Thatguyoverther
2009-06-27, 12:40 PM
Hi all,
I'm planning on starting up a game in a home brew low magic world and I wanted your advise on some home brew rules I'm coming up with.
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I was planning on changing magic substantially. All spells, including cantrips, are bumped up one level. Casting spells also drains the caster, dealing one point of nonlethal damage to the caster for every level of the spell. A caster can cast himself into unconsciousness.
Spells with the [Evil] descriptor, require blood and life energy to cast. Instead of doing nonleathal damage they instead deal lethal damage to the caster. Alternatively a caster can choose to deal the damage to a sacrificial victim instead. To do so they must be in adjacent square to a helpless or grappled individual. Additionally the victim must be a sentient creature capable of feeling pain, undead, oozes, and constructs cannot be used in this manner. If the sacrificial victim does not have enough hit points to take all of the damage the caster can transfer the rest to a second victim or take the damage him/herself. Hitpoints lost in this manner are supernatural and can only be healed naturally. Magical means, with the exception of miracle and wish, are incapable of recovering these lost hit points.
For example:
Bozart the Cleric casts Sanctuary. The level of Sanctuary in a normal campaign is 1, but because of the Low Magic rules for all intents and purposes it is a second level spell. After casting the spell Bozart is drained taking two points of nonlethal damage.
Additional example
Azar the evil wizard casts an third level spell with the evil descriptor. He is in his lair and has access to sacrificial animals. Instead of taking the damage himself he deals it too a pair of specially prepared rabbits. Since the rabbits have a hit point apiece that leaves one point undealt which Azar must take himself.
In the campaign world I also wanted to have a reason why battles are still fought in a conventional medieval style, even with the existence of magic. I wanted it to be easier to disrupt spells so that casters can effectively cancel out the spells of other casters.
Dispel- During combat any caster may forgo their normal actions in a round to have a chance at dispelling an enemy casters spell. To dispel a spell a caster must make a spellcraft check equal to 15 + spells level. If they succeed they can then sacrifice a spell slot to try and counter the spell. The two casters then make opposing checks. The original caster rolls 1d20 + their caster level + the ability modifier of the characteristic the character uses for spellcasting + two times the level of the spell they are trying to cast. The dispeler rolls 1d20 + their caster level+ the ability modifier of the characteristic the character uses for spellcasting + two times the level of the spellslot they dropped to dispel. Once the casters have made their rolls, each caster has the option of dropping additional spell slots to to effect the outcome of the check. Both parties take nonleathal damage equal to the number of spell slots used in this manner. On a tie the spell still takes effect.
For Example:
Bozart the fifth level cleric attempts to cast Sanctuary. Azar the 7th level wizard attempts to dispell the spell. Azar succeeds the DC 17 spellcrafting check (15 + 2 for the level of the spell). Azar decides to sacrifice a second level spell slot to dispel Sanctuary. The two casters must now make opposing checks. Bozart rolls a 14 he then adds 5 for his caster level, 4 for his wisdom modifier, and 4 for the level of sanctuary times two, for a total of 27. Azar rolls a 6 he then adds 7 for his caster level, 5 for his intelligence modifier, and 4 for the level of the slot sacrificed times two, for a total of 22. Azar decides that he really wants to make sure that Bozart's spell fails so he sacrifices another second level slot and a first level slot to bump his total by six to 28. Bozart sacrifices a first level slot to bump his total two 29. Azar, unwilling to expend more spell slots, abandons his attempt to dispel Bozart's sanctuary.
Since Bozart cast a second level spell and abandoned a first level slot, he takes three points of nonleathal damage. Azar abandoned two second level slots and a first level slot and takes five points of nonleathal damage. In addition since Azar attempted to dispel, he can take no further actions this round.
I also wanted to put a cap on hit points. I think it's fairly ridiculous that a character, who is still fully human, at tenth level could be expected to absorb an amount of damage that would kill a normal person ten times over. Take for example a balista, it does 3d8 damage, on average 14.5 points of damage. enough to kill a standard first level commoner with full hit points three times over and then some. If a 10th level Barbarian were to take the same 14 points of damage they would hardly even be phased.
My home brew rule is this-
A character can have a maximum level of hitpoints equal to the total of five of his greatest hit dice. All hit points above the maximum are instead converted into untyped bonuses to AC and points of DR. For every ten hit points a character exceeds his or her hit point maximum they gain a 1 pt bonus to AC. For every twenty points they exceed their maximum they gain 1 point of DR. Points of DR gained in this manner stack with DR gained from other sources.
For example:
Azar has seven levels in the Wizard class. Since the hit dice of wizards is 1d4, his maximum level of hit points is 20. No matter how many additional levels of wizard he gains he will never exceed 20 hit points. If at level 8 he decides to take a level of fighter his maximum number of hit points changes. It would become 10, for the level in fighter, plus 16, for 4 levels in wizard, for a total of 26.
Herm, the 12 level barbarian has exceeded his hit point maximum by 38 points. As such he gains a plus 3 untyped bonus to his AC and one point of DR. The point of DR stacks with his barbarian DR to give him three points. Upon reaching level 13 he has now exceeded his hit point total by 50 giving him a plus five to his AC, and 2 points of DR, which stacks with his barbarian class for 5.
So what do you guys think? Any feedback, positive or negative, is much appreciated.
I'm planning on starting up a game in a home brew low magic world and I wanted your advise on some home brew rules I'm coming up with.
__________________________________________________ ___________
I was planning on changing magic substantially. All spells, including cantrips, are bumped up one level. Casting spells also drains the caster, dealing one point of nonlethal damage to the caster for every level of the spell. A caster can cast himself into unconsciousness.
Spells with the [Evil] descriptor, require blood and life energy to cast. Instead of doing nonleathal damage they instead deal lethal damage to the caster. Alternatively a caster can choose to deal the damage to a sacrificial victim instead. To do so they must be in adjacent square to a helpless or grappled individual. Additionally the victim must be a sentient creature capable of feeling pain, undead, oozes, and constructs cannot be used in this manner. If the sacrificial victim does not have enough hit points to take all of the damage the caster can transfer the rest to a second victim or take the damage him/herself. Hitpoints lost in this manner are supernatural and can only be healed naturally. Magical means, with the exception of miracle and wish, are incapable of recovering these lost hit points.
For example:
Bozart the Cleric casts Sanctuary. The level of Sanctuary in a normal campaign is 1, but because of the Low Magic rules for all intents and purposes it is a second level spell. After casting the spell Bozart is drained taking two points of nonlethal damage.
Additional example
Azar the evil wizard casts an third level spell with the evil descriptor. He is in his lair and has access to sacrificial animals. Instead of taking the damage himself he deals it too a pair of specially prepared rabbits. Since the rabbits have a hit point apiece that leaves one point undealt which Azar must take himself.
In the campaign world I also wanted to have a reason why battles are still fought in a conventional medieval style, even with the existence of magic. I wanted it to be easier to disrupt spells so that casters can effectively cancel out the spells of other casters.
Dispel- During combat any caster may forgo their normal actions in a round to have a chance at dispelling an enemy casters spell. To dispel a spell a caster must make a spellcraft check equal to 15 + spells level. If they succeed they can then sacrifice a spell slot to try and counter the spell. The two casters then make opposing checks. The original caster rolls 1d20 + their caster level + the ability modifier of the characteristic the character uses for spellcasting + two times the level of the spell they are trying to cast. The dispeler rolls 1d20 + their caster level+ the ability modifier of the characteristic the character uses for spellcasting + two times the level of the spellslot they dropped to dispel. Once the casters have made their rolls, each caster has the option of dropping additional spell slots to to effect the outcome of the check. Both parties take nonleathal damage equal to the number of spell slots used in this manner. On a tie the spell still takes effect.
For Example:
Bozart the fifth level cleric attempts to cast Sanctuary. Azar the 7th level wizard attempts to dispell the spell. Azar succeeds the DC 17 spellcrafting check (15 + 2 for the level of the spell). Azar decides to sacrifice a second level spell slot to dispel Sanctuary. The two casters must now make opposing checks. Bozart rolls a 14 he then adds 5 for his caster level, 4 for his wisdom modifier, and 4 for the level of sanctuary times two, for a total of 27. Azar rolls a 6 he then adds 7 for his caster level, 5 for his intelligence modifier, and 4 for the level of the slot sacrificed times two, for a total of 22. Azar decides that he really wants to make sure that Bozart's spell fails so he sacrifices another second level slot and a first level slot to bump his total by six to 28. Bozart sacrifices a first level slot to bump his total two 29. Azar, unwilling to expend more spell slots, abandons his attempt to dispel Bozart's sanctuary.
Since Bozart cast a second level spell and abandoned a first level slot, he takes three points of nonleathal damage. Azar abandoned two second level slots and a first level slot and takes five points of nonleathal damage. In addition since Azar attempted to dispel, he can take no further actions this round.
I also wanted to put a cap on hit points. I think it's fairly ridiculous that a character, who is still fully human, at tenth level could be expected to absorb an amount of damage that would kill a normal person ten times over. Take for example a balista, it does 3d8 damage, on average 14.5 points of damage. enough to kill a standard first level commoner with full hit points three times over and then some. If a 10th level Barbarian were to take the same 14 points of damage they would hardly even be phased.
My home brew rule is this-
A character can have a maximum level of hitpoints equal to the total of five of his greatest hit dice. All hit points above the maximum are instead converted into untyped bonuses to AC and points of DR. For every ten hit points a character exceeds his or her hit point maximum they gain a 1 pt bonus to AC. For every twenty points they exceed their maximum they gain 1 point of DR. Points of DR gained in this manner stack with DR gained from other sources.
For example:
Azar has seven levels in the Wizard class. Since the hit dice of wizards is 1d4, his maximum level of hit points is 20. No matter how many additional levels of wizard he gains he will never exceed 20 hit points. If at level 8 he decides to take a level of fighter his maximum number of hit points changes. It would become 10, for the level in fighter, plus 16, for 4 levels in wizard, for a total of 26.
Herm, the 12 level barbarian has exceeded his hit point maximum by 38 points. As such he gains a plus 3 untyped bonus to his AC and one point of DR. The point of DR stacks with his barbarian DR to give him three points. Upon reaching level 13 he has now exceeded his hit point total by 50 giving him a plus five to his AC, and 2 points of DR, which stacks with his barbarian class for 5.
So what do you guys think? Any feedback, positive or negative, is much appreciated.