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House rules for a "ninja" game
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<blockquote data-quote="Slaved" data-source="post: 4173164" data-attributes="member: 43358"><p>Instead of a Dodge Bonus to Armor Class based on Character Level you could change Fighting Defensively to give +1 to Armor Class for every -1 Penalty to Attack Rolls that the Character takes and have the limit on the Penalty be equal to the lower of the Characters Dexterity Modifier and Maximum Dexterity Bonus of their Armor.</p><p></p><p>This would have the advantages of making the Characters less reliant on Armor while forcing them to make tough decisions during Combat.</p><p></p><p></p><p>I think that instead of using the Gestalt Rules you should just limit Class choices a little and increase all classes with the same Base plus Special School Techniques that each School would have which also progress by Character Level. The Gestalt Rules will create an imbalance from the start that can be alleviated somewhat by what I suggest below and you can worry less about giving Characters Bonus Skills.</p><p></p><p>The easy way would be to turn all Skills into Class Skills, give all Classes 8 Skill Points Per Level, make all Classes give at least d8 for Hit Dice, have all Classes have a minimum Base Attack Bonus of Medium, and gain 1 more Good Saving Throw of their choice.</p><p></p><p>Classes that gained no Skill Points from this change get 3 Bonus Feats from the choices of Skill Focus or any of the Feats which give +2 to Two Skills, Classes that gained 2 Skill Points get 2 of these Bonus feats, Classes that gained 4 Skill Points get 1 of these Bonus Feats, and Classes that gained 6 Skill Points gain none.</p><p></p><p>Classes that have a Base Attack Bonus of High already gain 1 Fighter Bonus Feat that they meet the Prerequisites for.</p><p></p><p>Classes that already have all 3 Good Saving Throws gain an Unnamed +1 Bonus to All Saving Throws and to their Armor Class.</p><p></p><p>School Techniques are gained based on the School that the Character comes from. At Low Levels they should be very simple and small while at High Levels they should be Supernatural.</p></blockquote><p></p>
[QUOTE="Slaved, post: 4173164, member: 43358"] Instead of a Dodge Bonus to Armor Class based on Character Level you could change Fighting Defensively to give +1 to Armor Class for every -1 Penalty to Attack Rolls that the Character takes and have the limit on the Penalty be equal to the lower of the Characters Dexterity Modifier and Maximum Dexterity Bonus of their Armor. This would have the advantages of making the Characters less reliant on Armor while forcing them to make tough decisions during Combat. I think that instead of using the Gestalt Rules you should just limit Class choices a little and increase all classes with the same Base plus Special School Techniques that each School would have which also progress by Character Level. The Gestalt Rules will create an imbalance from the start that can be alleviated somewhat by what I suggest below and you can worry less about giving Characters Bonus Skills. The easy way would be to turn all Skills into Class Skills, give all Classes 8 Skill Points Per Level, make all Classes give at least d8 for Hit Dice, have all Classes have a minimum Base Attack Bonus of Medium, and gain 1 more Good Saving Throw of their choice. Classes that gained no Skill Points from this change get 3 Bonus Feats from the choices of Skill Focus or any of the Feats which give +2 to Two Skills, Classes that gained 2 Skill Points get 2 of these Bonus feats, Classes that gained 4 Skill Points get 1 of these Bonus Feats, and Classes that gained 6 Skill Points gain none. Classes that have a Base Attack Bonus of High already gain 1 Fighter Bonus Feat that they meet the Prerequisites for. Classes that already have all 3 Good Saving Throws gain an Unnamed +1 Bonus to All Saving Throws and to their Armor Class. School Techniques are gained based on the School that the Character comes from. At Low Levels they should be very simple and small while at High Levels they should be Supernatural. [/QUOTE]
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