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<blockquote data-quote="Psion" data-source="post: 2831988" data-attributes="member: 172"><p>A few off the top of my head</p><ul> <li data-xf-list-type="ul">Paladin and Monk multiclassing restrictions are gone.</li> <li data-xf-list-type="ul">I too use <strong>Artificer's Handbook</strong> for costs, though I do use XP costs (but you can possibly defray them through the use of levin from Green Ronin's <strong>Advanced GMs Manual</strong></li> <li data-xf-list-type="ul">I too use action points, the <strong>Unearthed Arcana</strong> variant to be exact (I like the emulate feat bit), though I am leaning towards a "new allotment every level" scheme like Eberron.</li> <li data-xf-list-type="ul">Multiple action points spent in one round are possible. The cost is accumulative (i.e., first point spent costs 1, second costs 2, third costs 3, etc.)</li> <li data-xf-list-type="ul">I have a few <strong>feat and spell rulings</strong>. e.g., <em>Power Attack</em> does not double for 2-handed weapon; it follows the same rules for weapon damage as strength mods. (x1.5 2 handed, x.5 light). To make <em>Spell focus</em> and <em>Greater spell focus</em> worth it, the bonus is added both the DC and caster level (this has the side effect of making the feat more worth it for schools that feature few save-based spells.)</li> <li data-xf-list-type="ul"><strong>Critical effects rules</strong>: You can dig up the house rule on this forum, but long story short: if you ever take half of your remaining HP in one event (attack, spell, etc.), you have to make a fortitude save or suffer a side effect.</li> <li data-xf-list-type="ul"><strong>Random death</strong>: characters do not die at -10. They die at a negative (con check) level, made by GM. Action points apply.</li> <li data-xf-list-type="ul">All ressurection magic comes with a price tag.</li> <li data-xf-list-type="ul"><strong>No godless clerics</strong>. Your deity need not have a human-like visage/form like classical pantheist deities, and may be an abstract force. But people who derive power from an intense personal conviction aren't divine, they are psionic.</li> </ul><p></p><p>I also have character building rules that vary from game to game. My latest set looks something like this:</p><p></p><ul> <li data-xf-list-type="ul">Heroic Array (16, 15, 14, 13, 12, 11)</li> <li data-xf-list-type="ul">Instead of standard feat progression, 1 feat per level except levels you get ability increases (i.e., 1-3, 5-7, 9-11, 13-15, 17-19)</li> <li data-xf-list-type="ul">Many races open. 1 free ECL. Players who take ECL 0 races get compensating bonuses. (There are many worlds out there...)</li> <li data-xf-list-type="ul">2 bonus skill point per level, and the possibility of extra class skills through background feats (I emphasize skills more than other GMs...)</li> </ul></blockquote><p></p>
[QUOTE="Psion, post: 2831988, member: 172"] A few off the top of my head [list] [*]Paladin and Monk multiclassing restrictions are gone. [*]I too use [b]Artificer's Handbook[/b] for costs, though I do use XP costs (but you can possibly defray them through the use of levin from Green Ronin's [b]Advanced GMs Manual[/b] [*]I too use action points, the [b]Unearthed Arcana[/b] variant to be exact (I like the emulate feat bit), though I am leaning towards a "new allotment every level" scheme like Eberron. [*]Multiple action points spent in one round are possible. The cost is accumulative (i.e., first point spent costs 1, second costs 2, third costs 3, etc.) [*]I have a few [B]feat and spell rulings[/B]. e.g., [i]Power Attack[/i] does not double for 2-handed weapon; it follows the same rules for weapon damage as strength mods. (x1.5 2 handed, x.5 light). To make [i]Spell focus[/i] and [i]Greater spell focus[/i] worth it, the bonus is added both the DC and caster level (this has the side effect of making the feat more worth it for schools that feature few save-based spells.) [*][B]Critical effects rules[/B]: You can dig up the house rule on this forum, but long story short: if you ever take half of your remaining HP in one event (attack, spell, etc.), you have to make a fortitude save or suffer a side effect. [*][B]Random death[/B]: characters do not die at -10. They die at a negative (con check) level, made by GM. Action points apply. [*]All ressurection magic comes with a price tag. [*][b]No godless clerics[/b]. Your deity need not have a human-like visage/form like classical pantheist deities, and may be an abstract force. But people who derive power from an intense personal conviction aren't divine, they are psionic. [/list] I also have character building rules that vary from game to game. My latest set looks something like this: [list] [*]Heroic Array (16, 15, 14, 13, 12, 11) [*]Instead of standard feat progression, 1 feat per level except levels you get ability increases (i.e., 1-3, 5-7, 9-11, 13-15, 17-19) [*]Many races open. 1 free ECL. Players who take ECL 0 races get compensating bonuses. (There are many worlds out there...) [*]2 bonus skill point per level, and the possibility of extra class skills through background feats (I emphasize skills more than other GMs...) [/list] [/QUOTE]
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