How house rules are changing my Scout. Now with an exciting update as of 8/29/05

ProtoClone

First Post
So a friend of mine asked me to play D&D, with some heavy house rules. Mainly he changed a lot of things he thought were wrong with D&D, made it his own RPG basicly...anyway.

Some of the things he changed were some things the Scout gets for leveling up. Here is a list of things he removed from the Scout:

Trapfinding (Didn't really give me a reason that I could understand through his mumbling)
Battle Fortitude (took this away because he gave us three points to allocate towards saves)
Hide in plain Sight (he didn't think Scouts should have it since no one else could do it)
Trackless Step (no reason, not even a mumble)

Now I am a little torn about playing the Class. I can't help but feel that I am being cheated out of some pretty good abilities. I am pretty sure I can talk him in to giving me back the Battle Fortitude in exchange for the three points.

But what are your thoughts? Am I being too nervous or do I have a valid reason for feeling cheated?
 
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Thanee said:
I guess that depends on what he's doing with the other classes... :p

Bye
Thanee

Magic Users: magic is magic, be it divine or arcane. It's still all the same.

He doesn't have a list of things that he has changed to other classes. I asked him for one but he has yet to produce it. So I really couldn't tell you right off until I get this list or some equilivant to a list, like a list? :p
 

ProtoClone said:
Magic Users: magic is magic, be it divine or arcane. It's still all the same.

He doesn't have a list of things that he has changed to other classes. I asked him for one but he has yet to produce it. So I really couldn't tell you right off until I get this list or some equilivant to a list, like a list? :p

I remember those days...when I had a DM who changed things according to his gut instints but didn't really keep good track of what he changed or why.

I also remember hating it. It drove me crazy. How can you make character decisions when you can't trust that your class isn't going to change part way through? Or knowing how your class compares to other classes?

No arcane/divine distinction? Is this rule strengthening arcane by allowing armor or weakening divine by not? This is a critical question when choosing a class.

And rangers get Hide in plain sight at 17th level so saying that no one else gets it is simply wrong (unless this is something he changed without mentioning it).

DC
 

Thoughts? Rangers get Hide In Plain Sight. ;)

Personally, I think Scouts are already on the weaker side as a class. I wouldn't be interested in a toned down version at all. I'm gonna playtest them soon to see if my beliefs are well founded, though.
 

DreamChaser said:
I remember those days...when I had a DM who changed things according to his gut instints but didn't really keep good track of what he changed or why.

I also remember hating it. It drove me crazy. How can you make character decisions when you can't trust that your class isn't going to change part way through? Or knowing how your class compares to other classes?

No arcane/divine distinction? Is this rule strengthening arcane by allowing armor or weakening divine by not? This is a critical question when choosing a class.

And rangers get Hide in plain sight at 17th level so saying that no one else gets it is simply wrong (unless this is something he changed without mentioning it).

DC

We just created our characters last night and have yet to play. It will be about two weeks before we can play.
 

ThirdWizard said:
Thoughts? Rangers get Hide In Plain Sight. ;)

Personally, I think Scouts are already on the weaker side as a class. I wouldn't be interested in a toned down version at all. I'm gonna playtest them soon to see if my beliefs are well founded, though.

I thought Scouts were on the weaker side too. So that is why I am playing a hafling scout with throwing axes.

I am losing interest in it. I thought that the scout was just fine the way he was. Yes he does get a lot as a class, every level he gets something. But the abilities only get really good in the later levels.
 

DreamChaser said:
No arcane/divine distinction? Is this rule strengthening arcane by allowing armor or weakening divine by not? This is a critical question when choosing a class.
DC

I think it is more to the point of Wizards and Clerics being able to use spells from each others list. So basicly, these are his words, Clerics are not a part of the world. Which I understand where he comes from on this...but that is a different topic altogether.

He also compensated for the loss of clerics by adjusting the penalties of a wizard wearing armor. He said, if I remember correctly, that it just gives a penalty to concentration checks (which he said the skill will be used a lot to cast spells).
 

I guess I'm just a brat about things like this. :) I wouldn't agree to join a game unless I really understood what things were like going into it. I'd want a list of changes even if no reasons wre provided.

DC
 

Unless you're desperate for a game, I would prolly just say, "No thanks!"

Nothing against house rules, but I detect a mountain of inconsistency coming your way....
 

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