thing.
Hit Points
At 1st level, characters will use their Constitution score for their starting hit points. At 2nd level, characters will receive their full hit die (plus CON modifier) for hit points. At 3rd level onward characters must roll for hit points. For example: Jakob the Wizard has a 12 Constitution. At 1st level, Jakob would receive 12 hit points. At 2nd level, Jakob would receive 5 hit points (for a total of 17 hit points). From 3rd level on he has to roll his hit die and add his CON modifier to it to determine how many hit points he will receive.
Feats and Ability Score Increases
The following rule will take the place of the information found on page 22 of the Player’s Handbook concerning Feats and Ability Score Increases. Characters will receive a feat every odd level (1, 3, 5, 7, etc.) and an ability score increase every even level (2, 4, 6, 8, etc.). The balancing factor in this is that there are no magic items in the world that can permanently increase one’s ability scores (none of them). Characters should consider the creation of such items a lost art, one that cannot be performed in this time. Any magic item that would increase a character’s ability scores can only function a maximum of 3 times each day at 10 minutes a time.
Leveling
There will be no experience handed out during game play. Instead, leveling will happen (for all intents and purposes) when the DM says it happens. However, this is not intended to be mean or anything of the sort! In fact, at earlier levels characters will level much faster, while at middle to later levels they will level a bit slower to get the full pleasure of playing those characters. Leveling will tend to take place (ideally) at the end of major quest, or else at an average of 4-8 sessions. Depending on circumstances, though, and where the PC’s are (in terms quests and levels), it may take shorter or longer to level.
This is also done in order to encourage PC’s to worry less about killing monsters in order to gain XP and more to simply role play more. This does not mean that PC’s won’t be killing monsters and other bad guys on a regular basis. It simply means that their leveling is not dependent upon such actions, and so the PC’s are free to do what they want, when they want, without ever having to worry about falling behind. All characters will level at exactly the same time.
Death Penalties
Resurrection, True Resurrection, and Reincarnate do not incur penalties for being raised (no level loss). However, when a character is brought back from the dead via the Raise Dead spell, there is a penalty. First, that character will suffer from hauntings, fear attacks, and other such things (receiving flashbacks to the afterlife that are mentally disturbing). These may at times disrupt both role playing and combat encounters.
Second, that character also suffers a permanent negative level until he accomplishes a quest given by the god or force that raised him from the dead. This quest will be revealed to the character within two sessions after having been raised, and upon completion of the quest both the first and second penalties will be removed from the character.
Power Discs
Certain spells require XP to be spent in order to cast them, and when spellcrafters create magic items the crafting process requires a certain amount of XP. In game, such spells and crafting requires Power Discs. Power Discs are forged using trace elements of dragonshards and other alchemical substances, and each disc has an XP equivalent. More than one Power Disc can be used at a time, and because this adds an increase to the price of certain spells and such, the DM should be diligent in giving spellcasters who can make use of XP in spellcasting Power Discs as part of their treasure.
Code:
[B][I]Power Discs Price[/I][/B]
100 XP Power Disc 50gp
500 XP Power Disc 250gp
1,000 XP Power Disc 500gp
5,000 XP Power Disc 2,500gp
Every time a Power Disc is used, the amount of XP used up is subtracted from the total, and a little bit of the disc is disintegrated. When all of the XP is used up, the disc is completely disintegrated. A Spellcraft (DC 15) check or Craft [Alchemy] (DC 20) check is required to determine how much XP is left on a used Power Disc.
Alter Self & Polymorph Item Restrictions
The spells Alter Self, Polymorph, Baleful Polymorph, Polymorph Any Object, or Shapechange can only be incorporated into wondrous items and scrolls, not wands, potions, or any other such magical items.
Reincarnate
The Druid spell Reincarnate will be moved to 6th level. At 4th level, the Druid may cast Reincarnate, Lesser. This spell works as Reincarnate, but using the following table:
Code:
d% Incarnation Str Dex Con
01-03 Badger -2 +6 +2
04-08 Bear, Black +4 +2 +2
09-12 Boar +2 +0 +2
06-08 Camel +6 +0 +0
09-15 Cheetah +2 +6 +0
16-20 Eagle +0 +4 +2
21-28 Hawk +0 +6 +0
29-34 Leopard +2 +4 +0
35-39 Lizard, Monitor +4 +2 +2
40-52 Monkey -4 +6 +0
53-58 Owl -2 +4 +2
59-64 Pony +2 +0 +0
65-71 Snake, Constrictor +4 +4 +0
72-74 Tiger +8 +4 +4
75-85 Weasel -4 +2 +0
86-99 Wolf +4 +2 +2
100 Other ? ? ?
Action Points
The game will use action points as they are laid out in Unearthed Arcana, with the following changes. Players will receive 2 action points at the start of every session, instead of 5 & ½ every time they level. This number is not fixed and may be changed accordingly by the DM later in the game. Also, the following actions have been included the available choices for action point uses:
Lead in Initiative
A character can use 1 action point to insure he goes first in initiative. This action point must be spent when he would normally roll (before combat) for initiative, and before everyone else reads off their results.
Quick Conference
When a character is by himself and the player wants the benefit of the other players’ advices and opinions, he can spend 1 action point to do just that. If the characters are together and something happens (like an ambush or they all get stuck in a diplomatic situation), they can also “pause the game” to discuss strategy or what should be said.
Roleplaying Advantage
A character can spend 1 or more action points to give himself a roleplaying advantage. “It’s a good thing that when the big bad evil guy captured us he didn’t notice the knife I had hidden in my boot…” or “I’m glad I can distract the guards so well that our rogue can sneak by completely unnoticed.” The ultimate allowance of a roleplaying advantage, however, is up to the DM.
Self Sacrifice
A character can spend 1 action point after an ally has been attacked (but before the roll has been resolved) if he is adjacent to that ally to change places with the ally, thus taking the damage for himself.
Weapon Group Feats
The Weapon Group Feat variant from Unearthed Arcana will be used.
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