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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
What are your current 3.5 House Rules?
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<blockquote data-quote="totoro" data-source="post: 1069861" data-attributes="member: 11939"><p>That's what my players say. So I have to scale back the rules I suggest. Players always get a veto of house rules they don't like.</p><p>The weapon feats were received well by my friends because they are easy to understand and make sense. The armor rules were only well-received after I drew up a table and showed that most of the armor fit exactly with what was already listed in the PHB (and kepts its name), but the prices changed a little and there were a few more kinds of armor. </p><p></p><p>And the classes are now being accepted, except for the Wizard/Sorcerer hybrid (I believe because it gets confusing when calculating how many spell slots a wizard gets per day; and because I didn't define the terms "Wizard" and "Sorcerer" very well). So the Wizard and Sorcerer classes are still distinct. Thus, my core classes are actually Champion, Fighter, Swashbuckler, Marksman, Rogue, Wizard, Sorcerer, and Channeler. Someday I hope my friends will start to like the merging of the Wizard and Sorcerer classes, but not today. However, my way of doing specialist wizards was well-received. Moving the flashy classes to prestige classes made a lot of sense to my friends as well (Barbarian--changed name to Berserker, Bard, Cleric, Druid, Monk, Paladin, Ranger). It also resulted in an explosion of divine prestige classes for Channelers to prestige class into than had the feel of the 2e Priest splatbook attempt at individualizing the priests of various faiths. The effect has been wonderful. Champions charge into melee, Marksmen stay away trying to get a shot, Rogues only come in while there are surprised opponents or to flank (toe-to-toe Rogues don't work well since their BAB is as bad as a Wizard's), Channelers "bless" the party before and after combat (not during) and are tempted to take item creation feats to make holy relics (so they have stuff to do in combat)--everything like I prefer.</p><p></p><p>My original goal with the core classes (other than to make them generic and customizable with feats) was to create classes that scale into epic levels. PHB Rogues stop hitting monsters at 30th level or so unless you use the epic jury-rigging of the rules that ends class-based BAB and class-based saves. I thought that was a pretty lame fix. If every class that fights has a good BAB in at least one type of attack, you don't need that fix. Accordingly, the Champion has good melee BAB, Fighter has good BAB for any attack, Swashbuckler is good with finessed attacks (and ranged attacks if he spends the feats), Marksman is good with ranged attacks, and the Rogue is good when flanking or attacking a flat-footed opponents (even if he can't cause extra damage because of crit immunity). Also, you either get good (+1/level) or bad (+1/2 levels) BAB, so it is easy to calculate your BAB without looking at the book.</p><p></p><p>The hit point/wound point/ego point system that is associated with saving throws barely made it in (no veto by players). I think it was the silliness of Reflex and Dodge bonus in core rules being distinct that really sold the idea. If you can Dodge, you can "Reflex". (Is that a Duran Duran song?) Unfortunately, the saving throw disparity is still a bit problematic into Epic levels, even with my house rules.</p></blockquote><p></p>
[QUOTE="totoro, post: 1069861, member: 11939"] That's what my players say. So I have to scale back the rules I suggest. Players always get a veto of house rules they don't like. The weapon feats were received well by my friends because they are easy to understand and make sense. The armor rules were only well-received after I drew up a table and showed that most of the armor fit exactly with what was already listed in the PHB (and kepts its name), but the prices changed a little and there were a few more kinds of armor. And the classes are now being accepted, except for the Wizard/Sorcerer hybrid (I believe because it gets confusing when calculating how many spell slots a wizard gets per day; and because I didn't define the terms "Wizard" and "Sorcerer" very well). So the Wizard and Sorcerer classes are still distinct. Thus, my core classes are actually Champion, Fighter, Swashbuckler, Marksman, Rogue, Wizard, Sorcerer, and Channeler. Someday I hope my friends will start to like the merging of the Wizard and Sorcerer classes, but not today. However, my way of doing specialist wizards was well-received. Moving the flashy classes to prestige classes made a lot of sense to my friends as well (Barbarian--changed name to Berserker, Bard, Cleric, Druid, Monk, Paladin, Ranger). It also resulted in an explosion of divine prestige classes for Channelers to prestige class into than had the feel of the 2e Priest splatbook attempt at individualizing the priests of various faiths. The effect has been wonderful. Champions charge into melee, Marksmen stay away trying to get a shot, Rogues only come in while there are surprised opponents or to flank (toe-to-toe Rogues don't work well since their BAB is as bad as a Wizard's), Channelers "bless" the party before and after combat (not during) and are tempted to take item creation feats to make holy relics (so they have stuff to do in combat)--everything like I prefer. My original goal with the core classes (other than to make them generic and customizable with feats) was to create classes that scale into epic levels. PHB Rogues stop hitting monsters at 30th level or so unless you use the epic jury-rigging of the rules that ends class-based BAB and class-based saves. I thought that was a pretty lame fix. If every class that fights has a good BAB in at least one type of attack, you don't need that fix. Accordingly, the Champion has good melee BAB, Fighter has good BAB for any attack, Swashbuckler is good with finessed attacks (and ranged attacks if he spends the feats), Marksman is good with ranged attacks, and the Rogue is good when flanking or attacking a flat-footed opponents (even if he can't cause extra damage because of crit immunity). Also, you either get good (+1/level) or bad (+1/2 levels) BAB, so it is easy to calculate your BAB without looking at the book. The hit point/wound point/ego point system that is associated with saving throws barely made it in (no veto by players). I think it was the silliness of Reflex and Dodge bonus in core rules being distinct that really sold the idea. If you can Dodge, you can "Reflex". (Is that a Duran Duran song?) Unfortunately, the saving throw disparity is still a bit problematic into Epic levels, even with my house rules. [/QUOTE]
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