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What house rules do you use?
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<blockquote data-quote="jerichothebard" data-source="post: 207668" data-attributes="member: 4705"><p><strong>house rules - mine</strong></p><p></p><p>Ok, here are mine:</p><p></p><p>1) No wizards, sorcerers are rare and bards cast divine spells (ties in with a law in my society that arcane magic in all its forms is illegal). There are some changes which cascaded down from that (i.e. favored class for elves is ranger and gnomes is expert and rogue, etc.)</p><p></p><p>2) Perform skill is split into four sections: Vocal, instrumental, movement and composition. Each section must be bought seperately; skill focus-style feats only apply to a specific section. Synergy bonuses apply when using perform skills together - accompanying yourself on a guitar while singing, etc.</p><p></p><p>3) The Druid weapon proficiency list is amended to the following: Staff, club, dagger, axe, short bow, longspear, shortspear, halfspear, sling, javelin, and whip.</p><p></p><p>4) Escrima and Tonfa are added to the Monk's special weapons list. They may choose any three of the five for use by their character. They may take a feat to add another to the character's list of special weapons, bringing the total to four (or, with two feats, all five)</p><p></p><p>5) Use Monte Cooke's variant bard and sorcerer from <em> the Book of Eldritch Might II.</em>, but not his ranger.</p><p></p><p>(ok, going overboard on the number here) </p><p></p><p>6) Rangers can, at first level, choose to trade Point Blank Shot and Rapid Shot for Ambidexterity and Two-Weapon Fighting. The trade is permanent and must be decided at the time of character creation.</p><p></p><p>7) The Skill Focus Feat: In addition to giving you a +2 bonus on all applicable skill roles, the +2 from the feat also count towards actual ranks of a skill, which may help you qualify early for a prestige class or another feat. An interesting change from the way it is normally stated...</p><p></p><p>8) rewrote all the polymorph spells.</p><p></p><p>9) added in a level-dependent spell strength bonus. It occured to me that a high-level spellcaster casting a low-level spell has (atttribute bonuses not withstanding) exactly the same chance of affecting a target as a low-level spellcaster, while a high-level target has a much greater chance of resisting that a low-level target. While the target's increase in resistance is, of course, logical, it seems to me that one of the perks of advancement in the magical arts should be the ability to make your spells stronger - which is the case in all aspects of a spell (damage, range, duration) except for Save DC. So I have added in a level-dependent bonus for spellcasters. The formula for DC is now: Spell Strength + Spell Level + Ability Modifier + 10. Spell Strength progression follows the 'bad saving throw' bonus progression and is only gained from spellcasting classes (of course).</p><p></p><p>Hope these are interesting!</p><p></p><p>jericho</p></blockquote><p></p>
[QUOTE="jerichothebard, post: 207668, member: 4705"] [b]house rules - mine[/b] Ok, here are mine: 1) No wizards, sorcerers are rare and bards cast divine spells (ties in with a law in my society that arcane magic in all its forms is illegal). There are some changes which cascaded down from that (i.e. favored class for elves is ranger and gnomes is expert and rogue, etc.) 2) Perform skill is split into four sections: Vocal, instrumental, movement and composition. Each section must be bought seperately; skill focus-style feats only apply to a specific section. Synergy bonuses apply when using perform skills together - accompanying yourself on a guitar while singing, etc. 3) The Druid weapon proficiency list is amended to the following: Staff, club, dagger, axe, short bow, longspear, shortspear, halfspear, sling, javelin, and whip. 4) Escrima and Tonfa are added to the Monk's special weapons list. They may choose any three of the five for use by their character. They may take a feat to add another to the character's list of special weapons, bringing the total to four (or, with two feats, all five) 5) Use Monte Cooke's variant bard and sorcerer from [I] the Book of Eldritch Might II.[/I], but not his ranger. (ok, going overboard on the number here) 6) Rangers can, at first level, choose to trade Point Blank Shot and Rapid Shot for Ambidexterity and Two-Weapon Fighting. The trade is permanent and must be decided at the time of character creation. 7) The Skill Focus Feat: In addition to giving you a +2 bonus on all applicable skill roles, the +2 from the feat also count towards actual ranks of a skill, which may help you qualify early for a prestige class or another feat. An interesting change from the way it is normally stated... 8) rewrote all the polymorph spells. 9) added in a level-dependent spell strength bonus. It occured to me that a high-level spellcaster casting a low-level spell has (atttribute bonuses not withstanding) exactly the same chance of affecting a target as a low-level spellcaster, while a high-level target has a much greater chance of resisting that a low-level target. While the target's increase in resistance is, of course, logical, it seems to me that one of the perks of advancement in the magical arts should be the ability to make your spells stronger - which is the case in all aspects of a spell (damage, range, duration) except for Save DC. So I have added in a level-dependent bonus for spellcasters. The formula for DC is now: Spell Strength + Spell Level + Ability Modifier + 10. Spell Strength progression follows the 'bad saving throw' bonus progression and is only gained from spellcasting classes (of course). Hope these are interesting! jericho [/QUOTE]
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