New campain new rules

Paraxis

Explorer
I am starting a new campain in a few weeks, It's going to be set in Eberron. I like to tinker with house rules alot sometimes with good results sometimes with bad. I wanted to throw out what I plan for this game here and see if any of you have feedback on the effect it will have. First core books only, including ebberon stuff. Stats +11 total bonus no stat above 18 no stat below 10 before racial modifiers, at most 3 stats odd numbers. Second if your race or feat gives you a +2 to a skill then that skill is always a class skill for you. Varient classes out of UA except chaotic paladins and domain wizards. Action points out of UA(you can do alittle more with them then what eberron allows). Dodge is a straight +1 to AC. Toughness gives you 3+1 point per level higher than 3rd(no improved toughness). Combat Casting lets you pick one enemy you do not provoke attacks of oppurtunity from that enemy from spell casting. Skill focus goes up every even level after 6th by one point to a +10 at 20th level.

Anything you see that sounds very bad or good let me know I desire feedback. About the stats I know they are high but I like very heroic characters and I adjust CR and EL to deal with it.
 

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I don't see anything that immediately jumps out as something that wouldn't work... But your attribute rules seem a little wierd (not bad, just wierd). Wouldn't it be easier to just assign a number for point buy (36 or maybe even 42 points)?

If you were using more than the core material, I'd be a little bit leery of the very all or nothing effect of Combat Casting. It could cause problems when interacting with other feats (Magebane, I think it's called, which disallows defensive casting for anyone you threaten). But since you are doing core only + eberron (I'm assuming that you mean PHB, DMG, MM as core, which is what it usually means, but its always best to make sure), I don't see it as being a big problem.

Later
silver
 

Your modified Skill Focus is going to be very nice for Artificers. It's pretty much a mandatory feat as is, the extra points are gravy. OTOH it doesn't kick in until 6th level at which point they're coasting through most rolls anyway, so it may not be a big deal. I like your toughness variant, I may steal that.
 


Ok I realy like your ability score generation and improvement rulles. That should be in the next DMG as an option or the main way to do it. It solves the main problem I have with rolling by letting the unlucky players catch up , makes everyone even out eventually and lets you still roll your stats.
Need to think of a way to do this for my players who dont like my half+1 rule for hit points, I have two players set it old school ways that hate point buys and set hit points.
Thanks for all the feedback, I am allowing stuff from the complete books on a clear with me basis, I thought about the feat that stops defensive casting and have not decided what to do with it yet. Probably just not going to allow it.
 

Paraxis said:
Stats +11 total bonus no stat above 18 no stat below 10 before racial modifiers, at most 3 stats odd numbers.

Why +11 stats? Wouldn't that make the average ability score just a smidge below 12? That's fine for a low-powered campaign but it still just strikes me as a weird number.

Why would you want to limit odd numbers? Smart players know that it's the even numbers that get them more bonuses for their money.

Magebane (or whatever it's called): I don't allow it! It makes any number of Concentration ranks, Combat Casting and Improved Combat Casting (epic mind you!) useless! Wtf?!
 

The stats are not below average they are very high.
example array
18 (+4)
17 (+3)
15 (+2)
13 (+1)
12 (+1)
10 (+0)
total (+11)

The reason for limiting odd numbers is to a have first a good mix second when you get stat increases it only take one to get the next bonus so those 17's become 18's fast. I did not limit it to only even numbers because of feat requirments are odd. This is a mute point, I will use the above posters method for stats it will make all my players happy because they get to roll and still balance out eventualy.
 

One way you could determine stats is roll 1D4, with the result being the modifier to that ability score. Then you could roll an even/odd die to determine whether the score is even or odd (except +4, 18 max, not 19). Your method is ok, but its just another type of point buy, which I've never cared for. I don't understand your limitation on odd scores either. Your players could have all odd scores for all it matters, they still can only increase at 4th, 8th, etc.

For Toughness, go ahead and make it 3hp +1 per level. If the feat is taken at 1st, fine, get 3 hp, but then nothing at 2nd and suddenly it kicks in at 3rd? The extra hp at 2nd level isn't going to overbalance the characters and may actually save their lives. You could also make it 3hp, then +1hp per additional level gained, which means someone taking it at 6th level would only get +3hp, while a 6th level character that takes it at 1st level would get +8hp (+3 at 1st, +5 for 2nd-6th).

Skill Focus: Gives a total bonus of 3 + ability score modifier of skill in question. Give +2 bonus right away and then the rest at +1 per additional level. This gives more immediate use out of the skill and like Andor mentioned, after 6th level, unless the roll is contested, its a pretty smooth ride. You never said what level your game is going to be, so unless it is a high level game and they take skill focus at very low levels, they're not going to get all the benefit out of it that you're thinking of. This gives more immediate benefit, even at low levels, and with progressive benefits per level, its even more of a reason to take it sooner than later.
 

Paraxis said:
Need to think of a way to do this for my players who dont like my half+1 rule for hit points, I have two players set it old school ways that hate point buys and set hit points.
Roll for hit points each level. Characters whose hit points are below the average for their hit dice including Constitution modifier (remember that the first HD is always maxed, so don't calculate it otherwise for the average) reroll 1s and 2s on their hit point rolls. Characters whose hit points are above the average for their hit dice including Constitution modifier reroll the highest and second-highest numbers on their hit point rolls.

What do you think of that? I came up with it on the spot after reading the quoted text from your post.
 

Not bad, I don't like the idea of penalizing the players that rolled good hopefully fate will take care of them. But the idea of letting those characters who rolled bad, and therfore are belowe average (ie half, then half +1, half), reroll 1's and 2's sounds good. Do you have a webpage with info on your house rules or campain I would like to check it out you seem to have alot of good ideas (I would like to barrow).
 

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