lucky9
2019-03-25, 01:33 PM
I will be posting one change, or group of changes, at a time to hopefully allow for a little more discussion/ tweaks/ general thoughts, if you would be so kind:smallsmile:
A note before starting: I am aware that this edition is.. unstable, especially at higher levels. My rules don't necessarily aim to completely eliminate that issue, too large a task. What I'm going for is general playability, a certain feel I have about things, and of course, fun for all players including those running muggles. With that said, do let me know if I've horribly broken anything. Also, feel free to ask for any clarification.
I've decided to group all the classes with minor changes together. Looking foreward to feedback on any and all!
Barbarian
Originally I just took away the illiteracy but saw this recently and liked it better.
Barbarians no longer receive the illiteracy class feature at level 1.
However, they may choose to be illiterate and gain an additional 2 skill points at level 1.
Knowledge (nature) and Sense Motive become class skills for Barbarians.
Cleric
These may have farther reaching consequences than I anticipated. Largely added for flavour. Your thoughts?
Also, I'm wondering if there's a not-overpowered way to give them a capstone ability at level 20?
Clerics may not learn or cast any spells with a descriptor that is opposed to their deity. i.e. good/ evil, law/ chaos, fire/ water, etc., unless their deity has both attributes.
They gain proficiency with their deity’s favored weapon.
Knowledge (arcana) is no longer a class skill for Clerics.
Knowledge (local) and Knowledge (nobility and royalty) become class skills.
Druid
It's a couple of style things.
Druids must be True Neutral, failure to act upon this alignment results in them becoming ex-druids.
Druids do not receive scimitar proficiency.
Fighter
Under construction...
They receive 4 +Intelligence modifier skill points each level, not 2.
Listen, Profession (any), and Spot become class skills for Fighters.
Mage (Wizard)
Is this too good? I mean will everyone rush to specialize just for this? Or will there still be generalists?
Mages may learn and cast any spells uniquely available to Bards, within their level restrictions.
Specialist Mages receive Spell Focus in their chosen school as a bonus feat.
Paladin
I want to give them an alternative style similar to the Ranger's combat options for those that don't use or don't have a mount, but I could use some ideas please. As in, a line of bonus feats that make sense for Paladins.
Paladins must worship a personal being (most likely a deity) which is capable of imbuing the Paladin with their divine powers and abilities.
This being must match the Paladin's alignment exactly.
A Paladin is still restricted to the usual alignments.
They gain proficiency with their deity’s favored weapon.
They receive as bonus feats: Mounted Combat at level 2, Ride-by-Attack at level 6, and Spirited Charge at level 11.
A Paladin’s mount never returns to the Celestial Realm unless it dies; it regains health and vitality by resting or healing effects.
Paladins also receive the fast base Will save progression.
Their remove disease ability is usable a number of times per day, not per week.
They receive 4 +Intelligence modifier skill points each level, not 2.
Gather Information becomes a class skill for Paladins.
Ranger
Rangers may switch between combat styles as they advance through them, but always start at the first feat for that style.
For example: A Ranger selects archery at level 2 and receives the Rapid Shot feat. The Ranger then selects two-weapon combat at level 6 and receives the Two-Weapon Fighting feat. At level 11, the Ranger decides to go back to archery and receives the Manyshot feat.
Balance becomes a class skill for Rangers.
Thief (Rogue)
A simple switch to give them that previoiusly missing capstone.
Thieves’ sneak attack progression begins at level 2, not level 1.
Their trap sense progression begins at level 1 and ends at level 20.
They receive 10 +Intelligence modifier skill points each level, not 8.
Commoner
LOL
Commoners receive the illiteracy class feature at level 1.
Links to other rule sections:
General Rules
No xp Loss
http://www.giantitp.com/forums/showthread.php?584101-Houserules-Collection-are-these-a-3-or-an-18
Massive Damage Variants
http://www.giantitp.com/forums/showthread.php?584140-Houserules-Collection-are-these-a-3-or-an-18-Item-2
Size/ Space Sharing
http://www.giantitp.com/forums/showthread.php?584141-Houserules-Collection-are-these-a-3-or-an-18-Item-3
Races
http://www.giantitp.com/forums/showthread.php?584144-Houserules-Collection-are-these-a-3-or-an-18-Races
Classes
Multi-Classing
http://www.giantitp.com/forums/showthread.php?584145-Houserules-Collection-are-these-a-3-or-an-18-Classes
Bard Overhaul
http://www.giantitp.com/forums/showthread.php?584153-Houserules-Collection-are-these-a-3-or-an-18-Class-overhaul-Bard
Monk Overhaul
http://www.giantitp.com/forums/showthread.php?584154-Houserules-Collection-are-these-a-3-or-an-18-Class-overhaul-Monk
Sorcerer Overhaul
http://www.giantitp.com/forums/showthread.php?584155-Houserules-Collection-are-these-a-3-or-an-18-Class-overhaul-Sorcerer
Skills
http://www.giantitp.com/forums/showthread.php?584156-Houserules-Collection-are-these-a-3-or-an-18-Skills
Feats
http://www.giantitp.com/forums/showthread.php?584160-Houserules-Collection-are-these-a-3-or-an-18-Feats
Magic
http://www.giantitp.com/forums/showthread.php?584164-Houserules-Collection-are-these-a-3-or-an-18-Magic
A note before starting: I am aware that this edition is.. unstable, especially at higher levels. My rules don't necessarily aim to completely eliminate that issue, too large a task. What I'm going for is general playability, a certain feel I have about things, and of course, fun for all players including those running muggles. With that said, do let me know if I've horribly broken anything. Also, feel free to ask for any clarification.
I've decided to group all the classes with minor changes together. Looking foreward to feedback on any and all!
Barbarian
Originally I just took away the illiteracy but saw this recently and liked it better.
Barbarians no longer receive the illiteracy class feature at level 1.
However, they may choose to be illiterate and gain an additional 2 skill points at level 1.
Knowledge (nature) and Sense Motive become class skills for Barbarians.
Cleric
These may have farther reaching consequences than I anticipated. Largely added for flavour. Your thoughts?
Also, I'm wondering if there's a not-overpowered way to give them a capstone ability at level 20?
Clerics may not learn or cast any spells with a descriptor that is opposed to their deity. i.e. good/ evil, law/ chaos, fire/ water, etc., unless their deity has both attributes.
They gain proficiency with their deity’s favored weapon.
Knowledge (arcana) is no longer a class skill for Clerics.
Knowledge (local) and Knowledge (nobility and royalty) become class skills.
Druid
It's a couple of style things.
Druids must be True Neutral, failure to act upon this alignment results in them becoming ex-druids.
Druids do not receive scimitar proficiency.
Fighter
Under construction...
They receive 4 +Intelligence modifier skill points each level, not 2.
Listen, Profession (any), and Spot become class skills for Fighters.
Mage (Wizard)
Is this too good? I mean will everyone rush to specialize just for this? Or will there still be generalists?
Mages may learn and cast any spells uniquely available to Bards, within their level restrictions.
Specialist Mages receive Spell Focus in their chosen school as a bonus feat.
Paladin
I want to give them an alternative style similar to the Ranger's combat options for those that don't use or don't have a mount, but I could use some ideas please. As in, a line of bonus feats that make sense for Paladins.
Paladins must worship a personal being (most likely a deity) which is capable of imbuing the Paladin with their divine powers and abilities.
This being must match the Paladin's alignment exactly.
A Paladin is still restricted to the usual alignments.
They gain proficiency with their deity’s favored weapon.
They receive as bonus feats: Mounted Combat at level 2, Ride-by-Attack at level 6, and Spirited Charge at level 11.
A Paladin’s mount never returns to the Celestial Realm unless it dies; it regains health and vitality by resting or healing effects.
Paladins also receive the fast base Will save progression.
Their remove disease ability is usable a number of times per day, not per week.
They receive 4 +Intelligence modifier skill points each level, not 2.
Gather Information becomes a class skill for Paladins.
Ranger
Rangers may switch between combat styles as they advance through them, but always start at the first feat for that style.
For example: A Ranger selects archery at level 2 and receives the Rapid Shot feat. The Ranger then selects two-weapon combat at level 6 and receives the Two-Weapon Fighting feat. At level 11, the Ranger decides to go back to archery and receives the Manyshot feat.
Balance becomes a class skill for Rangers.
Thief (Rogue)
A simple switch to give them that previoiusly missing capstone.
Thieves’ sneak attack progression begins at level 2, not level 1.
Their trap sense progression begins at level 1 and ends at level 20.
They receive 10 +Intelligence modifier skill points each level, not 8.
Commoner
LOL
Commoners receive the illiteracy class feature at level 1.
Links to other rule sections:
General Rules
No xp Loss
http://www.giantitp.com/forums/showthread.php?584101-Houserules-Collection-are-these-a-3-or-an-18
Massive Damage Variants
http://www.giantitp.com/forums/showthread.php?584140-Houserules-Collection-are-these-a-3-or-an-18-Item-2
Size/ Space Sharing
http://www.giantitp.com/forums/showthread.php?584141-Houserules-Collection-are-these-a-3-or-an-18-Item-3
Races
http://www.giantitp.com/forums/showthread.php?584144-Houserules-Collection-are-these-a-3-or-an-18-Races
Classes
Multi-Classing
http://www.giantitp.com/forums/showthread.php?584145-Houserules-Collection-are-these-a-3-or-an-18-Classes
Bard Overhaul
http://www.giantitp.com/forums/showthread.php?584153-Houserules-Collection-are-these-a-3-or-an-18-Class-overhaul-Bard
Monk Overhaul
http://www.giantitp.com/forums/showthread.php?584154-Houserules-Collection-are-these-a-3-or-an-18-Class-overhaul-Monk
Sorcerer Overhaul
http://www.giantitp.com/forums/showthread.php?584155-Houserules-Collection-are-these-a-3-or-an-18-Class-overhaul-Sorcerer
Skills
http://www.giantitp.com/forums/showthread.php?584156-Houserules-Collection-are-these-a-3-or-an-18-Skills
Feats
http://www.giantitp.com/forums/showthread.php?584160-Houserules-Collection-are-these-a-3-or-an-18-Feats
Magic
http://www.giantitp.com/forums/showthread.php?584164-Houserules-Collection-are-these-a-3-or-an-18-Magic