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  1. - Top - End - #1
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    Dusk Eclipse's Avatar

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    Default Some Houserules for EtCR

    I just got my grubby mits on a copy of Expedition to Castle Ravenloft and I am dying to run it; but before that I want to ask the playground to peruse some houserules that I am thinking on implementing.

    Right now the list is not complete (as I left my notebook with the notes at school) and I will edit this post when I can.

    Please note that many of them might increase the power level of the game, as a rule of thumb assume that is the purpose but if something feels REALLY of, please tell me.

    Skill Related:
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    • All classes get an extra 2 skill points (2+int becomes 4+int, 4+int becomes 6 +int and so on)
    • Skill tricks in complete scoundrel can be used at willl with a cooldown of 1d3 rounds
    • Move silenty and Hide Rolled into stealth
    • Listen and spot rolled into perception
    • Disable Device and Open lock rolled into Disable device
    • Use of The Giant's Diplomacy rules


    Classes:
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    • Martial Adept classes (both official and homebrewed) are recomended
    • Ranger is separated into two classes, Sublime Way Ranger(using normal FE progression), Mystic Ranger from Dragon
    • Fighters Full atack routine penalties caps at BAB -5 (if fighter had bab 20 his itteratives would look like this: +20/+15/+15/+15
    • Warblade can select fighter only bonus feats with his own bonues feats
    • Specialist Casters (Beguiler, Dread Necromancer, Warmage) are encouraged instead of normal wizards (BTW I need suggestions for the magic schools that arent covered here)
    • Sorcerers get eschew materials as a bonus feat at level 1 and rapid metamagic as a bonus feat at level 5
    • Monk is banned use unarmed swordsage instead (if you MUST play a monk I will try to track down a good fix for you)



    Feats:
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    • Feats like stealthy, nimble fingers et al, now make the skill a class skill for all levels
    • TWF tree is rolled into one scaling feat, ditto for TWD
    • Non spellcasters can use Devotion feats 3/day (and can take extra turning to increase the number of uses per day)
    • Feats are gained at level 1 and at every even level (2,4,6....)


    Sources
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    • All official WotC books allowe
    • 3rth party allowed on case by case basis (though Hyperconcious has green light from the start)
    • Setting specific stuff in other setting will be considered
    • Dragon Magazine on case by case basis



    Variants Used:
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    • Weapon Groups are used
    • Chain Variant is allowed (for example a feat rogue trading his 2 and 6 level feats for dungeoncrasher)
    • Lay Buy off
    • Non standard environmental variants and races of elemental plane will be considered on case by case basis
    • Spell touched feats allowed
    • Traits allowed
    • Due the increased number of feats flaws are banned


    And that is all for now, I may come up with more later or on the subsequent days.
    So thoughts on them?
    Last edited by Dusk Eclipse; 2010-09-01 at 11:09 PM.
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    herrhauptmann's Avatar

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    Default Re: Some Houserules for EtCR

    As a general rule to any ravenloft game, I'd say Radiant Servant and other super-turners should be banned. Really loses the 'horror' feel of the game when your cleric in the middle of castle ravenloft, can make even Lord Strahd turn and run like a chicken on fire.

    Everybody getting a dozen feats, I think that really ruins the fighter, even with the attack sequence changes.
    Perhaps for a partial monk change (not near enough), let his fists scale at the same rate as weapon enlargements. d6, 2d6, 3d6, 4d6, etc.

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    WhiteWizardGirl

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    Default Re: Some Houserules for EtCR

    I really think you mean spot+listen -> perception and/or move silently + hide -> stealth, not move silently + hide -> perception.
    BEEP.

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    Default Re: Some Houserules for EtCR

    Quote Originally Posted by herrhauptmann View Post
    As a general rule to any ravenloft game, I'd say Radiant Servant and other super-turners should be banned. Really loses the 'horror' feel of the game when your cleric in the middle of castle ravenloft, can make even Lord Strahd turn and run like a chicken on fire.

    Everybody getting a dozen feats, I think that really ruins the fighter, even with the attack sequence changes.
    Perhaps for a partial monk change (not near enough), let his fists scale at the same rate as weapon enlargements. d6, 2d6, 3d6, 4d6, etc.
    I am trying to discourage playing core melee classes so the increased numbers of feats kinda works the way I want to.

    As for the monk, as I said Unarmed Swordsage is much more stronger and I don't think I will have to track down one of the inumerable monk fixes, or at least I hope that

    Quote Originally Posted by Kylarra View Post
    I really think you mean spot+listen -> perception and/or move silently + hide -> stealth, not move silently + hide -> perception.
    :facepalm: you are right, thanks for the heads up, editing in a moment
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    AssassinGuy

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    Default Re: Some Houserules for EtCR

    You've just roughly doubled skills at the low end, but only boosted them 25% for Rogues/Scouts/other skill-focused classes. So what you've done is taken away much of the advantage of the skillful classes.

    I suggest instead a 50% increase over the standard number. 2 + INT becomes 3 + INT, and 8 + INT becomes 12 + INT. It gives everybody more skill points but preserves the balance.

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    Tyndmyr's Avatar

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    Default Re: Some Houserules for EtCR

    I like them. I don't say this often for house rules, but most of those are balanced, clean up minor annoying issues, and just make sense.

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