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<blockquote data-quote="Eltern" data-source="post: 1663131" data-attributes="member: 5870"><p>So, I'm going to be starting a new campaign, and it will have a big bunch of house rules. As such I'm going to be just taking the SRD, changing it with the new rules, and giving it to my players, saying "This will be the PHB for this campaign" As such, I would like to make sure that there is some balance between things before I get started editing the SRD. Here's the list of my house rules. Could you please call me out if you think any of these will have unforseen reactions with each other? Thanks! (Watch out, it's long!)</p><p></p><p>Unearthed Arcana Stuff:</p><p>-Vitality/Wound Points (Toughness is +3 WP, Imp. Toughness is +1 VP/level)</p><p>-Spell Points with the Vitalizing variant</p><p>-Weapon Groups feats, with Wep. Focus, Specialization, Imp. Crit, etc. applying to weapon groups, not specific weapons.</p><p>-Craft Points</p><p>-Cleric class is now the cloisterd cleric.</p><p>-Prestige Ranger and Paladin (still debating prestige bard, normal bard, or bard from the Book of Eldritch Might)</p><p>-Metamagic Components are the ONLY way to achieve a metamagic effect. No metamagic feats (Wizards will get a few more feats to choose from with their bonus feats to compensate)</p><p>-Defense Bonuses (Will apply all the time as a dodge bonus, and will be lower. Trying to catch AC up in the arms race against BAB as it does not do in the rules, not change how characters approach wearing armor)</p><p></p><p>Other Things:</p><p>-No Alignment </p><p>-No Multiclassing Penalties (Humans will get 2 skills permanently as class skills)</p><p>-No cap on cross class skills. If you want to spend twice the points, you can have ranks up to level +3, just like class skills.</p><p>-Core races are gnome, dwarf, halfling, human, orc, and elf.</p><p>-All races will have physical qualities and cultural qualities. A halfling that grows up among dwarves, for instance, will not have bonuses against fear or for thrown weapons, but will get stone cutting and bonuses against giants.</p><p>-No sorcs. </p><p>-Fighters gain a bonus feat in their "off" levels which can only be used for Wep. Focus, Spec, Greater Focus, Greater Spec., Imp. Crit, or Weapon Groups.</p><p>-More extensive rules on languages, with degrees of proficiency, literacy, etc. Skill points can be invested to help, but characters will start with language points based on Int.</p><p>-Because of the above, there will be no "Common." There will be a very simple trade language used in some places, and another one used in some other places.</p><p></p><p>I think that's a pretty extensive change to the rules, so I want to make sure that I'm not going to break it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> I know that one or two of these are pretty huge, like the metamagic thing, so I'd like feedback.</p><p></p><p>That said, I'd like some advice on MAKING a good system for the races' physical/cultural qualities and the languages. I know I've heard some good ideas in the past. </p><p></p><p>Thanks!</p><p>Eltern</p></blockquote><p></p>
[QUOTE="Eltern, post: 1663131, member: 5870"] So, I'm going to be starting a new campaign, and it will have a big bunch of house rules. As such I'm going to be just taking the SRD, changing it with the new rules, and giving it to my players, saying "This will be the PHB for this campaign" As such, I would like to make sure that there is some balance between things before I get started editing the SRD. Here's the list of my house rules. Could you please call me out if you think any of these will have unforseen reactions with each other? Thanks! (Watch out, it's long!) Unearthed Arcana Stuff: -Vitality/Wound Points (Toughness is +3 WP, Imp. Toughness is +1 VP/level) -Spell Points with the Vitalizing variant -Weapon Groups feats, with Wep. Focus, Specialization, Imp. Crit, etc. applying to weapon groups, not specific weapons. -Craft Points -Cleric class is now the cloisterd cleric. -Prestige Ranger and Paladin (still debating prestige bard, normal bard, or bard from the Book of Eldritch Might) -Metamagic Components are the ONLY way to achieve a metamagic effect. No metamagic feats (Wizards will get a few more feats to choose from with their bonus feats to compensate) -Defense Bonuses (Will apply all the time as a dodge bonus, and will be lower. Trying to catch AC up in the arms race against BAB as it does not do in the rules, not change how characters approach wearing armor) Other Things: -No Alignment -No Multiclassing Penalties (Humans will get 2 skills permanently as class skills) -No cap on cross class skills. If you want to spend twice the points, you can have ranks up to level +3, just like class skills. -Core races are gnome, dwarf, halfling, human, orc, and elf. -All races will have physical qualities and cultural qualities. A halfling that grows up among dwarves, for instance, will not have bonuses against fear or for thrown weapons, but will get stone cutting and bonuses against giants. -No sorcs. -Fighters gain a bonus feat in their "off" levels which can only be used for Wep. Focus, Spec, Greater Focus, Greater Spec., Imp. Crit, or Weapon Groups. -More extensive rules on languages, with degrees of proficiency, literacy, etc. Skill points can be invested to help, but characters will start with language points based on Int. -Because of the above, there will be no "Common." There will be a very simple trade language used in some places, and another one used in some other places. I think that's a pretty extensive change to the rules, so I want to make sure that I'm not going to break it :D I know that one or two of these are pretty huge, like the metamagic thing, so I'd like feedback. That said, I'd like some advice on MAKING a good system for the races' physical/cultural qualities and the languages. I know I've heard some good ideas in the past. Thanks! Eltern [/QUOTE]
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