Originally Posted by
Elkad
Reduced to -2 at my table. Initial step for this campaign, I may take it out completely.
I tried this. It was too good. Didn't start that way, but once movement speeds started creeping up, it became a problem.
Now they get "Rapid Advance". Take up to HALF your move in a straight line prior to a full attack. Take charge penalties for it (but no benefits). You get a bit of maneuverability, without everyone running around the spearholders to whack the wizard in the back, or becoming ultimate kiting archers.
I have a bunch of other stuff from various posts in the thread (elephant feat tax reduction, skill combines, etc)
Few others not mentioned.
Charge to any valid square, not "the closest".
Flanking. You can ignore a flanker. You become flatfooted and flanked to him, but he provides no flanking bonuses to others.
Full str mod with all hands for dual wield. (light weapons are still half of course). Evens up damage bonus with the people using a two-hander. (actually more from Str, but less from PA still)
"Cast Defensively" removed. Either eat the AoO (and Concentration check if it hits), move back first, or use Still Spell a lot. (Related - one of my standard "custom spell creation" houserules is "remove somatic components for +1 SL" - so you could spend gold/time on getting Still versions of key spells instead of taking the feat)
Adamantine weapons reduce DR/Hardness by 20(+2 per point of Enhancement), instead of bypassing completely.
Other DR penetrating effects work similarly (Mountain Hammer reduces hardness by IL). They generally combine, so an IL8 Mountain Hammer with a +1 Adamantine weapon would penetrate Hardness:30
Other DR changes. DR:X/Magic is reduced 5pts per +1 of Enhancement, instead of a yes/no check. DR Silver, Iron, etc are reduced by Enhancement at 1:1, so you get some minor effect from your magic sword.