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What's the first thing you guess you'll have to house-rule?
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<blockquote data-quote="StarFyre" data-source="post: 3871519" data-attributes="member: 26055"><p><strong>And let the list begin:</strong></p><p></p><p>These are house rules we use currently:</p><p></p><p>1) critical hits work differently (we use the spells & magic/Combat & tactics, detailed 'realistic' crit hits, so our method is a combination - we have a computer program a friend created that does it all for us, so upon a crit hit (we stopped the confirmation role btw, waste of time), we click on the program, with some settings, and it tells us the effect)</p><p></p><p>2) alignment - have changed to a more real world system..Basically, no such thing as good & evil since these are comparative terms based on perspective. Chars are played like us in real life; we do what we feel will benefit us, for whatever goal we want to achieve. This is good since we play planar campaigns most of the time, the planes can be set to specific aspects of alignment, and thus it enhances the roleplay between the character's own beliefs vs the hard and fast set rules within a game.</p><p></p><p>3) spells - some spells are changed (ie. disintegrate works very differently in our campaign...instead, we make a target role...if it hit the arm for example, save for the arm..if it fails, the arm takes the damage and turns to dust..then save on the torso to see if it spreads, etc...it takes longer, but makes for much cooler descriptions and more brutal results).</p><p></p><p>4) item saves - upon a failed save (not just a 1), save for the item (if magical). THen compre damage vs teh hp of the item, and see if it breaks (a lot more risk and stuff breaking but makes more sense and causes them to be more careful with what they do)</p><p></p><p>5) classes - some prestige classes have been re-written/modified (not many) - wild mage, Chronomancer specialist mage</p><p></p><p>6) monsters - i give back/remove abilities from creatures if the cahnges in 3.5 got rid of the flavour of the creature (ie. demons are supposed to fight via attrition....hence, summons/gates can now be used immediately upon the initial creature being summoned, just like in older editions). This means CRs go up, but our party is larger (8 chars) and we fidn that in general, the CR doesn't mean as much (ie. at level 1, they easily took our a large group of orcs that the CR says should not have been possible).</p><p></p><p>7) some cosmology changes..not really great wheel but we do use Sigil at the top of the spire in a large landscape called outlands. THe rest of the planes though; not in the greatwheel structure.</p><p></p><p>in 4E: </p><p></p><p>I think the same changes as currently will be needed as well for our campaign, as creatures such as dragons, in our standard, we believe and players do as well, that many should have spells (that they can use naturally)...but they have removed them from most creatures; so we will add them back. May also change how spell resistance works if we don't agree with any changes there.</p><p></p><p>Cosmology - can easily take what they have done and accomodate our changes to a total revamp. Not a big deal at all so this I am pleased about.</p><p></p><p>Sanjay</p></blockquote><p></p>
[QUOTE="StarFyre, post: 3871519, member: 26055"] [b]And let the list begin:[/b] These are house rules we use currently: 1) critical hits work differently (we use the spells & magic/Combat & tactics, detailed 'realistic' crit hits, so our method is a combination - we have a computer program a friend created that does it all for us, so upon a crit hit (we stopped the confirmation role btw, waste of time), we click on the program, with some settings, and it tells us the effect) 2) alignment - have changed to a more real world system..Basically, no such thing as good & evil since these are comparative terms based on perspective. Chars are played like us in real life; we do what we feel will benefit us, for whatever goal we want to achieve. This is good since we play planar campaigns most of the time, the planes can be set to specific aspects of alignment, and thus it enhances the roleplay between the character's own beliefs vs the hard and fast set rules within a game. 3) spells - some spells are changed (ie. disintegrate works very differently in our campaign...instead, we make a target role...if it hit the arm for example, save for the arm..if it fails, the arm takes the damage and turns to dust..then save on the torso to see if it spreads, etc...it takes longer, but makes for much cooler descriptions and more brutal results). 4) item saves - upon a failed save (not just a 1), save for the item (if magical). THen compre damage vs teh hp of the item, and see if it breaks (a lot more risk and stuff breaking but makes more sense and causes them to be more careful with what they do) 5) classes - some prestige classes have been re-written/modified (not many) - wild mage, Chronomancer specialist mage 6) monsters - i give back/remove abilities from creatures if the cahnges in 3.5 got rid of the flavour of the creature (ie. demons are supposed to fight via attrition....hence, summons/gates can now be used immediately upon the initial creature being summoned, just like in older editions). This means CRs go up, but our party is larger (8 chars) and we fidn that in general, the CR doesn't mean as much (ie. at level 1, they easily took our a large group of orcs that the CR says should not have been possible). 7) some cosmology changes..not really great wheel but we do use Sigil at the top of the spire in a large landscape called outlands. THe rest of the planes though; not in the greatwheel structure. in 4E: I think the same changes as currently will be needed as well for our campaign, as creatures such as dragons, in our standard, we believe and players do as well, that many should have spells (that they can use naturally)...but they have removed them from most creatures; so we will add them back. May also change how spell resistance works if we don't agree with any changes there. Cosmology - can easily take what they have done and accomodate our changes to a total revamp. Not a big deal at all so this I am pleased about. Sanjay [/QUOTE]
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What's the first thing you guess you'll have to house-rule?
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