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Yet another "My House Rules" thread
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<blockquote data-quote="MadBlue" data-source="post: 2024782" data-attributes="member: 7552"><p>I'm going to be starting up a new D&D campaign in the next month or so, and am considering the following house rules for my game. Has anybody used any rules like these before? </p><p></p><p>Charisma</p><p>· Characters with a score of 12 or higher in Charisma gain a bonus feat at 1st level and depending on the character’s Charisma, they may be eligible for bonus feats as they advance in level (see table, below):</p><p></p><p>Score Bonus Feats</p><p>12-13 Level 1</p><p>14-15 Level 1, 4</p><p>16-17 Level 1, 4, 8</p><p>18-19 Level 1, 4, 8, 12</p><p>20-21 Level 1, 4, 8, 12, 16</p><p>etc… </p><p></p><p>Reasons: </p><p>1) Charisma represents more than social aspects of the character. It represents such things as self-awareness, self-confidence, sense of purpose and is the ability that characters (and creatures) use to base special abilities that are "inborn" or "talents" on. Surely that could benefit characters who don't have special abilities based on Charisma.</p><p></p><p>2) Unlike other abilities, Charisma grants no mechanical benefit outside of skill bonuses.</p><p></p><p>3) Unlike other game effects (to hit and AC adjustments, HP, skill points, Saving Throws etc.), number of Feats is not affected by any ability.</p><p></p><p>4) Classes relying on Charisma (particularly the Sorcerer) are often criticized as being less powerful than other classes.</p><p> </p><p>RACES</p><p></p><p>Half-Orc Traits (Ex): These traits are in addition to the half-orc traits in the PHB</p><p>· Rage (Ex): A half-orc has the ability to fly into a screaming blood frenzy once per day (or one additional time per day, if he already has a rage ability). The effect of this ability is identical with the effects of a barbarian’s rage. If a half-orc has improved rage abilities (such as the barbarian class features greater rage, indomitable will, tireless rage, or mighty rage), those improvements apply to the rage ability granted by being a half-orc as well.</p><p>· Monstrous Mien (Ex): Half-orcs can channel their innate ferocity, resulting in a +4 racial bonus on Intimidate checks.</p><p></p><p>Reasons: </p><p>1) In the same way that Half-Elves get bonuses to Diplomacy and Gather Information because they feel comfortable among other races, Half-Orcs often are treated as outsiders by Humand and Orcs and resort to intimidation to get their point across</p><p></p><p>2) A history of being between races and not accepted by either gives one a lot of steam to vent.</p><p></p><p>3) The Half-Orc Paragon class (in UA) gets these as special abilities, while the other racial Paragon classes tend to get abilities that build upon Racial Traits.</p><p></p><p>CLASSES</p><p></p><p>Ranger</p><p>· Rangers who meet the prerequisites for their combat style feats may use them when wearing medium and heavy armor</p><p></p><p>Reason: If a Ranger is going to put the extra ability points into Dex, and/or take the additional Feats, it makes sense for the Ranger's combat style Feats to work normally.</p><p></p><p></p><p>Sorcerer</p><p>· Sorcerers get Use Magic Device as a class skill.</p><p>· Sorcerers may choose Bluff, Diplomacy or Intimidate as a class skill.</p><p></p><p>Reasons:</p><p>1) Sorcerers use Charisma as a prime ability, so they should have more choices in Charisma-based skills</p><p></p><p>2) Sorcerers are the quintessential magic "users", so it makes sense for them to be able to have a chance to use a magic device, whatever its source.</p><p></p><p>3) Andy Collins suggested it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>DEFENSE BONUS</p><p></p><p>Characters receive a Defense Bonus to AC equal to 1/3 character level, rounded down. This bonus applies to a character’s Touch AC, but it is lost whenever a character loses their Dexterity bonus to AC (for example, when flatfooted).</p><p></p><p>Reasons:</p><p></p><p>1) Characters automatically get better at attacking over time, why don't they get better at defending?</p><p></p><p>2) Touch attacks are too difficult to avoid without magic.</p><p></p><p>3) Since no class got a DB before, granting all characters the same DB doesn't muck around with class balance.</p><p></p><p>3) IMC, I hand out fewer "rings of protection" and such as DM. Basically. I'd rather have a character's defenses be based more on their own ability to defend themselves, rather than magic items.</p></blockquote><p></p>
[QUOTE="MadBlue, post: 2024782, member: 7552"] I'm going to be starting up a new D&D campaign in the next month or so, and am considering the following house rules for my game. Has anybody used any rules like these before? Charisma · Characters with a score of 12 or higher in Charisma gain a bonus feat at 1st level and depending on the character’s Charisma, they may be eligible for bonus feats as they advance in level (see table, below): Score Bonus Feats 12-13 Level 1 14-15 Level 1, 4 16-17 Level 1, 4, 8 18-19 Level 1, 4, 8, 12 20-21 Level 1, 4, 8, 12, 16 etc… Reasons: 1) Charisma represents more than social aspects of the character. It represents such things as self-awareness, self-confidence, sense of purpose and is the ability that characters (and creatures) use to base special abilities that are "inborn" or "talents" on. Surely that could benefit characters who don't have special abilities based on Charisma. 2) Unlike other abilities, Charisma grants no mechanical benefit outside of skill bonuses. 3) Unlike other game effects (to hit and AC adjustments, HP, skill points, Saving Throws etc.), number of Feats is not affected by any ability. 4) Classes relying on Charisma (particularly the Sorcerer) are often criticized as being less powerful than other classes. RACES Half-Orc Traits (Ex): These traits are in addition to the half-orc traits in the PHB · Rage (Ex): A half-orc has the ability to fly into a screaming blood frenzy once per day (or one additional time per day, if he already has a rage ability). The effect of this ability is identical with the effects of a barbarian’s rage. If a half-orc has improved rage abilities (such as the barbarian class features greater rage, indomitable will, tireless rage, or mighty rage), those improvements apply to the rage ability granted by being a half-orc as well. · Monstrous Mien (Ex): Half-orcs can channel their innate ferocity, resulting in a +4 racial bonus on Intimidate checks. Reasons: 1) In the same way that Half-Elves get bonuses to Diplomacy and Gather Information because they feel comfortable among other races, Half-Orcs often are treated as outsiders by Humand and Orcs and resort to intimidation to get their point across 2) A history of being between races and not accepted by either gives one a lot of steam to vent. 3) The Half-Orc Paragon class (in UA) gets these as special abilities, while the other racial Paragon classes tend to get abilities that build upon Racial Traits. CLASSES Ranger · Rangers who meet the prerequisites for their combat style feats may use them when wearing medium and heavy armor Reason: If a Ranger is going to put the extra ability points into Dex, and/or take the additional Feats, it makes sense for the Ranger's combat style Feats to work normally. Sorcerer · Sorcerers get Use Magic Device as a class skill. · Sorcerers may choose Bluff, Diplomacy or Intimidate as a class skill. Reasons: 1) Sorcerers use Charisma as a prime ability, so they should have more choices in Charisma-based skills 2) Sorcerers are the quintessential magic "users", so it makes sense for them to be able to have a chance to use a magic device, whatever its source. 3) Andy Collins suggested it. ;) DEFENSE BONUS Characters receive a Defense Bonus to AC equal to 1/3 character level, rounded down. This bonus applies to a character’s Touch AC, but it is lost whenever a character loses their Dexterity bonus to AC (for example, when flatfooted). Reasons: 1) Characters automatically get better at attacking over time, why don't they get better at defending? 2) Touch attacks are too difficult to avoid without magic. 3) Since no class got a DB before, granting all characters the same DB doesn't muck around with class balance. 3) IMC, I hand out fewer "rings of protection" and such as DM. Basically. I'd rather have a character's defenses be based more on their own ability to defend themselves, rather than magic items. [/QUOTE]
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