NerdHut
2017-01-31, 05:33 AM
A few months back, I posted some houserules I was working on for a future campaign. Well, I'm still working on those rules, fine tuning them and whatnot. Before anyone complains about the caster level restriction, I asked my players, and they were okay with it back when I proposed a limit of 1/2 instead of the current 2/3.
I've made some tweaks based on the previous thread, but I've added/changed a lot since then, so I'd like some fresh perspective. I'm primarily asking for input on whether the rules I plan to put in place make sense as written, and to see if anyone has input on how to improve them. So without further ado, my rules (as of now) in the spoiler.
(The formatting suffers somewhat from the copy-paste into the forum, so it's been editted slightly for legibility)
Character Creation
Base Point-Buy – 25
LA +0 – 25
LA +1 – 15
LA +2 – 8
(EDIT: This has been bumped to 28, 18, 10, with the caveat that Ability Scores cannot be made higher than 17 via point-buy before applying Racial Modifiers)
```This point-buy is the only way I will provide to buy off Level Adjustment. Characters starting above Level 1 are not required to buy off their LA via point-buy, though they may choose to. Creatures with LA +3 or higher are not allowed for PCs.
```Some or all racial hit dice (RHD) 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.
```Additionally, some races seem to have ridiculously high level adjustments. If you find a race you like that seems to fit that description, let me know and we'll discuss whether or not it should be modified.
Allowed Books
Player’s Handbook I
Dungeon Master’s Guide I
Monster Manual I
Arms and Equipment Guide
Magic Item Compendium
```Each player may choose one additional book from the approved list (other side of page) for their character’s creation and development. This does not unlock that book for other players. If that character dies or leaves the campaign, you may select a new book to replace your original choice. You may use d20srd.org as a guide, but it does not count as a source book. (EDIT: Increased to two books, instead of one)
```At the beginning of the campaign each Player Character will be level 1, with 400 gp. Characters starting after level 1 will 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. (EDIT: I've relaxed this to a soft-ban. Players will still need to make their case)
```Pick one Profession, Craft, or Perform skill. You begin play with 2 free ranks in it.
```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. (EDIT: I'm not budging on this one. I want to know the mechanics of psionics before I add it in)
```You are limited to 3 classes in this campaign. Only one of your classes may be a prestige class. If your character retains RHD, they will not count against this limit.
```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.
```This is less a rule, more a reminder. Paladins don’t need to be ********s. They uphold an ideal, not inflict it (except upon their enemies, of course). When they’re not actively questing, they’re not forcing the townspeople to convert. Don’t think of the crazy preacher baptizing unwitting passersby, think of that born-again guy at the party who won’t shut up about how he spent his summer building huts in the 3rd world, and how it was so great, you guys.
```Feats and Ability Score increases will be gained based on Effective Character Level, not total Hit Dice.
```Clerics are proficient with their deity's favored weapon, but must still select the War domain to gain Weapon Focus as a bonus feat.
```In general, deities and their domains may be chosen from otherwise unallowed books. You could then be a cleric of Aym without choosing Races of Stone as your bonus book.
Homebrewed Classes
```Some classes have been tweaked beyond what is mentioned on this sheet. I am also making available a homebrew class. Ask me for the full details if you are interested in playing the following classes: Barbarian, Fighter, Monk, Paladin, Rogue, Witch. (EDIT: I've included a little detail on this below the spoiler now)
General
```In general, the party will level up every few sessions. If you defeat a major boss, you might level up early. If you mess around too much, leveling up will take longer. With our long sessions, if we used standard XP, we’d end up leveling up almost every week. I don’t want that for this campaign.
```Some supplies are assumed as part of your gear. You need not purchase a bedroll, waterskin, rations, or backpack.
```The weight of coins won’t be tracked, but the quantity of coins will. If you’re at a toll bridge with a toll of 5 cp, and all you have is platinum, and there is no coin exchange nearby, you’ll be paying in platinum. When in town, you may exchange coins freely.
```Material component rules are in effect. Take this into consideration when choosing spells.
```Light, Medium, and Heavy loads will not be tracked individually. Only worry about 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 may 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, however, allow you to wield weapons one size larger than normal, but will still incur the -2 penalty. (EDIT: Monkey Grip won't have the penalty)
```All mounts of any kind must have names before being allowed to enter any desert region.
```In the past, I have ruled that a charge will get past a creature with reach’s attack of opportunity. I’m no longer using that rule, as it negates a portion of the threat that a large creature should possess.
```Rolling a natural 20 on an attack roll is always a hit. Weapons with increased threat ranges do not automatically hit on a threat. Rolling a 19 with a longsword would still need to be a high enough roll to hit your opponent’s AC to be a hit. Your confirmation roll on a threat is automatically the same as your attack roll. (EDIT: More context below the spoiler)
```Standard Action attacks may be multiple attacks. You may perform one attack at your highest Base Attack Bonus OR you may perform as many attacks as you normally can during a Full Attack action, but all these attacks are at your lowest Base Attack Bonus. For example, a 16th level barbarian may make a standard action attack as a single attack at +16, or as four attacks at +1/+1/+1/+1. Attacks of Opportunity are not effected by this rule. (EDIT: Upon some helpful input, I've modified this to a -5 to hit penalty, resulting in +11/+6/+1/-4. The idea is to increase opportunity to hit, but at the cost of accuracy)
```Natural Ones will not result in a fumble roll. It fails to make combat more fun.
```When rolling hit points, re-roll any natural 1s. Keep rolling until you get a 2 or higher. If I see you roll a natural 1 on hit points three consecutive times, I’ll give you max hit points for the level, just to spite the gods of dice.
```Initiative Rolls may be made using DEX or WIS. DEX works fine as a reflexive reaction. But if you detect a danger sooner, you can act sooner. Hence, WIS (your sensory stat) on initiative.
```If the party’s full rest is interrupted by an encounter which lasts only a short period of time, it will still count as a full rest. Casters, don’t worry.
Full-casters
```Classes that grant full caster progression (they get 9th level spells by level 20) are required to multiclass in this campaign. Full casters are less common in this world than settings like Faerûn, and as such will only exist as occasional non-player characters. When leveling up or building a caster, to determine how many levels you may have in any given class, use the accompanying “Casting Class Level Cap Equation” section. Prestige classes that increase your spell progression in another class will count against this cap as if it were the same class it advances. As such, a Wizard 5/Red Wizard 5 build would violate this rule. However, a Cleric 5/Druid 5 build would not.
New/Changed Feats
Bardic Specialty: Gain +4 to Bardic Knowledge checks made in place of a specific Knowledge check (such as Geography)
Cleave gives the effect of Great Cleave. It also counts as such for prerequisites.
Combat Expertise is no longer a prerequisite for any other feat.
Dodge grants a flat +1 dodge bonus to AC, not just against one enemy, and grants the effect of Mobility. It also counts as such for prerequisites.
Each of the feats which grant +2 to 2 skills instead grant +3.
Far Shot and Precise Shot are combined into one feat: Incredible Aim, which counts as both for prerequisites.
Hair Trigger Reflexes: Requires Improved Initiative, DEX 15+. Once per day, you may skip rolling initiative, and instead get an initiative result of the current highest plus one. If two characters have this feat, they roll initiative against each other.
Item Creation Feats: XP isn't used in crafting. We're not using XP anyway, but even if we were to switch to it, XP still won't be used.
Leadership: Still requires level 6 or higher. Your Leadership Score is you ECL+CHA (this includes negative CHA). You can recruit a single cohort of a level up to ¾ your leadership score, capped at your ECL-1. You may pick what type of cohort you would like, but cohorts will be designed by the DM (which is me).
Multitalented: Pick two skills to always have as class skills.
Natural Spell is not allowed in this campaign. Druids already have so much going on without it, they don't need to be a Lightning-summoning Lion, too.
Skill Focus grants +4 to the chosen skill.
Toughness grants one hit point per Hit Die
Improved Toughness requires Toughness and instead grants +1 to natural armor (stacks with itself) (EDIT: Changed to +2 hp per HD, but can't be taken more than once)
Two-Handed Power Strike: Requires Power Attack and STR 15+. Add two and a half times your strength modifier to damage rolls made with two-handed weapons.
Two-Weapon Fighting tree is consolidated. Taking the feat "Two-Weapon Fighting" automatically grants these abilities when the prerequisites are met:
Reduce penalties to attacks upon taking feat
Your off-hand weapon grants +1 Shield AC
With 15 DEX, you may use an off-hand attack on attacks of opportunity.
With +6 BAB and 15 DEX, you gain a second off-hand attack on a full attack.
With +11 BAB and 17 DEX, you gain a third off-hand attack on a full attack.
Weapon Focus now applies to weapons with a certain damage type (e.g., Slashing), rather that one weapon. This change applies to the rest of the feats in this tree.
```Power Attack, Simple Weapon Proficiency, and Weapon Finesse need not be selected. Their effects are granted to all characters who meet their prerequisites.
Approved Book Choices
Complete Adventurer
Complete Arcane
Complete Champion
Complete Divine
Complete Mage
Complete Scoundrel
Complete Warrior
Frostburn
Heroes of Battle
Masters of the Wild
Miniatures Handbook
Monster Manual II
Monster Manual III
Monster Manual IV
Monster Manual V
Oriental Adventures
Players Handbook II
Races of Destiny
Races of Eberron
Races of Stone
Races of the Dragon
Races of the Wild
Sandstorm
Savage Species
Spell Compendium (EDIT: Removed, at least for the moment, as it favors all casters more than any other book favors other classes)
Stormwrack
Stronghold Builder’s Guidebook
Unearthed Arcana
```I will allow for some flexibility in source books. If, as a druid, you would like an animal companion from another source book, that may be approved, so long as it isn’t game-breaking or ridiculous. Just check.
```If you would instead like to use a homebrewed class or race, let me know and we may be able to work something out. Especially if it’s just a variation on something well established.
Casting Class Level Cap Equation
```The maximum caster level you may have in any given full-casting class (before applying bonuses from feats and abilities) is capped based upon your level. You are allowed to be at a caster level (C) equal to two-thirds your level (L), plus one, rounded down. You may have two casting classes, but neither one may exceed this limit.
C ≤ (L*2/3)+1, round down
Character
Level
Max Caster
Level
Character Level
Max Caster Level
1
1
11
8
2
2
12
9
3
3
13
9
4
3
14
10
5
4
15
11
6
5
16
11
7
5
17
12
8
6
18
13
9
7
19
13
10
7
20
14
A few things to clarify for future posts:
-The classes listed in the homebrewed section have been modified and are still subject to slight changes. Long story short: Barbarian, Monk, and Rogue have been tweaked to hold up a little better compared to other classes. Paladin has had Detect Evil and Smite Evil slightly tweaked, based on things that are specific to my group's play-style. Fighters have been overhauled, inspired partly by Pathfinder's version. Witch is based on the example homebrew class found in the DMG.
-The group I play with formed before I started playing. So far, if you rolled an attack roll anywhere in your threat range, it was an auto-crit. I didn't realize that wasn't how RAW made it work until after the first game I DM'd. The houserule for Crits may seem overpowered, but it's a downgrade from what we've been doing.
-The No-Evil rule is based on how my players play evil characters, not how I play them.
-The total class limit is in place to keep certain styles of builds from emerging. I'm trying to balance min-max players with RP players here, and if the min-max players can get two prestige classes, they're going to destroy competition while the RP players have to sit on the sidelines.
(Edited to further add: Thank you for the slightly-short-of-brutal critiquing I've received so far. I typically don't take criticism well, which I hope hasn't shown through to much in my replies, but I need it in order to get things nailed down correctly. I can't improve without constructive criticism.)
I've made some tweaks based on the previous thread, but I've added/changed a lot since then, so I'd like some fresh perspective. I'm primarily asking for input on whether the rules I plan to put in place make sense as written, and to see if anyone has input on how to improve them. So without further ado, my rules (as of now) in the spoiler.
(The formatting suffers somewhat from the copy-paste into the forum, so it's been editted slightly for legibility)
Character Creation
Base Point-Buy – 25
LA +0 – 25
LA +1 – 15
LA +2 – 8
(EDIT: This has been bumped to 28, 18, 10, with the caveat that Ability Scores cannot be made higher than 17 via point-buy before applying Racial Modifiers)
```This point-buy is the only way I will provide to buy off Level Adjustment. Characters starting above Level 1 are not required to buy off their LA via point-buy, though they may choose to. Creatures with LA +3 or higher are not allowed for PCs.
```Some or all racial hit dice (RHD) 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.
```Additionally, some races seem to have ridiculously high level adjustments. If you find a race you like that seems to fit that description, let me know and we'll discuss whether or not it should be modified.
Allowed Books
Player’s Handbook I
Dungeon Master’s Guide I
Monster Manual I
Arms and Equipment Guide
Magic Item Compendium
```Each player may choose one additional book from the approved list (other side of page) for their character’s creation and development. This does not unlock that book for other players. If that character dies or leaves the campaign, you may select a new book to replace your original choice. You may use d20srd.org as a guide, but it does not count as a source book. (EDIT: Increased to two books, instead of one)
```At the beginning of the campaign each Player Character will be level 1, with 400 gp. Characters starting after level 1 will 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. (EDIT: I've relaxed this to a soft-ban. Players will still need to make their case)
```Pick one Profession, Craft, or Perform skill. You begin play with 2 free ranks in it.
```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. (EDIT: I'm not budging on this one. I want to know the mechanics of psionics before I add it in)
```You are limited to 3 classes in this campaign. Only one of your classes may be a prestige class. If your character retains RHD, they will not count against this limit.
```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.
```This is less a rule, more a reminder. Paladins don’t need to be ********s. They uphold an ideal, not inflict it (except upon their enemies, of course). When they’re not actively questing, they’re not forcing the townspeople to convert. Don’t think of the crazy preacher baptizing unwitting passersby, think of that born-again guy at the party who won’t shut up about how he spent his summer building huts in the 3rd world, and how it was so great, you guys.
```Feats and Ability Score increases will be gained based on Effective Character Level, not total Hit Dice.
```Clerics are proficient with their deity's favored weapon, but must still select the War domain to gain Weapon Focus as a bonus feat.
```In general, deities and their domains may be chosen from otherwise unallowed books. You could then be a cleric of Aym without choosing Races of Stone as your bonus book.
Homebrewed Classes
```Some classes have been tweaked beyond what is mentioned on this sheet. I am also making available a homebrew class. Ask me for the full details if you are interested in playing the following classes: Barbarian, Fighter, Monk, Paladin, Rogue, Witch. (EDIT: I've included a little detail on this below the spoiler now)
General
```In general, the party will level up every few sessions. If you defeat a major boss, you might level up early. If you mess around too much, leveling up will take longer. With our long sessions, if we used standard XP, we’d end up leveling up almost every week. I don’t want that for this campaign.
```Some supplies are assumed as part of your gear. You need not purchase a bedroll, waterskin, rations, or backpack.
```The weight of coins won’t be tracked, but the quantity of coins will. If you’re at a toll bridge with a toll of 5 cp, and all you have is platinum, and there is no coin exchange nearby, you’ll be paying in platinum. When in town, you may exchange coins freely.
```Material component rules are in effect. Take this into consideration when choosing spells.
```Light, Medium, and Heavy loads will not be tracked individually. Only worry about 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 may 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, however, allow you to wield weapons one size larger than normal, but will still incur the -2 penalty. (EDIT: Monkey Grip won't have the penalty)
```All mounts of any kind must have names before being allowed to enter any desert region.
```In the past, I have ruled that a charge will get past a creature with reach’s attack of opportunity. I’m no longer using that rule, as it negates a portion of the threat that a large creature should possess.
```Rolling a natural 20 on an attack roll is always a hit. Weapons with increased threat ranges do not automatically hit on a threat. Rolling a 19 with a longsword would still need to be a high enough roll to hit your opponent’s AC to be a hit. Your confirmation roll on a threat is automatically the same as your attack roll. (EDIT: More context below the spoiler)
```Standard Action attacks may be multiple attacks. You may perform one attack at your highest Base Attack Bonus OR you may perform as many attacks as you normally can during a Full Attack action, but all these attacks are at your lowest Base Attack Bonus. For example, a 16th level barbarian may make a standard action attack as a single attack at +16, or as four attacks at +1/+1/+1/+1. Attacks of Opportunity are not effected by this rule. (EDIT: Upon some helpful input, I've modified this to a -5 to hit penalty, resulting in +11/+6/+1/-4. The idea is to increase opportunity to hit, but at the cost of accuracy)
```Natural Ones will not result in a fumble roll. It fails to make combat more fun.
```When rolling hit points, re-roll any natural 1s. Keep rolling until you get a 2 or higher. If I see you roll a natural 1 on hit points three consecutive times, I’ll give you max hit points for the level, just to spite the gods of dice.
```Initiative Rolls may be made using DEX or WIS. DEX works fine as a reflexive reaction. But if you detect a danger sooner, you can act sooner. Hence, WIS (your sensory stat) on initiative.
```If the party’s full rest is interrupted by an encounter which lasts only a short period of time, it will still count as a full rest. Casters, don’t worry.
Full-casters
```Classes that grant full caster progression (they get 9th level spells by level 20) are required to multiclass in this campaign. Full casters are less common in this world than settings like Faerûn, and as such will only exist as occasional non-player characters. When leveling up or building a caster, to determine how many levels you may have in any given class, use the accompanying “Casting Class Level Cap Equation” section. Prestige classes that increase your spell progression in another class will count against this cap as if it were the same class it advances. As such, a Wizard 5/Red Wizard 5 build would violate this rule. However, a Cleric 5/Druid 5 build would not.
New/Changed Feats
Bardic Specialty: Gain +4 to Bardic Knowledge checks made in place of a specific Knowledge check (such as Geography)
Cleave gives the effect of Great Cleave. It also counts as such for prerequisites.
Combat Expertise is no longer a prerequisite for any other feat.
Dodge grants a flat +1 dodge bonus to AC, not just against one enemy, and grants the effect of Mobility. It also counts as such for prerequisites.
Each of the feats which grant +2 to 2 skills instead grant +3.
Far Shot and Precise Shot are combined into one feat: Incredible Aim, which counts as both for prerequisites.
Hair Trigger Reflexes: Requires Improved Initiative, DEX 15+. Once per day, you may skip rolling initiative, and instead get an initiative result of the current highest plus one. If two characters have this feat, they roll initiative against each other.
Item Creation Feats: XP isn't used in crafting. We're not using XP anyway, but even if we were to switch to it, XP still won't be used.
Leadership: Still requires level 6 or higher. Your Leadership Score is you ECL+CHA (this includes negative CHA). You can recruit a single cohort of a level up to ¾ your leadership score, capped at your ECL-1. You may pick what type of cohort you would like, but cohorts will be designed by the DM (which is me).
Multitalented: Pick two skills to always have as class skills.
Natural Spell is not allowed in this campaign. Druids already have so much going on without it, they don't need to be a Lightning-summoning Lion, too.
Skill Focus grants +4 to the chosen skill.
Toughness grants one hit point per Hit Die
Improved Toughness requires Toughness and instead grants +1 to natural armor (stacks with itself) (EDIT: Changed to +2 hp per HD, but can't be taken more than once)
Two-Handed Power Strike: Requires Power Attack and STR 15+. Add two and a half times your strength modifier to damage rolls made with two-handed weapons.
Two-Weapon Fighting tree is consolidated. Taking the feat "Two-Weapon Fighting" automatically grants these abilities when the prerequisites are met:
Reduce penalties to attacks upon taking feat
Your off-hand weapon grants +1 Shield AC
With 15 DEX, you may use an off-hand attack on attacks of opportunity.
With +6 BAB and 15 DEX, you gain a second off-hand attack on a full attack.
With +11 BAB and 17 DEX, you gain a third off-hand attack on a full attack.
Weapon Focus now applies to weapons with a certain damage type (e.g., Slashing), rather that one weapon. This change applies to the rest of the feats in this tree.
```Power Attack, Simple Weapon Proficiency, and Weapon Finesse need not be selected. Their effects are granted to all characters who meet their prerequisites.
Approved Book Choices
Complete Adventurer
Complete Arcane
Complete Champion
Complete Divine
Complete Mage
Complete Scoundrel
Complete Warrior
Frostburn
Heroes of Battle
Masters of the Wild
Miniatures Handbook
Monster Manual II
Monster Manual III
Monster Manual IV
Monster Manual V
Oriental Adventures
Players Handbook II
Races of Destiny
Races of Eberron
Races of Stone
Races of the Dragon
Races of the Wild
Sandstorm
Savage Species
Spell Compendium (EDIT: Removed, at least for the moment, as it favors all casters more than any other book favors other classes)
Stormwrack
Stronghold Builder’s Guidebook
Unearthed Arcana
```I will allow for some flexibility in source books. If, as a druid, you would like an animal companion from another source book, that may be approved, so long as it isn’t game-breaking or ridiculous. Just check.
```If you would instead like to use a homebrewed class or race, let me know and we may be able to work something out. Especially if it’s just a variation on something well established.
Casting Class Level Cap Equation
```The maximum caster level you may have in any given full-casting class (before applying bonuses from feats and abilities) is capped based upon your level. You are allowed to be at a caster level (C) equal to two-thirds your level (L), plus one, rounded down. You may have two casting classes, but neither one may exceed this limit.
C ≤ (L*2/3)+1, round down
Character
Level
Max Caster
Level
Character Level
Max Caster Level
1
1
11
8
2
2
12
9
3
3
13
9
4
3
14
10
5
4
15
11
6
5
16
11
7
5
17
12
8
6
18
13
9
7
19
13
10
7
20
14
A few things to clarify for future posts:
-The classes listed in the homebrewed section have been modified and are still subject to slight changes. Long story short: Barbarian, Monk, and Rogue have been tweaked to hold up a little better compared to other classes. Paladin has had Detect Evil and Smite Evil slightly tweaked, based on things that are specific to my group's play-style. Fighters have been overhauled, inspired partly by Pathfinder's version. Witch is based on the example homebrew class found in the DMG.
-The group I play with formed before I started playing. So far, if you rolled an attack roll anywhere in your threat range, it was an auto-crit. I didn't realize that wasn't how RAW made it work until after the first game I DM'd. The houserule for Crits may seem overpowered, but it's a downgrade from what we've been doing.
-The No-Evil rule is based on how my players play evil characters, not how I play them.
-The total class limit is in place to keep certain styles of builds from emerging. I'm trying to balance min-max players with RP players here, and if the min-max players can get two prestige classes, they're going to destroy competition while the RP players have to sit on the sidelines.
(Edited to further add: Thank you for the slightly-short-of-brutal critiquing I've received so far. I typically don't take criticism well, which I hope hasn't shown through to much in my replies, but I need it in order to get things nailed down correctly. I can't improve without constructive criticism.)