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Revan
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Sith'ari, Chosen Heart of the Force
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Posted: Thu May 31, 2007 10:10 am Post subject: Campaign-wide rules tweaks |
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We've been running the Pharagos campaigns for well over 2 (or is it 3?) years now with varying levels of rules tweaking and other house rules and variants we've been using for our games. Why don't we try consolidating some of the tweaks, house rules, and mods we've been doing?
For starters,
-Fractional BAB: Almost all of our DMs have been using this one if I recall correctly so I figure we can make this a Pharagos standard rule.
Regional and racial tweaks:
-Mandrakori: As human, but may ignore the BAB+1 requirement for feats. (Usually for Exotic Wpn Prof at Lvl 1, or Wpn Finesse)
-Githyanki: Gith may treat mercurial longswords and greatswords as their normal equivalents (martial) equivalents for proficiency. Gith may weild silver swords as either mercurial or plain swords EDIT:(shifting between either as a free action only during their turn). Other races always treat silver swords as whatever form it was last locked into (default to standard version), unless they take a new feat :Sword Shifting (Fighter bonus, Pre-req: ExWpn Prf Silver Sword) that allows them to shift between standard and mercurial forms as normal gith.
-Elves: The surface Elves of the Dominion may treat the Greatbow as an associated racial weapon (i.e. Elven Greatbow for Racial Weapon Familiarity).
-Dwarves: The dwarves of House Broadhammer may treat all firearms as racial associated weapons for the feat Racial Weapon Familiarity.
Next, as for these rules, should we standardize them or leave these to DM discretion?
-Fractional Saving Throws: It's not that complex. Really.
-Action Points: These make RP and flavor characters much more survivable. Then again, these allow for some really obscene powergamed characters.
Opinions? Violent reactions? Suggestions and ideas? Fire off guys! _________________ Words are the only bullets in truth's bandolier. And poets are the snipers.
-George Wu (The Hyperion Cantos, Dan Simmons) |
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Last edited by Revan on Thu May 31, 2007 1:55 pm; edited 1 time in total |
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boy_bakal
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Lord of Pwnage
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Posted: Thu May 31, 2007 10:19 am Post subject: |
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I'm good with everything else except for Fractional Saving Throws. Players are more like to prefer it the usual way, since that boosts their saves at higher levels due to multiclassing/Prestige Classes. _________________ And I'm still, still longing. Still cold... so cold. |
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Revan
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Sith'ari, Chosen Heart of the Force
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Location: Korriban |
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Posted: Thu May 31, 2007 1:36 pm Post subject: |
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Actually, fractional saves give players a slight edge when multiclassing:
Ex.
Fighter 1 Barbarian 1 Fort Save
Standard: 2+2= +4
Fractional: 2.5+2.5= +5
Fighter 1 Rogue 1 Wizard 1 All Saves
Standard: +2 Fort, +2 Ref, +2 Will
Fractional: +3 Fort, +3 Ref, +3 Will (2.5+ 1/3 + 1/3=3)
Fighter 5 Noble Adventurer 2 Champion of Corellon 1
Standard: Fort+9, Ref+1, Will+6
Fort= +4 +3 +2
Ref= +1 +0 +0
Will= +1 +3 +2
Fractional: Fort+10, Ref+2, Will+7
Fort= +4.5 +3 +2.5
Ref= +1 2/3 +2/3 +1/3
Will= +1 2/3 +3 +2.5 _________________ Words are the only bullets in truth's bandolier. And poets are the snipers.
-George Wu (The Hyperion Cantos, Dan Simmons) |
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BJ
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He Who Founds Wyrmlings
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Posted: Thu May 31, 2007 4:50 pm Post subject: |
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I don't mind, but not all people like fractions.
Also, for my Pharagos games, I haven't turned fractional BA on. (Have you been doing it? Edit char's then).
Also, we should keep AP's as DM's discretion. _________________ Nosfecatu Publishing |
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Revan
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Sith'ari, Chosen Heart of the Force
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Posted: Thu May 31, 2007 5:03 pm Post subject: |
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BJ wrote: |
Also, for my Pharagos games, I haven't turned fractional BA on. (Have you been doing it? Edit char's then). |
Haven't been using it in NS, and it doesn't matter in Chalice since I depend on Divine Power anyway. Thanks for the heads-up though. _________________ Words are the only bullets in truth's bandolier. And poets are the snipers.
-George Wu (The Hyperion Cantos, Dan Simmons) |
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Xtian
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Goderator
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Posted: Thu May 31, 2007 5:30 pm Post subject: |
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BJ
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He Who Founds Wyrmlings
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Posted: Fri Jun 01, 2007 1:50 pm Post subject: |
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Proposals:
*Official fighter mod! Go to the fighter facelift thread in DnD link for details.
*Sorcerer mod: All sorcerers should get Eschew materials at 1st level, and should get a bonus heritage feat every five levels (Heritage feats are available at CArcane, PHB2, and Complete mage.)
Quote: | -Action Points: These make RP and flavor characters much more survivable. Then again, these allow for some really obscene powergamed characters.
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I'd like to point out that it's not exactly obscene, just... repetitive. I'm now so bored at AP's... Still, it's built in there in Eberron... _________________ Nosfecatu Publishing |
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dark_axis
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Eternal Elan
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Posted: Sat Jun 02, 2007 7:58 pm Post subject: |
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aps are encouraged in eberron since the world is non-epic which actually makes up for it since we actually get to epic sometimes then aps should be turned off. some players get to rely most on their aps so it kinda makes them like ap-dependent players. _________________ Only by confronting your darkest fears can you find the light...
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Xtian
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Goderator
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Posted: Sat Jun 16, 2007 12:33 am Post subject: |
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How about the mercurial weapons?
Base weapon becomes one size category higher for damage, decreased critical threat range for increased critical multiplier and additional -4 (or -2?) for nonproficiency?
Or modified threat range in multiplier only? _________________ solbergb on sorcerers:
"Whether it is true or not, all sorcerers seem to act as if their power is inexhaustible. It really annoys the prepared casters."
A druid on rogue:
"Foolish girl! I am a Druid, I have special abilities more powerful than your entire class!" |
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Revan
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Sith'ari, Chosen Heart of the Force
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Posted: Sat Jun 16, 2007 8:41 am Post subject: |
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Hmm, there's actually a discrepancy there from what I can remember. The original Sword and Fist had the mercurial weapons with damage one category higher and increased the crit multipliers. Arms and Equipment Guide on the other hand downgraded mercurial weapons to regular damage for a weapon their size, but retained the higher multiplier and extra -4 nonproficiency penalty.
Which version do you guys prefer? Personally, I've been using the up-gunned damage and multiplier version, but since we're making this a generally org-wide campaign setting, we might as well standardize this key piece of Gith equipment. _________________ Words are the only bullets in truth's bandolier. And poets are the snipers.
-George Wu (The Hyperion Cantos, Dan Simmons) |
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BJ
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He Who Founds Wyrmlings
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Posted: Sun Jun 24, 2007 1:49 pm Post subject: |
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Arms and Equipment comes after Sword and Fist, so I believe that should take precedence.
Updates people! is there any remark about my proposed sorcerer mod? I think it's good. BJ's fighter, on the other hand, still needs a lot of work. Will be going to that when the occasion calls for it. _________________ Nosfecatu Publishing |
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Xtian
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Goderator
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Posted: Fri Jul 06, 2007 3:10 am Post subject: |
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Sorcerers: I am good with eschew materials. Even better, allow them to pay XP cost instead of expensive material components, ala VoP. On heritage feats, it depends if we want to give the class more flavor and more flavor and power so I suggest reserve feats. Reserve feats are also flavorful with sorcerers and may be comparable with bonus metamagics of wizard.
For me, reserve feats might be a nautral manifestation of magic flowing in a sorcerer's blood, aside from inherent spellcasting.
Mercurial weapons. I am good with increased damage and critical multiplier for decreased threat range and worse nonproficiency penalty. That would be a feat worth spending on.
Katana. Exotic weapon. Always masterwork. Only requires one hand to grip. 1d10 18-20x2.
Katana is like a bastardsword but it is not a bastard sword. Someone proficient with bastardsword is not automatically proficient with katana. _________________ solbergb on sorcerers:
"Whether it is true or not, all sorcerers seem to act as if their power is inexhaustible. It really annoys the prepared casters."
A druid on rogue:
"Foolish girl! I am a Druid, I have special abilities more powerful than your entire class!" |
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Xtian
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Goderator
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Posted: Fri Jul 06, 2007 10:40 pm Post subject: |
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erwin
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Master of None
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Posted: Sat Jul 07, 2007 12:22 pm Post subject: |
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Xtian wrote: | And oh, hobgoblins with no LA. |
wah!
what's they're new ability modifiers then? _________________ There is happiness for those who accept their fate. There is glory for those who defy their fate
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BJ
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He Who Founds Wyrmlings
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Posted: Mon Aug 06, 2007 12:31 am Post subject: |
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Hobgoblins with no LA... That actually has some potential.
Plus, you'd probably be giving Revan a new fav race. Militaristic Hobgoblins are definitely his style. _________________ Nosfecatu Publishing |
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Xtian
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Posted: Mon Aug 06, 2007 12:37 am Post subject: |
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Revan
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Sith'ari, Chosen Heart of the Force
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Posted: Mon Aug 06, 2007 11:39 pm Post subject: |
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I'm good with the Hobgob tweak if all the other Pharagos DMs are. Ditto with the katana, with a slight proviso of making its cost 400 (masterwork already applied). Bastard Sword is only 50, right? Correct me if I'm wrong.
I'd also like to apply the 2d8 x4 version of the Mercurial Greatsword, 1d10 x4 Mercurial Longsword, and 2d6 x4 version of the Mercurial Bastard Sword.
Sorcerer: I like the ideas for eschew, heritage, and reserve. If we were to apply them, how would they look? At what levels would sorcerers gain what? _________________ Words are the only bullets in truth's bandolier. And poets are the snipers.
-George Wu (The Hyperion Cantos, Dan Simmons) |
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BJ
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He Who Founds Wyrmlings
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Posted: Tue Aug 07, 2007 7:51 pm Post subject: |
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As DM, here's my vote:
Katana: Good. Greatsword is 50gp. Bastard is a bit cheper, methinks.
Hobgob Tweak: Good. Might actually play hobgob at Pharagos core, then.
Sorcerer: Perhaps we should let the player choose between reserve and heritage. Eschew at 1st, bonus reserve or heritage at 5th, 10th, 15th, and 20th. That way it's placed similar to the wizard.
Mercurial Equips: abstain. I believe I'm not in a posit to argue. I don't even get the flavor for the mercurial weapons yet... _________________ Nosfecatu Publishing |
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Revan
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Sith'ari, Chosen Heart of the Force
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Posted: Tue Aug 07, 2007 11:06 pm Post subject: |
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Ok with the sorcerer then.
Variant Favored Classes:
-Hobgoblins may take the Warblade as a favored class.
-Githyanki may take Psychic Warrior or Warblade as favored class.
-Elves of the Northern Dominion may take Duskblade as a favored class.
-Elves of Silvermyr may take Ranger as a favored class.
Also, UA variant rule I want to implement:
-Skillfull Half-Elves: Half-elves gain 4 bonus skill points at level 1, and 1 extra skill point per level onwards. I feel that the Half-Elf isn't quite as used or as useful, and this little tweak helps offset that a bit. Comments? _________________ Words are the only bullets in truth's bandolier. And poets are the snipers.
-George Wu (The Hyperion Cantos, Dan Simmons) |
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Xtian
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Goderator
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Posted: Wed Aug 08, 2007 2:18 am Post subject: |
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I am arguing myself with the katana though. It makes one handing a bastard sword mechanically pointless. But it was actually pointless to start with. From longsword damage (1d8, 4.5 ) to bastard sword (1d10, 5.5), spending a feat to increase the damage by 1 point is almost ridiculous! And also, two-weapon fighting with two bastard swords? You're kidding right? Who would do such thing now?
Revan wrote: | Also, UA variant rule I want to implement:
-Skillfull Half-Elves: Half-elves gain 4 bonus skill points at level 1, and 1 extra skill point per level onwards. I feel that the Half-Elf isn't quite as used or as useful, and this little tweak helps offset that a bit. Comments? |
Got no problem with that, mechanically or flavor-wise.
BJ wrote: | Mercurial Equips: abstain. I believe I'm not in a posit to argue. I don't even get the flavor for the mercurial weapons yet... |
Mercurials weapons have a reservoir of quicksilver that runs along the interior of the blade in a slender channel. When the wielder swing this weapon, the heavy liquid flows out into the blade from its haft making it heavier. It imposes additional -3 penalty (greatsword) or -2 (longsword) to attack rolls for nonproficient users.
There's a running joke on mercurial weapons made from glassteel and bashing through enemies with a giant thermometer. _________________ solbergb on sorcerers:
"Whether it is true or not, all sorcerers seem to act as if their power is inexhaustible. It really annoys the prepared casters."
A druid on rogue:
"Foolish girl! I am a Druid, I have special abilities more powerful than your entire class!" |
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erwin
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Master of None
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Posted: Wed Aug 08, 2007 7:45 pm Post subject: |
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The sorcerer changes are great..
How does reserve feats work? I read them already but i can't seem to get it.. _________________ There is happiness for those who accept their fate. There is glory for those who defy their fate
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BJ
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He Who Founds Wyrmlings
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Posted: Wed Aug 08, 2007 10:20 pm Post subject: |
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iirc, reserve feats give you at will abilities, so long as some condition is met.
For example (my memory is dodgy here), Storm Bolt allows you to blast with a bolt of electricity at will, dealing Xd6 damage, where X is the highest level spell you have prepared.
For spontaneous casters, if you know an elec spell and you have at least one more spell slot of that level, you can deliver the bolt at will.
So, say Hennet the sorcerer has the Storm bolt reserve feat, and he knows the spells lightning bolt and orb of electricity. He can deliver an attack at will dealing 4d6 damage, but when he runs out of 4th level spell slots, the bolt SLA can now only deal 3d6 damage. Should he run out of 3rd level spell slots (and assuming he didn't learn shocking grasp or any other elec spell of lower than 3rd level),he can't use the reserve feat.
A good feat, especially in Revan's Campaigns where 3 game days translate to one fantasy game day. Sometimes, at least. _________________ Nosfecatu Publishing |
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erwin
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Master of None
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Posted: Thu Aug 09, 2007 7:51 pm Post subject: |
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ah ok.. now i understand
so all reserve feats are at will? kewl! _________________ There is happiness for those who accept their fate. There is glory for those who defy their fate
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Xtian
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Posted: Thu Aug 09, 2007 11:59 pm Post subject: |
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BJ
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He Who Founds Wyrmlings
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Posted: Fri Aug 10, 2007 11:12 am Post subject: |
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Quote: | Also, UA variant rule I want to implement:
-Skillfull Half-Elves: Half-elves gain 4 bonus skill points at level 1, and 1 extra skill point per level onwards. I feel that the Half-Elf isn't quite as used or as useful, and this little tweak helps offset that a bit. Comments?
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As good as I believe this variant is, I want to note this one little thing:
Half-Orcs get no love. _________________ Nosfecatu Publishing |
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supertotoy
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Old Dragon
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Posted: Fri Aug 10, 2007 11:44 am Post subject: |
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Xtian
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Posted: Fri Aug 10, 2007 12:53 pm Post subject: |
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erwin
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Master of None
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Posted: Sat Aug 11, 2007 3:40 pm Post subject: |
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How about giving Half-orcs Powerful Build.. or something related..
It should give them a little appreciation _________________ There is happiness for those who accept their fate. There is glory for those who defy their fate
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BJ
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He Who Founds Wyrmlings
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Posted: Sat Aug 11, 2007 5:09 pm Post subject: |
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That doesn't work. Half-orcs' orcish heritage is already showcased by the +2str, -2int and cha. What they lack is that "human" touch. _________________ Nosfecatu Publishing |
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Revan
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Sith'ari, Chosen Heart of the Force
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Posted: Sat Aug 11, 2007 5:12 pm Post subject: |
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BJ wrote: | That doesn't work. Half-orcs' orcish heritage is already showcased by the +2str, -2int and cha. What they lack is that "human" touch. |
Now that you put it that way, suddenly skillful seems almost appropriate, if not for the fact that it flies in the face of the -2 int. _________________ Words are the only bullets in truth's bandolier. And poets are the snipers.
-George Wu (The Hyperion Cantos, Dan Simmons) |
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