My House Rules For My New Campaign

Urza82

First Post
Hey everybody, I am going to be starting a campaign here in a little while, and i have made some modifications to the current set of rules to (what i think) help the game. In my world.......

Heavy Armor: Heavy Armor will give the wearer a Damage Reduction of the hardness of the material used divided by five. So Adamantine, i believe, has hardness of 20. Divide the hardness by five, and you get 4. So the person wearing adamantine halfplate, now gets a DR of 4/-. In the worlds that i have played in, i am tired of the strong buff fighter to be blingin in a chain shirt. In my world, i want my buff fighters to want to be wearing full plate, and saving up for adamantium. It only makes sense in my head, that a person covered in the hardest material in the known planet, that when the guy is actually hit, it would slow down the blow a little bit atleast. Medium and Light armors will not get these modifications.

Max Dex Modifier: According to the armor you are wearing, you may not add the dex modifier that exedes that listed by the armor you are wearing in everything you do. This relates to all skill checks and attacks as well. This is to keep an archer from wearing full plate, and think that he can just shoot an arrow with the same precision as if he were wearing leather. You cannot move around hardly as well when you are in the more cumbersome armors, and it should be applied to when you attack.

Parry: I will be implimenting a new skill i saw on neverwinter nights. It will be a Dex specified skill. While using this skill, you make no attacks. When being attacked, you make a parry check against the attackers roll. If your roll is HIGHER than the attacker, his attack is blocked. If he rolls a natural 20, it does not matter what you roll, he has succeeded in hitting you. If you succeed your roll by 10 or more, you get to make an attack of opportunity at your highest attack value.

Sorcerer: The sorcerer will be using the spell point system put forth in the psionics handbook i believe. Im not sure what the exact numbers are, but i will look them up as soon as possible. Also sorcerers automatically get the Eschew Materials feat upon entering the class.

Ranger: I have not heard exactly what is coming out of the 3.5 edition for ranger, but until they direct me in another way... My rangers will get a bonus feat at level 2, level 5, level 9, level 13, level 17, and level 20. Also, their favored enemy does include constructs, and undead... eventhough they are immune to critical hits, they can still get an extra point of damage across.

Rich vs. Poor: I will allow the characters to start as either being rich, poor, or normal. If they start out as rich, they multiply the gold they recieve when they start buying equipment by 3. I think of these characters as having a small gift from their excedingly wealthy parents that allows them to get ahead start from all the "normal" adventurers. I mean which rich family is going to send out their son/daughter adventuring without the best gear. If someone chooses to be poor, they get only 1/2 the gold originally awarded to them at the start of the game. If they take this route however, because they had to work twice as hard, and had to make more sacrafices, their skill max is level +4 instead of the level +3 max. And nothing is different for a normal wealth character.

Concentration Checks: I hate the system that is currently used for a mage casting a spell, while a fighter just waits to get blasted away, because it is almost impossible for the person to fail their concentration check... so i am revising it. When a spellcaster is threatened by a foe, that is aware that he/she is casting, the concentration check is at a minus 5. The DC to beat is a DC 20. There is no way a wizard should be shooting off spells in the heat of melee, unless he is a grade A BA. These requirements make it almost impossible for a character to get a spell off while 1st level. I would think so,, its his first time ever seeing combat really, and he is surrounded by orcs and goblins. If he fails the concentration check when casting the spell, no damage is given, the spell fizzles, and it is understood that while in the process of casting the person threatining the caster screwed up the hand jesters, or feinted good enough to screw up a little bit of the vocal components.

I have some new feats of my own that i am going to impliment. I will list a few, but i have got to go to a church softball game,, so here you go...
Expert Dodging:
Prereq: Dodge, Dex 19+, Int 13+
Benefits: You gain a +2 dodging bonus at all times while in combat. You lose this bonus when you are deprived of your dexterity bonus. This overlaps, and does not stack with the usual dodge.

Highmastery
Prereq: Weapon Focus, Weapon Specialization, Fighter level 10
Benefit: You gain an addition +1 to attack with a weapon that stacks with the weapon focus, as well as an additional +2 that stacks on to damage from weapon specialization

Sixth Sense:
Prereq: 6 character levels,
Benefits: From your many adventures you have gain enough experience in battle that you dont depend on your speed as much as your intuition as to when and where an attack is coming from. You add your wisdom modifier to your AC instead of your dex modifier. You lose your wisdom modifier in attacks at the same places you would lose your dex modifier.

Got more stuff Later, wish me luck
Herb
 

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By the way, we won our church softball game for the none of you who were wondering, 22-7 - i went 3-4 with a homerun and two singles

anyway back to the good ol fantasy game

More feats i am using in my campaign.....

Quick
Prerequisite: -
Your base speed is improved by 5ft. This five feet is also added to when you are wearing heavier armor.

Fast
Prerequisite: Quick
You add another 5 ft to your base speed. This stacks with the Quick feat. This also applies to the character when he/she is wearing armor.

Ive got to go take a nap, and start studying for finals,, will be back shortly

Peace-Herb
 

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