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You can run. But you cannot hide! About DMing, ideas?...Münster guys: STAY OUT!!!
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<blockquote data-quote="Dark Dragon" data-source="post: 3594682" data-attributes="member: 1115"><p><strong>House Rules</strong></p><p></p><p>Maybe of interest: the house rules...</p><p></p><p>Bigest change was made on the magic system. We don't use the slot system anymore, but developed a point-based spell system.</p><p></p><p>The spells are still sorted into levels, but the caster can choose the caster level of the spell, e.g., a wizard 10 casting a fireball could opt to use a CL 5, thus dealing 5d6 damage. But that also lowers the range of the spell and the chance of overcoming SR...</p><p></p><p>Depending on the spell level, casting a spell costs a certain amount of spell points. Casting a fireball on CL 10 is more exhausting than a fireball on CL 5.</p><p></p><p>Every caster has a pool of spell energy, e.g., Jasmina has 348 points for her cleric spells (without domain spells). This includes bonus points for her high Wis score. She can use this energy as she sees fit. Casting high level spells depletes her energy pool much faster than casting low level spells, in a diagram (x-axis: CL, y-axis: spell points per spell & CL) you'd see a hyperbolic curve.</p><p></p><p>After a night's rest or praying, the caster regenerates 75 % of his maximum number of spell points. This ruling should avoid reckless casting, i.e. using all spell points per day.</p><p></p><p>Domains are handled separately: Per day, the cleric can cast one spell per spell level (one spell at level 1, one at level 2,... quite similar to the slot system), but he can also lower the CL if he wishes, as above. The cleric uses a domain spell energy pool.</p><p></p><p>The sorcerer has seen some modifications. He has now access to a new spell level at every odd level (as the wizard does) and he has 50 % more base spell energy than the wizard or cleric. However, his spell selection is still strongly limited. The sorcerer can use the feat Quicken Spell normally as any other caster.</p><p></p><p>The cleric and the sorcerer get 3 skill points per level.</p><p></p><p>All skills except Speak Language are class skills for all classes.</p><p></p><p>Only one Sneak Attack is allowed per round.</p><p></p><p>A PC can't take a second PrC unless he has taken all levels in the first PrC, e.g., Jasmina was allowed only to take levels in Mystic Theurge after she had taken all 10 levels of the Hathran PrC. A PC can add a base class (i.e. all classes with 20 levels) anytime, no restrictions here.</p><p></p><p>Some spells were modified, especially those with a long duration (like Energy Immunity or Mind Blank) now have a shorter duration (in most cases 10 min/CL) to avoid extensive buffing. Teleportation leaves the character dazed for one round and causes a loud noise and a flash of light. There is no fading effect when Fly or similar spells were dispelled.</p><p>Detect Magic does not register illusion spells, it is now line of sight!</p><p></p><p>Some spells were banned, like Mordenkainen's Disjunction, Overland Flight, Teleport without Error...</p><p></p><p>There are four spells for bringing back the dead: Raise Dead (now in level 7), True Ressurection, Reincarnate, True Reincarnate.</p><p></p><p>We use special effects on a confirmed 20 or 1 on an attack roll. With bad luck, a level 20 PC can get killed by a level 1 foe or at least be in serious trouble! This should remind the players that in every fight quickly big problems may show up.</p></blockquote><p></p>
[QUOTE="Dark Dragon, post: 3594682, member: 1115"] [b]House Rules[/b] Maybe of interest: the house rules... Bigest change was made on the magic system. We don't use the slot system anymore, but developed a point-based spell system. The spells are still sorted into levels, but the caster can choose the caster level of the spell, e.g., a wizard 10 casting a fireball could opt to use a CL 5, thus dealing 5d6 damage. But that also lowers the range of the spell and the chance of overcoming SR... Depending on the spell level, casting a spell costs a certain amount of spell points. Casting a fireball on CL 10 is more exhausting than a fireball on CL 5. Every caster has a pool of spell energy, e.g., Jasmina has 348 points for her cleric spells (without domain spells). This includes bonus points for her high Wis score. She can use this energy as she sees fit. Casting high level spells depletes her energy pool much faster than casting low level spells, in a diagram (x-axis: CL, y-axis: spell points per spell & CL) you'd see a hyperbolic curve. After a night's rest or praying, the caster regenerates 75 % of his maximum number of spell points. This ruling should avoid reckless casting, i.e. using all spell points per day. Domains are handled separately: Per day, the cleric can cast one spell per spell level (one spell at level 1, one at level 2,... quite similar to the slot system), but he can also lower the CL if he wishes, as above. The cleric uses a domain spell energy pool. The sorcerer has seen some modifications. He has now access to a new spell level at every odd level (as the wizard does) and he has 50 % more base spell energy than the wizard or cleric. However, his spell selection is still strongly limited. The sorcerer can use the feat Quicken Spell normally as any other caster. The cleric and the sorcerer get 3 skill points per level. All skills except Speak Language are class skills for all classes. Only one Sneak Attack is allowed per round. A PC can't take a second PrC unless he has taken all levels in the first PrC, e.g., Jasmina was allowed only to take levels in Mystic Theurge after she had taken all 10 levels of the Hathran PrC. A PC can add a base class (i.e. all classes with 20 levels) anytime, no restrictions here. Some spells were modified, especially those with a long duration (like Energy Immunity or Mind Blank) now have a shorter duration (in most cases 10 min/CL) to avoid extensive buffing. Teleportation leaves the character dazed for one round and causes a loud noise and a flash of light. There is no fading effect when Fly or similar spells were dispelled. Detect Magic does not register illusion spells, it is now line of sight! Some spells were banned, like Mordenkainen's Disjunction, Overland Flight, Teleport without Error... There are four spells for bringing back the dead: Raise Dead (now in level 7), True Ressurection, Reincarnate, True Reincarnate. We use special effects on a confirmed 20 or 1 on an attack roll. With bad luck, a level 20 PC can get killed by a level 1 foe or at least be in serious trouble! This should remind the players that in every fight quickly big problems may show up. [/QUOTE]
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