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My 3.5 House Rules Codex – Final
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<blockquote data-quote="nonsi256" data-source="post: 5350762" data-attributes="member: 86164"><p style="text-align: left"><strong>Hmm monsters having max hp is alarming, but its balanced by the fact they won't get their con modifiers on every hit dice. </strong></p> <p style="text-align: left"><strong>That said this might result in unbalanced monsters since monsters without con mod (constructs ,undead) will become stronger while those with huge con modifiers will become weaker. </strong></p> <p style="text-align: left"><strong>I am having some ideas on how to handle this, such as reducing/increasing cr or hit dice, but what would you propose?</strong></p> <p style="text-align: left"><strong></strong></p> <p style="text-align: left"><strong></strong>For starters, I once saw a suggestion of making undead HD d8 and make CHA the modifier (they got d12s to compensate for the CON loss, so maximized d8s would be quite reasonable).</p><p> <p style="text-align: left">You could up the HD of opponents with radical CON to d12 to compensate.</p><p> <p style="text-align: left">As for constructs – they’re meant to be unusually hardy. They’re machines afterall. They don't feel pain or fear (2 of many factors in the HP abstraction).</p> <p style="text-align: left"></p> <p style="text-align: left"></p> <p style="text-align: left"><strong> I also have to say that this combined with the two new attributes makes me nervous about using monsters with your houserules. </strong></p> <p style="text-align: left"><strong></strong></p> <p style="text-align: left">Could you elaboratre ?</p> <p style="text-align: left"></p> <p style="text-align: left"> </p> <p style="text-align: left"><strong>Another question. I am having real trouble understanding how TWF works and how it affects flurry of blows. The example you give seem to contradict the text.</strong></p> <p style="text-align: left"><strong></strong></p> <p style="text-align: left"><strong></strong></p><p> <p style="text-align: left">If I’m to provide any clarification, I need to know what you find that doesn’t add up, or which pieces of information you find to contradict one another.</p><p> <p style="text-align: left">To make a long story short, an offhand weapon grants you a single extra combat action (applicable as either full round or standard action). You have the following options at your disposal:</p><p> <p style="text-align: left">- Save that extra attack to the end of your attack sequence and by so not penalize your regular attacks.</p><p> <p style="text-align: left">- Attack interchangeably ,paying -2 penalty on the primary attack to gain attack bonuses on secondary attacks.</p><p> <p style="text-align: left">- Aid self (either offensively or defensively).</p><p> <p style="text-align: left">A Monk is the only class in my HR that eventually gains 2 extra attacks (starting with -2 indicates interchangeability) – that’s because he fights with his entire body, not just his arms (and that’s only after 11 levels – well beyond anything recorded in RL history and maybe even folklore).</p><p> <p style="text-align: left"></p> <p style="text-align: left"></p> <p style="text-align: left"><strong>Lastly I think I noticed an "error".</strong></p> <p style="text-align: left"><strong><u>Dodge AC progression</u></strong></p> <p style="text-align: left"><strong>1/2 Ref-Save is applied as dodge AC, detracting ACP from all sources.</strong></p> <p style="text-align: left"><strong>ACP should simply read AC, right?</strong></p> <p style="text-align: left"><strong></strong></p> <p style="text-align: left"><strong></strong></p><p> <p style="text-align: left">ACP = Armor Check Penalty.</p><p> <p style="text-align: left">It’s in <strong>Appendix A: Legend</strong> (entry #8).</p></blockquote><p></p>
[QUOTE="nonsi256, post: 5350762, member: 86164"] [LEFT][B]Hmm monsters having max hp is alarming, but its balanced by the fact they won't get their con modifiers on every hit dice. That said this might result in unbalanced monsters since monsters without con mod (constructs ,undead) will become stronger while those with huge con modifiers will become weaker. I am having some ideas on how to handle this, such as reducing/increasing cr or hit dice, but what would you propose? [/B]For starters, I once saw a suggestion of making undead HD d8 and make CHA the modifier (they got d12s to compensate for the CON loss, so maximized d8s would be quite reasonable).[/LEFT] [LEFT]You could up the HD of opponents with radical CON to d12 to compensate.[/LEFT] [LEFT]As for constructs – they’re meant to be unusually hardy. They’re machines afterall. They don't feel pain or fear (2 of many factors in the HP abstraction). [B] I also have to say that this combined with the two new attributes makes me nervous about using monsters with your houserules. [/B] Could you elaboratre ? [B]Another question. I am having real trouble understanding how TWF works and how it affects flurry of blows. The example you give seem to contradict the text. [/B][/LEFT] [LEFT]If I’m to provide any clarification, I need to know what you find that doesn’t add up, or which pieces of information you find to contradict one another.[/LEFT] [LEFT]To make a long story short, an offhand weapon grants you a single extra combat action (applicable as either full round or standard action). You have the following options at your disposal:[/LEFT] [LEFT]- Save that extra attack to the end of your attack sequence and by so not penalize your regular attacks.[/LEFT] [LEFT]- Attack interchangeably ,paying -2 penalty on the primary attack to gain attack bonuses on secondary attacks.[/LEFT] [LEFT]- Aid self (either offensively or defensively).[/LEFT] [LEFT]A Monk is the only class in my HR that eventually gains 2 extra attacks (starting with -2 indicates interchangeability) – that’s because he fights with his entire body, not just his arms (and that’s only after 11 levels – well beyond anything recorded in RL history and maybe even folklore).[/LEFT] [LEFT] [B]Lastly I think I noticed an "error". [U]Dodge AC progression[/U] 1/2 Ref-Save is applied as dodge AC, detracting ACP from all sources. ACP should simply read AC, right? [/B][/LEFT] [LEFT]ACP = Armor Check Penalty.[/LEFT] [LEFT]It’s in [B]Appendix A: Legend[/B] (entry #8).[/LEFT] [/QUOTE]
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