Post Your House Rules

below is one of the dwarven races found IMC:

Dwarves, Mountain:
The Mountain Dwarves are the last ruminants of the once proud dwarven kingdoms that ruled over the mountains in days of old. They are a hardy, stubborn people used to hardship.
Personality: Mountain Dwarves tend to be fatalistic and insular, often complaining that things were better in the old days. They have long memories and never forget a dept (or a grudge).
Physical Description: Mountain Dwarves stand between 4 and 4.5 feet tall and are broad shouldered. Mountain Dwarf skin tends to be pale skinned with dark eyes. Their hair is almost always black, with a rare occurrence of red. Male Mountain Dwarves never cut their beards as it shows their age and thus their position in their society.
Relationships: They tolerate humans due to the assistance that the Old Empire provided them. They dislike Elves, seeing them as disloyal (due to some event in the distant past). Mountain Dwarves distrust the Kataros, who they see as not having proper respect for tradition.
Alignment: Due to their martial nature Mountain Dwarves are almost always Lawful.
Mountain Dwarf lands: Mountain Dwarves live in the few remaining fortress cities their ancestors dug out of the Shield Mountains. These cities are often vast complexes filled with long halls build during the glory days of old. Mountain Dwarf cities are only open to other Dwarves, and a few humans whose families were given license to trade.
Religion: Mountain Dwarves venerate their ancestors (who usually died in battle against their enemies).
Language: Due to their conservative culture the language of the Mountain Dwarves hasn’t changed in millennia. They use the same Runic script that other dwarves use.
Mountain Dwarf Racial Traits:
• +2 Constitution, +2 Wisdom, -2 Charisma
• Medium Size
• Base speed 20, Mountain Dwarves can maintain this speed while wearing medium or heavy armor, or when carrying a medium or heavy load
• Dark Vision: Mountain Dwarves can see up to 60 feet in complete darkness (this vision lacks color).
• Stone Cunning: +4
• Weapon Familiarity: Dwarven War axe, Dwarven urgroshes, Black Powder weapons
• Stability
• +2 vs. poison and disease
• +2 vs. spells
• +2 attack and damage bonus vs. Orcs and goblins
• +4 appraise vs. stone or metal
• +2 craft with stone or metal
• Auto languages: Dwarven, Imperial. Bonus languages: Orc, Goblin, Giant
• Favored Class: Fighter
• Level Adjustment +1
 

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I am intrigued by this class, but would like a bit of clarification. You may have done all my work for me. :)

Ibram said:
Class skills: 16
Any thoughts on expanding this for us mooks? Standard clerics only get 10, plus a few for domains...

Ibram said:
Spells: Mystics must learn the spells they are to cast, once a spell is learned then the mystic may prepare the spell during their daily meditations. In order to learn a spell a mystic must have a wisdom score equal to 10 + the level of the spell to be learned. A mystic automatically learns his or her domain spells when he reaches the appropriate level (assuming that he has a high enough wisdom score).
Do they learn 2 new spells/level like wizards? Use the Sorcerer table for spells known? Or are they completely on their own in acquiring new spells? Do they have a restricted set, like the Sorcerer, or are they free to expand their spellbank like a Wizard?

What are their starting spells?

Ibram said:
Spontaneous Casting: As Cleric
Do I read this as "Cast in all respects like a Sorcerer, but using the Cleric table for # of spells/level/day." Do they metamagic like a Sorcerer or like a Wizard?

Thanks!
 

Hey basaipete, would you mind sending me the file that your working on. I too have started something, but mine is only seven pages. I need a template to write stuff in and if you wish I will put in a little thank you to you at the end. It will be official to all who read it. :D

My e-mail is Ares0415@yahoo.com Send whenever possible. Thanks.
 

Alchemist said:
I am intrigued by this class, but would like a bit of clarification. You may have done all my work for me. :)

Alchemist said:
Any thoughts on expanding this for us mooks? Standard clerics only get 10, plus a few for domains...

my players can chose their class skills, but each class can only have so many. since my games tend to be heavier on rp and skills type interactions I've increased the skill available to all the classes.

Alchemist said:
Do they learn 2 new spells/level like wizards? Use the Sorcerer table for spells known? Or are they completely on their own in acquiring new spells? Do they have a restricted set, like the Sorcerer, or are they free to expand their spellbank like a Wizard?

(the text section below was at the begining of the document, not in the mystic class)
none of the spell casters in my campaign automaticaly learn all their spells for a given level . Spellcasters get 2 spells when they gain a new level in their spell casting class. they are free to chose any two spells from their class list whos level requirements they meet.

What are their starting spells?

it depends on the starting level. for a first level character I'd usualy roll a 1d4+int mod for their initial spells. Higher levels might use something like 1d4+int mod for 3rd level, 1d6+int mod for 2nd, and 1d8+int mod for 1st (all 0 level spells are known)

Alchemist said:
Do I read this as "Cast in all respects like a Sorcerer, but using the Cleric table for # of spells/level/day." Do they metamagic like a Sorcerer or like a Wizard?

when i first wote the post i just copied the entry from the file and pasted it here, but it looked horrible. a mystic has the same number of spells per day as a cleric of equal level, and they must fix their spells like a cleric does (this is done once per day when the mystic prays for her spells). The spontanious casting refers to cure/inflict spells. they metamagic just like a wizard or a cleric would.
 

Okay, you asked for it. These are the house rules for my current campaign. It's a fairly low-magic campaign, so I limited players' progression in spellcasting classes as you'll see below. Magic items are also far more rare - we've played about 24 sessions, are now ~12th level, and the party just found its first +3 weapon, though none of them have any feats in using that weapon. (EDIT: FYI, the base campaign is 3.0.)

Anyway, the rules:

CHARACTER-BASED RULES

Character Generation
• Race: Must be human.
• Attributes:
• Initial core characters: base score of 10 in each attribute. Each player receives one +2 card for each attribute and one +2 wild-card. Players may trade cards amongst themselves.
• New or replacement character methods will be determined on case-by-case basis.
• Characters add a +1 to an attribute every two levels. No more than half these points may be allocated to any one attribute (except at 2nd level).

Class:
• At first level, character must choose one of: Woodsman (ranger), Armsman (fighter), Sneak (rogue), or Minstrel (bard). At least half of levels must always be in that class. The campaign version of ranger used will be Monte Cook’s version.
• Characters may generally gain levels in only one prestige class. All requirements must be met to enter a prestige class.
• The psionic classes, barbarian class, and monk class are unavailable.
• Equipment: Initial core characters begin with only slaves’ clothes, having no equipment of any sort. Subsequent characters will be decided upon.
• Level: Initial core characters begin at 3rd level. Subsequent characters will be decided upon.
• Alignment: Non-evil.
• Books/source material available: DM must approve availability of any classes, feats, skills, etc. not in the players handbook.
• Background information: The DM will award permanent XP percentage bonuses for background information. As always, some character-specific traits would be appreciated, but not to the degree formerly requested. In particular, the DM would appreciate names and basic relationships with a list of 5-15 NPCs who have some meaning in the character’s life. An ideal mix would include the names of, brief descriptions, and summary relationships with family members (I haven’t seen my saint of a mother Mary Cumberson in 3 years, since the slavers grabbed her one night), childhood friends (“Old” Biggs was like a little brother, he could whup up on anybody he ever cared to, I sure hope he’s doing well), enemies (that worthless :):):):)head John Crasburn who knocked up my sister and ran out on her, or my Mama Yarn Oldsly who ran out on us when I was eight), and mentors (old Gabby Johnson taught me everything I know about tracking, that self-righteous old bastard, may the racist bastard rot in hell).

Base Saving Throw Bonuses
• Fort: str+con.
• Ref: int+dex.
• Will: wis+cha.

New Feat Rules
• The feat Weapon Finesse applies to all applicable weapons, rather than to a specific weapon.
• Two Weapon Specialist – Fourth level fighters or rangers who already have the ambidexterity and two-weapon fighting feats may gain a feat called Two-Weapon Specialist that reduces penalty for attacking with two weapons by two. This feat may be taken with a fighter/ranger bonus feat. Characters with this feat may use a shield as an offensive weapon while retaining its AC bonus.
• Block – Characters with the Two-Weapon Specialist feat may gain a feat called Block. The Block feat allows the character to forego attacks on his turn, and to use those attacks later in the round to block attacks that would otherwise be hits against him. The blocking character receives a –4 penalty for each size difference between the opposing weapons. The character must be using a weapon in each hand to use this feat. This feat may be taken with a fighter’s bonus feat.
• Dodge – The dodge feat gives a +1 to AC against all attacks and can be taken multiple times.
• Power Attack – When used with two-handed weapons, the damage bonus is double the attack penalty taken.

New Skill Rules
• Tumble: DC to avoid provoking attack of opportunity while moving is 10+opponent’s base attack bonus (20+ BAB if going through enemy-occupied square).
• Concentration:
• DC to avoid provoking attack of opportunity while casting is DC 10 + opponent’s base attack + spell level.
• DC for perfect placement of area-effect spells is a check (d20 + caster level/2 + INT) vs. DC of spell level plus situation adjustment (+5 might be trying to avoid allies in close positions, +10 for difficult angles seen through crowded areas, +15 for magical darkness, etc.). [Bruce – put a placement bonus on the character sheet spell sheets, it’ll always be the same.]
• Knowledge: DM will prepare special supplementary information for characters with knowledge skills in geography, religion, history, etc., and in some cases allow the player to reference the Living Greyhawk Gazetteer.
• Characters must have 2 ranks in a trained-only skill in order to use that skill.
• Characters with access to an exclusive class skill may not use cross-class points from other classes to increase that skill.
• At first level, each character may select one skill (whether or not it is considered a class skill for that first class taken) that will henceforth be considered a class skill for all that character’s classes.
• Intimidate is a class skill for fighters (in addition to barbarians and rogues).
• Swim: Penalty is double armor/encumbrance penalty rather than –1/5 lbs.

Material Available
• Unless otherwise ruled, anything in the Players Handbook is available.
• Anything not in the Players Handbook must be approved. This will likely be granted when the power level of the material is appropriate (almost always) and when the character has already meaningfully demonstrated interest in the material – for instance, the Brawler prestige class would only be available if the character had been in many unarmed fights, etc.
• Prestige classes that are organization-based, such as Guild Mage or Knight of the Watch must make meaningful in-game connections to that organization. Further advancement in that class will be dependent upon further cooperation.
• It is unlikely that more than one prestige class will be allowed per character.

GENERAL

Significant Injury, Unconsciousness, and Death
• Between 0 hit points and a negative hit point total equal to character level, the character is reduced to one partial action move per round.
• At a negative hit point total greater than the character’s character level, the character falls unconscious.
• If a negative hit point total exceeds the sum of a character’s level and constitution, the character dies.
Healing Rule
• Any cure spell can be used to cure subdual damage or to convert normal damage into subdual damage.
• Normal damage heals at a rate of character level plus constitution bonus per day, with a minimum of one HP/day.
• Subdual damage heals at a rate of character level plus constitution bonus per hour, with a minimum of one HP/hour.
• If resting and with a tended by a healer (Heal check DC10) you regain hit points at double the normal rate.
• Potions of healing are exempt from this rule –damage healed by potions heal immediately and entirely.

Certain Spell Effects
• Haste – The haste spell effects are hereby changed to the following: (i) an extra move action, and (ii) a +1 to attack rolls and armor class. If the character uses the full-attack option and has not used the extra move action, haste grants an additional attack at the character’s highest attack bonus.
• Stuns / Hold Effects – These effects can be actively fought against. While stunned, characters may attempt to make a fortitude or willpower check each round, DC equal to original stun effect. If successful, the character is allowed a partial action that round and is not considered stunned/helpless during that round. Freedom of Movement and similar effects do not remove stun/hold effects.
• Harm – Targets of the Harm spell may attempt a fortitude save to take only half damage.
• Charm – Charmed creatures gain a new save each time they are asked to do something materially against their nature, with a bonus according to action requested. A successful save permanently negates the effect.

MULTI-CLASSED SPELLCASTERS
In the base rules, multi-classed spellcasters stink. To help make up for that, every multi-classed spellcaster has access to a custom prestige class with the characteristics outlined below.

Requirements
• Class A: The character must be able to cast third level spells as a cleric, shugenja, sorcerer, wizard, or similar “casting” class.
• Class B: The character must be at least fifth level fighter, ranger, rogue, or similar “non-casting” class.
• The player must come up with a cool name for his custom prestige class.

Base Statistics
• The character’s base attack progression (good, medium, bad) is the average of classes A and B, rounded down.
• The character’s hit die is the average of classes A and B, rounded down to nearest die.
• The character receives good saving throw bonuses for saves in which either class A or B has good bonuses, bad otherwise.
• The character has skill points equal to the average of classes A or B, rounded down to the nearest multiple of two. All class skills for Class A and Class B are class skills for this class.

Class Abilities
• Every level in the custom prestige class grants an additional spellcasting level in Class A. Every level in the custom prestige class grants the non-spellcasting abilities in an alternating fashion, starting with Class B.

Example #1
Bob is a 5th level fighter / 5th level cleric / 7th level redeemer (cool name, +5). The redeemer prestige class has the following properties:
• BAB progression: would be medium, the average of fighter (good) and cleric (medium), rounded down.
• Hit die: fighter d10, cleric d8, so redeemer is d8.
• Saves: Fighters have good fort, clerics have good fort and will, so redeemer has good fort and will saves, bad reflex.
• Skill Points: Fighters have two, clerics have two, so redeemer has two and access to both skill lists, no rounding needed.
• Spellcasting: A 5th level fighter / 5th level cleric / 7th level custom would cast as an 12th level cleric (5+7).
• Class features: A 5th level fighter / 5th level cleric / 7th level custom would have all the feats of a 9th level fighter (5+7/2 rounded up) and all non-spellcasting abilities (turning undead, etc.) of an 8th level cleric (5+7/2 rounded down).

Example #2
Bob is a 5th level ranger / 5th level wizard / 4th level nature’s fireball cannon (not acceptable, -10). The unacceptably-named prestige class would have had the following properties if the name had been acceptable:
• BAB progression: would be medium, the average of ranger (good) and wizard (bad), no rounding needed.
• Saves: Rangers have good fort and reflex, wizards have good will, so class has good bonuses in all saves.
• Skill Points: Rangers have six, wizards have two, so class has four and access to both skill lists, no rounding needed.
• Spellcasting: A 5th level ranger / 5th level wizard / 4th level custom would cast as a 9th level wizard (5+4).
• Class features: A 5th level ranger / 5th level wizard / 4th level custom would have all the feats, animal companions, etc. of a 7th level ranger (5+4/2) and all non-spellcasting abilities (bonus metamagic feats) of a 7th level wizard (5+4/2).

ROLE-PLAYING BONUSES
• I haven’t been doing a good job of awarding good role-playing through experience bonuses, so I need your help.
• At the end of each session, each player votes for one fellow player to receive extra experience. The vote should be based on the following:
• Playing in character: Do you know what the character is all about? Could you describe him? Is the character distinctive? Are his actions and motivations consistent?
• Focus: Staying on task, minimizing talking outside of game, being ready to act when it’s his turn during combat, etc.
• Fun: Creating memorable moments, whether through neat stuff in combat, interesting character conversation, whatever.
• Neither the votes received nor the effect of the experience will be revealed at any time.
 
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Well, my new campaign (one and a half sessions so far; one five-hour character creation session, one normal-length actual adventure) has quite a few house rules...mostly to keep the rules match better with the setting. The setting is basically 50% Tolkien inspired, 25% other-fantasy-I've-read-and-enjoyed-a-lot inspired (Salvatore's demon-war series, and that series that included 'The Iron Cauldron' and 'The Book of Three', and had an author who's name elludes me), and 25% amalgamated things that fell together from my wide field of knowledge and experience (not large, but wide; I know a fair bit about computers (hardware, software, and games), most physical sciences, history, all things Tolkien, all things D&D, weapons and/or warfare (and a self-proclaimed expert in the medieval part of this field), blacksmithing, woodworking, jewelry-making, and a slew of other things. I couldn't tell you the first thing about most modern sports, modern music, or high-end chemistry or biology however.).

Anyway, the setting is quite earthlike compared to, say, Faerun. For instance, most non-human races are quite rare, few people even believe in magic, and magic itself is a lot less flashy. Anyway, on comes the list(s)...

Basic Changes to the Rules (mostly from UA)

  • Customized VP/Wp system (Wounds=Con, +1 per even level, and weapons keep their original critical multiplier and range. For instance, a Greataxe gets a critical on a 20, and does x3 damage...and it goes to wounds)
  • Armor doesn't give you ANY bonus to not getting hit; it just gives straight damage reduction equal to the AC bonus. This also applies to natural AC, but not deflection. Enhancement bonus gives +2 DR for every point of enhancement.
  • Class based Defense Bonus. More on this later.
  • Honor (as per UA)
  • Reputation (also as per UA)
  • Action Points (as per UA, except can't be used to 'break the rules' and use a feat that you don't have and so on. Meta-magicing a spell with an action point costs 2 action points instead of the usual 1)

Basic Things
  • No silly names, at least out-of-character silly. A warrior named Bob Dole, for instance, wouldn’t be acceptable. An elf named Belenaer (Strong Sad in Elvish), however, would be.
  • Any non-evil Alignment is fine.

Classes, Using my own version of the generic classes in UA...
  • Three classes; warrior, expert, and spellcaster.
  • Warrior is D10vp, good BAB, gets lots of bonus feats. 4 skillpoints/level
  • Expert is D8vp, 3/4 BAB, gets not so many feats. 8 sp/lvl
  • Spellcaster is d6vp, 3/4 BAB, very few feats, 4sp/lvl, casts spells like a sorcerer, but from any spell-list, since there's only one kind of magic (more on this later). Prime casting stat is the character's choice (int, wis, or cha).
  • I've converted ALL class abilities into feats, so you could have a spellcaster with favored enemy, a raging blacksmith (expert), or a singing knight.
  • Expert gets two good saves and one average, spellcasters and warriors get two average and one good.
  • Warriors get “Best” defense, Experts get “Good”, and Spellcasters get average. For each armor category heavier than light, you move down one ‘notch’ in defense category. For instance, it’s just as hard to hit a warrior in plate as it is to hit an unarmored spellcaster, if all other factors are even (dex, level, etc.)
All skills are class-skills to everybody
[/list]

Races
  • No Favored classes (free multiclassing)
  • Human; same as PHB
  • Dwarf; same as PHB
  • Elf; same as PHB
  • Halfling; same as PHB, but is actually a race of humans that were shrunken by the goddess Lyri.
  • Giant; 7.5-9ft.-tall, large race. +4 Str, -2 Dex, +2 Con, -2 Int, -2 Wis, -2 Cha. -4 to all charisma or intelligence-based skills, other than craft and handle animal. Gains +1 Str/5 levels, +2 con/6 levels. A race of dwarves who were 'embiggened' by Lyri.
  • Erynedhil; half-elf, half-dryad. Make up most 'Elven' nobles. -2 Str and Con, +2 Dex and Cha. Can cast 'Commune with Nature' once per day at caster level 1.
  • Elfling; half-elf, half-sprite (magic was involved; don't worry for the poor sprites:)). -4 Str, +4 Dex, -2 Con. Gets Wild Empathy, Weapon Finesse with light blades (daggers, shortswords), and 10 minutes per day of Prestidigitation.

Magic
  • Many spells are banned because they couldn't possibly work within the setting. Mostly includes Bigby’s spells, Mordenkainen’s spells, and a few others (summoning; there isn’t any outer plane to summon from)
  • Almost all Lazy-Mage spells don’t exist. This includes Fly (and all versions of fly that don’t involve being on something that could reasonably be enchanted/have wings), and anything that lets casters become too tough (Stoneskin, Tenser’s Trans., Polymorph, and so on). To counterbalance this, the spellcaster class has D6 HD and 3/4 BAB as mentioned before.
  • Summon Nature’s ally works, but takes 3d8 rounds to come into effect (“Here, Badger, Badger, Badger!”)
  • Since all magic is the same type, there isn’t any difference between divine and arcane.

Combat
  • VP/WP, as mentioned before.
  • Easier CDGs (case by case basis)
  • Natural 1 requires a DC10 Reflex save to avoid dropping your weapon. If a melee weapon, make a strength check. The weapon flies a number of feet equal to the result of the check.

Equipment
  • Weapons and armor weight what the actually should. A greatsword weighs between 5 and 8 pounds. A bastard sword weighs between 2-1/2 and 4. A Longsword weighs between 2 and 3…and so on.

XP and Treasure
  • 25% of normal XP and treasure as per encounter level (to slow the leveling down)
  • No negative levels (XP debt instead)
  • Silver is much more common in loot than gold
  • XP goes to the whole group, except in the case of things that only one character does, without any help

Table-Rules
  • Don’t get side tracked talking about unrelated things…I do so myself enough that we barely get anything done as-is.
  • You gain bonus XP for the whole group if you have a good out-of-game idea (like a way to make a better gaming table, or whatever), without it interfering. The amount depends on many factors.
  • You also gain bonus XP for the whole group if you do something to wow me in game. Roleplay really well? Bonus XP. Get everybody focused again after a particularly long-lasting laughing fit from a joke? Bonus XP.
Don’t steal my pencils. I bought them for us to use at the game, and nowhere else.[/list]
  • Stiny? Get me a danish!

Jeebus. That’s a lot more than I thought. Maybe I should save this and make a printout for the players.
 
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Galethorn said:
…that series that included 'The Iron Cauldron' and 'The Book of Three', and had an author who's name elludes me…

Lloyd Alexander. Great series! Also Taran Wanderer, The High King (I think this one won the Newberry?), and I can’t remember the fifth one.

Actually, my top young adult fantasy series would be:
* The Dark is Rising series, 4 books (I don’t include Under Sea Over Stone, bite me), by Susan Cooper.
* Taran Wanderer, 5 books, by Lloyd Alexander
* The Hero and the Crown and The Blue Sword, 2 books, by Robin McKinley

Notice that Harry Potter is AT BEST 4th on this list. Probably further.

Galethorn said:
An elf named Belenaer (Strong Sad in Elvish), however, would be [fine].
Jeebus.

Two nice funny touches :).
 


Regarding Belenaer, that's actually the name of one of the PCs. He's an Erynedhil spellcaster...not strong or sad, however. I think his strength is a 6 or an 8, if I remember correctly. Also, the exact translation is 'mighty sad', but oh well.

**************

Lloyd Alexander! Yes, that's the guy! We had to read the Book of Three in sixth grade, and I really enjoyed it. From there, I read the rest of the series...Taran himself was definately one of a few inspirations (Taran, Aragorn, and Elbryan) for the main character in the book I'm writing (developing the setting for the book is what lead me to eventually start this campaign up, it turns out). But anyway, enough about that.
 

Here's a link to my house rules document. I have a newer version sitting on my hard drive, but I haven't gotten around to making it a PDF yet (and the changes aren't too significant anyway).
 

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