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Skjaldbakka
2008-04-18, 03:12 AM
Here are some ideas for my homebrew, hopefully putting it down on (digital) paper will help me get it all together.

1- Removing the full attack action. BAB no longer grants additional attacks.
Attacking is a standard action, and allows one attack, with a number of ways to get extra attacks.

The following all grant extra attacks:
-Action Points
-Weapon Specialization and Greater Weapon Specialization
-Off Hand Attack
-Flurry and Greater Flurry
-Rapid Shot
-Manyshot, sort of. Manyshot can be combined with extra attacks.

2- Stock Houserules:
Armor as DR (http://www.d20srd.org/srd/variant/adventuring/armorAsDamageReduction.htm), Damage Conversion (http://www.d20srd.org/srd/variant/adventuring/damageConversion.htm), Reserve HP (http://www.d20srd.org/srd/variant/adventuring/reservePoints.htm), Action Points (http://www.d20srd.org/srd/variant/adventuring/actionPoints.htm), Organic Skills (http://www.giantitp.com/forums/showpost.php?p=3996734&postcount=1)

3- Spellcasters do not receive action points. Fluffwise, Action Points represent an untapped potential to alter events around you in your favor in subtle ways. Spellcasters have tapped into that power to use magic.

4- There is no Quicken spell. I am toying with the idea of removing metamagic as feats, and making them spells that are cast as swift actions, and effect the next spell cast.

5- Retooling the spellcasters spell progression to be more similar to Bard, including getting rid of spell preperation in favor of spells known. The wizard would have more spells known, whereas the sorceror would have more spells/day. The idea is not to gimp spells/day, but to slow down the rate at which new spell levels are acquired. 7th + spells would be the purview of epic mages. I will probably wind up increasing spells/day. Also getting rid of some of the really bad spells.

6- Barbarians get raging luck as a bonus feat at level 1.

7- Rogues get a special ability called ambush. This grants the rogue an action point whenever executes a sneak attack during a surprise round, which must be spent within 1 rnd. This lets the rogue follow up with a second strike. I think this extra oomph makes up for the large number of sneak attack immune critters out there.

8- Removing Power Attack. Instead, attacks always deal extra damage equal to the amount by which the attack roll exceeded the target's AC.