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Harbinger
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PostPosted: Thu Jun 05, 2008 3:10 pm    Post subject: Potential house rules Reply with quote

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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We had it rough. Back when I started gaming, we had to roll 21 on a D20 to hit, Magic Missile did 2-5 damage to the caster and the undead could turn our clerics. Players weren't even allowed to use the bathroom until their character was 3rd level.
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Harbinger
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PostPosted: Tue Jun 10, 2008 11:04 am    Post subject: Reply with quote

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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We had it rough. Back when I started gaming, we had to roll 21 on a D20 to hit, Magic Missile did 2-5 damage to the caster and the undead could turn our clerics. Players weren't even allowed to use the bathroom until their character was 3rd level.
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Harbinger
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PostPosted: Wed Jun 11, 2008 7:32 am    Post subject: Reply with quote

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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We had it rough. Back when I started gaming, we had to roll 21 on a D20 to hit, Magic Missile did 2-5 damage to the caster and the undead could turn our clerics. Players weren't even allowed to use the bathroom until their character was 3rd level.


Last edited by Harbinger on Thu Jun 12, 2008 2:36 pm; edited 1 time in total
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Harbinger
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PostPosted: Wed Jun 11, 2008 9:34 am    Post subject: Reply with quote

I also am toying with the idea that ability drain will just be damage from now on.
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We had it rough. Back when I started gaming, we had to roll 21 on a D20 to hit, Magic Missile did 2-5 damage to the caster and the undead could turn our clerics. Players weren't even allowed to use the bathroom until their character was 3rd level.
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hikaru42
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PostPosted: Wed Jun 11, 2008 11:12 am    Post subject: Re: Potential house rules Reply with quote

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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PostPosted: Wed Jun 11, 2008 11:30 am    Post subject: Reply with quote

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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We had it rough. Back when I started gaming, we had to roll 21 on a D20 to hit, Magic Missile did 2-5 damage to the caster and the undead could turn our clerics. Players weren't even allowed to use the bathroom until their character was 3rd level.
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Harbinger
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PostPosted: Wed Jun 11, 2008 11:32 am    Post subject: Reply with quote

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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We had it rough. Back when I started gaming, we had to roll 21 on a D20 to hit, Magic Missile did 2-5 damage to the caster and the undead could turn our clerics. Players weren't even allowed to use the bathroom until their character was 3rd level.
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hikaru42
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PostPosted: Wed Jun 11, 2008 12:48 pm    Post subject: Reply with quote

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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There is no place like 127.0.0.1

"Go away or I'll call the brute squad!"
"I'm on the brute squad..."
"You ARE the brute squad!"

"This is the working hour, we are paid by those who learn by our mistakes..."
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Harbinger
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PostPosted: Thu Jun 12, 2008 6:23 am    Post subject: Reply with quote

the monk also has a different base attack bonus progression so my original theory isn't completely correct.
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We had it rough. Back when I started gaming, we had to roll 21 on a D20 to hit, Magic Missile did 2-5 damage to the caster and the undead could turn our clerics. Players weren't even allowed to use the bathroom until their character was 3rd level.
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Harbinger
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PostPosted: Thu Jun 12, 2008 9:12 am    Post subject: Reply with quote

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.
_________________
We had it rough. Back when I started gaming, we had to roll 21 on a D20 to hit, Magic Missile did 2-5 damage to the caster and the undead could turn our clerics. Players weren't even allowed to use the bathroom until their character was 3rd level.
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Harbinger
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PostPosted: Fri Jun 13, 2008 8:30 am    Post subject: Reply with quote

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?
_________________
We had it rough. Back when I started gaming, we had to roll 21 on a D20 to hit, Magic Missile did 2-5 damage to the caster and the undead could turn our clerics. Players weren't even allowed to use the bathroom until their character was 3rd level.
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hikaru42
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PostPosted: Fri Jun 13, 2008 3:47 pm    Post subject: Reply with quote

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...
_________________
There is no place like 127.0.0.1

"Go away or I'll call the brute squad!"
"I'm on the brute squad..."
"You ARE the brute squad!"

"This is the working hour, we are paid by those who learn by our mistakes..."
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Harbinger
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PostPosted: Sat Jun 14, 2008 6:31 am    Post subject: Reply with quote

James and I are working on a bunch of possible house rules. More to follow soon.
_________________
We had it rough. Back when I started gaming, we had to roll 21 on a D20 to hit, Magic Missile did 2-5 damage to the caster and the undead could turn our clerics. Players weren't even allowed to use the bathroom until their character was 3rd level.
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Harbinger
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PostPosted: Mon Jun 16, 2008 6:17 am    Post subject: Reply with quote

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.
_________________
We had it rough. Back when I started gaming, we had to roll 21 on a D20 to hit, Magic Missile did 2-5 damage to the caster and the undead could turn our clerics. Players weren't even allowed to use the bathroom until their character was 3rd level.
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