Der_DWSage
2013-10-09, 06:33 AM
So, I've started running a more 'classic' campaign for some friends of mine. However, after so many years of D&D I simply can't run something vanilla. On the other hand, I want to see if the Hivemind of the GITP boards can point out anything I've overlooked on this.
Some points to keep in mind...
1)This is Pathfinder, not 3.5. Any backwards compatibility is on a case-by-case basis.
2)Most of the people in this campaign are first or second-timers at Pathfinder in general. I don't expect them to come up with the really broken tricks. (This is also why I've allowed them to use Spell Points rather than Vancian casting.)
3)This is an E6 campaign, and most level 7 or 8 class features become available as 'Signature Feats' that they can only take one of.
4)This is somewhat low magic. Mages have trouble finding scrolls. Clerics must scribe spells similar to the Magus and Wizard. Spontaneous Casters are untouched. Magic items are rarer. To compensate for this, there is an 'Anti-Christmas Tree' inherent bonus that is listed near the bottom.
5)Except for the exact items listed, everything from the d20PFSRD is allowed. If you see something broken, assume I haven't noticed it.
With that in mind...
Houserule 1:Feats
The following feats are combat options with Stat or BAB requirements, as noted. For the purposes of qualifying for feats or prestige classes that have these as pre-requisites, you only need the stat or BAB noted alongside the feat.
Power Attack:Str 13
Combat Expertise:Int 13
Two-Weapon Fighting(Entire line):Dex 15
Quick Draw:BAB +1
Weapon Finesse:Higher DEX than STR
Combat Reflexes:Dex 15
Deadly Aim(AKA Ranged Power Attack):Dex 13
Defensive Combat Training:All 3/4 BAB classes
Dodge:Waived as a pre-req, still a feat
Endurance:Con 13
Diehard:Con 15
Intimidating Prowess:Str 15
Point-Blank Shot:Waived as a pre-req, still a feat
Catch Off-Guard:BAB+1
Throw Anything:BAB +1
Weapon Focus:Waived as a pre-req, still a feat
Teamwork Feats:Allies do not need the same feat, Inquisitors gain 2x numerical bonuses
Houserule 2:Spells
Spellcasting follows the Spell Point rules found at http://www.d20srd.org/srd/variant/magic/spellPoints.htm . In addition, the following houserules are in effect.
Must make a DC 10+(Spell level) skill check. (Knowledge:Arcana for Wizards and Magus, Use Magic Device for Sorcerers, Heal for Clerics, Survival for Druids, Perform for bards, Craft(Alchemy) for Alchemists, Diplomacy for Oracles.) Failure means the spell is not cast, and does not use MP.
(I tried to make it a class skill based off their key casting stat in all cases, simply to avoid the idea that I'd be favoring Wizards and Magus for keying everything off Spellcraft. This does have the oddity for Oracles, since that's their one charisma based skill...a fix here would be appreciated.)
Must make a DC 12+(2x Spell Level) skill check. (Knowledge:Arcana for Wizards and Magus, Spellcraft for Sorcerers, Knowledge:Religion for Clerics, Survival for Druids, Perform for bards, Craft(Alchemy) for Alchemists, Diplomacy for Oracles.) Failure means the spell is not cast, MP is not used, the caster takes 1d2 (Key Casting Stat) damage, and that the caster is nauseated on their following round. Regardless of success or failure, the caster is fatigued. (Repeating this does not put the caster to Exhaustion, but it does stack with other sources of fatigue.)
Must make a DC 15+(3x Spell Level) skill check. (Knowledge:Arcana for Wizards and Magus, Spellcraft for Sorcerers, Knowledge:Religion for Clerics, Survival for Druids, Perform for bards, Craft(Alchemy) for Alchemists, Diplomacy for Oracles.) Success means that the spell is cast before the caster falls unconscious for 1d4 minutes. Failure means that the caster takes 1d6 (Casting stat) damage that can only be restored after a Lesser, Greater, or regular Restoration spell, full day's rest, or three days 'camping' rest, in addition to falling unconscious for 1d4 minutes.
A spellcaster recovers (Caster Level) Spell Points every hour, and this rate is tripled while sleeping. A caster with any kind of debilitating status effect, such as Poison, Disease, Fatigued or Exhaustion, do not regain MP for the duration of the effect. (Any duration less than 10 minutes may be safely ignored in regards to Spell Point Regeneration.)
Spontaneous casters gain an additional +1 MP per caster level than the MP chart shows.
Sorcerers and Oracles gain one extra spell of their highest level known per level. At 6th level this gives them 7 1st level spells, 5 2nd level spells, and 3 3rd level spells, in addition to their bloodline and Mystery spells.
Sorcerers and Oracles treat their spells per day and spells known as if they were one level higher, effectively putting them on equal spell levels against prepared casters.
(This portion is simply because I don't like how those with inherent magic gain power more slowly than Wizards.)
Paladins and Rangers ignore the 'Under 1/4 MP' penalties.
Houserule 3:Miscellaneous
A Ranger gains the typical Druid animal companion with Druid progression. A Druid gains a Familiar, but the animal companion still gains +1 Animal HD with all the benefits thereof whenever the Druid gains a point of BAB. The animal companion's benefits are keyed to the Familiar chart, not the Animal Companion chart. (This turns them into a spell-delivering, intelligent animal-which I think is much more in line with what a Druid is.)
Magus:Can take Weapon Specialization as an Epic Feat (To compensate for not getting Fighter Training.)
Magus:Spell Recall instead allows you to switch a single spell prepared with one in your spellbook as a swift action.
Gunslingers:A Blunderbuss cannot fire in a 15 foot cone, but does do double weapon damage to creatures within 10 feet.
Ranged Weapons:Cinematic encumberance on basic ammunition. (Guns, bows, crossbows, and slings do not have to track any nonmagical ammunition.)
Gunslingers:Firearms resolve against full AC, not touch AC, unless using the Deadeye Deed.
Gunslingers:HD is reduced to D8, do not receive good Fortitude saves.
Gunslingers:To compensate for the above, one-handed firearms are treated as light crossbows and two-handed firearms are treated as heavy crossbows in regards to loading time and use of the rapid reload feat.
Glibness does not exist. Period.
Houserule 4:Battling the Christmas Tree
As per the charts from Golden Ladybug at this page. (http://www.giantitp.com/forums/showthread.php?t=278041)
So, there you have it. Any thoughts from the Playground at large?
Some points to keep in mind...
1)This is Pathfinder, not 3.5. Any backwards compatibility is on a case-by-case basis.
2)Most of the people in this campaign are first or second-timers at Pathfinder in general. I don't expect them to come up with the really broken tricks. (This is also why I've allowed them to use Spell Points rather than Vancian casting.)
3)This is an E6 campaign, and most level 7 or 8 class features become available as 'Signature Feats' that they can only take one of.
4)This is somewhat low magic. Mages have trouble finding scrolls. Clerics must scribe spells similar to the Magus and Wizard. Spontaneous Casters are untouched. Magic items are rarer. To compensate for this, there is an 'Anti-Christmas Tree' inherent bonus that is listed near the bottom.
5)Except for the exact items listed, everything from the d20PFSRD is allowed. If you see something broken, assume I haven't noticed it.
With that in mind...
Houserule 1:Feats
The following feats are combat options with Stat or BAB requirements, as noted. For the purposes of qualifying for feats or prestige classes that have these as pre-requisites, you only need the stat or BAB noted alongside the feat.
Power Attack:Str 13
Combat Expertise:Int 13
Two-Weapon Fighting(Entire line):Dex 15
Quick Draw:BAB +1
Weapon Finesse:Higher DEX than STR
Combat Reflexes:Dex 15
Deadly Aim(AKA Ranged Power Attack):Dex 13
Defensive Combat Training:All 3/4 BAB classes
Dodge:Waived as a pre-req, still a feat
Endurance:Con 13
Diehard:Con 15
Intimidating Prowess:Str 15
Point-Blank Shot:Waived as a pre-req, still a feat
Catch Off-Guard:BAB+1
Throw Anything:BAB +1
Weapon Focus:Waived as a pre-req, still a feat
Teamwork Feats:Allies do not need the same feat, Inquisitors gain 2x numerical bonuses
Houserule 2:Spells
Spellcasting follows the Spell Point rules found at http://www.d20srd.org/srd/variant/magic/spellPoints.htm . In addition, the following houserules are in effect.
Must make a DC 10+(Spell level) skill check. (Knowledge:Arcana for Wizards and Magus, Use Magic Device for Sorcerers, Heal for Clerics, Survival for Druids, Perform for bards, Craft(Alchemy) for Alchemists, Diplomacy for Oracles.) Failure means the spell is not cast, and does not use MP.
(I tried to make it a class skill based off their key casting stat in all cases, simply to avoid the idea that I'd be favoring Wizards and Magus for keying everything off Spellcraft. This does have the oddity for Oracles, since that's their one charisma based skill...a fix here would be appreciated.)
Must make a DC 12+(2x Spell Level) skill check. (Knowledge:Arcana for Wizards and Magus, Spellcraft for Sorcerers, Knowledge:Religion for Clerics, Survival for Druids, Perform for bards, Craft(Alchemy) for Alchemists, Diplomacy for Oracles.) Failure means the spell is not cast, MP is not used, the caster takes 1d2 (Key Casting Stat) damage, and that the caster is nauseated on their following round. Regardless of success or failure, the caster is fatigued. (Repeating this does not put the caster to Exhaustion, but it does stack with other sources of fatigue.)
Must make a DC 15+(3x Spell Level) skill check. (Knowledge:Arcana for Wizards and Magus, Spellcraft for Sorcerers, Knowledge:Religion for Clerics, Survival for Druids, Perform for bards, Craft(Alchemy) for Alchemists, Diplomacy for Oracles.) Success means that the spell is cast before the caster falls unconscious for 1d4 minutes. Failure means that the caster takes 1d6 (Casting stat) damage that can only be restored after a Lesser, Greater, or regular Restoration spell, full day's rest, or three days 'camping' rest, in addition to falling unconscious for 1d4 minutes.
A spellcaster recovers (Caster Level) Spell Points every hour, and this rate is tripled while sleeping. A caster with any kind of debilitating status effect, such as Poison, Disease, Fatigued or Exhaustion, do not regain MP for the duration of the effect. (Any duration less than 10 minutes may be safely ignored in regards to Spell Point Regeneration.)
Spontaneous casters gain an additional +1 MP per caster level than the MP chart shows.
Sorcerers and Oracles gain one extra spell of their highest level known per level. At 6th level this gives them 7 1st level spells, 5 2nd level spells, and 3 3rd level spells, in addition to their bloodline and Mystery spells.
Sorcerers and Oracles treat their spells per day and spells known as if they were one level higher, effectively putting them on equal spell levels against prepared casters.
(This portion is simply because I don't like how those with inherent magic gain power more slowly than Wizards.)
Paladins and Rangers ignore the 'Under 1/4 MP' penalties.
Houserule 3:Miscellaneous
A Ranger gains the typical Druid animal companion with Druid progression. A Druid gains a Familiar, but the animal companion still gains +1 Animal HD with all the benefits thereof whenever the Druid gains a point of BAB. The animal companion's benefits are keyed to the Familiar chart, not the Animal Companion chart. (This turns them into a spell-delivering, intelligent animal-which I think is much more in line with what a Druid is.)
Magus:Can take Weapon Specialization as an Epic Feat (To compensate for not getting Fighter Training.)
Magus:Spell Recall instead allows you to switch a single spell prepared with one in your spellbook as a swift action.
Gunslingers:A Blunderbuss cannot fire in a 15 foot cone, but does do double weapon damage to creatures within 10 feet.
Ranged Weapons:Cinematic encumberance on basic ammunition. (Guns, bows, crossbows, and slings do not have to track any nonmagical ammunition.)
Gunslingers:Firearms resolve against full AC, not touch AC, unless using the Deadeye Deed.
Gunslingers:HD is reduced to D8, do not receive good Fortitude saves.
Gunslingers:To compensate for the above, one-handed firearms are treated as light crossbows and two-handed firearms are treated as heavy crossbows in regards to loading time and use of the rapid reload feat.
Glibness does not exist. Period.
Houserule 4:Battling the Christmas Tree
As per the charts from Golden Ladybug at this page. (http://www.giantitp.com/forums/showthread.php?t=278041)
So, there you have it. Any thoughts from the Playground at large?