Wanted to get your opinion on these houserules, mainly designed to increase character competence at lower levels.
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> Core Competency: In a core competency, chosen at character creation but approved by the GM as appropriate to your class, you can roll d20+d6 to determine the result instead of the normal d20. For example, a fighter may roll d20+6 for melee combat, a spellcaster may roll d20+6 for concentration checks, a rogue may roll d20+6 for REF saves... (You may purchase additional core competencies as feat slots, and certain classes get specific core competencies for free as they progress up the level chart)
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> HP Kicker: All characters get +10 HP in addition to their normal starting XP. This debt is paid off by subtracting two from each next HP add per level for the next five levels. (This is mainly to prevent early TPKs before everyone gets a handle on the rules.)
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> Action Points (Revised): Action points result in an 2d6 bonus, not a 1d6 bonus. Players can also spend as many points they want on a single roll.
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> Plotbending: Characters may, with GM approval, bend the plot slightly if they can establish a plausible scenario where they can get the advantage (and, optionally, spend an action point.) For example, the trap which seemed difficult to disable had an easily overlooked flaw, the town guard you're trying to fast talk turns out to be a friend of the family or is in a particularly good mood that day. Circumstance bonuses vary but usually will generally lower the DC of an action by 3-5, depending on the plausibility of the action (I.e., a reasonable expectation: The heat from the fireball the mage cast two years ago may have loosened the hinges on this locked door - plausible.) I recommend increasing the bonus if the altered circumstance would help significantly advance the plot in ways unforseen to the GM.
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> Core Competency: In a core competency, chosen at character creation but approved by the GM as appropriate to your class, you can roll d20+d6 to determine the result instead of the normal d20. For example, a fighter may roll d20+6 for melee combat, a spellcaster may roll d20+6 for concentration checks, a rogue may roll d20+6 for REF saves... (You may purchase additional core competencies as feat slots, and certain classes get specific core competencies for free as they progress up the level chart)
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> HP Kicker: All characters get +10 HP in addition to their normal starting XP. This debt is paid off by subtracting two from each next HP add per level for the next five levels. (This is mainly to prevent early TPKs before everyone gets a handle on the rules.)
>
> Action Points (Revised): Action points result in an 2d6 bonus, not a 1d6 bonus. Players can also spend as many points they want on a single roll.
>
> Plotbending: Characters may, with GM approval, bend the plot slightly if they can establish a plausible scenario where they can get the advantage (and, optionally, spend an action point.) For example, the trap which seemed difficult to disable had an easily overlooked flaw, the town guard you're trying to fast talk turns out to be a friend of the family or is in a particularly good mood that day. Circumstance bonuses vary but usually will generally lower the DC of an action by 3-5, depending on the plausibility of the action (I.e., a reasonable expectation: The heat from the fireball the mage cast two years ago may have loosened the hinges on this locked door - plausible.) I recommend increasing the bonus if the altered circumstance would help significantly advance the plot in ways unforseen to the GM.
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