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Harbinger
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| Thu Jun 05, 2008 3:10 pm Potential house rules |
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I am think of implementing the following rule.
The fighting classes (Fighter, Ranger, Barbarian, Monk and Paladin) Get the following benefits;
At level 6 they may move half their movement rate and still make a full attack.
At level 11 they may move their full movement rate and still make a full attack.
at level 16 they may charge and still make a full attack. |
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Harbinger
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| Tue Jun 10, 2008 11:04 am |
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Another house rule I am thinking of implementing is the +2 awesome bonus. When your character attempts something awesome they get a +2 awesome bonus to the d20 roll.
The awesome bonus stacks with any other bonus, even other awesome bonuses.
this will probably port over to 4th edition as well. |
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Harbinger
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| Wed Jun 11, 2008 7:32 am |
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another idea I had that will also probably get ported over to 4e is combining actions. For example: Suppose a character wants to jump over a flaming sarcophagus and bull rush the hobgoblin standing behind it.
Normally you would have to resolve this as two rolls the Jump check and then the bull rush. giving the player two chances to fail at something that should be awesome.
So I think that the player should resolve this with one roll. either using the same roll for both parts or just using the lower of the two possible results to determine the outcome of both. |
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Harbinger
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| Wed Jun 11, 2008 9:34 am |
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| I also am toying with the idea that ability drain will just be damage from now on. |
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hikaru42
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| Wed Jun 11, 2008 11:12 am Re: Potential house rules |
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Harbinger wrote: I am think of implementing the following rule.
The fighting classes (Fighter, Ranger, Barbarian, Monk and Paladin) Get the following benefits;
At level 6 they may move half their movement rate and still make a full attack.
At level 11 they may move their full movement rate and still make a full attack.
at level 16 they may charge and still make a full attack.
I like all of these, however I am wondering if they are all a bit to high... What about making it 5th, 9th, and maybe 13th... Fighter-wise it makes sense as 5th is a big level of nothing for a fighter while other classes get huge improvements (IE casters). Looking at the other classes not so sure how the level issue works with them, but I didn't see any major gains on the ones I looked at...
Also quick question, what about the weapon focus, weapon spec rule you were contemplating? |
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Harbinger
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| Wed Jun 11, 2008 11:30 am |
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| A fighter doesn't get his extra attacks until the level I stated. At 5th levelt here is no point to making a full attack since you only have one attack. |
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Harbinger
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| Wed Jun 11, 2008 11:32 am |
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| the thing that is keeping me from implementing the weapon focus and weapon specialization rules is that I can't get hero lab to do it. |
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hikaru42
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| Wed Jun 11, 2008 12:48 pm |
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Harbinger wrote: A fighter doesn't get his extra attacks until the level I stated. At 5th level here is no point to making a full attack since you only have one attack.
While you make very valid point, what about 2 weapon users, or shield bashing... Admittedly they would be the exception, but I see the reasoning behind level 6... However it still seems to me that 11 might be a bit high for that... Remember that many fighters will have limited movement due to armor, so often their movement will be base 20, half is 10, so that means that the ability only gives them and additional 5' to move until they get the full move option, and by 11 the spell casters now have level 6 spells, and the fighters are not nearly as useful as they had been...
Anyway I am just rambling at this point... =D |
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Harbinger
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| Thu Jun 12, 2008 6:23 am |
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| the monk also has a different base attack bonus progression so my original theory isn't completely correct. |
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Harbinger
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| Thu Jun 12, 2008 9:12 am |
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Note: Jumping over a flaming sarcophagus to bull rush a hobgoblin should also receive an awesome bonus.
while the normal awesome bonus will be +2, acts of supreme awesome could generate higher bonuses. |
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Harbinger
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| Fri Jun 13, 2008 8:30 am |
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Harbinger wrote: I also am toying with the idea that ability drain will just be damage from now on.
Not sure what to do about level drain.
Maybe level damage "heals" at a rate of one level per week (or month) and a full restoration spell can fix it faster? |
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hikaru42
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| Fri Jun 13, 2008 3:47 pm |
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Harbinger wrote: Harbinger wrote: I also am toying with the idea that ability drain will just be damage from now on.
Not sure what to do about level drain.
Maybe level damage "heals" at a rate of one level per week (or month) and a full restoration spell can fix it faster?
Both of these ideas sound good. Level drain has always annoyed me in D&D because of the permanency of it... |
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Harbinger
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| Sat Jun 14, 2008 6:31 am |
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| James and I are working on a bunch of possible house rules. More to follow soon. |
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Harbinger
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| Mon Jun 16, 2008 6:17 am |
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I may implement a "second wind" mechanic similar to 4e. The whole healing surge thing might not work but I think the concept of the second wind might.
Once per encounter a character can take a standard action to regain one quarter of their hit points. |
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