Dusk Eclipse
2010-09-01, 09:03 PM
I just got my grubby mits on a copy of Expedition to Castle Ravenloft and I am dying to run it; but before that I want to ask the playground to peruse some houserules that I am thinking on implementing.
Right now the list is not complete (as I left my notebook with the notes at school) and I will edit this post when I can.
Please note that many of them might increase the power level of the game, as a rule of thumb assume that is the purpose but if something feels REALLY of, please tell me.
Skill Related:
All classes get an extra 2 skill points (2+int becomes 4+int, 4+int becomes 6 +int and so on)
Skill tricks in complete scoundrel can be used at willl with a cooldown of 1d3 rounds
Move silenty and Hide Rolled into stealth
Listen and spot rolled into perception
Disable Device and Open lock rolled into Disable device
Use of The Giant's Diplomacy rules
Classes:
Martial Adept classes (both official and homebrewed) are recomended
Ranger is separated into two classes, Sublime Way Ranger(using normal FE progression) (http://community.wizards.com/go/thread/view/75882/19519074/Sublime_Way_Variant_Ranger), Mystic Ranger from Dragon
Fighters Full atack routine penalties caps at BAB -5 (if fighter had bab 20 his itteratives would look like this: +20/+15/+15/+15
Warblade can select fighter only bonus feats with his own bonues feats
Specialist Casters (Beguiler, Dread Necromancer, Warmage) are encouraged instead of normal wizards (BTW I need suggestions for the magic schools that arent covered here)
Sorcerers get eschew materials as a bonus feat at level 1 and rapid metamagic as a bonus feat at level 5
Monk is banned use unarmed swordsage instead (if you MUST play a monk I will try to track down a good fix for you)
Feats:
Feats like stealthy, nimble fingers et al, now make the skill a class skill for all levels
TWF tree is rolled into one scaling feat, ditto for TWD
Non spellcasters can use Devotion feats 3/day (and can take extra turning to increase the number of uses per day)
Feats are gained at level 1 and at every even level (2,4,6....)
Sources
All official WotC books allowe
3rth party allowed on case by case basis (though Hyperconcious has green light from the start)
Setting specific stuff in other setting will be considered
Dragon Magazine on case by case basis
Variants Used:
Weapon Groups are used
Chain Variant is allowed (for example a feat rogue trading his 2 and 6 level feats for dungeoncrasher)
Lay Buy off
Non standard environmental variants and races of elemental plane will be considered on case by case basis
Spell touched feats allowed
Traits allowed
Due the increased number of feats flaws are banned
And that is all for now, I may come up with more later or on the subsequent days.
So thoughts on them?
Right now the list is not complete (as I left my notebook with the notes at school) and I will edit this post when I can.
Please note that many of them might increase the power level of the game, as a rule of thumb assume that is the purpose but if something feels REALLY of, please tell me.
Skill Related:
All classes get an extra 2 skill points (2+int becomes 4+int, 4+int becomes 6 +int and so on)
Skill tricks in complete scoundrel can be used at willl with a cooldown of 1d3 rounds
Move silenty and Hide Rolled into stealth
Listen and spot rolled into perception
Disable Device and Open lock rolled into Disable device
Use of The Giant's Diplomacy rules
Classes:
Martial Adept classes (both official and homebrewed) are recomended
Ranger is separated into two classes, Sublime Way Ranger(using normal FE progression) (http://community.wizards.com/go/thread/view/75882/19519074/Sublime_Way_Variant_Ranger), Mystic Ranger from Dragon
Fighters Full atack routine penalties caps at BAB -5 (if fighter had bab 20 his itteratives would look like this: +20/+15/+15/+15
Warblade can select fighter only bonus feats with his own bonues feats
Specialist Casters (Beguiler, Dread Necromancer, Warmage) are encouraged instead of normal wizards (BTW I need suggestions for the magic schools that arent covered here)
Sorcerers get eschew materials as a bonus feat at level 1 and rapid metamagic as a bonus feat at level 5
Monk is banned use unarmed swordsage instead (if you MUST play a monk I will try to track down a good fix for you)
Feats:
Feats like stealthy, nimble fingers et al, now make the skill a class skill for all levels
TWF tree is rolled into one scaling feat, ditto for TWD
Non spellcasters can use Devotion feats 3/day (and can take extra turning to increase the number of uses per day)
Feats are gained at level 1 and at every even level (2,4,6....)
Sources
All official WotC books allowe
3rth party allowed on case by case basis (though Hyperconcious has green light from the start)
Setting specific stuff in other setting will be considered
Dragon Magazine on case by case basis
Variants Used:
Weapon Groups are used
Chain Variant is allowed (for example a feat rogue trading his 2 and 6 level feats for dungeoncrasher)
Lay Buy off
Non standard environmental variants and races of elemental plane will be considered on case by case basis
Spell touched feats allowed
Traits allowed
Due the increased number of feats flaws are banned
And that is all for now, I may come up with more later or on the subsequent days.
So thoughts on them?