Am I still playing D&D?
House Rules:
Weapons, Armor, and Weapon-Related Feats:
1.0) Hand Crossbows and repeating crossbows are simple weapons, but you need a feat (Repeating Crossbow) to fire a repeating crossbow faster than a normal crossbow and to reload a clip in one round (without the feat it takes 2 rounds).
1.1) Dwarven Waraxe, Bastard Sword, and other “hand-and-a-half” weapons are usable with one hand if you take the feat Hand-and-a-Half Weapon Proficiency (prereq: STR 13+). You must be proficient with the equivalent one-handed weapon (e.g., Battle Axe to use a Dwarven Waraxe and Longsword to use a Bastard Sword) even if you have the Hand-and-a-Half Weapon Proficiency.
1.2) Warhammer is now a Hand-and-a-Half Weapon that does 1d10 damage and crit x2. Its equivalent one-handed weapon is the Heavy Mace (a simple weapon that does 1d8 x2).
1.3) Double Weapon Proficiency makes you proficient with any double weapon if you are proficient with equivalent weapons from each end. For example, if you are proficient with Longsword and have the Double Weapon Proficiency, you can use the Two-Bladed Sword. The quarterstaff may only be used as a double weapon (with proficiency) if you have the Double Weapon Proficiency and are proficient with a club.
1.4) Armor provides damage reduction instead of AC. Shields still improve AC. Damage reduction (DR) only applies when damage is to wound points (not hit points). However, you may decide to “ignore” an attacker, which allows the attacker to do damage directly to wound points after damage reduction and conserves your hit points. (Note: You don’t really ignore the attacker in the sense that you lose your Dodge bonus.)
Also, I created 3 tiers of armor (primitive, standard, and advanced). To determine the DR of advanced armor, take the absolute value of the check penalty associated with the armor. For example, Full Plate has a check penalty of –8, so the DR is 8. The maximum Dodge Bonus (not DEX Bonus), is 9 minus the DR. So Full Plate has a maximum dodge of +1. Another advanced armor I call Jousting Plate is DR 9, check penalty –9 and maximum dodge of +0. Advanced armor weighs 5 + 5 x DR (45 lbs. for full plate). Minimal Plate has a DR of 1, check penalty of –1 (0 if masterwork), a maximum dodge of +8, and weighs 10 lbs. Standard Armor is treated as if its DR is one higher than it really is. So, for example, Half Plate has DR 7. The check penalty is –8, maximum dodge is +1, and it weighs 45 lbs. (Yes, the check penalty, maximum dodge, and weight are the same as for full plate, but don’t sweat it, or else just name it something else; full plate is still better.) Primitive Armor is treated as if its DR is two higher than it really is.
Heavy Armor weighs 40 lbs. or more (not to exceed 50lbs.). Light Armor weighs 20 lbs. or less. The rest is Medium Armor. A feat Very Heavy Armor would allow you to wear heavier armor, but your maximum dodge would drop below 0.
Core Classes that became Prestige Classes:
2.0) Bard is a prestige class with Knowledge and Perform skill requirements and Skill Focus (Perform) feat requirement. No alignment restrictions. Spell progression is as a Sorcerer, but at ½ the normal rate (e.g., a 10th level Bard has the spells of a 5th level Sorcerer and adds any actual Sorcerer levels to that). Spell list is Bard. All of the music abilities of the core bard are scrunched into 10 levels. Note: A Sorcerer is a type of Wizard (explained below).
2.1) Cleric is a prestige class with Knowledge (Religion) and Heal skill requirements, Heavy Armor, Simple Weapon and Shield Proficiency requirements, BAB +3 (melee), ability to Channel Power (a Channeler feat), and ability to cast 2nd level divine spells (see new class: Channeler below). A domain is gained at 1st, 5th, and 10th levels. BAB is +1/Cleric level with the weapon favored by the order or religion and + ½ Cleric levels with other weapons. The domains have 3 (1 of which is Primary, the other 2 which are Secondary) associated spells per level (including 0-level), but the cleric does not have access to a general Clerical spell list. The spells listed in the PHB for each domain are the Primary spells. The DM must select 2 additional Secondary spells from the Cleric (or some other) spell list. Clerics lose the ability to cast spells spontaneously as a Channeler (the only core class Divine spellcaster), except with respect to their Primary spell of their domain, which they may cast spontaneously as a PHB cleric spontaneously casts Cure spells. Clerics get as many spells based on their level as a Wizard, plus one Primary domain spell per spell level per domain. (So, a 5th level Cleric could cast 2 bonus spells, one primary spell from each of his domains). Note: I also have several other cleric-like prestige classes tailored to specific religions.
2.2) Druid is a prestige class with Knowledge (Nature), Handle Animal, and Survival skill requirements, Wild Empathy (now a feat), and Nature Sense (now a feat granting +2 Knowledge (Nature) and +2 Survival) feat requirements. Druid abilities, excluding elemental shape, which Druids no longer get, are scrunched into 10 levels. Druids may channel spells from the Druid spell list as a Channeler (takes 1 minute per spell level) or prepare spells as per a PHB Druid (slots not used for prepared spells may be used for channeling).
2.3) Monk is a prestige class with Balance, Jump, and Tumble skill requirements, Improved Unarmed Strike, Improved Grapple, Stunning Fist, and Deflect Arrows feat requirements. BAB is +1/Monk level unarmed or +½ Monk levels with a weapon. Monk-only feats: Chosen Weapon (prereq: Weapon Focus with the chosen weapon): full BAB with a chosen weapon (and the ability to do Flurry of Blows with the weapon).
2.4) Paladin is a prestige class with Heal, Knowledge (Religion), and Ride skill requirements, Martial Weapon, Heavy Armor and Shield requirements, BAB +6 (melee). Paladin abilities are scrunched into 10 levels and get additional abilities related to Law (Smite Chaos, et al.). Paladins who cease to be Lawful Good lose abilities related to Law if they cease to be Lawful and lose abilities related to Good if they cease to be Good. Chaotic Neutral, Neutral Evil, and Chaotic Evil (the preferred Blackguard alignment) ex-paladins lose all abilities. Neutral Good and Lawful Neutral paladins may continue to advance as paladins, but do not improve their Law-related or Good-related abilities, respectively. Paladins may multiclass freely as long as alignment allows.
2.5) Ranger is a prestige class with Survival skill requirements, Martial Weapons and Light Armor proficiency requirements, BAB +5 (any), and Track, Endurance, and Wild Empathy (now a feat) feat requirements. Ranger abilities are scrunched into 10 levels, but they do not get Evasion or Combat Style and do get Danger Sense (the same as Uncanny Dodge), Trap Sense (+1 +1/3 levels over 1st – 4th, 7th, 10th), Increased Movement (+10), and Trackless Step. They do not get spells.
2.6) No Barbarian class. However, anyone can start as a (lower case) barbarian if they want to. Rage and Damage Reduction are broken up into feats that may be taken by a Champion of the appropriate level (see below). Also, the Berserker is a prestige class that specializes in Raging.
Changes to the Core Classes (Fighters and Rogues):
3.0) Fighters get 4 skill points per level and have Profession and Survival as class skills. Otherwise, they are the same as Fighters in the PHB.
3.1) New class: The Champion is a fighter sub-class with d12 HD and 2 skill points per level. BAB is as a Fighter with melee weapons, but ½ levels with DEX-based attacks (i.e., finessed attacks and ranged attacks). A feat Launch and Draw is available to Champions that gives BAB that is as good as a Fighter’s with a single thrown weapon (no multiple attacks). Champion-only feats: Combat Focus (Melee) grants +1 bonus to melee attacks. Improved Combat Focus (Melee) prereq: 10th level Champion – bonus increases to +2. Advanced Combat Focus (Melee) prereq: 20th level Champion – bonus increases to +3. Damage Reduction (2/-) prereq: 4th level Champion (may be taken multiple times, but only every 4 levels – at 4th, 8th, 12th, 16th, and 20th levels). Rage feats that were Barbarian special abilities are available, as well, starting with Rage (a weak Rage that only gives +2 STR/CON and +1 Will save, but the same penalties; Rage serves as a prerequisite for the other Rage abilities).
3.2) New class: The Swashbuckler is a fighter sub-class with d8 HD and 6 skill points per level. BAB is as a Fighter with finessed attacks, but ½ level with other attacks (i.e., other melee attacks and ranged attacks). Swashbucklers are proficient with Simple and Martial Weapons and Light Armor and Shields. The Launch and Draw feat is available to Swashbucklers (full BAB with thrown weapons) as is Careful Aim (full BAB with ranged weapons). Swashbuckler-only feats: Marksmanship (Thrown) allows as many attacks as BAB provides for (e.g. 2 at 6th level) with thrown weapons. Marksmanship (Missile) allows as many attacks as BAB provides for with missile weapons. Accordingly, if a Swashbuckler takes both Careful Aim and Marksmanship (Missile), he gets a BAB of +1/Swashbuckler level for all finessed and missile weapon attacks. Class skills (in addition to Fighter skills, excluding Intimidate): Balance, Bluff, Hide, Move Silently, Perform, and Tumble. Note: you don’t have to take Weapon Finesse if you are a Swashbuckler, but you probably should.
3.3) New class: The Marksman is a fighter sub-class with d6 HD and 8 skill points per level. BAB is as a Fighter with ranged attacks, but ½ level with any melee (including finessed) attacks. Marksmen are proficient with Simple and Martial Weapons and Light Armor. Marksman-only feats: Combat Focus (Ranged) grants +1 bonus to ranged attacks. Improved Combat Focus (Ranged) prereq: 10th level Marksman – bonus increases to +2. Advanced Combat Focus (Ranged) prereq: 20th level Marksman – bonus increases to +3. Class Skills (in addition to Fighter skills, excluding Intimidate): Balance, Hide, Move Silently, Search, Spot, and Use Rope.
3.4) Rogues get a special ability at 1st and every 2 levels thereafter (2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th and 20th). Trapfinding, Evasion, Uncanny Dodge, Trap Sense (+2), Trap Sense (+4), Trap Sense (+6), and Improved Uncanny Dodge are special abilities. Some feats may have a minimum Rogue level prerequisite. BAB is as a Fighter when making sneak attacks (even against creatures that are immune to increased damage from sneak attacks; in other words, whenever flanking or when a creature is flat-footed, the Rogue gets a good BAB). Sneak attack damage is +1/Rogue level if the rogue makes multiple attacks or attacks as a standard, rather than full-found, action. Sneak attack damage is +2/Rogue level if the rogue makes a single attack as a full-round action. Sneak attack damage is +3/Rogue level if the rogue makes a single attack as a full-round action with a sneak attack weapon (dagger, sap, or garrote). Note that sneak attack damage only applies when the creature is susceptible to sneak attacks, as explained in the PHB.
Changes to the Core Classes (Wizards, Specialists, Sorcerers, and Clerics):
4.0) Wizards get feats at 1st and every 2 levels, but scribe scroll and find familiar are not free (they must be taken as feats). The metamagic feats only apply to one school of magic (or only to spontaneously cast arcane spells) (if the same metamagic feat is taken twice, then it applies generally to all schools and spontaneously cast arcane spells) and the item creation feats are: scribe scroll (up to 20th level caster and 9th level spells), craft wand (up to 10th level caster and 4th level spells), craft staff (up to 20th level caster and 9th level spells), brew lesser potion (up to 6th level caster and 3rd level spells), brew potion (up to 13th level caster and 6th level spells), brew greater potion (up to 20th level caster and 9th level spells), and craft magic item I (up to 2nd level caster and 1st level spell) to craft magic item X (up to 20th level caster and 10th level spells). Scribe Scroll must be taken in order to transcribe spells from scrolls into your spellbook (so it is pretty important for wizards).
4.1) Specialists must spend their wizard feats to get a new spell in their school. School Specialization grants a +5 bonus (up from +2 in the core rules) to spellcraft checks for spells of your school and gives a bonus 0-level spell in your chosen school (this feat is typically taken at 1st level). Specialization I (prereq: 2nd level wizard) grants 1 extra 1st level slot in the given school per bonus spell for high INT (e.g., 2 bonus spells for INT 20). And so on up to Specialization X (prereq: 20th level wizard), which grants as many extra slots as bonus spells for high INT (e.g., INT 30 to get one bonus 10th level spell) in a 10th level spell (only specialists get 10th level spell slots; and even then only at 20th level and even then only if INT is 30 or higher). Note: there are no forbidden schools for specialists who use their feats to become specialized. Also note: a wizard may become specialized with multiple schools, though they will be unable to maintain the highest level of specialization if they opt for multiple schools.
4.2) Sorcerers are just wizards with innate spellcasting ability. Like specialists, sorcerers must spend their wizard bonus feats to get sorcerous spellcasting. (And Sorcerers don’t get familiars automatically).
Sorcerous Heritage grants Use Magic Device as a class skill, reduces by 2 the number of 0-level spell slots the wizard has available in exchange for knowing 2 cantrips that may be cast up to 3 times per day. Note that a character with no Wizard levels still knows 2 cantrips and may cast up to 3 times per day. Sorcerous Heritage also grants the Eschew Materials virtual feat that applies only to arcane spells that are cast spontaneously. All spells cast as a Sorcerer are harder to identify with a Spellcraft check (even by other Sorcerers). Apply a –5 modifier to Spellcraft checks to identify spontaneously cast spells. Bonus spells per day are granted for a high WIS (not CHA).
Sorcery I (prereq: Sorcerous Heritage, 1st level Wizard): This is a free feat (as are all odd-numbered Sorcery feats) for any character who has Sorcerous Heritage and gains a Wizard level. The wizard knows as many spells as a 1st level wizard has spell slots (and has as many spontaneous spell slots as the number of spells known x 1.5, minimum of 2/day). For wizards who do not have as many sorcerer-equivalent levels (e.g., Sorcery I means one sorcerer-equivalent level and Sorcery II means two sorcerer-equivalent levels) as wizard levels, subtract the number of spells known from the number of wizard spell slots available at each level. A wizard may only cast spells of a level that is equal to or less than his wizard levels minus sorcerer-equivalent levels.
Sorcery II (prereq: Sorcery I, 2nd level wizard): The wizard knows as many spells as a 2nd level wizard has spell slots and has 1.5 times the number of spells known spontaneous spell slots.
Sorcery III, V, VII, IX, XI, XIII, XV, XVII, and XIX are free feats that are similar to Sorcery I.
Sorcery IV, VI, VIII, X, XII, XIV, XVI, XVIII, and XX are similar to Sorcery II.
4.3) Cleric is now a prestige class, but Channeler takes its place as the divine spellcasting core class. Channelers get as many spell slots as a Wizard. They may cast any spell with which they are familiar as long as they have a spirit or divine power that is willing to grant the power. Channeling a spell takes 1 minute/spell level. Initially, Channelers are assumed to be able to cast any spell in the PHB as the divine powers attempt to entice them and draw them into their fold (at which time the Channeler must take a prestige class, such as Cleric, and the ability to spontaneously cast is generally lost or reduced in versatility). If the Channeler angers certain divine powers, the DM may restrict the use of certain spell powers (e.g., if the Channeler angers the God of Fire, fire spells may be off limits). Changing alignment is a good reason to disrupt access to all spells. Bonus spells are granted for a high CHA (not WIS). Channelers have d4 HD, ½ BAB, simple weapon proficiency, and skills that are the same as for a Wizard (plus Diplomacy, Heal, and Sense Motive, but excluding Decipher Script and Spellcraft – they don’t really understand how the powers they have are acquired). Channelers get one metamagic or item creation feat at 1st level and every 4 levels (4th, 8th, 12th, 16th, and 20th). A metamagic feat applies to all spontaneously cast divine spells (any spell cast by a Channeler). Note that some prestige classes have divine spells that are not spontaneously cast so the metamagic feats will not apply to them (unless the metamagic feat is taken twice). Spellcraft checks to identify spells that are being channeled identify only the level of the spell and the general type (e.g., Fire). The exact spell being cast cannot be identified with a spellcraft check. A divine focus may be used in place of somatic and any material components worth 1gp or less when channeling spells, but this automatically requires the use of a verbal component, even if the spell does not normally require it (the somatic component is not required even for spells with expensive material components, though occasionally, the material components must be spread, for example, in a circle – see, e.g., Circle of Protection from Evil). Armor does not interfere with channeling, though a Channeler does not initially have any proficiency with armor. Channeler-only feats: Channel Power – the Channeler gains the ability to turn or rebuke/command undead.
Hit Points and Saves:
6.0) I use wound points as are used in Star Wars and d20 Modern, but you get more of them (crits still do multiples of damage as in D&D and do them directly to wound points and you must make a Fort save vs. the wound damage done or fall unconscious).
6.1) You get as many hit points at 1st level as the average of your DEX and CON scores. Add hit points for each level (you don’t get max hit points at 1st level). Your Dodge Bonus equals hit points / 20. You don’t add anything for high modifiers at each level unless you take a feat. Your Base Reflex Save is the same as your Dodge Bonus.
6.2) You get as many wound points at 1st level as the average of your STR and CON scores. Add wound points for each level (the die is the same as for hit points). Base Fortitude Save equals wound points / 20. You don’t add anything for high modifiers at each level unless you take a feat.
6.3) You get as many ego points at 1st level as the average of your WIS and CON score. Add ego points at each level (roll 1d8 for non-spellcasters and 1d12 for spellcasters). Base Will Save equals ego points / 20.
Feats:
5.0) Definition: A Skill Feat is either Skill Focus (chosen skill) or a feat that grants +2 to two related skills.
5.1) New Skill feats: Skill Emphasis (chosen skill), which gives +2 bonus to a cross-class skill and makes it a class skill. If a feat that grants +2 to two related skills exists (e.g., Alertness), then, e.g., Skill Emphasis (Alertness) may be taken to make listen and spot class skills (no bonus).
5.2) There are a bunch of feats designed to improve hit points, wound points, and ego points per die (and saves since they are dependent upon these):
Great Fortitude I: minimum wound points per level = maximum wp rolled –6 (e.g., 4 for a Fighter), or 2, whichever is better. Recalculate wound points if they are less than the minimum (e.g., a 2nd level Fighter with 3 wound points (excluding average of STR and CON) may increase his wound points to 8).
Great Fortitude II: minimum wound points per level = maximum wp rolled –5 or 3, whichever is better.
Great Fortitude III: minimum wound points per level = maximum wp rolled –4 or 4, whichever is better.
Great Fortitude IV (prereq: at least on HD greater than d4): minimum wound points per level = maximum wp rolled –3 or 5, whichever is better, not to exceed the maximum allowable hp per HD.
Great Fortitude V: minimum wound points per level = maximum hp rolled –2 or 6, whichever is better, not to exceed the maximum allowable wp per HD.
Great Fortitude VI (prereq: at least one HD greater than d6): minimum wound points per level = maximum hp rolled –1 or 7, whichever is better, not to exceed the maximum allowable wp per HD.
Great Fortitude VII: You gain the maximum wound points you are allowed per HD every time you advance a level. Wound points are maximized for your level.
Lightning Reflexes I to VII are similar to Great Fortitude feats, but are for hp.
Iron Will I to VII are similar to the Great Fortitude feats, but are for ep (ego points).
5.3) There are also a few feats to increase total wound points, hit points, and ego points:
Toughness: Increase wound points by your CON bonus. This feat may be taken multiple times; its effects stack.
Shrug off Damage: Increase hit points by your CON bonus. This feat may be taken multiple times; its effects stack.
Stubbornness: Increase ego points by your CON bonus. This feat may be taken multiple times; its effects stack.
Quickness: Increase hit points by your DEX bonus. This feat may be taken multiple times; its effects stack.
Willpower: Increase ego points by your WIS bonus. This feat may be taken multiple times; its effects stack.
5.4) Favored Class (choose one) is a feat to allow you an additional favored class.
Races:
Dwarves: –2 DEX instead of –2 CHA. Dwarves may take any one of Enmity, Giant Fighting (+4 AC), or Skill Focus (craft skill related to Metal or Stone) as a free racial feat. If they have a STR of 13+, they get Hand-and-a-Half Weapon Proficiency as a free feat if they take a level in Champion. The Enmity feat works the same as a Ranger’s Enmity. Favored Class: Champion.
Elves: No change.
Gnomes: Favored Class: Swashbuckler. Gnomes may take any one of Enmity, Giant Fighting, or Skill Focus (any craft or perform) as a free racial feat. Gnome Hooked Hammer is not a Martial Weapon for Gnomes. Spell-like abilities: Prestidigitation, Ventriloquism, and Speak with Burrowing Mammals.
Half-Elves lose the +2 to Gather Info and Diplomacy, but get a Skill feat (e.g., Alertness or Skill Focus).
Half-Orcs don’t get that –2 INT penalty. Favored Class: Fighter. Though the Half-Orc’s favored class is a Fighter, if he takes a level of Champion, he gets Rage (+2 STR/CON, not +4) as a free feat. (This makes most half-orcs into Champions that cannot multi-class freely except as Fighters. So the lack of an INT penalty still won’t make a lot of players become half-orc Wizards.)
Halflings: No change.
Humans get a Skill feat instead of +1 skill point/level, but ignore multi-class penalties completely (e.g., Rogue 1, Fighter 4, Wizard 8 results in no XP penalty).
Multi-Classing:
The first prestige class taken counts as a favored class, but any additional prestige classes do not. Note that Humans treat all classes as favored classes.
Epic Levels:
Since every warrior class (Champion, Fighter, Swashbuckler, Marksman) have a good BAB in some weapon and the Rogue gets a good BAB whenever flanking or attacking a flat-footed opponent (even if the opponent is immune to the increased damage from a sneak attack), the concern about some classes having BAB that are too good compared to the others is reduced. Accordingly, BAB increases with Class levels, not Character levels. Note that a bad multiclass combination could start hurting your best BAB (such as Champion/Marksman or Champion/Swashbuckler), but most players will recognize that if you want a Champion/Marksman, then you should play a Fighter. Spellcasters (Wizards and Channelers) will eventually not be able to compete with the AC of powerful monsters because they have ½ BAB, but that doesn’t bother me much. It’s all about choices, right?
Saving throws are based on wound points, hit points, or ego points. They do not increase with Character levels.