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'Standard' House Rules?
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<blockquote data-quote="Ahnehnois" data-source="post: 6146622" data-attributes="member: 17106"><p>Sorry, I seem to have gotten overly insider-y.</p><p></p><p>Fractional pooled bonuses means that you calculate your base attack by formula rather than using the tables. For base attack, for example, you take half your levels in weak BAB classes (wizard), 3/4 of your levels in medium BAB classes (rogue) and your full number of levels in good BAB classes (fighter) and add them together, rounding down the result.</p><p></p><p>For example, a rogue 1/wizard 1 has a base attack of 3/4 + 1/2, which is 1.25, which rounds down to +1. Under the rules as written, you get nothing (+0).</p><p></p><p>Pooling the bonuses also means that the +2 bonus to saving throws that a good save gets you applies only once. (So a fighter 1/barbarian 1 has a base fort save of +3, not +4).</p><p></p><p>This is very complicated to explain, but very simple to do, and is more fair than doing it by the rules as written.</p><p></p><p><a href="http://www.d20srd.org/srd/variant/adventuring/vitalityAndWoundPoints.htm" target="_blank">Vitality and wound</a>. An alternate health system for those who (like myself) want something that rewards character advancement but also describes physical wounds and adds in an element of unpredictability and deadliness. There are plenty of other health systems, but this is the one (for D&D) anyway that I hear the most about.</p><p></p><p>In Trailblazer, your iterative attacks (the attacks you gain for having a high base attack) work like the monk ability flurry of blows. At +6 BAB, a character can make two attacks, but they are both at a penalty; your attack is +4/+4, rather than +6/+1. You can always just take your one attack at a full bonus, but rolling two attacks is usually good enough to make up for the penalty. At 11th and 16th level, you do not gain any extra attacks, but the penalty is reduced. Thus, at 16th level, your full attack is at +16/+16, instead of +16/+11/+6/+1. This is good because under the core rules, high-level characters can make three or four attacks, but some of those attacks are so poor they will not hit an opponent with credible defenses without rolling a 20.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 6146622, member: 17106"] Sorry, I seem to have gotten overly insider-y. Fractional pooled bonuses means that you calculate your base attack by formula rather than using the tables. For base attack, for example, you take half your levels in weak BAB classes (wizard), 3/4 of your levels in medium BAB classes (rogue) and your full number of levels in good BAB classes (fighter) and add them together, rounding down the result. For example, a rogue 1/wizard 1 has a base attack of 3/4 + 1/2, which is 1.25, which rounds down to +1. Under the rules as written, you get nothing (+0). Pooling the bonuses also means that the +2 bonus to saving throws that a good save gets you applies only once. (So a fighter 1/barbarian 1 has a base fort save of +3, not +4). This is very complicated to explain, but very simple to do, and is more fair than doing it by the rules as written. [URL="http://www.d20srd.org/srd/variant/adventuring/vitalityAndWoundPoints.htm"]Vitality and wound[/URL]. An alternate health system for those who (like myself) want something that rewards character advancement but also describes physical wounds and adds in an element of unpredictability and deadliness. There are plenty of other health systems, but this is the one (for D&D) anyway that I hear the most about. In Trailblazer, your iterative attacks (the attacks you gain for having a high base attack) work like the monk ability flurry of blows. At +6 BAB, a character can make two attacks, but they are both at a penalty; your attack is +4/+4, rather than +6/+1. You can always just take your one attack at a full bonus, but rolling two attacks is usually good enough to make up for the penalty. At 11th and 16th level, you do not gain any extra attacks, but the penalty is reduced. Thus, at 16th level, your full attack is at +16/+16, instead of +16/+11/+6/+1. This is good because under the core rules, high-level characters can make three or four attacks, but some of those attacks are so poor they will not hit an opponent with credible defenses without rolling a 20. [/QUOTE]
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