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House Rules: Classes, Races, Magic, and More
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<blockquote data-quote="Imret" data-source="post: 2735028" data-attributes="member: 991"><p>Well then, there's no reason to listen to any external criticism of that system then. If your players are pleased with the House Rule, it's a good House Rule. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>As far as your races go, the ability modifiers look good, and I see one thing I'm pleased with; a Charisma penalty in a race that tends towards cowardice, boot-licking, and lies. I've never liked the dwarven CHA penalty; they're dour and taciturn, yes, but not lacking in personal presence. Goblins, on the other hand, are typically a species that thrives on not being noticed. You may have changed their flavor, but sometimes a goblin is a goblin is a goblin. </p><p></p><p>As a side note I'm not a big fan of half-races, having trimmed them out of my own homebrew, but your experience may be quite different. I find they're a personal taste issue, so by all means have more if you're inclined to it.</p><p></p><p></p><p></p><p>Sounds fair, all in all. Are the sorcerer's spell options limited to those appropriate to his more potent chakras, or is it a flavor issue only? Similar question with regards to clerics; do those who worship and revere a spirit found in the heart of a volcano still spontaneously cast <em>cure</em> spells? Again, it could just be a flavor issue, and I can see arguments for either approach.</p><p></p><p></p><p></p><p>Fair enough, I can see what you're going for with the system. A question that comes to my mind, however, is could this be better tackled with a few smaller tweaks elsewhere?</p><p></p><p>The Zero level of a class includes:</p><p>- maximum hit points</p><p>- x4 skill points</p><p>- the class's proficiency feats</p><p>- saving throw bonuses</p><p></p><p>I'm fairly sure maximum HP and the x4 skill points are only given at 1st CHARACTER level, RAW, rather than 1st CLASS level. I might be wrong, but that's how I always read it.</p><p></p><p>For the proficiency system, perhaps a training time rule? Alternately or alongside that option, the first level of a class grants (this is entirely a sample number, change the mechanics anyway you like) half the <strong>difference</strong> between the two classes. To carry on your rogue with a level of fighter example, assuming he gains the level of fighter in-game, would gain 2 new proficiencies instead of four.</p><p></p><p>As for saving throws, not having the books on-hand and not wanting to do the math (particularly with regards to Epic levels), I'd have to leave that in your capable hands.</p><p></p><p></p><p></p><p>I think I like the alignment spells divided between those chakras rather than attaching them to Void, IMO, just for flavor purposes.</p><p></p><p><em>"One's fire chakra governs their physical and mental power, as well as their ability to influence others....emotion, strength, and charisma..."</em> Sounds to me like the right chakra to channel the power to castigate and bring down one's foes because they're <strong><em>Eeeeeevil!</em></strong>.</p><p></p><p><em>"One's earth chakra governs their physical and mental resilience, as well as their deep instincts."</em> Again, sounds to me like the chakra that would oversee warding yourself and your allies against the forces of evil via your will alone.</p></blockquote><p></p>
[QUOTE="Imret, post: 2735028, member: 991"] Well then, there's no reason to listen to any external criticism of that system then. If your players are pleased with the House Rule, it's a good House Rule. :) As far as your races go, the ability modifiers look good, and I see one thing I'm pleased with; a Charisma penalty in a race that tends towards cowardice, boot-licking, and lies. I've never liked the dwarven CHA penalty; they're dour and taciturn, yes, but not lacking in personal presence. Goblins, on the other hand, are typically a species that thrives on not being noticed. You may have changed their flavor, but sometimes a goblin is a goblin is a goblin. As a side note I'm not a big fan of half-races, having trimmed them out of my own homebrew, but your experience may be quite different. I find they're a personal taste issue, so by all means have more if you're inclined to it. Sounds fair, all in all. Are the sorcerer's spell options limited to those appropriate to his more potent chakras, or is it a flavor issue only? Similar question with regards to clerics; do those who worship and revere a spirit found in the heart of a volcano still spontaneously cast [i]cure[/i] spells? Again, it could just be a flavor issue, and I can see arguments for either approach. Fair enough, I can see what you're going for with the system. A question that comes to my mind, however, is could this be better tackled with a few smaller tweaks elsewhere? The Zero level of a class includes: - maximum hit points - x4 skill points - the class's proficiency feats - saving throw bonuses I'm fairly sure maximum HP and the x4 skill points are only given at 1st CHARACTER level, RAW, rather than 1st CLASS level. I might be wrong, but that's how I always read it. For the proficiency system, perhaps a training time rule? Alternately or alongside that option, the first level of a class grants (this is entirely a sample number, change the mechanics anyway you like) half the [b]difference[/b] between the two classes. To carry on your rogue with a level of fighter example, assuming he gains the level of fighter in-game, would gain 2 new proficiencies instead of four. As for saving throws, not having the books on-hand and not wanting to do the math (particularly with regards to Epic levels), I'd have to leave that in your capable hands. I think I like the alignment spells divided between those chakras rather than attaching them to Void, IMO, just for flavor purposes. [i]"One's fire chakra governs their physical and mental power, as well as their ability to influence others....emotion, strength, and charisma..."[/i] Sounds to me like the right chakra to channel the power to castigate and bring down one's foes because they're [b][i]Eeeeeevil![/i][/b][i][/i]. [i]"One's earth chakra governs their physical and mental resilience, as well as their deep instincts."[/i] Again, sounds to me like the chakra that would oversee warding yourself and your allies against the forces of evil via your will alone. [/QUOTE]
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