My pending houserules: Comments welcome

Doc_Klueless

Doors and Corners
Supporter
Background: I've been playing 3e since Mr. EN started his first site with rumors of 3e using the bits and pieces and then the whole she-bang. Played it pretty much vanilla style.

Meat of the post: Now, I wanna add a couple of house rules before I start the next stretch of adventures/campaign. But I'd like some comments before I introduce them (though knowing me, I'll just go vanilla again! :heh: :

Hit Points:
• Choose one of the following when the character levels before rolling hit dice:
o +1 hit point OR
o Reroll 1’s and 2’s.

Toughness Feat Change:
• Toughness now increases the hit die of the character every time the feat is taken with a maximum of d12.
• Barbarians are assumed to already have the Toughness feat.
• When multiclassing the toughness increase carries over to each class. However only the step increase carries over, not that actual die.
• For example: If Toughness is taken once, the rogues HD is increased to a d8, wizard to d6, etc.
• Or you may keep it as written in the PHB.

Maximum skill ranks per level (level + 3 for class skills, half if cross class skills) will be changed as follows.
• No skills cap for Craft/Knowledge/Profession skills.
• Maximum skill ranks per level is (level + 5) for class skills.

Saving Skill Points and Feats.
• Feats may be saved for later use. If they are not spent before a new feat is gained, the saved feat is lost.
• Up to half of earned skill points may be saved each level. They may not be saved for more than one level and may only be spent between adventures (“downtime”). If there is no “downtime” before the next level, they are spent the next time of the character levels up. (Example, a rogue earns 8 skill points upon making second level. He may save 4 of these for later use. He must spend them before or upon reaching third level. At which point, he may save 4 of the newly earned 8 points received for gaining third level.)

Metamagic feats:
• A wizard/sorcerer may substitute a 10% chance of spell failure for each level of increase caused by using a feat instead of preparing the spell at the higher level.
• A wizard/sorcerer can substitute the above spell failure chance for any or all of the levels increase caused by the metamagic feat or feats.

Sorcerer spell casting:
• Sorcerers do not need to use material components for spells with components listed at 2 gp or less in value.

Druids:
• Druids are the sorcerers of the Divine world.
• Druids do not need to prepare spells.
• Druids do not need to use material components for spells with components listed at 2 gp or less in value.

Cleric and Wizard spell casting:
• Clerics and Wizards may cast any spell they do not have prepared at a cost of:
o Increasing casting time as such:
 1 standard action spells take three full rounds to cast.
 Full round spells take four full rounds to cast
 Spells normally requiring over a full round to cast may NOT be cast unprepared.
o Material components must be used at the time the spell is cast.
o +5 to Concentration DC
• Material components are used to prepare a spell.
• To cast a prepared spell, material components are not needed.

Caster levels are equal to character levels with the following restrictions.
• Arcane stacks with arcane.
• Divine stacks with divine.
• Arcane does not stack with divine and vise versa.
• Non-spell casting class levels do not stack with spell casting class levels when determining caster level of spell effects.
• A level of Bard, Cleric, Druid, Sorcerer, Wizard or Adept gives +1 caster level to the appropriate type of caster level (Arcane/Divine).
• A level of Paladin or Ranger gives +1/2 caster level (rounded down). These levels only stack after the paladin or ranger gains the ability to cast spells.
• A level of Barbarian, Fighter, Monk, Rogue, Aristocrat, Commoner, Expert or Warrior gives you +0 caster level.
 

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Are you concerned about making druids too powerful? I've heard people say they are already pushing the line, and allowing them to cast ANY druid spell of appropriate level seems extreme. A sorcerer has a limited selection of spells to choose from but, unless you're making another change, the druid can choose from the entire druid list.
 

All comments are strictly IMHO. So, these are my 2cp,

Doc_Klueless said:
Hit Points:
• Choose one of the following when the character levels before rolling hit dice:
o +1 hit point OR
o Reroll 1’s and 2’s.
This will make the characters more powerful then the average for their level. There is nothing inherently wrong with that, but I have to ask: why? What is the advantage, cruch- or fluff-wise, to allowing him them more hp/level ?

Toughness Feat Change:
• Toughness now increases the hit die of the character every time the feat is taken with a maximum of d12.
• Barbarians are assumed to already have the Toughness feat.
• When multiclassing the toughness increase carries over to each class. However only the step increase carries over, not that actual die.
• For example: If Toughness is taken once, the rogues HD is increased to a d8, wizard to d6, etc.
• Or you may keep it as written in the PHB.
This is equivalent, on average, to +1 hp/HD. I prefer to add a straight bonus rather than change the HD; I allow an Improved Toughness feat to do just that.

Maximum skill ranks per level (level + 3 for class skills, half if cross class skills) will be changed as follows.
• No skills cap for Craft/Knowledge/Profession skills.
• Maximum skill ranks per level is (level + 5) for class skills.
Again, I fail to see the advantage in increasing the cap on max class skill ranks. A character with a bonus of +X will be two levels lower in your method - so what? A given level of skill still aligns to a certain character level, you just slightly changed the scale.
Consider also the implications to prestige class requirements.
As for the Craft/Knowledge/Profession no cap rule - that is an interesting idea. I would agree that it can contribute to creating low-level professionals. However, I would be weary of Knowledge treated in this manner - IMC, knowledge skills can provide substantial hints, and I am not sure allowing them unlimited will be a good idea.
You might also want to add other skills to the list (Dechiper Script?).


Saving Skill Points and Feats.
• Feats may be saved for later use. If they are not spent before a new feat is gained, the saved feat is lost.
• Up to half of earned skill points may be saved each level. They may not be saved for more than one level and may only be spent between adventures (“downtime”). If there is no “downtime” before the next level, they are spent the next time of the character levels up. (Example, a rogue earns 8 skill points upon making second level. He may save 4 of these for later use. He must spend them before or upon reaching third level. At which point, he may save 4 of the newly earned 8 points received for gaining third level.)
Sounds good to me. Again, however, this will allow PCs to be accepted to prestige classes before the proper time, and slightly increase their power for the given level.

Metamagic feats:
• A wizard/sorcerer may substitute a 10% chance of spell failure for each level of increase caused by using a feat instead of preparing the spell at the higher level.
• A wizard/sorcerer can substitute the above spell failure chance for any or all of the levels increase caused by the metamagic feat or feats.
Interesting. Why only arcane spellcasters?
Make sure you leave the cap on maximum applied metamagic, at the very least.
The problem is that the caster could then cast a lot of powerful spells. Take a 13th level wizard; with the core rules, he can cast perhaps 2 Maximized Fireballs (IIRC). With your rules, in addition to these he could also cast all his allotment of 3rd to 6th spells as maximized fireballs (a level 7 spell equivalent, supposedly). That is a lot of fire power.
Yes, he takes some arcane spell failure. But as he can control the amount of risk here, he will only take it when it is worth it. Overall, he still has much more firepower, and is bettter off than in the core rules.
I find this to be an unbalancing idea, giving way too much power at high character levels to what I consider to be the most powerful classes (primary spellcasters). I would not accept it into my game.

Sorcerer spell casting:
• Sorcerers do not need to use material components for spells with components listed at 2 gp or less in value.
A fine ruling.

Druids:
• Druids are the sorcerers of the Divine world.
• Druids do not need to prepare spells.
• Druids do not need to use material components for spells with components listed at 2 gp or less in value.
Ick! Druids are gods, immensly powerful. And you want to allow them to cast any druid spell on the fly?!!! Too powerful, waaay to powerful. There is a reason why the sorcerer gets such a short list of Known Spells.

Cleric and Wizard spell casting:
• Clerics and Wizards may cast any spell they do not have prepared at a cost of:
o Increasing casting time as such:
 1 standard action spells take three full rounds to cast.
 Full round spells take four full rounds to cast
 Spells normally requiring over a full round to cast may NOT be cast unprepared.
o Material components must be used at the time the spell is cast.
o +5 to Concentration DC
• Material components are used to prepare a spell.
• To cast a prepared spell, material components are not needed.
You allow druids to cast spells spontanously, but clerics and wizards can't? No fair.
I would disallow both rulings; the spell list is just too large.
If a wizard/cleric really wants to, he can leave a spell slot empty and prepare a spell mid-day. As casting a spell takes three rounds in your system, that is hardly relevant in combat - so the time this takes is not important here. I don't see why casting one in three rounds is superior.
I think a better rule would be to allow wizards/clerics to change their prepared spells mid-day. Still problematic, mind you, giving them a great advantage - but it will allow them to cast any needed spell without sacrificing a spell slot, if that is what you are after.

Caster levels are equal to character levels with the following restrictions.
• Arcane stacks with arcane.
• Divine stacks with divine.
• Arcane does not stack with divine and vise versa.
• Non-spell casting class levels do not stack with spell casting class levels when determining caster level of spell effects.
• A level of Bard, Cleric, Druid, Sorcerer, Wizard or Adept gives +1 caster level to the appropriate type of caster level (Arcane/Divine).
• A level of Paladin or Ranger gives +1/2 caster level (rounded down). These levels only stack after the paladin or ranger gains the ability to cast spells.
• A level of Barbarian, Fighter, Monk, Rogue, Aristocrat, Commoner, Expert or Warrior gives you +0 caster level.
Can work, yes. I don't see a problem here - the multiclassing spellcaster could use some help.
 

Hit Points:
• Choose one of the following when the character levels before rolling hit dice:
o +1 hit point OR
o Reroll 1’s and 2’s.

Why not a simple roll with a minimum of HD/2+1?

Toughness Feat Change:
• Toughness now increases the hit die of the character every time the feat is taken with a maximum of d12.
• Barbarians are assumed to already have the Toughness feat.
• When multiclassing the toughness increase carries over to each class. However only the step increase carries over, not that actual die.
• For example: If Toughness is taken once, the rogues HD is increased to a d8, wizard to d6, etc.
• Or you may keep it as written in the PHB.

Interesting, altho it's pretty much just the same as Improved Toughness (+1 HP/lvl), only difference is first level, where it is +2 instead of +1 and that it won't work retroactively, so only makes sense to be chosen at 1st level.

Saying that, I'd simply use Improved Toughness instead.

Maximum skill ranks per level (level + 3 for class skills, half if cross class skills) will be changed as follows.
• No skills cap for Craft/Knowledge/Profession skills.
• Maximum skill ranks per level is (level + 5) for class skills.

And (level + 3) for cross-class skills?

It's probably better to keep the class skills at max (level + 3) and cross-class equal to (level +1), if you want to lower the difference there.

Saving Skill Points and Feats.
• Feats may be saved for later use. If they are not spent before a new feat is gained, the saved feat is lost.

Ok.

• Up to half of earned skill points may be saved each level. They may not be saved for more than one level and may only be spent between adventures (“downtime”). If there is no “downtime” before the next level, they are spent the next time of the character levels up. (Example, a rogue earns 8 skill points upon making second level. He may save 4 of these for later use. He must spend them before or upon reaching third level. At which point, he may save 4 of the newly earned 8 points received for gaining third level.)

I don't think this would see much use. Only reason I can think of now is to learn a language or knowledge skill that comes up during an adventure trip.

Metamagic feats:
• A wizard/sorcerer may substitute a 10% chance of spell failure for each level of increase caused by using a feat instead of preparing the spell at the higher level.
• A wizard/sorcerer can substitute the above spell failure chance for any or all of the levels increase caused by the metamagic feat or feats.

Hmm... Not sure about that. Could lead to some serious brokenness with high durations (i.e. pick up Persistent and at the end of the day, before going to sleep, you cast all your potentially persistent spells (over and over again, until they work), if you have slots left).

I don't think this really is a good idea. :)

Sorcerer spell casting:
• Sorcerers do not need to use material components for spells with components listed at 2 gp or less in value.

I like to go the full way here, and translate gp components into xp components for them, with a 1/10 ratio (instead of the standard 1/5 ratio; 1/10 is also closer to the item creation ratio, which is 1/12.5).

Druids:
• Druids are the sorcerers of the Divine world.
• Druids do not need to prepare spells.
• Druids do not need to use material components for spells with components listed at 2 gp or less in value.

No good idea. :D

You'll have to take away quite a bit to make up for spontaneous casting with a FULL CLASS SPELL LIST worth of spells known!

Even if you restrict spells known to something like the sorcerer has, you'd still need to take away something to make it balanced, I believe.

Also take a look at the Spirit Shaman in Complete Divine!

Cleric and Wizard spell casting:
• Clerics and Wizards may cast any spell they do not have prepared at a cost of:
o Increasing casting time as such:
§ 1 standard action spells take three full rounds to cast.
§ Full round spells take four full rounds to cast
§ Spells normally requiring over a full round to cast may NOT be cast unprepared.
o Material components must be used at the time the spell is cast.
o +5 to Concentration DC
• Material components are used to prepare a spell.
• To cast a prepared spell, material components are not needed.

What was the reason to play a sorcerer again? ;)

This is surely not a good idea!

Clerics and Wizards already can cast spontaneously at a cost:

-They need to leave a slot open in the morning
-They need to spend 15 minutes to fill it later

;)

Caster levels are equal to character levels with the following restrictions.
• Arcane stacks with arcane.
• Divine stacks with divine.
• Arcane does not stack with divine and vise versa.
• Non-spell casting class levels do not stack with spell casting class levels when determining caster level of spell effects.
• A level of Bard, Cleric, Druid, Sorcerer, Wizard or Adept gives +1 caster level to the appropriate type of caster level (Arcane/Divine).
• A level of Paladin or Ranger gives +1/2 caster level (rounded down). These levels only stack after the paladin or ranger gains the ability to cast spells.
• A level of Barbarian, Fighter, Monk, Rogue, Aristocrat, Commoner, Expert or Warrior gives you +0 caster level.

Or you could just pick up the Practiced Spellcaster feat...

Bye
Thanee
 
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Yair said:
Again, however, this will allow PCs to be accepted to prestige classes before the proper time, and slightly increase their power for the given level.

Good point.

Interesting. Why only arcane spellcasters?

It's arcane spell failure after all! :p

;)

Make sure you leave the cap on maximum applied metamagic, at the very least.

Yep, that's certainly required.

Can work, yes. I don't see a problem here - the multiclassing spellcaster could use some help.

Only that it doesn't help multiclassing spellcasters, only if you multiclass druid/cleric or cleric/paladin or sorcerer/bard or sorcerer/wizard, etc.

Common multiclassing wouldn't benefit from this, i.e. fighter/wizard, rogue/sorcerer, etc.

Bye
Thanee
 

Yair said:
This will make the characters more powerful then the average for their level. There is nothing inherently wrong with that, but I have to ask: why? What is the advantage, cruch- or fluff-wise, to allowing him them more hp/level ?
It's really just to avoid that sinking feeling in the gut when you finally level up and... roll a 1 on your new hit die. I hate that feeling.

yair said:
Again, I fail to see the advantage in increasing the cap on max class skill ranks. A character with a bonus of +X will be two levels lower in your method - so what? A given level of skill still aligns to a certain character level, you just slightly changed the scale.
Consider also the implications to prestige class requirements.
Ok. I see the point. Hrm. Think I'll scrap this one.

yair said:
As for the Craft/Knowledge/Profession no cap rule - that is an interesting idea. I would agree that it can contribute to creating low-level professionals.
That is the desired outcome. Hopefully it'll work. It'll sidestep the Master Smith with 8 gazillion hitpoint phenomenon. Though I suppose that's not much of a problem as it's pretty much transparent to the Players unless they start running about slaughtering peasants... Hmmm, need to think about this a bit longer.

yair said:
Interesting. Why only arcane spellcasters?
Divine spellcasters typically don't suffer from spell failure from any other source.

yair said:
Make sure you leave the cap on maximum applied metamagic, at the very least.
10 "levels' of metamagic would be the limit as there would be a 100% chance of spell failure.
yair said:
Yes, he takes some arcane spell failure. But as he can control the amount of risk here, he will only take it when it is worth it.
It's been my experience from my campaigns in games with spell failure systems that my players risk spell failure only under two conditions: 1) when they're about to be toast and it's the only viable alternative to death, but they still cringe over the die roll which greatly enhances the tension and drama at the table, 2) when it really just doesn't really matter if he makes the spell or not.

yair said:
I find this to be an unbalancing idea, giving way too much power at high character levels to what I consider to be the most powerful classes (primary spellcasters). I would not accept it into my game.
Points taken.

yair said:
A fine ruling. (re: sorcerer material components
Thanks. Granted this is totally a flavor rule, but it irks me that the "natural" spellcaster class has to use material components for basically simple spells.

yair said:
Ick! Druids are gods, immensly powerful. And you want to allow them to cast any druid spell on the fly?!!! Too powerful, waaay to powerful. There is a reason why the sorcerer gets such a short list of Known Spells.
Right. This rule is definitly gone. Everyone who has comment so far reeeeeally objected to this rule.
 

Thanee said:
(re: saving skill points)I don't think this would see much use. Only reason I can think of now is to learn a language or knowledge skill that comes up during an adventure trip.
Right, it would give a little more spontaneous flexibility to character development and help to circumvent the "I took a skill because it sounded neat, but I've never had the chance to use it. What I should have done was pick (or improve) this skill which is much more helpful with the way the campaign is going."

Thanee said:
Hmm... Not sure about that. Could lead to some serious brokenness with high durations (i.e. pick up Persistent and at the end of the day, before going to sleep, you cast all your potentially persistent spells (over and over again, until they work), if you have slots left).

I don't think this really is a good idea. :)
Right, might have to alter this one to achieve the desired outcome (my players actually using metamagic feats. :D )

thanee said:
No good idea. :D
Right. Rule scrapped.
 

Thanee said:
Only that it doesn't help multiclassing spellcasters, only if you multiclass druid/cleric or cleric/paladin or sorcerer/bard or sorcerer/wizard, etc.
It doesn't help all multiclassing spellcasters, true. Just those that stay within their "Realm of Power" so to speak.

By making caster level stack from other related classes, the desired effect is to simulate prior proficiency with that source of power and the continuing improvement of that power.

Perhaps I should clarify the rule a little and state that the caster level stack applies only to spell outcome/effects and not to spells available. Hm, gotta think of a way to state this more clearly.
 

Oh, I totally understood what you meant. I just think the concepts, which benefit from it, are kinda rare.

Druid/Ranger, Cleric/Paladin, Sorcerer/Bard - these might see use then, but most multiclass spellcaster concepts involve a spellcasting and a non-spellcasting class, I believe.

Bye
Thanee
 

Unearthed Arcana

Ok. Slight update. Just read some reviews about the Unearthed Arcana 3.5. Gotta pick this up, read it, digest it, strooooke it, huuuug it... er... anyway. Sounds like a lot of the varients I'd like to add (or flavor anyway) may already be worked out and workable in this tome of crunch.

EDIT: Yup. Read even more reviews. Forget my houserules. I gotta buy this first.
 
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