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<blockquote data-quote="Tagnik" data-source="post: 4114190" data-attributes="member: 7982"><p>Thank Graywulf!</p><p></p><p>I want to start a M20 Campaign but I've had enough trouble mobalizing my gaming group as it is. But I always think of house rules so here's what I've changed for myself.</p><p></p><p>Rogues can wear light or medium armor and their reflex saves negate damage as opposed to half but only in light armor. Basically giving them evasion in light armor.</p><p></p><p>Casters gain free Magic Points = to their MIND bonus. Doesn't go against HP.</p><p></p><p>Clerics wear Light armor and can use Shields. I call them Priests. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Fighters gain their bonus every 4 levels. Just a bit sooner.</p><p></p><p>Magi can get a familiar</p><p></p><p>Priests must use their Shield or Dietie's weapon as a Holy Symbol or it must take up their amulet slot.</p><p></p><p>Magi must use a Wand or a Staff to cast spells. Keeps them from running around with great swords.</p><p></p><p></p><p>then I have my combat options. This is for everyone from levels 1 - 20</p><p></p><p>Double Move - Essentially RUN!!</p><p>Two Melee Attacks</p><p>Move and Melee Attack</p><p>Single Ranged Attack</p><p>Move and Ranged Attack at -2</p><p>Cast Spell</p><p>Move and Ready Action </p><p> -Ranged Attack at -2</p><p> -Melee Attack at -2</p><p> -Counter Spell</p><p>Ready an Action</p><p> Spell</p><p> Ranged Attack</p><p> Double Melee Attack</p><p>Aim +4 to Ranged Attack -2 AC, takes 1 round</p><p>Charge +2 to Melee Attack -2 AC Double Move straight line</p><p>Not using an Off Hand Weapon grants a +1 Shield Bonus to AC.</p><p></p><p>I also have included the UA Armor adding Damage reduction to give armor more importance. This helps the Fighter from being weaker with the D6 HP.</p><p></p><p>(although secretly.... I've given the Fighter class a d8 for HP... sue me.)</p><p></p><p>ok that is all.</p></blockquote><p></p>
[QUOTE="Tagnik, post: 4114190, member: 7982"] Thank Graywulf! I want to start a M20 Campaign but I've had enough trouble mobalizing my gaming group as it is. But I always think of house rules so here's what I've changed for myself. Rogues can wear light or medium armor and their reflex saves negate damage as opposed to half but only in light armor. Basically giving them evasion in light armor. Casters gain free Magic Points = to their MIND bonus. Doesn't go against HP. Clerics wear Light armor and can use Shields. I call them Priests. :) Fighters gain their bonus every 4 levels. Just a bit sooner. Magi can get a familiar Priests must use their Shield or Dietie's weapon as a Holy Symbol or it must take up their amulet slot. Magi must use a Wand or a Staff to cast spells. Keeps them from running around with great swords. then I have my combat options. This is for everyone from levels 1 - 20 Double Move - Essentially RUN!! Two Melee Attacks Move and Melee Attack Single Ranged Attack Move and Ranged Attack at -2 Cast Spell Move and Ready Action -Ranged Attack at -2 -Melee Attack at -2 -Counter Spell Ready an Action Spell Ranged Attack Double Melee Attack Aim +4 to Ranged Attack -2 AC, takes 1 round Charge +2 to Melee Attack -2 AC Double Move straight line Not using an Off Hand Weapon grants a +1 Shield Bonus to AC. I also have included the UA Armor adding Damage reduction to give armor more importance. This helps the Fighter from being weaker with the D6 HP. (although secretly.... I've given the Fighter class a d8 for HP... sue me.) ok that is all. [/QUOTE]
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