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Please critiqe my house rules.
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<blockquote data-quote="Li Shenron" data-source="post: 1783883" data-attributes="member: 1465"><p>Several of these HR are actually quite popular and many groups use them with no problem <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></p><p></p><p>The core rule is actually an exception often overlooked. If you don't want to allow that exception, you won't disrupt anything. Touch spells already have the advantage over ranged touch spells that if you miss you can try again, and often have no saves, there would be little to complain for half a round lost.</p><p></p><p></p><p></p><p>This can help avoiding weird circumstances or player's complaints. Just keep the effects the same as in the PHB.</p><p></p><p></p><p></p><p>I like this one as well, wands are IMO quite too popular and don't fit with the idea of these classes very much, which should be just "casual spellcasters".</p><p></p><p></p><p></p><p>Never thought of this before, but it makes sense, although the party will complain here and there when splitting the treasure...</p><p></p><p></p><p></p><p>This is a setting issue rather than rule, and actually it's nice to have a guideline about availability of equipment. Many people use Gather Information or Diplomacy to add some little drama.</p><p></p><p><strong></strong></p><p><strong></strong></p><p><strong>It's fine as it has always been before 3.5 <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=":)" /> I think the revision changed it to summoning to actually help the paladin (the duration is normally long enough 99% of the time), but it prevents nice character concept IMO. You do the best by leaving both options open instead of just one.</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>Makes all the sense as a variant and is already suggested in a couple official books.</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>This is possibly the only HR of yours that may require some care... probably not animals but some plant or elemental may have some extraordinary abilities that should better not be granted; I like believing that a DM can still adjudicate polymorphing abilities on a case-by-case basis to keep balance, and I suggest you to keep an eye open for possible abuses, but overall it's a good idea.</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>Another setting issue which cannot be criticised...</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>Contrary to what purists say, I think this gives NO problems at all. Very occasionally someone may delay the feat to actually get an advantage (qualify for the feat itself, or something else), but (1) delay the feat is a disadvantage since the start so it's up to the player and (2) most of the time a player would do this just because she doesn't know which feat to take right now <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>It's already used a lot, no problem - only that it is effectively quite a good feat for everyone IMHO.</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>Quite strict but the normal NS is effectively too good not to be taken, so you put it back to "useful but not must-have".</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>I am ambivalent on this one. Special effects which happen on a critical may require some other restriction or be too good.</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>One would be too few, two sounds quite too good... up to you <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=":)" /> </strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>Mmm... it's quite a lot, what about 3 points now and then +1 per level afterwards?</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>Never heard before, actually a very original idea.</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>I don't like very much a square area, it means that the spell can be cast only towards N, S, W, E?</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>I am not fond of action points or luck point, and I am not fond of character stuff which is a one-time use, so I won't comment this one.</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>It's ok to use the averages, although IMXP it leaves the impression that higher-HD characters are penalized. It's untrue, but the impression still remains <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=":)" /></strong></p></blockquote><p></p>
[QUOTE="Li Shenron, post: 1783883, member: 1465"] Several of these HR are actually quite popular and many groups use them with no problem :) The core rule is actually an exception often overlooked. If you don't want to allow that exception, you won't disrupt anything. Touch spells already have the advantage over ranged touch spells that if you miss you can try again, and often have no saves, there would be little to complain for half a round lost. This can help avoiding weird circumstances or player's complaints. Just keep the effects the same as in the PHB. I like this one as well, wands are IMO quite too popular and don't fit with the idea of these classes very much, which should be just "casual spellcasters". Never thought of this before, but it makes sense, although the party will complain here and there when splitting the treasure... This is a setting issue rather than rule, and actually it's nice to have a guideline about availability of equipment. Many people use Gather Information or Diplomacy to add some little drama. [b] It's fine as it has always been before 3.5 :) I think the revision changed it to summoning to actually help the paladin (the duration is normally long enough 99% of the time), but it prevents nice character concept IMO. You do the best by leaving both options open instead of just one. Makes all the sense as a variant and is already suggested in a couple official books. This is possibly the only HR of yours that may require some care... probably not animals but some plant or elemental may have some extraordinary abilities that should better not be granted; I like believing that a DM can still adjudicate polymorphing abilities on a case-by-case basis to keep balance, and I suggest you to keep an eye open for possible abuses, but overall it's a good idea. Another setting issue which cannot be criticised... Contrary to what purists say, I think this gives NO problems at all. Very occasionally someone may delay the feat to actually get an advantage (qualify for the feat itself, or something else), but (1) delay the feat is a disadvantage since the start so it's up to the player and (2) most of the time a player would do this just because she doesn't know which feat to take right now :p It's already used a lot, no problem - only that it is effectively quite a good feat for everyone IMHO. Quite strict but the normal NS is effectively too good not to be taken, so you put it back to "useful but not must-have". I am ambivalent on this one. Special effects which happen on a critical may require some other restriction or be too good. One would be too few, two sounds quite too good... up to you :) Mmm... it's quite a lot, what about 3 points now and then +1 per level afterwards? Never heard before, actually a very original idea. I don't like very much a square area, it means that the spell can be cast only towards N, S, W, E? I am not fond of action points or luck point, and I am not fond of character stuff which is a one-time use, so I won't comment this one. It's ok to use the averages, although IMXP it leaves the impression that higher-HD characters are penalized. It's untrue, but the impression still remains :)[/b] [/QUOTE]
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