Kol Korran
2010-05-01, 03:01 AM
so... soon i'll be DMing, after a looooonng time where i haven't DMed. i've started compiling all kinds of tidbits for the game. some are actual rules, some are clarifications, some are just explenations on how i run things. i thought i'd ask the playground's advice on these.
warning, there are quite a few. some of these i've taken from others on the forum, but i don't remember who. thank you all the same.
Also: i'm looking for a good alternative on the existing death and raise dead rules. the level behind sucks too much, but not losing anything would feel like a cop out. i'm thinking of peremnantly losing 2 CON each time you die. thoughts?
as to the house rules:
General
The game must flow: if we don't know a rule, I make something on the fly usually. I'm not a stickler for rules. if we find the ruling later on- good. But it's not retroactive.
XP: I don't give XP for encounters. Instead I give XP for accomplishments. The way I do this is I usually calculate the amount of XP needed to "reasonably" achieve a goal, and that is it. if you're smart and can circumvent most of the challenge- you got more XP for less fighting. if you're dumb and keep butting your head against the wall- the same XP as if you weren't as dumb.
"Oh, I forgot...": If I, or you, forgot some bonus- then it doesn't apply. the same goes for minuses- again, the game must flow (you can rationalize it as the magic not working momentarily, or the character not aware to make use of it). I trust you to not "forget" minuses. The rule applies to me as well. You throw most of the dice: when the monster tries to hit you, you throw a defensive roll with the DC I tell you. The same when you cast a spell on a monster- a spell roll. This leads to transparency and less headache for me. and strangely enough- to more interesting and tactical battles. The target number for d20s is always 22+ the enemy's modifier (attack roll or saving throw most likely). The chances come up equal to the normal system. I'll tell you what the target number is.
Defensive roll: Lets say you have an AC of 16, and the monster has +8 to hit. it hits you on an 8 or more, meaning you have 35% of avoiding getting hit (1-7) i calculate "monster attack value"= 22+to hit (check out the percentages later to be hit later, it works out). This comes out as 30. i tell you to roll d20 and you add your AC. so you need 14 or more to avoid getting hit. Percentage wise, this gives you 35 % of avoiding getting hit- 14-20.
spell roll is similar- spell DC14 and the monster has +2 to save. it needs 12 to succeed, or 55% to fail (1-11). monster's save DC is 22+ saving throw= 24. you need 10 or more to succeedon your roll (you add the DC14), or 55% to succeed (10-20)
Criticals are 1, 1-2, and 1-3 according to the weapon confirmation is being hit again.
Most opposed rolls (for skills mostly): I assume the opponent rolled 10. sometimes however I do roll. If we'll be using the "Action Points" rules of Eberron, some elite opponents might use these to upgrade their roles. (as explained in the book)
i prefer it like this, but we can return to me rolling for the monsters if it's too complicated, i'd suggest you give it a try.
Races: (we intend to play in Eberron, so these were mostly a few fixes for the races there, and explenations)
I'll allow quite a few races probably, but there might be some background readjustment to fit the world.
Shifter: they get an extra shifter feat at 5th level, and every 5 levels afterwards.
Changling: the shape****ing is not an illusion, but an actual change. Thus it cannot be disbelieved. However the change affect the body only, not the clothes. For that the changling may need disguises or magical gear.
Changling: come up with several quick personas. Each will have its own ID, one ID is 22 forgery check, two others at 18, all the rest at 15. the Appraise skill is used to detect forgery.
Kalashtar: you can choose to forgo the psionic points in favor of +2 charisma instead.
Warforged: the basic plating (that gives +2) doesn't incur any Spell failure check (no 5%)
Classes: (the artificer isn't likely to get played, but just in case.)
Check out the SRD page: http://www.d20srd.org/indexes/variantClasses.htm it has variants for the common classes. (such as Chaotic good paladins, totem barbarians, and so on). Some might interest you. However, I'll need to approve any such variant. Regardless, the following apply.
I allow classes from the "complete" series, psionics, and PHB2 (but no beguiler). Also Tome of Battle, on a trial basis. (since I never played with it before)
Multi classing: Monks and Paladins can multi class freely.
The "favored class" mechanic of races does not apply. multiclass freely.
Spontaneous casters don't increase casting time when using metamagic feats. And they can learn quicken spell.
All casters gain the effects of the Heighten spell feat (really, it's something every caster should know how to do), but that does not count as a metamagic feat for purposes of qualifying for PRCs. (consider it an ability, not a feat)
Barbarians don't have intimidate on their class skill (turned to influence, see following), but they are considered to have maxed out intimidate for purposes of shaking foes.
Divine casters still need a free hand, and are therefore most times limited to a light shield, check out the "Shields" under "equipment" though
Bards immediately have max skill at any level in two chosen perform skills.
The "turn undead" mechanic is altered. Clerics, paladins and favored souls get "divine energy" attempts which number the same as turn undead attempts. These can be used for divine feats. The turn undead ability is now considered a divine feat. Clerics and paladins get one free divine feat at first level (however they do NOT start with the ability to turn undead. They can take that feat, or another one instead). PRCs that require undead turning can be accessed just by having the "divine energy". However, if the PRC improves actual turning, the character must have the "turn undead" feat".
Monk: gets full BAB. the unarmed attacks are adjusted accordingly.
Paladin: gets good will save (in addition to fort), and 4 skill points per level. There is no "detect evil" class feature anymore. (see spells)
Ranger: if you have another fighting style in mind (sunderer supreme!) then talk to me.
Rogue: there are two new feats that enable you to cause sneak attack damage to undead and constructs.
Wizard and Sorcerer can exchange their familiar with either a craft homunculus, some feat that is directly connected to magical arts, one of the "+2 to save" feats or toughness.
Sorcerer gets Eschew Materials as a free feat.
Wizards do not need to pay for writing spells in their books. It's a silly rule that adds nothing but complication.
The artificer class as written in the Eberron Campaign Setting undergoes some changes, due to the new nature of crafting items (see more following):
Instead of a craft reserve the artificer gets a "material reduction reserve"- each level he gets a reserve of 1/10 the added treasure as determined by the "Wealth By Level" table for that level that he can use to reduce magic items cost. These do carry over across levels!
Also, instead of "Craft Essence" the artificer can retain 1/2 of an item creation cost of items he drains in the form of magical energy in shards, and use it for creating other items
Artificer is proficient in light armor, no shields.
the artificer makes two checks to create a magical item: one to emulate the needed perquisites (use magic device), the other to actually make the item (spellcraft). Artificers do not get +2 CL to emulate properties!
Skills: these drew heavily from the 4E skill system
Many skills have been joined (as will be detailed). Skill points however don't change. Yes, you will be able to do more. If your class has access to one of the grouped skills, you have access to the whole skill.
Knowledge geography and knowledge local are together knowledge (region). So far the regions for the game are as the regions in the book. The skills entail all "regular" info about the region, and can be used in synergy for various checks, such as history, survival, gather information and so on.
Craft, Profession, Ride, knowledge (region) are class skills to all classes.
You get knowledge (your birth region) rank 3 for free. If your character is well traveled, you can divide this between several regions.
You can only add one Synergy bonus to a skill!
Concentration: The DC to Cast/ manifest defensively is not 15+Spell level, but rather: 10 + BAB of threatening foe + Spell Level of the spell you are trying to cast. If there are several foes, the roll is checked against all. Each added enemy adds +1 to the DC, to the maximum of +4
Climb, Swim and Jump are grouped together as "Athletics."
Balance, escape artist and Tumble are now grouped under "Acrobatics"
Tumble Checks to avoid AoO: the DC isn't 15 but 10 + BAB of threatening foe+ 2-5 for problematic area. If there are several foes, the roll is checked against all. Each added enemy adds +1 to the DC, to the maximum of +4
Move silently and Hide are grouped together as "Stealth".
Disable device, sleight of hand and Pick lock are grouped together under "Thievery". However, you use dex for pick lock and sleight of hand, and int for disable device.
Forgery is under appraise. You use appraise to find out forgery. Forgery checks have a -4 to the test.
Spot and listen and search are now "Perception" (all keyed to wisdom)
Gather information, Intimidate, Bluff and Diplomacy are now "influence". I basically follow the diplomacy rules on Giantitp diplomacy rules. With slight variants for bluff and intimidation.
Decipher script is under "linguistics". The skill represents a General understanding of languages, every 2 total score (including the int bonus. This replaces the normal mechanism for languages) equal another fully understood language. For DS the skill functions as normal.
Craft skill can add synergy to Spellcraft checks to craft magic items. (see below) as appropriate. Decided by the DM.
Knowledge checks for monsters: there are 5 DCs- 10,15,20,25,30 corresponding to how rare the creature is. Success means knowing general CR, Type, and 2 main characteristics. Any 5 above the DC gives out 2 more facts. The check does not reveal class levels or specific alterations of individuals (and for some there will be), it gives information on common creatures of that type.
Some creatures have less common variants (like special mindflayers, or Stone giant Elders for example). This could be identified with a normal check +5 or +10.
Templates can also be identified, and get their own DC. For example, a ghost stone giant will receive DC 15 for the stone giant, and DC 25 for the Ghost.
Skill tests/ Extended Tests/ Whatever:
Sometimes a skill won't be used just in a d20 roll. I may have other creative ideas. One simple example is finding a shelter for the night: the party rolls one survival, one perception, and one stealth check, the results are added up and the score is reduced from a general "danger meter" of the region. What's left are the chances for a nightly encounter.
Another example: persuading someone might require several successes on different skills before you fail. This will be dealt with in role play, just don't necessarily expect a single Influence roll to automatically yield success.
Feats: (true, not a comprehensive list, but it addresses a few minor issues)
Weapon focus is for a group of weapons, not just one weapon- swords/ maces/ flails/ axes and so on. Also, there is no greater weapon focus. Instead at level 6 the plus increases to +2, at 11 to +3, at 16 to +4, at 20 to +5 You can take the same feat for other groups.
Weapon specialization is similar to weapon focus. At level 8 it's +4, level 12 it's +6 level 16 it's +8 level 20 it's +10. You can take the same feat for other groups.
All the skills enhancing feats are gone. Instead there is just "skill focus" +2 to any one skill +1 / 5 levels. Prestige class and feat prequisites change accordingly.
For each Magic Item creation feats: you can take another feat for every category that eliminates your chances of creating a malfunctioning or cursed item.
"Turn Undead" is now a feat requiring having access to "divine energy". Check out the classes about divine characters.
If you have SA: A new feat - 50% chance to have your sneak attack hit undead and constructs (not oozes). And another feat upgrades this to 100% (Knee caps, arms, visors and such are vital enough even if on an undead or unloving body parts)
Dodge grants +1 dodge Bonus to AC period. Not just against one enemy, no need to declare.
Weapon finesse has no requirements.
You can't take the Leadership feat. If you want Cohorts- role play to get them.
Combat: i think i've focused a bit too much on the item damage, but that's since our group for some reason though it unreasonable for items not to be damaged. i think this rules keep the risk, with avoiding it happening to often.
Death and Dying: You are disabled from 0 to negative your CON modifier, and dying down to negative CON score. For example with a CON of 18 you are disabled from 0 to -4, and dying until -17. At -18 you are dead. However with a negative CON modifier, 6 CON for example, you are automatically dying from 0 and dead at -6.
Notice tumbling and concentration under skills.
10 seconds rule: you may ask things to clear up, as long as i don't think you're stalling. i'll be counting the 10 seconds- if you can't decide, you're dumbfounded.
Speaking: 6 words per character in a round.
8 items per character for immediate use (move action or free action as appropriate to the item) other than what's in her hands. spell component pouch and holy symbols are not included. Mark these, tell me in advance of anything you might think is unordinary. (hold portal scroll for example). These include batches of ammunition (1 quiver, sack of bullets, or 5 thrown weapons all equal one item), other weapons, potions, scrolls, alchemical or magical items.
All other items on a character are considered stored- taking 1 round (or at times more) to get to
You can buy a scroll pouch (containing 10 scrolls for easy use) or potion belt (5 potions) at no cost. Each of these takes 1 place only. However, if they are damaged (see below) then all of the scrolls/ potions are damaged. Containers for similar items may be suggested.
If you roll a 1 on a reflex save (or other approapriate save, such as fort for disintegrate) then you roll again- if you failed again ("reflex critical") an item of yours was hit with the effect as well, and must roll a saving throw. (+2 + good save throws for it's level) What's effected is according to the next table: (the table didn't get in, but 1-8 are the quick items. 9-12 is armor/ robes, 13-16 are things in hands, 17-18 are wron stuff like gloves, headbands, amulets, and 19-20 is a reroll, with some percentae of affecting stored items.)
Equipment and magic items:
Shields: a Buckler is +1, light is +2, heavy is +3, tower is +5 and can be used as cover.
Using Shields/ armor you're not proficient with: you gain only half of the AC bonus (rounded down) since you don't know how to use the armor well. Plus, you incur twice the Armor penalty for ALL physical skills (this includes concentration)
Using weapon you're not proficient with (including improvised, and over/ undersized): -4 to hit.
Ammunition: 50 arrows, bolts and bullets are 1 piece of ammunition. (for buying purposes or quick items allocation, see below)
Look at the "quick items" part under combat. Notice the Scroll pouch and Potion belt
Economics: for game balance issues, assume you are buying and selling items at full worth. No discounts, no over charging, not even with Influence or charisma. It's unrealistic I know, but saves a lot of headache. There may be special occurrences where you can use Influence and Appraise to change the outcome, but those are the rare cases, not the usual ones.
small time economics: I don't intend to check on any item that cost 20 gp or less. You can have tany of these within reason, and it doesn't "cost" you anything. Assume you find enough loot to count for that as well as simple traveling expenses, food, lodgings and so on. This "Extra cash" can be used for most mundane purposes, and is not counted. Buy the whole tavern free drinks if you want. Sometime however I will check for food rations and so on, so be prepared to a sensible extent (no need to carry every little item in the books).
General approach to magic items: I tend to give fewer magical items, but more powerful ones. Also, I try to customize some of them for some added effects and so on. I try to make magic items interesting if I can. You'll have enough loot to buy/ order your own magic items.
Identifying items: Identify doesn't require a material component. Also- read magic is now "discern magic" and identifies potions as well as scrolls. (and other small consumables)
Price of magic weapons and armor: the item's "mundane" price, including the masterwork quality is included within the magic item's cost. This means all +1 weapons cost 2000 exactly, all +1 armors cost 1000. This is done to easy up calculations.
Magic weapons and armor: do not have to have a +1 before adding other qualities. You can have a flaming spell storing keen sword. However, at least +1 is needed for the item to overcome damage reduction/ magic.
Note: the above method isn't that realistic, and works more in favor of the players than realism. Again, I think that is preferred.
Remember however, if you find a skilled enough artificer/ magic item creator, you can book an item! It takes time though…
Item Creation rules:
I'm using an altered version of the pathfinder rules for that, with slight variations. Basically, to craft an item you roll spell craft. you have to beat spell craft DC 15+ CL required for creation in order to craft an item, and it cost half the material components. A failed check and they're gone. Basically the higher level you are, the easier it is to craft items of a lower level, but not of your level. No XP, all other perquisites are in place.
For every 250 gp or less of base price of items you spend two hours crafting, up to 8 hours for 751- 1000 gp. some feats in the Eberron book shorten that time period..
I also secretly roll another roll. If the roll is off by 10 or more of the target number- there may be something wrong with the item (see DMG for it- p.272) I roll again- if again the roll fails by 10 or more- the item is cursed. Artificers (and other crafters) may take on special feats to prevent this from happening.
Check out the feat section for feats that cancel this "miss chance" on creating magical items.
Intelligent magic items are created as per the DMG (caster level 15th, adding the specific price to the cost)
Magic and spell casting: the Ploymorph rules may be a tad... weird, but i'd like to give them a try. these houserules don't fix everything, but some things hopefully.
spells costing XP- they instead cost material components equal xp cost X 5
For non spontaneous casters- have a list of spells prepared for each day. Tell me in advance of any peculiar spells. (entangle while we're exploring the ocean)
A high casting stat gives bonus spell slots per day (if applicable) at level 0, as many as the bonus 1st level spells granted.
Spells with range "Personal" now have a range of "Touch". This might increase the usefulness of quite a few spells. (alter and disguise self as examples)
All casters, including divine need a free hand. This usually limits to small shield. However check the shields portion under equipment.
There are no "detect alignment" spells.
"Summon X" spells summon 1 creature of the same spell level, 2 of 1 level less and 4 of 2 levels less.
Identifying items: Identify doesn't require a material component. also- read magic is now "discern magic" and identifies potions as well as scrolls. (and other small consumables)
Glitter Dust allows a saving throw each turn. Grease can be avoided with Reflex instead of just Balance.
Shivering Touch is not allowed.
Polymorph and alter self spells require a piece of the creature to be altered to as an arcane focus. The piece looses potency 1d6 months after being "harvested" (I roll secretly, but the caster knows a month in advance about this) preservation or gentle repose spells can lengthen this period up to 3 times, but if the item is preserved then it is considered "stored"- taking 1 round action to get to. You can trade for pieces of creatures in various parts of the world. Some of these are more common, some less. (Prepare for some rough trading you organ dealer!) From combat, you can "harvest" a piece only if the creature lost half or more of It's HP. (So just fighting a dragon isn't enough. Beating him enough is required.). Multi headed creatures are not allowed, and have been known to cause schizophrenia.
warning, there are quite a few. some of these i've taken from others on the forum, but i don't remember who. thank you all the same.
Also: i'm looking for a good alternative on the existing death and raise dead rules. the level behind sucks too much, but not losing anything would feel like a cop out. i'm thinking of peremnantly losing 2 CON each time you die. thoughts?
as to the house rules:
General
The game must flow: if we don't know a rule, I make something on the fly usually. I'm not a stickler for rules. if we find the ruling later on- good. But it's not retroactive.
XP: I don't give XP for encounters. Instead I give XP for accomplishments. The way I do this is I usually calculate the amount of XP needed to "reasonably" achieve a goal, and that is it. if you're smart and can circumvent most of the challenge- you got more XP for less fighting. if you're dumb and keep butting your head against the wall- the same XP as if you weren't as dumb.
"Oh, I forgot...": If I, or you, forgot some bonus- then it doesn't apply. the same goes for minuses- again, the game must flow (you can rationalize it as the magic not working momentarily, or the character not aware to make use of it). I trust you to not "forget" minuses. The rule applies to me as well. You throw most of the dice: when the monster tries to hit you, you throw a defensive roll with the DC I tell you. The same when you cast a spell on a monster- a spell roll. This leads to transparency and less headache for me. and strangely enough- to more interesting and tactical battles. The target number for d20s is always 22+ the enemy's modifier (attack roll or saving throw most likely). The chances come up equal to the normal system. I'll tell you what the target number is.
Defensive roll: Lets say you have an AC of 16, and the monster has +8 to hit. it hits you on an 8 or more, meaning you have 35% of avoiding getting hit (1-7) i calculate "monster attack value"= 22+to hit (check out the percentages later to be hit later, it works out). This comes out as 30. i tell you to roll d20 and you add your AC. so you need 14 or more to avoid getting hit. Percentage wise, this gives you 35 % of avoiding getting hit- 14-20.
spell roll is similar- spell DC14 and the monster has +2 to save. it needs 12 to succeed, or 55% to fail (1-11). monster's save DC is 22+ saving throw= 24. you need 10 or more to succeedon your roll (you add the DC14), or 55% to succeed (10-20)
Criticals are 1, 1-2, and 1-3 according to the weapon confirmation is being hit again.
Most opposed rolls (for skills mostly): I assume the opponent rolled 10. sometimes however I do roll. If we'll be using the "Action Points" rules of Eberron, some elite opponents might use these to upgrade their roles. (as explained in the book)
i prefer it like this, but we can return to me rolling for the monsters if it's too complicated, i'd suggest you give it a try.
Races: (we intend to play in Eberron, so these were mostly a few fixes for the races there, and explenations)
I'll allow quite a few races probably, but there might be some background readjustment to fit the world.
Shifter: they get an extra shifter feat at 5th level, and every 5 levels afterwards.
Changling: the shape****ing is not an illusion, but an actual change. Thus it cannot be disbelieved. However the change affect the body only, not the clothes. For that the changling may need disguises or magical gear.
Changling: come up with several quick personas. Each will have its own ID, one ID is 22 forgery check, two others at 18, all the rest at 15. the Appraise skill is used to detect forgery.
Kalashtar: you can choose to forgo the psionic points in favor of +2 charisma instead.
Warforged: the basic plating (that gives +2) doesn't incur any Spell failure check (no 5%)
Classes: (the artificer isn't likely to get played, but just in case.)
Check out the SRD page: http://www.d20srd.org/indexes/variantClasses.htm it has variants for the common classes. (such as Chaotic good paladins, totem barbarians, and so on). Some might interest you. However, I'll need to approve any such variant. Regardless, the following apply.
I allow classes from the "complete" series, psionics, and PHB2 (but no beguiler). Also Tome of Battle, on a trial basis. (since I never played with it before)
Multi classing: Monks and Paladins can multi class freely.
The "favored class" mechanic of races does not apply. multiclass freely.
Spontaneous casters don't increase casting time when using metamagic feats. And they can learn quicken spell.
All casters gain the effects of the Heighten spell feat (really, it's something every caster should know how to do), but that does not count as a metamagic feat for purposes of qualifying for PRCs. (consider it an ability, not a feat)
Barbarians don't have intimidate on their class skill (turned to influence, see following), but they are considered to have maxed out intimidate for purposes of shaking foes.
Divine casters still need a free hand, and are therefore most times limited to a light shield, check out the "Shields" under "equipment" though
Bards immediately have max skill at any level in two chosen perform skills.
The "turn undead" mechanic is altered. Clerics, paladins and favored souls get "divine energy" attempts which number the same as turn undead attempts. These can be used for divine feats. The turn undead ability is now considered a divine feat. Clerics and paladins get one free divine feat at first level (however they do NOT start with the ability to turn undead. They can take that feat, or another one instead). PRCs that require undead turning can be accessed just by having the "divine energy". However, if the PRC improves actual turning, the character must have the "turn undead" feat".
Monk: gets full BAB. the unarmed attacks are adjusted accordingly.
Paladin: gets good will save (in addition to fort), and 4 skill points per level. There is no "detect evil" class feature anymore. (see spells)
Ranger: if you have another fighting style in mind (sunderer supreme!) then talk to me.
Rogue: there are two new feats that enable you to cause sneak attack damage to undead and constructs.
Wizard and Sorcerer can exchange their familiar with either a craft homunculus, some feat that is directly connected to magical arts, one of the "+2 to save" feats or toughness.
Sorcerer gets Eschew Materials as a free feat.
Wizards do not need to pay for writing spells in their books. It's a silly rule that adds nothing but complication.
The artificer class as written in the Eberron Campaign Setting undergoes some changes, due to the new nature of crafting items (see more following):
Instead of a craft reserve the artificer gets a "material reduction reserve"- each level he gets a reserve of 1/10 the added treasure as determined by the "Wealth By Level" table for that level that he can use to reduce magic items cost. These do carry over across levels!
Also, instead of "Craft Essence" the artificer can retain 1/2 of an item creation cost of items he drains in the form of magical energy in shards, and use it for creating other items
Artificer is proficient in light armor, no shields.
the artificer makes two checks to create a magical item: one to emulate the needed perquisites (use magic device), the other to actually make the item (spellcraft). Artificers do not get +2 CL to emulate properties!
Skills: these drew heavily from the 4E skill system
Many skills have been joined (as will be detailed). Skill points however don't change. Yes, you will be able to do more. If your class has access to one of the grouped skills, you have access to the whole skill.
Knowledge geography and knowledge local are together knowledge (region). So far the regions for the game are as the regions in the book. The skills entail all "regular" info about the region, and can be used in synergy for various checks, such as history, survival, gather information and so on.
Craft, Profession, Ride, knowledge (region) are class skills to all classes.
You get knowledge (your birth region) rank 3 for free. If your character is well traveled, you can divide this between several regions.
You can only add one Synergy bonus to a skill!
Concentration: The DC to Cast/ manifest defensively is not 15+Spell level, but rather: 10 + BAB of threatening foe + Spell Level of the spell you are trying to cast. If there are several foes, the roll is checked against all. Each added enemy adds +1 to the DC, to the maximum of +4
Climb, Swim and Jump are grouped together as "Athletics."
Balance, escape artist and Tumble are now grouped under "Acrobatics"
Tumble Checks to avoid AoO: the DC isn't 15 but 10 + BAB of threatening foe+ 2-5 for problematic area. If there are several foes, the roll is checked against all. Each added enemy adds +1 to the DC, to the maximum of +4
Move silently and Hide are grouped together as "Stealth".
Disable device, sleight of hand and Pick lock are grouped together under "Thievery". However, you use dex for pick lock and sleight of hand, and int for disable device.
Forgery is under appraise. You use appraise to find out forgery. Forgery checks have a -4 to the test.
Spot and listen and search are now "Perception" (all keyed to wisdom)
Gather information, Intimidate, Bluff and Diplomacy are now "influence". I basically follow the diplomacy rules on Giantitp diplomacy rules. With slight variants for bluff and intimidation.
Decipher script is under "linguistics". The skill represents a General understanding of languages, every 2 total score (including the int bonus. This replaces the normal mechanism for languages) equal another fully understood language. For DS the skill functions as normal.
Craft skill can add synergy to Spellcraft checks to craft magic items. (see below) as appropriate. Decided by the DM.
Knowledge checks for monsters: there are 5 DCs- 10,15,20,25,30 corresponding to how rare the creature is. Success means knowing general CR, Type, and 2 main characteristics. Any 5 above the DC gives out 2 more facts. The check does not reveal class levels or specific alterations of individuals (and for some there will be), it gives information on common creatures of that type.
Some creatures have less common variants (like special mindflayers, or Stone giant Elders for example). This could be identified with a normal check +5 or +10.
Templates can also be identified, and get their own DC. For example, a ghost stone giant will receive DC 15 for the stone giant, and DC 25 for the Ghost.
Skill tests/ Extended Tests/ Whatever:
Sometimes a skill won't be used just in a d20 roll. I may have other creative ideas. One simple example is finding a shelter for the night: the party rolls one survival, one perception, and one stealth check, the results are added up and the score is reduced from a general "danger meter" of the region. What's left are the chances for a nightly encounter.
Another example: persuading someone might require several successes on different skills before you fail. This will be dealt with in role play, just don't necessarily expect a single Influence roll to automatically yield success.
Feats: (true, not a comprehensive list, but it addresses a few minor issues)
Weapon focus is for a group of weapons, not just one weapon- swords/ maces/ flails/ axes and so on. Also, there is no greater weapon focus. Instead at level 6 the plus increases to +2, at 11 to +3, at 16 to +4, at 20 to +5 You can take the same feat for other groups.
Weapon specialization is similar to weapon focus. At level 8 it's +4, level 12 it's +6 level 16 it's +8 level 20 it's +10. You can take the same feat for other groups.
All the skills enhancing feats are gone. Instead there is just "skill focus" +2 to any one skill +1 / 5 levels. Prestige class and feat prequisites change accordingly.
For each Magic Item creation feats: you can take another feat for every category that eliminates your chances of creating a malfunctioning or cursed item.
"Turn Undead" is now a feat requiring having access to "divine energy". Check out the classes about divine characters.
If you have SA: A new feat - 50% chance to have your sneak attack hit undead and constructs (not oozes). And another feat upgrades this to 100% (Knee caps, arms, visors and such are vital enough even if on an undead or unloving body parts)
Dodge grants +1 dodge Bonus to AC period. Not just against one enemy, no need to declare.
Weapon finesse has no requirements.
You can't take the Leadership feat. If you want Cohorts- role play to get them.
Combat: i think i've focused a bit too much on the item damage, but that's since our group for some reason though it unreasonable for items not to be damaged. i think this rules keep the risk, with avoiding it happening to often.
Death and Dying: You are disabled from 0 to negative your CON modifier, and dying down to negative CON score. For example with a CON of 18 you are disabled from 0 to -4, and dying until -17. At -18 you are dead. However with a negative CON modifier, 6 CON for example, you are automatically dying from 0 and dead at -6.
Notice tumbling and concentration under skills.
10 seconds rule: you may ask things to clear up, as long as i don't think you're stalling. i'll be counting the 10 seconds- if you can't decide, you're dumbfounded.
Speaking: 6 words per character in a round.
8 items per character for immediate use (move action or free action as appropriate to the item) other than what's in her hands. spell component pouch and holy symbols are not included. Mark these, tell me in advance of anything you might think is unordinary. (hold portal scroll for example). These include batches of ammunition (1 quiver, sack of bullets, or 5 thrown weapons all equal one item), other weapons, potions, scrolls, alchemical or magical items.
All other items on a character are considered stored- taking 1 round (or at times more) to get to
You can buy a scroll pouch (containing 10 scrolls for easy use) or potion belt (5 potions) at no cost. Each of these takes 1 place only. However, if they are damaged (see below) then all of the scrolls/ potions are damaged. Containers for similar items may be suggested.
If you roll a 1 on a reflex save (or other approapriate save, such as fort for disintegrate) then you roll again- if you failed again ("reflex critical") an item of yours was hit with the effect as well, and must roll a saving throw. (+2 + good save throws for it's level) What's effected is according to the next table: (the table didn't get in, but 1-8 are the quick items. 9-12 is armor/ robes, 13-16 are things in hands, 17-18 are wron stuff like gloves, headbands, amulets, and 19-20 is a reroll, with some percentae of affecting stored items.)
Equipment and magic items:
Shields: a Buckler is +1, light is +2, heavy is +3, tower is +5 and can be used as cover.
Using Shields/ armor you're not proficient with: you gain only half of the AC bonus (rounded down) since you don't know how to use the armor well. Plus, you incur twice the Armor penalty for ALL physical skills (this includes concentration)
Using weapon you're not proficient with (including improvised, and over/ undersized): -4 to hit.
Ammunition: 50 arrows, bolts and bullets are 1 piece of ammunition. (for buying purposes or quick items allocation, see below)
Look at the "quick items" part under combat. Notice the Scroll pouch and Potion belt
Economics: for game balance issues, assume you are buying and selling items at full worth. No discounts, no over charging, not even with Influence or charisma. It's unrealistic I know, but saves a lot of headache. There may be special occurrences where you can use Influence and Appraise to change the outcome, but those are the rare cases, not the usual ones.
small time economics: I don't intend to check on any item that cost 20 gp or less. You can have tany of these within reason, and it doesn't "cost" you anything. Assume you find enough loot to count for that as well as simple traveling expenses, food, lodgings and so on. This "Extra cash" can be used for most mundane purposes, and is not counted. Buy the whole tavern free drinks if you want. Sometime however I will check for food rations and so on, so be prepared to a sensible extent (no need to carry every little item in the books).
General approach to magic items: I tend to give fewer magical items, but more powerful ones. Also, I try to customize some of them for some added effects and so on. I try to make magic items interesting if I can. You'll have enough loot to buy/ order your own magic items.
Identifying items: Identify doesn't require a material component. Also- read magic is now "discern magic" and identifies potions as well as scrolls. (and other small consumables)
Price of magic weapons and armor: the item's "mundane" price, including the masterwork quality is included within the magic item's cost. This means all +1 weapons cost 2000 exactly, all +1 armors cost 1000. This is done to easy up calculations.
Magic weapons and armor: do not have to have a +1 before adding other qualities. You can have a flaming spell storing keen sword. However, at least +1 is needed for the item to overcome damage reduction/ magic.
Note: the above method isn't that realistic, and works more in favor of the players than realism. Again, I think that is preferred.
Remember however, if you find a skilled enough artificer/ magic item creator, you can book an item! It takes time though…
Item Creation rules:
I'm using an altered version of the pathfinder rules for that, with slight variations. Basically, to craft an item you roll spell craft. you have to beat spell craft DC 15+ CL required for creation in order to craft an item, and it cost half the material components. A failed check and they're gone. Basically the higher level you are, the easier it is to craft items of a lower level, but not of your level. No XP, all other perquisites are in place.
For every 250 gp or less of base price of items you spend two hours crafting, up to 8 hours for 751- 1000 gp. some feats in the Eberron book shorten that time period..
I also secretly roll another roll. If the roll is off by 10 or more of the target number- there may be something wrong with the item (see DMG for it- p.272) I roll again- if again the roll fails by 10 or more- the item is cursed. Artificers (and other crafters) may take on special feats to prevent this from happening.
Check out the feat section for feats that cancel this "miss chance" on creating magical items.
Intelligent magic items are created as per the DMG (caster level 15th, adding the specific price to the cost)
Magic and spell casting: the Ploymorph rules may be a tad... weird, but i'd like to give them a try. these houserules don't fix everything, but some things hopefully.
spells costing XP- they instead cost material components equal xp cost X 5
For non spontaneous casters- have a list of spells prepared for each day. Tell me in advance of any peculiar spells. (entangle while we're exploring the ocean)
A high casting stat gives bonus spell slots per day (if applicable) at level 0, as many as the bonus 1st level spells granted.
Spells with range "Personal" now have a range of "Touch". This might increase the usefulness of quite a few spells. (alter and disguise self as examples)
All casters, including divine need a free hand. This usually limits to small shield. However check the shields portion under equipment.
There are no "detect alignment" spells.
"Summon X" spells summon 1 creature of the same spell level, 2 of 1 level less and 4 of 2 levels less.
Identifying items: Identify doesn't require a material component. also- read magic is now "discern magic" and identifies potions as well as scrolls. (and other small consumables)
Glitter Dust allows a saving throw each turn. Grease can be avoided with Reflex instead of just Balance.
Shivering Touch is not allowed.
Polymorph and alter self spells require a piece of the creature to be altered to as an arcane focus. The piece looses potency 1d6 months after being "harvested" (I roll secretly, but the caster knows a month in advance about this) preservation or gentle repose spells can lengthen this period up to 3 times, but if the item is preserved then it is considered "stored"- taking 1 round action to get to. You can trade for pieces of creatures in various parts of the world. Some of these are more common, some less. (Prepare for some rough trading you organ dealer!) From combat, you can "harvest" a piece only if the creature lost half or more of It's HP. (So just fighting a dragon isn't enough. Beating him enough is required.). Multi headed creatures are not allowed, and have been known to cause schizophrenia.