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Rules in 3.5 that need fixing and what you'd do to fix it.
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<blockquote data-quote="Demetrios" data-source="post: 3274148" data-attributes="member: 48930"><p>You are 100% correct - I hate it too! Every time we start a campaign, we maybe make 1-2 adjustments (it's usually same setting, so no changes there). But for the most part everything is the same. We've recently just started new characters again, after a 10 year campaign, and the only house rules we've made are:</p><p></p><p>1. Everyone advances at the same time, we have x adventures before PCs advance a level, where x is the level of the PCs. Therefore 2 adventures (not sessions) will advance a PC to level 3. Simple. That brings me to point to 2. How does one get rewarded for good RP.</p><p></p><p>2. All PCs receive 1 XP for a session, and then based on their RP they can receive 1-3 more (usually 1-2, 3 is exceptional). These XP are spent giving them circumstance or competence bonuses.</p><p>They may spend x XP to receive x bonus on any roll. (max 5 on any 1 roll) This is announced before the roll OR They may spend x XP to prevent x damage with the same restrictions above OR They may spend x XP to gain +x bonus to AC for a round, again same restrictions above. These are all circumstance or competence bonuses.</p><p></p><p>5 XP spend provides them a reroll OR +1 bonus on AC for the combat OR a prevention of 1/round for the combat </p><p></p><p>10 XP can give them +1 hit point permanently OR an automatic roll of 20 (restricted to once/level)</p><p></p><p>3. HP are treated like Stamina and heal at lvl/hour. Everyone has 15 Life or Unlife for Constructs/Undead - and when you've lost Life you're wounded, taking penalties to strength and dex and taking HP damage when doing physical feats such as running, forced marches and fighting. Undead and constructs restore themselves too because of negative/necromantic/magical energies which surround them. Basically they're built/created with this ever restoring energy until they are completely destroyed. Fatigue affects your HP/Stamina recovery rate.</p><p>Cure Light Wounds cures 1 Life and restores HP/Stamina, Cure Moderate 2, otherwise All other spells affect HP/Stamina first before Life. It sounds complicated but its not - sounds clichè I know. </p><p>4. A Sorcerer's, because his power is innate, we explained his innability to cast more spells than listed for their level is because he becomes fatigued. So in my campaign a sorcerer may cast more spells at the risk of becoming fatigued, then exhausted and eventually passing out, depending on fortitude saves which get progressively more difficult as the sorcerer pushes himself. (the idea of getting tired stolen form the Dragonlance books - Raistlin). No adjustment to wizards due to the way they learn spells.</p><p></p><p>5. Lastly, who stops divine casters (druid, cleric, paladin, ranger) from casting more spells. His/her deity. We've come up with a system where asking for more divine intervention might work but at the cost of damage, skin irritation, bruises, swelling, because they are no longer protected from the raw divine power surging through them. Similar to the sorcerer but fatigue has been replaced by pain when they've passed their spell limit threshold as stated by level in the PHB</p><p>We've used a term from Management Accounts - the Margin of Safety to describe the maximum no of spells allowable to a PC before the points 4 or 5 effects kick in for the respective classes. The priest will begin feeling slight pain with his last number of spells, which will obviously progressively grow the closer he gets to the last allowable spell. The Margin of Safety is just after the last spell he casts where no actual damage is taken by casting divine spells, after that point he is unprotected by his deity and will begin experiencing the pain of dealing with divine power not meant for mortals. Same with the sorcereress - she feels the slow increasing drain from her body as she cast spells until she knows, that should she pursue casting for the day, she risks being fatigued or even worse passing out. </p><p> </p><p>Anyways I've rambled long enough......</p></blockquote><p></p>
[QUOTE="Demetrios, post: 3274148, member: 48930"] You are 100% correct - I hate it too! Every time we start a campaign, we maybe make 1-2 adjustments (it's usually same setting, so no changes there). But for the most part everything is the same. We've recently just started new characters again, after a 10 year campaign, and the only house rules we've made are: 1. Everyone advances at the same time, we have x adventures before PCs advance a level, where x is the level of the PCs. Therefore 2 adventures (not sessions) will advance a PC to level 3. Simple. That brings me to point to 2. How does one get rewarded for good RP. 2. All PCs receive 1 XP for a session, and then based on their RP they can receive 1-3 more (usually 1-2, 3 is exceptional). These XP are spent giving them circumstance or competence bonuses. They may spend x XP to receive x bonus on any roll. (max 5 on any 1 roll) This is announced before the roll OR They may spend x XP to prevent x damage with the same restrictions above OR They may spend x XP to gain +x bonus to AC for a round, again same restrictions above. These are all circumstance or competence bonuses. 5 XP spend provides them a reroll OR +1 bonus on AC for the combat OR a prevention of 1/round for the combat 10 XP can give them +1 hit point permanently OR an automatic roll of 20 (restricted to once/level) 3. HP are treated like Stamina and heal at lvl/hour. Everyone has 15 Life or Unlife for Constructs/Undead - and when you've lost Life you're wounded, taking penalties to strength and dex and taking HP damage when doing physical feats such as running, forced marches and fighting. Undead and constructs restore themselves too because of negative/necromantic/magical energies which surround them. Basically they're built/created with this ever restoring energy until they are completely destroyed. Fatigue affects your HP/Stamina recovery rate. Cure Light Wounds cures 1 Life and restores HP/Stamina, Cure Moderate 2, otherwise All other spells affect HP/Stamina first before Life. It sounds complicated but its not - sounds clichè I know. 4. A Sorcerer's, because his power is innate, we explained his innability to cast more spells than listed for their level is because he becomes fatigued. So in my campaign a sorcerer may cast more spells at the risk of becoming fatigued, then exhausted and eventually passing out, depending on fortitude saves which get progressively more difficult as the sorcerer pushes himself. (the idea of getting tired stolen form the Dragonlance books - Raistlin). No adjustment to wizards due to the way they learn spells. 5. Lastly, who stops divine casters (druid, cleric, paladin, ranger) from casting more spells. His/her deity. We've come up with a system where asking for more divine intervention might work but at the cost of damage, skin irritation, bruises, swelling, because they are no longer protected from the raw divine power surging through them. Similar to the sorcerer but fatigue has been replaced by pain when they've passed their spell limit threshold as stated by level in the PHB We've used a term from Management Accounts - the Margin of Safety to describe the maximum no of spells allowable to a PC before the points 4 or 5 effects kick in for the respective classes. The priest will begin feeling slight pain with his last number of spells, which will obviously progressively grow the closer he gets to the last allowable spell. The Margin of Safety is just after the last spell he casts where no actual damage is taken by casting divine spells, after that point he is unprotected by his deity and will begin experiencing the pain of dealing with divine power not meant for mortals. Same with the sorcereress - she feels the slow increasing drain from her body as she cast spells until she knows, that should she pursue casting for the day, she risks being fatigued or even worse passing out. Anyways I've rambled long enough...... [/QUOTE]
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