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<blockquote data-quote="Gothmog" data-source="post: 2046173" data-attributes="member: 317"><p>I'm a tinkerer- I change lots of things to reflect my game world. I run any rules changes past my players to make sure they are cool with it, and for the last 3 years they seem to be enjoying the changes I've made to the RAW. I have 10 pages of house rules for my low magic, mostly changing how magic works, but including other things as well. Here's a list:</p><p></p><p>* Reduce reliance on items by giving an extra feat every other level, and every class gets 2 extra skill points per level.</p><p>* Revised MDT to make it scale with size, Con, and level. This makes large critters terrifying, and makes PCs respect things like giants and dragons.</p><p>* Class-based defense bonus- again to reduce reliance on items.</p><p>* Revised Tumbling in combat rules- its now an opposed check vs. the attackers BAB + base Reflex save.</p><p>* Con check to stabilize equal to DC 10 + amount of negative HP.</p><p>* Revised defensive fighting options to allow it to scale with level.</p><p>* Added a Terror Rating to many monsters similar to dragonfear.</p><p>* Magic is now either formulaic (memorized), spontaneous, or ritual. There are no Sorcerers in the RAW in my world, so spontaneous magic is given to every caster. However, spontaneous casing requires a Spellcraft check to cast, and if failed, the spell slot is lost for the day. Any spell can be made into ritual magic, which increases the save DC and level effect by 1, but also take 5 times as long to cast. Spells above 6th level MUST be cast as rituals.</p><p>* Save DCs for spells are now 10 + spell level + 1/2 caster level.</p><p>* Added essentia for magic- special components for spells that bump up the effective caster level and DC or act as metamagic, but the component is consumed in the casting. Essentia is keyed to a type of magic, such as divination, elemental water, or necromancy. Spells above 6th level require essentia to cast. Magic item creation also requires essentia.</p><p>* Added rules for magical auras. Arcane, divine, infernal, spiritual, and faerie magic don't always play nice together, and sometimes they augment each other or conflict, making spellcasting in some areas much easier or harder.</p><p>* All spellcasting classes must learn spells like the wzard of the core rules. Clerics and druids do not automatically know every spell available to them, but instead have a sorcerer-like # spells known table, which can be augmented by research.</p><p>* Revised the Domains so they work more like Spheres from 2nd Edition. I got tired of every cleric knowing the same spells (why would the priests of a god of Justice know Death Knell or Meld into Stone?).</p></blockquote><p></p>
[QUOTE="Gothmog, post: 2046173, member: 317"] I'm a tinkerer- I change lots of things to reflect my game world. I run any rules changes past my players to make sure they are cool with it, and for the last 3 years they seem to be enjoying the changes I've made to the RAW. I have 10 pages of house rules for my low magic, mostly changing how magic works, but including other things as well. Here's a list: * Reduce reliance on items by giving an extra feat every other level, and every class gets 2 extra skill points per level. * Revised MDT to make it scale with size, Con, and level. This makes large critters terrifying, and makes PCs respect things like giants and dragons. * Class-based defense bonus- again to reduce reliance on items. * Revised Tumbling in combat rules- its now an opposed check vs. the attackers BAB + base Reflex save. * Con check to stabilize equal to DC 10 + amount of negative HP. * Revised defensive fighting options to allow it to scale with level. * Added a Terror Rating to many monsters similar to dragonfear. * Magic is now either formulaic (memorized), spontaneous, or ritual. There are no Sorcerers in the RAW in my world, so spontaneous magic is given to every caster. However, spontaneous casing requires a Spellcraft check to cast, and if failed, the spell slot is lost for the day. Any spell can be made into ritual magic, which increases the save DC and level effect by 1, but also take 5 times as long to cast. Spells above 6th level MUST be cast as rituals. * Save DCs for spells are now 10 + spell level + 1/2 caster level. * Added essentia for magic- special components for spells that bump up the effective caster level and DC or act as metamagic, but the component is consumed in the casting. Essentia is keyed to a type of magic, such as divination, elemental water, or necromancy. Spells above 6th level require essentia to cast. Magic item creation also requires essentia. * Added rules for magical auras. Arcane, divine, infernal, spiritual, and faerie magic don't always play nice together, and sometimes they augment each other or conflict, making spellcasting in some areas much easier or harder. * All spellcasting classes must learn spells like the wzard of the core rules. Clerics and druids do not automatically know every spell available to them, but instead have a sorcerer-like # spells known table, which can be augmented by research. * Revised the Domains so they work more like Spheres from 2nd Edition. I got tired of every cleric knowing the same spells (why would the priests of a god of Justice know Death Knell or Meld into Stone?). [/QUOTE]
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