My House Rules (Original Subject)

Chacal

First Post
Ok, here are some of the house rules in use IMC:

All
4 "background" skills points granted at 1st level ( Knowledge, language, specific wilderness lore, professions and crafts)

Barbarians
Half of the hit points granted by the rage are temporary hit points.
At 3rd level, a barbarian gets Improved healing : he adds half his con modifier to the hit points he naturally heals each day.

Bards
(there is one perform skill for each instrument )
If a bard puts at least one skill point in a perform skill when levelling in bard, he gets one bonus point in another perform skill.
The bard's special abilities use the appropriate perform skill.
To be able to use a bard special ability, the number of ranks in perform is not the only prerequisite: The character must be a bard of at least
level (#ranks prerequisite )- 5.


Clerics
Spontaneous castings of cure/inflict wounds use D6, prepared ones use D10.
Not all clerics are heavy armored, turning undead combat machines (but this would be another Topic)

druids
Knowledge(Geography) is a class skill.
When wildshaping, most of the animal abilities can be used.

Fighters
Knowledge(War) and Intimidate are class skills

Rangers
Choice between (Ambi & TWF) and (Point blank shot & rapid shot) and (Alertness & skill focus (Wilderness lore)) (House Rule first seen in the tower netbook of feats).

Heavy things will fall on a player's head whose PC is taking a single level of ranger just for the feats :)

Still looking for a way to add some terrain bonuses, like overland movement. I have to check the ranger project...

Rogues
Rogues can only perform sneak attacks with Rogue weapons +LongBow

Sorcerers
All belong to a special kind of energy/ plane. Campaign specific. under development.

May I have some comments on these ?

Chacal
 

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Steven McRownt

First Post
In my campaign sorcerers have all the optional "specializations" given in the tome of magic 2nd edition AD&D. Of course i had to change the bonuses (and i've prepared a list of wild magic effects of 300 cases, but i will never translate it to english!!!!)

So sorcerers are specialists in elements or wild magic, and it works very well, even because it reflect their particular arcane training.

The idea of spontaneus or prepared cure/inflict spells 4 cleric is great...

Steven McRownt
 

Chacal

First Post
Steven McRownt said:
In my campaign sorcerers have all the optional "specializations" given in the tome of magic 2nd edition AD&D. Of course i had to change the bonuses
How did you convert them ?

(and i've prepared a list of wild magic effects of 300 cases, but i will never translate it to english!!!!)
You're absolutely right: it's easier to translate to french :p

The idea of spontaneus or prepared cure/inflict spells 4 cleric is great...


Thanks!
We didn't played standard clerics in 2e. I was pretty sad that a priest who choose to prepare had nothing over the one who had
other goals but finally swap for healing.


Chacal
 

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