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What house rules do you use?
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<blockquote data-quote="Renz" data-source="post: 206125" data-attributes="member: 4805"><p>1. Cleric can switch a learnt spell with a domain spell of same level, The ability to turn off undeads is a power of the domain of life (new...), The possibility to cast a cure wounds spell is not allowed as a base ability.</p><p></p><p>2. Ranger & paladin are prestige classes. Ranger is nearest to druid (Trackless warrior...)</p><p></p><p>3. Racial hit points dice rather than class. (ex: Dwarf 1D8, Elf 1D4 ) With boni from classes (fighter +4, Mage +0).</p><p></p><p>4. 2d6 for initiative, 1d20 is too high & linear...</p><p></p><p>5. The DC for a save against a spell is 10+half the level of the caster not 10+level of the spell. The minor spells are more efficients and interesting...</p><p></p><p>And so on... I work to make the class a little more flexible,for example i don't like the idea that a fighter is systematicaly good with a heavy armor and all weapons, the players will have to choice between several feats...</p></blockquote><p></p>
[QUOTE="Renz, post: 206125, member: 4805"] 1. Cleric can switch a learnt spell with a domain spell of same level, The ability to turn off undeads is a power of the domain of life (new...), The possibility to cast a cure wounds spell is not allowed as a base ability. 2. Ranger & paladin are prestige classes. Ranger is nearest to druid (Trackless warrior...) 3. Racial hit points dice rather than class. (ex: Dwarf 1D8, Elf 1D4 ) With boni from classes (fighter +4, Mage +0). 4. 2d6 for initiative, 1d20 is too high & linear... 5. The DC for a save against a spell is 10+half the level of the caster not 10+level of the spell. The minor spells are more efficients and interesting... And so on... I work to make the class a little more flexible,for example i don't like the idea that a fighter is systematicaly good with a heavy armor and all weapons, the players will have to choice between several feats... [/QUOTE]
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