Sundry AU house-rules

Consider the following three extensive sets of house rules for Arcana Unearthed; more house-rules (including additional prestige classes, the "journeyman," a setting-neutral akashic that's not based on the concept of universal memory, and racial-level based treatments for such races as aasimar, githzerai, tieflings, and lizardfolk will follow if there's feedback for this one).

 

log in or register to remove this ad


comrade raoul said:
Consider the following three extensive sets of house rules for Arcana Unearthed; more house-rules (including additional prestige classes, the "journeyman," a setting-neutral akashic that's not based on the concept of universal memory, and racial-level based treatments for such races as aasimar, githzerai, tieflings, and lizardfolk will follow if there's feedback for this one).


Well I will jump in with feedback just to see what else you have :D

OK-- I will pass with comments on the Kensai. I am not much of a PRC guy

As for the gear,on the whole pretty good, although I think the arcnae failure rate for Elven Mail should be 5 points lower if it is made of mithril.

As for the Feats well speaking of Arcane Failure how about a ceremonial feat -- Armored Casting PREQ Ture Name, Armor Proficency and Ability to use spells--

Flavor text blah blah -- effect subtract 10 from spell failure chance

As for the others I am still digesting them. I think (but I am not sure) that the fencing feats might be a bit strong. Oh and I love Eldritch reload - trey cool
 
Last edited:

Great stuff, comrade raoul! I think I'll burrow some stuff for my own campaign, if that's okay with you? I particularly like what you are aiming for with the rules for gunpowder weapons (especially the rules for mishaps), and I'll begin commenting these first. Here are the things I'd like to highlight: I don't like the rules for armor piercing. Personally, I find them to confusing. Especially if the creature has natural armor bonus. Completely ignoring armor bonus of armors would be to powerful, but couldn't you just lower the Armor Bonus by 2-3 points against gunpowder weapons? And is there a reason why enhancement bonuses do not count towards gunpowder weapons (i.e. magical armors)? Or is it just to make it less confusing? ;)

I don't understand why heavier armor would be less protective against gunpowder weapons. Because it doesn’t seem like you want characters to wear less armor (since you have added additional armors), but to make them less effective in general. Is there a reason for this, or I am just missing something that is too obvious to everyone but me? :)

I like that gunpowder weapons are more expensive to enhance through magic, since they are indeed much more powerful than other weapons. I would suggest lowering the critical for all gunpowder weapons, unless you want these weapons to outshine the other weapons. Personally, I would change the damage for musket to 2d10, but that's because I don't like to roll damage with a d20 ;)

Otherwise, I think these weapons are cool! I'll try to look through the other pages as well.
 


Pets & Sidekicks

Remove ads

Top