NerdHut
2016-11-07, 03:35 PM
I'm working on making a sheet of rules for my next campaign right now. I'm in the middle of one, and trying to keep in mind some things that are and aren't working. Right now we're doing E6, and I enjoy it, but my players would like slightly more power later in the game. E8 is a consideration, but I'm also thinking I'll just do standard level progession, but with slow progression.
I'll include my current draft of the rules in the spoiler section, and I'd like to know if there's anything you think should be addressed which I haven't included. Before you complain about the restrictive sources, keep in mind that I have two players who are min/max-ers who, unchecked, would pull every tiny obscure thing from ten different books and completely overshadow the other players without a second thought; and three newer players who struggle to even build a character (but are fun to play with).
Character Creation
Base Point Buy – 25
-LA 0 – 25
-LA 1 – 18
-LA 2 – 10
-LA 3 – 0
Some or all racial hit dice may be waived. For some creatures, RHD are just no fun. This will be done on a case-by-case basis, though, so check with me first.
Allowed Books:
-Player’s Handbook I
-Dungeon Master’s Guide I
-Monster Manual I
-Arms and Equipment Guide (3rd Ed)
-Magic Item Compendium
Each player may choose one book for their character’s creation and development. This does not unlock that book for other players. You may use the d20srd.org as a guide, but it does NOT count as a source book.
Character Background:
-Hometown
-Manner of childhood
-Reason for adventuring
At the beginning of the campaign each PC will be level 2, with standard wealth by level. Characters starting after the first session will still use standard wealth by level.
No Evil alignments. Unless you can make a truly compelling argument on why you should be allowed to be evil, this is a no-go.
Pick one Profession, Craft, or Perform skill. You begin play with 2 free ranks in it, even if it is a cross-class skill.
No Psionics. This is a matter of keeping things simple. None of us have much experience with the psionics rules, so I’m leaving them out. Weapon and Armor enhancements based on psionics (like Collision) may still be allowed if they are simple.
Everyone receives the effects of the Able Learner feat (cross-class skills cost one point per rank, except Speak Language; max ranks still apply). Rogues gain an additional 2 skill points per level to maintain their edge as skill monkeys.
If you want to play a paladin, you’re not allowed to be a **** about it. Think of The Dark Knight’s Commissioner Gordon or White Collar’s Peter Burke, not some ******* who hates anyone not adhering to strict moral codes.
Feats and Ability Score increases will be gained based on ECL, not HD.
New/Changed Feats
-Dodge grants a flat +1 dodge bonus to AC, not just against one enemy
-Far Shot and Precise Shot are combined into one feat: Incredible Aim
-Cleave gives the effect of Great Cleave
-Each of the feats which grant +2 to 2 skills instead grant +3
-Skill Focus grants +4 to the chosen skill
-Toughness grants one hit point per HD
-Improved Toughness requires Toughness and grants +1 to natural armor
-Two-Weapon Fighting tree is consolidated. Taking the feat "Two-Weapon Fighting" automatically grants these abilities:
--Reduce penalties to attack upon taking feat
--Off-hand Weapon grants +1 Shield AC
--May use off-hand attack on AoO (Requires 15 DEX)
--With +6 BAB, gain second off-hand attack (Requires 17 DEX)
--With +11 BAB, gain third off-hand attack (Requires 19 DEX)
Other
In general, the party will level up every three sessions. If you defeat a major boss, you might level up early. If you mess around too much, leveling up will take longer. Our sessions are fairly long, so if we use standard XP we'd probably end up leveling up just about every week, and I don't want that if there's any hope for a long campaign.
Material component rules are in effect. Take this into consideration when choosing spells.
Clerics are always proficient with their deity's favored weapon, but they must still take the War domain to gain Weapon Focus as a bonus feat.
Light, Medium, and Heavy loads will not be tracked, only maximum carry weight.
Inappropriately sized weapons can be wielded without the -2 penalty, so long as the effort required to wield it is not outside of physical limits. As such, a large creature may use a small greatsword as a light weapon, and a small creature my use a medium dagger as a one-handed weapon. But a medium creature may not wield a large halberd, even at a penalty. The Monkey Grip feat will allow you to wield weapons larger than normal, but will still incur the -2 penalty.
Critical hits do not require a confirmation roll. Ain’t nobody got time for that.
Natural Ones on attack rolls will be proceeded by a percentage roll. 1-25% means you add your attack bonus like a normal roll. 26-50% ends your attack progression. 51-75% means you drop your weapon. 76-99% means you hit yourself for half damage. 100% means you hit yourself for full damage.
(The text document I'll be using is formatted a little cleaner, so bear with me here)
I'll include my current draft of the rules in the spoiler section, and I'd like to know if there's anything you think should be addressed which I haven't included. Before you complain about the restrictive sources, keep in mind that I have two players who are min/max-ers who, unchecked, would pull every tiny obscure thing from ten different books and completely overshadow the other players without a second thought; and three newer players who struggle to even build a character (but are fun to play with).
Character Creation
Base Point Buy – 25
-LA 0 – 25
-LA 1 – 18
-LA 2 – 10
-LA 3 – 0
Some or all racial hit dice may be waived. For some creatures, RHD are just no fun. This will be done on a case-by-case basis, though, so check with me first.
Allowed Books:
-Player’s Handbook I
-Dungeon Master’s Guide I
-Monster Manual I
-Arms and Equipment Guide (3rd Ed)
-Magic Item Compendium
Each player may choose one book for their character’s creation and development. This does not unlock that book for other players. You may use the d20srd.org as a guide, but it does NOT count as a source book.
Character Background:
-Hometown
-Manner of childhood
-Reason for adventuring
At the beginning of the campaign each PC will be level 2, with standard wealth by level. Characters starting after the first session will still use standard wealth by level.
No Evil alignments. Unless you can make a truly compelling argument on why you should be allowed to be evil, this is a no-go.
Pick one Profession, Craft, or Perform skill. You begin play with 2 free ranks in it, even if it is a cross-class skill.
No Psionics. This is a matter of keeping things simple. None of us have much experience with the psionics rules, so I’m leaving them out. Weapon and Armor enhancements based on psionics (like Collision) may still be allowed if they are simple.
Everyone receives the effects of the Able Learner feat (cross-class skills cost one point per rank, except Speak Language; max ranks still apply). Rogues gain an additional 2 skill points per level to maintain their edge as skill monkeys.
If you want to play a paladin, you’re not allowed to be a **** about it. Think of The Dark Knight’s Commissioner Gordon or White Collar’s Peter Burke, not some ******* who hates anyone not adhering to strict moral codes.
Feats and Ability Score increases will be gained based on ECL, not HD.
New/Changed Feats
-Dodge grants a flat +1 dodge bonus to AC, not just against one enemy
-Far Shot and Precise Shot are combined into one feat: Incredible Aim
-Cleave gives the effect of Great Cleave
-Each of the feats which grant +2 to 2 skills instead grant +3
-Skill Focus grants +4 to the chosen skill
-Toughness grants one hit point per HD
-Improved Toughness requires Toughness and grants +1 to natural armor
-Two-Weapon Fighting tree is consolidated. Taking the feat "Two-Weapon Fighting" automatically grants these abilities:
--Reduce penalties to attack upon taking feat
--Off-hand Weapon grants +1 Shield AC
--May use off-hand attack on AoO (Requires 15 DEX)
--With +6 BAB, gain second off-hand attack (Requires 17 DEX)
--With +11 BAB, gain third off-hand attack (Requires 19 DEX)
Other
In general, the party will level up every three sessions. If you defeat a major boss, you might level up early. If you mess around too much, leveling up will take longer. Our sessions are fairly long, so if we use standard XP we'd probably end up leveling up just about every week, and I don't want that if there's any hope for a long campaign.
Material component rules are in effect. Take this into consideration when choosing spells.
Clerics are always proficient with their deity's favored weapon, but they must still take the War domain to gain Weapon Focus as a bonus feat.
Light, Medium, and Heavy loads will not be tracked, only maximum carry weight.
Inappropriately sized weapons can be wielded without the -2 penalty, so long as the effort required to wield it is not outside of physical limits. As such, a large creature may use a small greatsword as a light weapon, and a small creature my use a medium dagger as a one-handed weapon. But a medium creature may not wield a large halberd, even at a penalty. The Monkey Grip feat will allow you to wield weapons larger than normal, but will still incur the -2 penalty.
Critical hits do not require a confirmation roll. Ain’t nobody got time for that.
Natural Ones on attack rolls will be proceeded by a percentage roll. 1-25% means you add your attack bonus like a normal roll. 26-50% ends your attack progression. 51-75% means you drop your weapon. 76-99% means you hit yourself for half damage. 100% means you hit yourself for full damage.
(The text document I'll be using is formatted a little cleaner, so bear with me here)