New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Page 1 of 2 12 LastLast
Results 1 to 30 of 31
  1. - Top - End - #1
    Barbarian in the Playground
     
    ElfPirate

    Join Date
    Dec 2011
    Location
    Southeast
    Gender
    Male

    Default Please balance check my Forgotten Realms houserules.

    EDIT
    I would like you to look over my changes to see if it nudges the classes towards Tier 3. In general, I hope to make even Monk and Fighter fun and significant side-by-side with Wizard and Druid.
    STOP EDIT

    Thanks in Advance!

    Campaign starts at ECL 4.

    Most core and supplemtnal WoTC 3.5 material, to include online articles and Dragon Magazine.
    A copy of the original material must be available to the DM.
    Magic of Incarnum is banned.
    Truenaming is banned.
    Binders require in depth player knowledge and will be banned otherwise.
    All 3.5 Forgottnen realms material.
    Material from other campaigns allowed on case-by-case basis only.
    WoTC 3.0 material allowed on case-by-case basis only.

    The following requires a player or DM witness.
    For ability scores, roll 4d6 and reroll ones.
    Drop the lowest die and record the score.
    Repeat six more times, drop the lowest of the seven scores.

    For Hit Points, 1st level Hit Die is automatically maximum and reroll ones on all others.

    Notes on Races/Templates
    Spoiler
    Show

    Races are limited to LA +3 and lower. If a race has racial Hit Dice apply Powerful Races at
    1st Level variant rule, from Player's Guide to Faerun page 190, for each racial Hit Die.
    There are no "Lesser" racial variants in this campaign. Any race that does not have a
    published Character Region for Faerun requires prior DM approval. Tieflings have the
    additional Racial Trait Fiendish Sorcery: Tiefling sorcerers and warlocks with Fiendish
    Bloodline, Fiendish Heritage, Spawn of the Dark Prince, Anarchic Heritage, Axiomatic Heritage,
    or Infernal Sorcerer Heritage treat their Charisma score as 2 points higher for all sorcerer
    and warlock class abilities. An elf may trade any of their racial proficiences in weapons
    for a similar racial weapon profieciency (ie rapier for elven lightblade or longbow for elven
    doublebow). Other races may have changes as well, check with DM. Templates, other than Half-
    Dragon and Lycanthrope, require DM approval.
    Note: Racism is alive and well in the Forgotten Realms. All players should be prepared to
    deal with situations where there character (even a vanilla male human paladin) is considered
    inherently wicked or inferior. Doubly so for races/templates/classes that are known as
    "EVIL" or "MONSTROUS." For example: drow, half-dragons, warlocks.


    The multiclass XP penalty is not used in this campaign. Instead racial favored classes
    gain certain bonuses per level, check with the DM.

    Most of the classes will be adjusted. If your class is not listed here, see the DM.

    Barbarian:
    Spoiler
    Show
    At 4th level a barbarian gains Armor Specialization in the light or medium
    armor of their choice even if they do not meet the prerequisites for the feat. In addition
    to the normal benefits of the feat, the barbarian gains double their normal dexterity bonus
    (up to the armor's normal Maximum Dexterity Bonus) while wearing the armor they are
    specialized in, and the DR from this feat stacks with the DR class feature of the barbarian.
    The changes to the Armor Specialization feat listed here apply only tocharacters with at least
    four levels in the barbarian class. At 4th level a barbarian gains an untyped +2 bonus to
    save versus all magical effects and an untyped +4 bonus to save versus all poisons. The above
    bonuses stack versus magical poisons. A character with at least ten levels of the barbarian
    in their own native territory may summon a Barbarian Horde. A barbarian horde can number as
    many members as its leader’s experience-point total divided by 1000. A horde takes a week to
    gather in the barbarian’s home territory, andmust have a stated purpose, such as “Tear apart
    the College of Magic in Arcana City brick by brick” or “Rescue Princess Madelyn from the
    Storm Pirates” or “Serve under Goodbar the Cleric in his battle against the infidels.”
    Deviating from the proclaimed purpose by the horde or its leader may cause the horde to disband,
    at the DM’s option. Members of disbanded hordes will return by the quickest and safest route to
    their home lands. A barbarian horde can only be kept together for as many weeks as the barbarian
    leader has levels of experience. At the end of this time, the horde is usually disbanded.
    Exceptions may be made if large amounts of treasure are distributed to the members, if the
    leader has an effective charisma of 23 or more with respect to other barbarians, if the leader of
    the horde is a tribal leader as well, or if an unattained goal is in easy reach. Each of these
    special circumstances which apply would extend the duration of the horde by 1-2 weeks at most.
    A tribal leader who has his horde disband beneath him will not receive a warm welcome the next
    time he returns to his homeland. In addition to the normal barbarians in the horde, the leader
    of the horde will gain two aides, each of a level equal to one-half of the leader’s level (rounded
    down). Each aide will have two assistants of one-half the aide’s level. The horde may include
    bards, clerics, druids, hexblades, or spirit shamans depending on the nature of the barbarians.
    Add Heal to the Barbarian class skills. A 1st level Barabarian with no other Hit Dice gains
    8 bonus skill ranks to spend on Wisdom based skills.


    Bard:
    Spoiler
    Show
    A Bard may permanently exchange one spell per spell level from the Bard Class Spell List
    for an equal level spell from the Druid Class Spell List. A 1st level Bard with no other Hit
    Dice gains 4 bonus skill ranks to spend on Speak Language.


    Cleric:
    Spoiler
    Show
    8th and 9th level spell selection recieve divine scrutiny. As such, prayers for
    non-curing, non-domain spells may be ignored at the DM's discretion. The more closely
    associated a spell is with the cleric's deity the more likely it is to be granted.
    Clerics may not select Divine feats. A 1st level Cleric with no other Hit Dice gains 4 skill ranks
    to spend on skills related to their deity's portfolios.


    Druid:
    Spoiler
    Show
    8th and 9th level spell selection recieve divine scrutiny. As such, prayers for
    non-nature summoning, non-domain spells may be ignored at the DM's discretion. The more
    closely associated a spell is with the cleric's deity the more likely it is to be granted.
    The feat Natural Spell is unavailable to races/templates that lack an inherent animal form.
    A werewolf druid could take the feat Natural Spell and cast in wolf form, but not in any
    other form incapable of the required verbal or somatic component. The Dragon Wild Shape feat
    has the additional prerequisite of Dragonblood Subtype, and the dragon form assumed includes
    any of that dragon's inherent weaknesses. Druids of 3rd level and above must be members
    of a druidic circle or live and work in area that lacks a circle. Druids of 12th level
    and above can expect to compete against other druids in their circle for their level/positon.
    Druids of 12th level or above wihtout a circle must form or join a circle to continue
    their progress. A 1st level Druid with no other Hit Dice gains 4 skill ranks to spend on
    Handle Animal, Knowledge (nature), Ride, and/or Survival. A Druid must meet an animal during
    play to acquire it as an Animal Companion.


    Fighter:
    Spoiler
    Show
    Good Fortitude and Will saves, poor Reflex saves. Weapon Specialization feat grants
    a 4th level or higher fighter +3 to hit and damge with the specialized weapon. Two-handed
    melee weapons are not applicable to the Weapon Specialization feat. A character with six fighter
    levels and the Weapon Specialization feat has a BAB of Full-BAB/Full-BAB with the specialized
    weapon instead of +6/+1. With eleven levels of fighter this becomes Full-BAB/Full-BAB/Full-BAB
    instead of +11/+6/+1. With sixteen levels of fighter this becomes Full-BAB/Bull-BAB/Full-BAB/
    Full-BAB instead of +16/+11/+6/+1. Greater Weapon Focus grants and additional (stacking) bonus
    of +2 to attack with the applicable weapon including any combat maneuvers or opposed rolls
    (for example to attack or defend with Disarm using the weapon focus). Greater Weapon
    Specialization feat replaces the to hit and damage bonuses from Weapon Specialization and
    Greater Weapon Focus with a total +6 to hit and damage; in addition, your weapon of greater
    specialization may only be disarmed by another fighter wielding thier greater weapon of
    specialization or a Monk. At 4th level a Fighter (only) may take the Shield Specialization feat.
    The Shield Specialization increases the shield bonus by +3 versus melee and +6 versus missiles; in
    addition every further three fighter levels this feat grants an additional +1 shield bonus versus
    any one opponent (per round) the Fighter can see (declared at start of round). A Fighter's readied
    weapon or shield of specialization does not count against their encumbrance. At 6th level a Fighter
    may Rally once per day and recover their Fighter Level+Constitution Modier in Hit Points. An 8th
    level Fighter may take the Greater Shield Specialization which increases the melee and missile
    shield bonus by another +3 and allows the Fighter to apply the secondary bonus to any three
    opponents they can detect. A 10th level Fighter may Taunt up to thier Fighter Hit Dice in opponents
    with an Intelligence of 3 or higher that can either clearly see the Fighter or clearly hear and
    understand the Fighter. If Taunted out of combat the opponent/s must make a Will save
    (DC=10+FighterLevel/2+Charisma bonus) to avoid attacking the Fighter (circumstance modifiers apply).
    If taunted in combat the opponent must (Will save as above) attack the Fighter in some way (area
    attacks count) for FighterLevel rounds (an opponent Wisdom higher than the DC of the Will save is
    affected for half duration). The number of Hit Dice this Taunt effects increases as
    (FighterHD-10)/2*10+FighterHD. A 1st level Fighter with no other Hit Dice gains 12 skill ranks to
    spend on any Strength based skills.


    Monk:
    Spoiler
    Show
    A Monk has Full BAB and takes no to hit penalty for Flurry of Blows. Flurry of Blows
    doubles the normal BAB attacks a Monk would recieve, thus a 1st level Monk is +1/+1 and a 6th
    level Monk is +6/+6/+1/+1. A 3rd level Monk gains Uncanny Dodge and Wild Empathy (as the Druid
    class ability). At 9th level the Monk acquires Improved Uncanny Dodge. A 4th level Monk gains
    70% Resistance versus all mind reading type effects (magical or psionic), and this resistance
    improves by 2% per additional Monk level. Purity of Body works versus magical diseases as well,
    in addition the Monk becomes completely immune to both Haste and Slow effects. A 4th level Monk
    may also Water Walk at half their land speed; they may use this ability at will. At 6th level
    the Monk is able to enter a physical (non-magical) state resembling the Feign Death spell as cast
    by a wizard of Monk'sLevel/3. A Monk of 6th level or more may leap half their land speed in ANY
    direction as a Move Action. Wholeness of Body, change per day to per encounter. At 10th level a
    Monk gains 50% Resistance versus Beguiling, Charm, Hypnosis, and Suggestion effects. This
    resistance increases 5% per additional level of Monk. At 11th level a Monk gains an untyped bonus
    of +4 versus all Telepathic and Mind Blast effects (magical or psionic). At 12th level a Monk
    becomes immune to all Geas and Quest effects; in addition, they may use Abundat Step MonkLevel/6
    per day. Quivering Palm does not have a saving throw and only Constructs and other creatures with-
    out Ki flow (as determined by the DM) are immune to Quivering Palm. In addition to creatures with
    more Hit Dice creatures who's current hit point total exceeds the Monk's full hit point total by
    more than 200% are unaffected by Quivering Palm. Add Open Locks and Disable Device to the Monk's
    class skills. A 1st level Monk with no other Hit Dice gains 8 skill ranks to add to Wisdom based
    skills.


    Paladin:
    Spoiler
    Show
    At 7th level a Paladin makes all saves at +2 "on the dice." This means an unmodified
    die roll of 18 counts as a Natural 20. At 8th level a Paladin projects a continuos Magic Circle
    Against Evil, caster level equals levels in Paladin. A 1st level Paladin with no other Hit Dice
    gains 6 skill ranks to spend on any Charisma based skill. A 1st level Paladin begins play with
    a MW weapon, MW armor, MW shield (if weapon is not two-handed), and a warbeast of the DM's
    choice and a flask of Holy Water. At 9th level a Paladin in good standing may request one free
    casting (though the Paladin must pay for any material component or XP component) of any spell
    avaiable to a Cleric of his religion of equil level to the Paladin's levels in Paladin. This
    casting (or equivalent value favor) is available PaladinLevels/SpellLevel per week. At 1st, 7th,
    13th, and 19th level the Paladin gains a bonus Weapon Focus or Skill Focus feat.


    Ranger:
    Spoiler
    Show
    A Ranger's Favored Enemy--To Hit bonus is matched by an equal Damage bonus. A 2nd level
    Ranger recieves an untyped +2 bonus to Move Silent and Listen. Two Weapon Fighting Feat, in
    addition to reducing the primary and offhand To Hit Penalties by 4 (for the Ranger, by 2 for all
    other classes), this feat doubles the character's Iterative Attacks (a 6th level Ranger with
    this feat and light weapons would have a Full BAB of +6/+1 and +2/-3). If the Ranger chooses to
    Two Weapon Fight defensively, then the weapon in the off hand adds 1+(the weapon's To Hit Bonus)
    -(the offhand weapon penalty) to the Ranger's AC versus one visible (to the Ranger) melee
    opponent--as declared by the Ranger at the start of Ranger's round. The Ambidexterity Feat acts
    as published in 3.0, eliminating the offhand penalty. With both feats and light weapons a 6th
    level Ranger would have a Full BAB of +6/+1 & +6/+1; all other 6th level classes would have a
    full BAB of +4/-1 & +4/-1. A 6th level Two Weapon combat style Ranger gets Ambidexterity as
    a bonus feat. Rapid Shot gives one extra missile attack per round at the Ranger's highest
    Base Attack Bonus, for all other classes all attacks made in the same round are at -2 To Hit
    Many Shot works as published, except all penalties are halved for the Ranger and each arrow
    confirms a critical hit seperately (for all other classes only the first arrow can deal
    critical damage). At 11th level a Ranger on the Archery Path may take Improved Precise Shot or
    Woodland Archer. At 11th level a Ranger on the Two Weapon Fighting Path gains Improved Two
    Weapon Fighting which allows a third set of Iterative Attacks at -2 (-4 for all other classes)
    to all of the Ranger's attacks rolls that round. A 1st level Ranger with no other hit dice
    gains 6 skill ranks to spend on Wisdom based skills.


    Rogue:
    Spoiler
    Show
    At 14th and 20th level the Rogue gains a Bonus Skill Focus Feat. A 1st level Rogue
    with no other Hit Dice gains 12 skill ranks to spend on Skill Tricks or Strength based skills.


    Sorcerer:
    Spoiler
    Show
    At 1st level and every 5th sorcerer level the Sorcerer gains a bonus Bloodline,
    Heritage, Racial, or Time of Birth feat. These feats may NOT conflict with the Sorcerer's
    Race, Template, or previous feats. A 1st level a Sorcerer with no other Hit Dice gains 4
    Skill Ranks to spend on Intelligence based skills.


    Wizard:
    Spoiler
    Show
    Whenever a Wizard wishes to learn a new spell they must roll a percentile check based
    on their current PERMANENT Intelligence score to determine if they can master the spell in
    question.
    Intelligence Percentage
    11-12 ======= 45%
    13-14 ======= 55%
    15-16 ======= 65%
    17 ========= 75%
    18 ========= 85%
    19+ ======== 95%
    If the Wizard fails to master a spell and wishes to try again, they must wait until they
    achieve both a higher PERMANENT Intelligence score and a higher level of Wizard. The
    maximum number of spells per any one spell level that a Wizard may master is also based off
    of the Wizard's PERMANENT Intelligence score.
    Intelligence Max Spells/Level
    11-12 ===== 7
    13-14 ===== 9
    15-16 ==== 11
    17 ======= 14
    18 ======= 18
    19+ ====== All
    A 1st level Wizard with no other Hit Dice gains 4 skill ranks to spend on Knowledge skills.


    Dragonfire Adept:
    Spoiler
    Show
    Every 5th level of Dragonfire Adept the Adept gains a bonus Draconic or
    Dragon Lineage feat. Unless the Adept is directly descended from a particular Dragon species;
    the Dragon Lineage feat chosen must match the Adept's Alignment. For Instance a Lawful Good
    Adept could not take the Green Dragon Lineage or the Brass Dragon Lineage feats unless the
    Adept was directly descended from either a Green Dragon or a Brass Dragon. A Dragonfire Adept
    may only take one Dragon Lineage feat. A 1st level Dragonfire Adept with no other Hit Dice
    gains 6 skill ranks to spend on Strength based skills.


    Warlock:
    Spoiler
    Show
    At 7th level a Warlock gains a bonus feat of Improved Familiar, Celestial Familiar,
    or Planar Familiar even if the Warlock lacks the prerequisites for the feat. The DM should
    work with the player to select a familiar of no more than one alignment step difference from
    the Warlock. This familiar should be of equivalent ability with the other familiars on the
    feats as published. If the warlock's alignment ever permanently shifts farther away from the
    familiar, the familiar is lost. The familiar's special abilities, increased Hit Dice, etc
    are based solely on the Warlock's Warlock levels; even if the Warlock has levels in other
    classes that have a familiar class ability. A 1st level Warlock with no other Hit Dice gains
    6 skill ranks to spend on Bluff, Diplomace, Gather Information, Intimidate. Profession, Sense
    Motive, and/or Speak Language skills.


    Shadowcaster:
    Spoiler
    Show
    Grant bonus mysteries per day based on Int. These would work just like bonus
    spells. For instance, if your Int is 14, you can cast one extra mystery of 1st-level equivalent
    and one of 2nd-level equivalent per day. (Note that each mystery does give an equivalent level,
    even though you don't learn them by level.) Eliminate the rule that says you have to take
    mysteries in a given Path in order. If you want to jump around, so as to broaden your versatility,
    you can. You must still have at least one mystery of any given level equivalent (1st, 2nd, etc.)
    before you can get a mystery of the next higher level within a type (Apprentice, Initiate,
    Master), but they need not come from the same Path. Eliminate the rule that says you get a bonus
    feat equal to half the number of paths you have access to. Instead, you get a bonus feat every
    odd level of Shadowcaster after first. The Shadowcaster may add any feat involving the use of
    shadow or darkness to its list of potential bonus feats, a Shadowcaster may only select a bonus
    feat for which it has all the prerequisites. A Shadowcaster may substitute, Shadowcaster for S
    orcerer and Mysteries cast as spells for Arcane Spells, prerequisites when selecting feats
    involving the use of shadow or darkness. Allow the Shadowcaster to swap out mysteries, like a
    Sorcerer does spells. Once your Apprentice Mysteries become supernatural abilities, change the
    ave DC from 10 + equivalent spell level + Cha to 10 + 1/2 caster level + Cha. This makes them
    useful even against high-HD opponents, and follows the pattern for other supernatural abilities.
    At first that level the Shadowcaster gains proficiency in any one specific weapon (not group like
    martial, or blades) appropriate to the Shadowcaster's race, region, and culture. For example, a
    human could not take an Elven Thinblade. A PC from a land-locked area could not take a harpoon.
    A PC from a magocracy could not take a flintlock. Note that this weapon may be a martial or exotic
    weapon and is in addition to the normal all Simple Weapons Proficieny a Shadowcaster gets at first
    level. Add Use Magic Device and Sleight of Hand to the Shadowcaster's class skill list. The
    Shadowcaster gains one unique skill, Shadow Skill. This skill works in all ways as a cross class
    skill. The Shadow Skill may be assigned once each day when it is first used that day as any skill
    for which the Shadowcaster has no skill points/ranks. The Warp Spell mystery does not allow a Will
    save. The caster level check determines success or failure. A 1st level Shadowcaster with no other
    Hit Dice gains 4 bonus skill points to spend on Move Silently, Hide, and/or Sleight of Hand.


    Skills: Concentration has a base DC of 15 not 10.

    Feats: Leadership has a prerequisite of 10 levels in the same base class (Barbarian is not eligible)
    and a permanent symbol (a keep, a monastery, a temple, a guild, a wizard's tower, a college, or other
    as determined by the DM).

    Nightsticks: do NOT stack.

    EDIT
    Polymorph:
    Spoiler
    Show

    A lot of folks have brought this spell (and the ones that reference this spell) as being one of the biggest balance issues. When I was first cooking up these houserules I did not give it any thought. Now that I have I present the following ideas for your comment.

    1.Polymorph is removed

    2.Polymorph Other is added as a 4th level spell.
    No deliberate failed saves are allowed.
    Fortitude save to negate.
    Second Fortitude save versus DC 10 to survive.
    Duration is Permanent.
    Will save per day in new form to not become the creature in mind/alignment as well as body. Save DC is 10.

    3.Polymorph Self is added as a 4th level spell.
    Duration is one day.
    The caster assumes the form, STR, DEX, CON, and movement modes of the new creature.
    No other abilities, attacks, defenses, Hit Dice, qualities, etc are changed.

    STOP EDIT
    Last edited by Tarlek Flamehai; 2014-11-11 at 12:40 PM. Reason: For Clarity
    Hmm, seem to have left the last letter out of my name I wonder if I can change that somehow...

    Vestige by Marlowe http://www.giantitp.com/forums/shows...2&postcount=70

  2. - Top - End - #2
    Bugbear in the Playground
    Join Date
    Mar 2013
    Gender
    Male

    Default Re: Please balance check my Forgotten Realms houserules.

    I like a lot of them, so I'll comment only on those I don't really.

    Well, Clerics and Druids are still boss. I mean, up to 13th level they play exactly the same. Force the Druid to trade Wildshape for either the Simple (Wis-to-AC etc) variant from UA or (bit more powerful probably) the Aspect of Nature variant.
    Allow for Wildshape Ranger as an alternative.

    Force both the divine core casters to be the Spontaneous (again, from UA) variant and ban Favored Soul and Spirit Shaman.

    Sorcerer is now a bit more customizable, but nothing to write home about.

    Wizard has a starting Int of 16 or 18 anyway (may be even 20), so those rules are more or less just a hindrance. I'd rather just supervise the availability of spells in-game.



    May I ask why you banned MoI?
    My homebrew

    Quote Originally Posted by Waker View Post
    This is the Playground. We're a repository of D&D Knowledge. Kinda like the Library of Congress, but with more screaming about RAW vs. RAI.
    Avatar by Terry576

  3. - Top - End - #3
    Barbarian in the Playground
     
    ElfPirate

    Join Date
    Dec 2011
    Location
    Southeast
    Gender
    Male

    Default Re: Please balance check my Forgotten Realms houserules.

    Quote Originally Posted by Xerlith View Post
    May I ask why you banned MoI?

    Because I do not wish to take the time to learn it.
    Hmm, seem to have left the last letter out of my name I wonder if I can change that somehow...

    Vestige by Marlowe http://www.giantitp.com/forums/shows...2&postcount=70

  4. - Top - End - #4
    Ogre in the Playground
     
    DruidGuy

    Join Date
    Jul 2006
    Location
    Eastern US
    Gender
    Male

    Default Re: Please balance check my Forgotten Realms houserules.

    Quote Originally Posted by Tarlek Flamehai View Post
    Note: Racism is alive and well in the Forgotten Realms. All players should be prepared to deal with situations where there character (even a vanilla male human paladin) is considered
    inherently wicked or inferior. Doubly so for races/templates/classes that are known as
    "EVIL" or "MONSTROUS." For example: drow, half-dragons, warlocks.
    This sounds worrisome, though it could be just my natural cynicism. I feel like you're saying "no matter what you build, I will screw with you and mock you."

    Barbarian: A character with at least ten levels of the barbarian
    in their own native territory may summon a Barbarian Horde.
    That sounds like another chance to screw with a player. Either the player makes a point of staying in their "native" territory (how is that defined, anyway), or they lose the benefit of The Horde. It would be incredibly easy for you to push the plot away from the Barbarian's "native" territory, taking away a class feature that you have specifically given. In other words, if someone takes Barbarian, give them the chance to use this cool ability. Otherwise, you're playing a cruel bait-and-switch.

    Cleric: 8th and 9th level spell selection recieve divine scrutiny. As such, prayers for
    non-curing, non-domain spells may be ignored at the DM's discretion.
    Will you give the player warning if this happens? I can see a player getting irate if they cast a spell and it fails to go off while you sit there and smirk.

    The more closely associated a spell is with the cleric's deity the more likely it is to be granted.
    Very vague.

    Druid: 8th and 9th level spell selection recieve divine scrutiny. As such, prayers for
    non-nature summoning, non-domain spells may be ignored at the DM's discretion.
    See my above comments.

    The more closely associated a spell is with the cleric's deity the more likely it is to be granted.
    Very vague.

    Druids of 3rd level and above must be members of a druidic circle or live and work in area that lacks a circle. Druids of 12th level and above can expect to compete against other druids in their circle for their level/positon. Druids of 12th level or above wihtout a circle must form or join a circle to continue
    their progress.
    Another chance for you to just screw with a player. "Sorry, there's no LVL 13 Druids, so you can't challenge to advance. The next highest level is the LVL 20 Archdruid."

    A Druid must meet an animal during play to acquire it as an Animal Companion.
    And again, just a chance for you to screw with a player. "So you're 5th level and the only animal you've met is a Chihuahua. And the party killed it. Guess you have to keep looking."

    Fighter: Good Fortitude and Will saves, poor Reflex saves. Weapon Specialization feat grants
    a 4th level or higher fighter +3 to hit and damge with the specialized weapon. Two-handed
    melee weapons are not applicable to the Weapon Specialization feat.
    So a player who tries to play a Fighter and takes the weapons that actually make them somewhat viable (Two-handed) can't take a feat to make them fight better? Sure, Weapon Spec isn't a great feat, but the bonus you're giving it helps, especially since your other houserule regarding Weapon Spec seems to be encouraging Fighters to stay in the class and take Weapon Spec.

    in addition every further three fighter levels this feat grants an additional +1 shield bonus versus
    any one opponent (per round) the Fighter can see (declared at start of round).
    Personally, things you have to declare at the beginning of a round always annoy me, since there is no way to know how things will work out.
    Fighter: I declare my shield bonus against That Thing There.
    High Initiative Rogue: I Sneak Attack That Thing There.
    High Initiative Wizard: I cast a save-or-die on That Thing There. Oh, it failed. Guess it's dead.
    Fighter: So can I move my shield bonus to someone else?
    DM: No. You declared for That Thing There. Doesn't matter that That Thing There died before it could act.

    A 10th level Fighter may Taunt up to thier Fighter Hit Dice in opponents with an Intelligence of 3 or higher that can either clearly see the Fighter or clearly hear and understand the Fighter. If Taunted out of combat the opponent/s must make a Will save (DC=10+FighterLevel/2+Charisma bonus)
    CHA is a dump state for Fighters.

    the Monk becomes completely immune to both Haste and Slow effects.
    Why immune to Haste? It's a nerf Monks don't need.

    At 11th level a Monk gains an untyped bonus of +4 versus all Telepathic and Mind Blast effects (magical or psionic).
    Situational.

    At 12th level a Monk becomes immune to all Geas and Quest effects;
    Very situational.

    Paladin: At 7th level a Paladin makes all saves at +2 "on the dice." This means an unmodified
    die roll of 18 counts as a Natural 20.
    Weird phrasing. Why not just say "at +2"? Also, does this stack with Divine Grace?

    If the Ranger chooses to Two Weapon Fight defensively, then the weapon in the off hand adds 1+(the weapon's To Hit Bonus) -(the offhand weapon penalty) to the Ranger's AC versus one visible (to the Ranger) melee opponent--as declared by the Ranger at the start of Ranger's round.
    See above comments about declaring actions at the start of a round.

    Wizard: Whenever a Wizard wishes to learn a new spell they must roll a percentile check based on their current PERMANENT Intelligence score to determine if they can master the spell in
    question.
    Does this include the spells granted at level-up?

    If the Wizard fails to master a spell and wishes to try again, they must wait until they achieve both a higher PERMANENT Intelligence score and a higher level of Wizard.
    So every 4 levels. By that point, the spell is probably not worth it any more.

    Warlock: At 7th level a Warlock gains a bonus feat of Improved Familiar, Celestial Familiar, or Planar Familiar even if the Warlock lacks the prerequisites for the feat. The DM should
    work with the player to select a familiar of no more than one alignment step difference from the Warlock. This familiar should be of equivalent ability with the other familiars on the
    feats as published. If the warlock's alignment ever permanently shifts farther away from the familiar, the familiar is lost.
    Yet another chance to screw with a player, since the final determination of alignment is yours. If they lose their familiar, will they get a replacement?


    Sounds to me like you want to run a 2nd Ed game. There's nothing wrong with that. But if that is the case, run a 2nd Ed game.
    Last edited by Kesnit; 2014-11-09 at 04:39 PM.
    Hello. My name is Inigo Montoya. You killed my father. Prepare to die.

  5. - Top - End - #5
    Barbarian in the Playground
     
    ElfPirate

    Join Date
    Dec 2011
    Location
    Southeast
    Gender
    Male

    Default Re: Please balance check my Forgotten Realms houserules.

    Quote Originally Posted by Kesnit View Post
    This sounds worrisome, though it could be just my natural cynicism. I feel like you're saying "no matter what you build, I will screw with you and mock you."
    No, it means if you play a Drow in human lands expect to be discriminated if not hunted with torches and pitchforks. A human paladin in a village of Eldreth Veluuthra can expect similar treatment. I am not "screwing" with the player, it is part of the campaign setting.


    That sounds like another chance to screw with a player. Either the player makes a point of staying in their "native" territory (how is that defined, anyway), or they lose the benefit of The Horde. It would be incredibly easy for you to push the plot away from the Barbarian's "native" territory, taking away a class feature that you have specifically given. In other words, if someone takes Barbarian, give them the chance to use this cool ability. Otherwise, you're playing a cruel bait-and-switch.
    Perhaps a valid concern, but a Barbarian will be an outlander during most of the campaign. I will explain that at time of character creation though.

    Will you give the player warning if this happens? I can see a player getting irate if they cast a spell and it fails to go off while you sit there and smirk.
    The player will know immediately after resting for spells. The idea is to encourage roleplay and have an out-in-the-open method to control game-breaking players. I would rather not have to go through every spell and permanently ban some of them.

    Very vague.
    One man's vague is another man's flexible.

    Another chance for you to just screw with a player. "Sorry, there's no LVL 13 Druids, so you can't challenge to advance. The next highest level is the LVL 20 Archdruid."
    The player chooses where he wants to "work." If he wants to protect some out-of-the-way wilderness with no existing Circle, he can do that. I have no desire to "screw" with the player.

    And again, just a chance for you to screw with a player. "So you're 5th level and the only animal you've met is a Chihuahua. And the party killed it. Guess you have to keep looking."
    Animals are the most common random encounter anywhere. If a druid wants a specific animal companion he just needs to make a Nature check and go looking in the right place. Take someone with Track along and find it even faster.

    So a player who tries to play a Fighter and takes the weapons that actually make them somewhat viable (Two-handed) can't take a feat to make them fight better? Sure, Weapon Spec isn't a great feat, but the bonus you're giving it helps, especially since your other houserule regarding Weapon Spec seems to be encouraging Fighters to stay in the class and take Weapon Spec.
    As published, most folks would say Weapon Specialization isn't worth a feat. Hopefully I have made it so. My changes are designed to make playing sword&board more common for Fighters. Power-attacking, pouncing Barbarians can keep two-handed weapons as their niche.

    Personally, things you have to declare at the beginning of a round always annoy me, since there is no way to know how things will work out.
    Fighter: I declare my shield bonus against That Thing There.
    High Initiative Rogue: I Sneak Attack That Thing There.
    High Initiative Wizard: I cast a save-or-die on That Thing There. Oh, it failed. Guess it's dead.
    Fighter: So can I move my shield bonus to someone else?
    DM: No. You declared for That Thing There. Doesn't matter that That Thing There died before it could act.
    Truly, there never is any way to know how things will work out. Especially in combat.

    CHA is a dump state for Fighters.
    This is not a point-buy campaign. Not every Fighter has to have a low Charisma. Just as not every Fighter is a Strength Fighter (Weapon Finesse).

    Why immune to Haste? It's a nerf Monks don't need.
    Have you looked at the rest of the Monk changes? The class basically has Haste built into it now. Plus, the DM giveth and the DM taketh.

    Situational.
    Very situational.
    Yep, but do the changes to Monk make it fun and significant to play in say a party or Tier 3?

    Weird phrasing. Why not just say "at +2"? Also, does this stack with Divine Grace?
    I guess it wasn't as clear as I hoped. This class feature is not a bonus, per-say, it literally changes the Die Roll by 2. After which Divine Grace would still apply.

    Does this include the spells granted at level-up?
    Yes

    So every 4 levels. By that point, the spell is probably not worth it any more.
    Since the goal is take some of the "god" out of being a Wizard, I am fine with that.

    Yet another chance to screw with a player, since the final determination of alignment is yours. If they lose their familiar, will they get a replacement?
    I get the feeling you have had some Very adversarial DMs. That is not my style. A player would have the opportunity to fix an alignment shift, via Remove Curse (if required), Atonement, or roleplay. By the time the familiar comes online their characters alignment/personality should be pretty well set (barring magical interference) anyway. If the player chose not fix the alignment problem then the Warlock not get a replacement familiar or feat.

    Sounds to me like you want to run a 2nd Ed game. There's nothing wrong with that. But if that is the case, run a 2nd Ed game.
    Nope, I want to make my 3.5 campaign fun for all of my players. No matter what class they play.
    Hmm, seem to have left the last letter out of my name I wonder if I can change that somehow...

    Vestige by Marlowe http://www.giantitp.com/forums/shows...2&postcount=70

  6. - Top - End - #6
    Titan in the Playground
     
    Blackhawk748's Avatar

    Join Date
    Oct 2012
    Location
    Tharggy, on Tellene
    Gender
    Male

    Default Re: Please balance check my Forgotten Realms houserules.

    I generally just perused the list so i dont have a lot to ad, i just feel i need to say that you have made this Battle Scarred Old Sword and Board Fighter very happy with the Weapon Spec changes.

    "Hey you! Ya you! You big hulking wall of metal! Im gonna beat the living crap out of you! Oh this? This is a longsword, it was my grandfather's. Why am i not using a Greatsword? Because i dont charge. Laugh all you want but im gonna ram this thing into your kidneys four times before you can even blink. Oh that Barbarian tried that already? Well glad im a Longsword Specialist. Oh ya i took Weapon Spec." *glares as thing laughs harder* "Well that does it" *stomps over to thing* -Laughing turns to horrified screams- "WHOSE LAUGHING NOW!!!!!"

    Also i think Kesnit just assumes the worst, which from my own experiences isnt a terrible thing as you then get to be pleasantly surprised.
    Quote Originally Posted by Guigarci View Post
    "Mr. Aochev, tear down this wall!" Ro'n Ad-Ri'Gan, Bard
    Tiefling Sorcerer by Linkele
    Spoiler: Homebrew stuff
    Show
    My Spell, My Weapon, Im a God

    My Post Apocalyptic Alternate Timeline setting: Amerhikan Wasteland


    My Historical Stuff channel

  7. - Top - End - #7
    Barbarian in the Playground
     
    ElfPirate

    Join Date
    Dec 2011
    Location
    Southeast
    Gender
    Male

    Default Re: Please balance check my Forgotten Realms houserules.

    Quote Originally Posted by Blackhawk748 View Post
    I generally just perused the list so i dont have a lot to ad, i just feel i need to say that you have made this Battle Scarred Old Sword and Board Fighter very happy with the Weapon Spec changes.
    Glad you approve.
    Hmm, seem to have left the last letter out of my name I wonder if I can change that somehow...

    Vestige by Marlowe http://www.giantitp.com/forums/shows...2&postcount=70

  8. - Top - End - #8
    Troll in the Playground
    Join Date
    May 2009
    Gender
    Male

    Default Re: Please balance check my Forgotten Realms houserules.

    Ow, my brain...

    I can understand why Kesnit says you want to play a AD&D 2nd Edition game; the language is downright identical to 1e/2e language. The "to-hit" bonus is mostly used on 2e; 3.x tends to use "attack bonus" instead. The Rogue and Sorcerer changes are pretty simple and use the language, but it was torture to see the Paladin write-up. It's easier to see and explain if you give each class feature a name and split them, rather than make it a short paragraph most likely taken from Notepad.

    Now, by class...

    Barbarian: Cool to see the return of the Horde, but I'd phrase it as temporarily gaining the benefit of the Leadership feat (simpler to explain) and only for one mission. I'd also work that a Barbarian may summon a horde from outside its native land by proving itself to other tribes, perhaps through trial-by-combat or a spiritual quest. At least there's no "can't use magic items until a certain level, can't travel with other spellcasters until certain level, etc." thing, which is downright painful. Also: Heal, Listen, Spot and Survival? Cool, it brings up the feel of 1e Barbarians.

    Bard: Somewhat ambivalent. Mostly, it prizes those who delve unto the books; Druid spells can be pretty good.

    Cleric: Losing access to Divine feats can hurt (particularly for those followers of war gods, who suddenly can't gain Divine Might/Shield), but I can understand why they lose them (the Paladin makes better use of them, IMO). Strange to see that Clerics and Druids have their spell restrictions returned (they cast up to 7th level spells originally), but Sorcerers and Wizards have no such restriction. That said, it's pretty fair: a god of Water won't allow their followers to choose Fire Storm or Earthquake, after all.

    Druid: Eww, the return of "fight the Druid for their position!" So...if you lose against a weaker Druid, you also lose that level? Also: do you get to enter the Hierophant PrC for free after 16th level, keeping your spellcasting? As for Animal Companions: well, that's fair, since it can restrict access to, say, Fleshrakers.

    Fighter: The extra skill points and good Will saves...well, it's a start. However, I strongly oppose to restricting Shield Specialization, because it bars other Sword & Boarders from good feats (like Shield Ward and Agile Shield Fighter). Certainly, it would ruin other classes that like to use shields; in particular, this means the Paladin shouldn't ever consider going Sword & Board (even though wielding a shield for a Paladin is pretty much iconic), because you can't get it for proper offense (Agile Shield Fighter is arguably the better way to do offensive S&B, while Shield Ward provides a huge defensive bonus, though in that regard Parrying Shield can help). As for two-handed weaponry...kinda surprised NOT to see WS apply to 2-handed weapons, particularly since in 2e they were allowed. Say...since you're in the feel of blending 1e and 2e content: why not try to bring back the Weapon Mastery rules of the Rules Cyclopedia? That is a magnificent way to make Fighters feel unique and absolute masters of warfare...

    Monk: Whoa... Full BAB, Water-walking, immunity to magical diseases, extra uses of Abundant Step, Wholeness of Body per encounter, Flurry of Blows delivering even MORE hits than before...you must really love the Monk to give it this massive boost. Overall, I like the change, though the Open Lock/Disable Device bit is strange for me. Another bit of a pain is to see the return of percentage-based resistances: Still Mind covers part of it, and I'd say that the bonuses to Will saves ending up in outright immunity to mind-affecting abilities other than those beneficial is a good way to handle this (there's Diamond Body and Diamond Soul, but no Diamond Mind...) Quivering Palm still has to be done once per week, when it could be used once per day. Also: there's still that conflict between mobility and full attacks, which is what most people consider to be one of the big flaws of the Monk. That said, it gets lots of nifty things, in particular the boost to full BAB (which was a really needed thing).

    Paladin: Again - ow, my head... The bonus to saves, while formidable, is the clearest example of 1e/2e language I can manifest. A simpler way to mention it is "you gain a +2 bonus on all saves, and automatically succeed on a roll of 18 or higher on a d20" (see the difference in language and how simpler it is to understand?) The continuous Magic Circle against Evil has my definite seal of approval: it's essentially an Aura of its own. That said, the other benefits still doesn't make it as attractive beyond 8th level; you can PrC out at 9th level just as easily, since the Paladin doesn't gain any other benefits. Well...there's the two bonus feats at 13th and 19th, but those aren't enough, to be honest (they're limited to Weapon Focus or Skill Focus, and there's only so much you can do with those feats). Come on...you can do better (see: Monk)

    Ranger: You got the Favored Enemy bonus wrong: FE bonuses are to damage rolls, not to attack rolls; what you mean is that the Ranger gains an attack bonus equal to its Favored Enemy bonus. Also...wow, bringing back Ambidexterity when it was folded into TWF? I like the idea that Ranger's Combat Styles work dynamically, but you could reformat them into something better. Allow me to do you the favor:
    Spoiler: Ranger's Combat Styles
    Show

    Combat Style (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.

    If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. Additionally, the Ranger (and only the Ranger) makes its first attack roll when using this feat at no penalty.

    If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The Ranger (and only the Ranger) has its penalties by fighting with two weapons reduced by 4. Furthermore, if the Ranger wields a weapon in each hand and chooses to fight defensively, he may choose one opponent. Against that opponent, it gains a bonus to its AC equal to 1 + the weapon's attack bonus, minus his off-hand penalty.

    The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

    Improved Combat Style (Ex): At 6th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. Additionally, the Ranger (and only the Ranger) halves the penalties using this feat. Furthermore, if the Ranger rolls a critical hit when using Manyshot, he may roll separately for each arrow to confirm if it makes a critical hit.

    If the ranger selected two-weapon combat at 2nd level, he is treated as having the Ambidexterity feat, even if he does not have the normal prerequisites for that feat.

    As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

    Combat Style Mastery (Ex): At 11th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having either the Improved Precise Shot or the Woodland Archer feat, even if he does not have the normal prerequisites for that feat. The Ranger must choose which of the feats to acquire; once the choice is made, it is permanent and may not be changed.

    If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

    As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.


    Rogue: Although simple, I would have expected a few more changes. Particularly...well, a real capstone. A free Skill Focus feat seems terrible, particularly if it works as intended (+3 to skill checks is no big deal when you can get higher bonuses). I'd seriously consider providing the Rogue with the capstone mentioned on the Dead Levels article, if anything. Rogues deserve a proper capstone.

    Sorcerer: I wouldn't touch the "Touched at Birth" feats with a 10 ft. pole. Otherwise, easily the best change you can get. Heritage feats (I presume this includes all Draconic feats) give it a much-needed amount of distinction.

    Wizard: AHHH, IT'S THE INTELLIGENCE-BASED MEMORIZATION TABLE!! AAAAAAAH!!! ...seriously, this does nothing, other than force them to scrape for every scroll they find. Kinda odd that they are untouched otherwise...

    Dragonfire Adept: Pretty cool. Not much to say; it's as simple as the Rogue or Sorcerer changes.

    Warlock: Hey, that bonus is...interesting, actually. You get a better familiar than the Sorcerer or Wizard, for free.

    Shadowcaster: The language is mercifully simpler here, but you could have gone well with bulleted lists.
    Retooler of D&D 3.5 (and 5e/Next) content. See here for more.
    Now with a comprehensive guide for 3.5 Paladin players porting to Pathfinder. Also available for 5th Edition
    On Lawful Good:
    Quote Originally Posted by firebrandtoluc View Post
    My friend is currently playing a paladin. It's way outside his normal zone. I told him to try to channel Santa Claus, Mr. Rogers, and Kermit the Frog. Until someone refuses to try to get off the naughty list. Then become Optimus Prime.
    T.G. Oskar profile by Specter.

  9. - Top - End - #9
    Dwarf in the Playground
     
    Beholder

    Join Date
    Dec 2010

    Default Re: Please balance check my Forgotten Realms houserules.

    All I'm dropping in to say is that making class features annoying to use doesn't actually balance those class features. A Wizard needing to succeed on a memorization check will, in the case of a Wizard who always succeeds, be just as strong as any RAW wizard, while in the worst case you might have a Wizard who gains literally no spells over 9 levels of gameplay. That sort of disparity, which is completely out of the hands of the players, is pretty glaring. This mechanic doesn't actually balance the class, it's just going to result in players tossing their dice and sheets in the trash in disgust when they fail critical memorization rolls and have their entire concept ruined as a consequence.

    If you MUST stick with the memorization checks, don't apply them to the Wizard's free spells per level. The rule will still make wizards more cautious and considerate with their resources and build paths if it only applies to scribed spells.

  10. - Top - End - #10
    Bugbear in the Playground
    Join Date
    May 2005
    Location

    Default Re: Please balance check my Forgotten Realms houserules.

    The formatting kind of hurt my eyes so I'll only comment on Wizards: you're making the common mistake (IMO) of balance through rarity. It's harder to learn new spells, therefore balance.

    Doesn't work like that: Polymorph (for example) is still broken as ever, it's just that maybe, based on the roll of the dice, you might have problems learning it, and only get it at level 8 rather than 7 or whatever. After a while, when your players have finally managed to learn it, you'll find that your houserule only added some frustration (because that's what luck-based failures do) and that in the end you still have a problem when it comes to that spell.

    If your goal is really to draw them closer to Tier 3, you'll need more work than that.

    edit: clearly I didn't read the post right above mine because I basically quoted it verbatim.
    Last edited by ILM; 2014-11-10 at 07:45 AM.

  11. - Top - End - #11
    Titan in the Playground
     
    Vhaidara's Avatar

    Join Date
    Jan 2007
    Location
    GMT -5
    Gender
    Male2Female

    Default Re: Please balance check my Forgotten Realms houserules.

    Quote Originally Posted by T.G. Oskar View Post
    no Diamond Mind
    Yeah there is. It's on the updated monk, Swordsage

    I generally agree with Oskar's voiced opinions.
    I follow a general rule: better to ask and be told no than not to ask at all.

    Shadeblight by KennyPyro

  12. - Top - End - #12
    Ettin in the Playground
     
    The Viscount's Avatar

    Join Date
    Dec 2012

    Default Re: Please balance check my Forgotten Realms houserules.

    I have some questions.

    Cleric
    What problems are you hoping to negate by limiting clerics 8ths and 9ths so strongly? This still allows Shapechange from Animal Domain, as well as Miracle using Luck Domain, which gives back any 8th level cleric spell, including other potent effects.

    Druid
    This is pasta from Cleric. Druids don't have domain spells, so are they limited to SNA IX? If you're worried about druids being too powerful, removing shapechange takes away the worst offender for 9th. As for the animal companion rule, I feel like it would be simpler to just say "animal companions should be chosen under DM discretion" rather than have the meeting oddity.

    Fighter
    The bonus skill points just max Climb, Jump, and Swim. There's not really choice here. Is that your intent? If so, why not allow Intimidate, fighter's most useful skill, as well?

    Paladin
    What sort of warbeast did you have in mind for the Paladin, since it's DM's choice? Will the player have any input on this decision for their mount?

    Rogue
    Rogue doesn't really use much of its Str-based skills. Is there a reason you chose these specifically? On a separate note, you mentioned the point of this is to nudge up classes closer to T3. Do you not see rogue as needing the same rising tide that buoys fighter and monk?

    Sorcerer
    Do you think sorcerer needs this much of a buff while wizard is so penalized? If the goal is to bring all closer to T3, shouldn't the T2 sorcerer be brought down as well? Do you want your characters to be sorcerer much more than wizard? Can you think of a reason a character would be a wizard (with its unreliability and uncertain spell gaining) instead of a sorcerer (with its kickin bloodlines and feats)?

    Dragonfire Adept
    With only 2 Str based skill there is no choice here, and neither skill is particularly relevant to DFA. Is there a reason you did not give choice, perhaps to some of the many other skills DFA has?

    Warlock
    The improved familiar is a very cool bonus, but could you please explain your rationale? Am I to take from your wording that familiars off the large lists here are offered? If so, why? These lists cover a large number of creatures. Would share spell apply to warlock's invocations? Can the familiar use eldritch blast?

    Binder
    What do you mean when you say it requires extensive player knowledge? Binder is contained within 1/3rd of a book (and a handful of articles), and can be read in its entirety in less than a day. All abilities are straightforward and explained. Sorcerer by contrast requires several books. Did you have a bad player experience with binder?

    Shadowcaster
    Do you think shadowcaster needs this much of a boost? UMD and the Shadow Skill are both very strong, especially with the now potentially SAD Int dependency giving points for it. I know many have criticized its shortcomings, but as some have brought up (probably best elucidated in Piggy Knowles's Shadowcaster Handbook) these are mostly low-level problems and can be overcome by mid levels with some good choices. Could you provide some more guidelines as to the restrictions for the feat every odd level? Is there a reason you departed from the fix here?
    Last edited by The Viscount; 2014-11-11 at 02:30 AM.
    Kolyarut Avatar by Potatocubed.
    Quote Originally Posted by willpell View Post
    Only playing Tier 1s is like only eating in five-star restaurants [...] sometimes I just want a cheeseburger and some frogurt. Why limit yourself?
    Awards

  13. - Top - End - #13
    Ettin in the Playground
     
    SwashbucklerGuy

    Join Date
    Feb 2014
    Location
    Sovereign State of Denial

    Default Re: Please balance check my Forgotten Realms houserules.

    Quote Originally Posted by Tarlek Flamehai View Post
    Because I do not wish to take the time to learn it.
    It's not that difficult or time consuming. The players are taking the time to learn your houserules, why don't you throw them a bone and at least look at the book?
    Quote Originally Posted by Mark Hall View Post
    There's a reason why we bap your nose, not crucify you, for thread necromancy.

  14. - Top - End - #14
    Barbarian in the Playground
     
    ElfPirate

    Join Date
    Dec 2011
    Location
    Southeast
    Gender
    Male

    Default Re: Please balance check my Forgotten Realms houserules.

    Quote Originally Posted by ThisIsZen View Post
    All I'm dropping in to say is that making class features annoying to use doesn't actually balance those class features. A Wizard needing to succeed on a memorization check will, in the case of a Wizard who always succeeds, be just as strong as any RAW wizard, while in the worst case you might have a Wizard who gains literally no spells over 9 levels of gameplay. That sort of disparity, which is completely out of the hands of the players, is pretty glaring. This mechanic doesn't actually balance the class, it's just going to result in players tossing their dice and sheets in the trash in disgust when they fail critical memorization rolls and have their entire concept ruined as a consequence.

    If you MUST stick with the memorization checks, don't apply them to the Wizard's free spells per level. The rule will still make wizards more cautious and considerate with their resources and build paths if it only applies to scribed spells.
    I started out with red box and first edition so this did not strike me as being THAT annoying, but I do understand what you are telling me and will consider another approach
    Hmm, seem to have left the last letter out of my name I wonder if I can change that somehow...

    Vestige by Marlowe http://www.giantitp.com/forums/shows...2&postcount=70

  15. - Top - End - #15
    Barbarian in the Playground
     
    ElfPirate

    Join Date
    Dec 2011
    Location
    Southeast
    Gender
    Male

    Default Re: Please balance check my Forgotten Realms houserules.

    Quote Originally Posted by T.G. Oskar View Post
    Ow, my brain...
    Barbarian: Cool to see the return of the Horde, but I'd phrase it as temporarily gaining the benefit of the Leadership feat (simpler to explain) and only for one mission. I'd also work that a Barbarian may summon a horde from outside its native land by proving itself to other tribes, perhaps through trial-by-combat or a spiritual quest. At least there's no "can't use magic items until a certain level, can't travel with other spellcasters until certain level, etc." thing, which is downright painful. Also: Heal, Listen, Spot and Survival? Cool, it brings up the feel of 1e Barbarians.
    I do not want to tie Horde to Charisma so I prefer not make it Leadership. I also do not want to see every adventure devolve into a Horde building quest. I want to keep it restricted enough that a player will only go that route when really motivated.

    Bard: Somewhat ambivalent. Mostly, it prizes those who delve unto the books; Druid spells can be pretty good.
    I was trying to push the class back to its Gaelic roots a little, without altering the balance of power.

    Cleric: Losing access to Divine feats can hurt (particularly for those followers of war gods, who suddenly can't gain Divine Might/Shield), but I can understand why they lose them (the Paladin makes better use of them, IMO). Strange to see that Clerics and Druids have their spell restrictions returned (they cast up to 7th level spells originally), but Sorcerers and Wizards have no such restriction. That said, it's pretty fair: a god of Water won't allow their followers to choose Fire Storm or Earthquake, after all.
    Strictly an attempt to curb the CoDzilla.

    Druid: Eww, the return of "fight the Druid for their position!" So...if you lose against a weaker Druid, you also lose that level? Also: do you get to enter the Hierophant PrC for free after 16th level, keeping your spellcasting? As for Animal Companions: well, that's fair, since it can restrict access to, say, Fleshrakers.
    The PCs will never have to fight a Plot NPC, thus they are unlikely to lose a rank challenge. I haven't figured out all the permutations of PRCs but I won't attempt to restrict a PRC option unless it gets the banhammer.

    Fighter: The extra skill points and good Will saves...well, it's a start. However, I strongly oppose to restricting Shield Specialization, because it bars other Sword & Boarders from good feats (like Shield Ward and Agile Shield Fighter). Certainly, it would ruin other classes that like to use shields; in particular, this means the Paladin shouldn't ever consider going Sword & Board (even though wielding a shield for a Paladin is pretty much iconic), because you can't get it for proper offense (Agile Shield Fighter is arguably the better way to do offensive S&B, while Shield Ward provides a huge defensive bonus, though in that regard Parrying Shield can help). As for two-handed weaponry...kinda surprised NOT to see WS apply to 2-handed weapons, particularly since in 2e they were allowed. Say...since you're in the feel of blending 1e and 2e content: why not try to bring back the Weapon Mastery rules of the Rules Cyclopedia? That is a magnificent way to make Fighters feel unique and absolute masters of warfare...
    You are correct about the other feats, I think removing Shield Specialization as a Prereq from all other feats should solve the problem. Two-handed weaponry is already considered King of melee builds and, IMO, does not need any further boost. I am not familiar with Weapon Mastery, but from what I read online it seems pretty broken.

    Monk: Whoa... Full BAB, Water-walking, immunity to magical diseases, extra uses of Abundant Step, Wholeness of Body per encounter, Flurry of Blows delivering even MORE hits than before...you must really love the Monk to give it this massive boost. Overall, I like the change, though the Open Lock/Disable Device bit is strange for me. Another bit of a pain is to see the return of percentage-based resistances: Still Mind covers part of it, and I'd say that the bonuses to Will saves ending up in outright immunity to mind-affecting abilities other than those beneficial is a good way to handle this (there's Diamond Body and Diamond Soul, but no Diamond Mind...) Quivering Palm still has to be done once per week, when it could be used once per day. Also: there's still that conflict between mobility and full attacks, which is what most people consider to be one of the big flaws of the Monk. That said, it gets lots of nifty things, in particular the boost to full BAB (which was a really needed thing).
    I don't love the Monk, but I have seen such volumes of how broken it was that I wanted to really fix it. Most of what I did was just import 1st edition abilities. I suppose I could drop the Open Lock/Disable Device since Ninja is a class. I had planned on using the percentage resistances just like a limited Spell Resistance. I will put some more thought into how to handle that. I won't even consider making Quivering Palm more frequent without inserting countermeasures to it somehow. As for mobility and full attacks, I can't see giving Monks free Pounce. Not unless I trim Flurry back to originally published levels.

    Paladin: Again - ow, my head... The bonus to saves, while formidable, is the clearest example of 1e/2e language I can manifest. A simpler way to mention it is "you gain a +2 bonus on all saves, and automatically succeed on a roll of 18 or higher on a d20" (see the difference in language and how simpler it is to understand?) The continuous Magic Circle against Evil has my definite seal of approval: it's essentially an Aura of its own. That said, the other benefits still doesn't make it as attractive beyond 8th level; you can PrC out at 9th level just as easily, since the Paladin doesn't gain any other benefits. Well...there's the two bonus feats at 13th and 19th, but those aren't enough, to be honest (they're limited to Weapon Focus or Skill Focus, and there's only so much you can do with those feats). Come on...you can do better (see: Monk)
    I can certainly change the language. Being an old-school player it isn't confusing to me, but I certainly don't want to confuse my players. I would certainly be willing to beef up the Paladin more. What about adding a bonus Martial Study every 5th level and a bonus Martial Stance every 8th maybe limited to Devoted Spirit/Stone Dragon)? Any other ideas?

    Ranger: You got the Favored Enemy bonus wrong: FE bonuses are to damage rolls, not to attack rolls; what you mean is that the Ranger gains an attack bonus equal to its Favored Enemy bonus. Also...wow, bringing back Ambidexterity when it was folded into TWF? I like the idea that Ranger's Combat Styles work dynamically, but you could reformat them into something better. Allow me to do you the favor:
    Spoiler: Ranger's Combat Styles
    Show

    Combat Style (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.

    If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. Additionally, the Ranger (and only the Ranger) makes its first attack roll when using this feat at no penalty.

    If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The Ranger (and only the Ranger) has its penalties by fighting with two weapons reduced by 4. Furthermore, if the Ranger wields a weapon in each hand and chooses to fight defensively, he may choose one opponent. Against that opponent, it gains a bonus to its AC equal to 1 + the weapon's attack bonus, minus his off-hand penalty.

    The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

    Improved Combat Style (Ex): At 6th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. Additionally, the Ranger (and only the Ranger) halves the penalties using this feat. Furthermore, if the Ranger rolls a critical hit when using Manyshot, he may roll separately for each arrow to confirm if it makes a critical hit.

    If the ranger selected two-weapon combat at 2nd level, he is treated as having the Ambidexterity feat, even if he does not have the normal prerequisites for that feat.

    As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

    Combat Style Mastery (Ex): At 11th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having either the Improved Precise Shot or the Woodland Archer feat, even if he does not have the normal prerequisites for that feat. The Ranger must choose which of the feats to acquire; once the choice is made, it is permanent and may not be changed.

    If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

    As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
    Your version is easier to read, definitely. However, my changes to the feats do not add "one" attack. They add an additional "set". So an 11th level melee Ranger would have +11/+6/+1, +11/+6/+1, +9/+6/-1 attacks per round with two weapons (one of which must be light). I brought back Ambidexterity because I was making big improvements to TWF and handedness is an actual thing.

    Rogue: Although simple, I would have expected a few more changes. Particularly...well, a real capstone. A free Skill Focus feat seems terrible, particularly if it works as intended (+3 to skill checks is no big deal when you can get higher bonuses). I'd seriously consider providing the Rogue with the capstone mentioned on the Dead Levels article, if anything. Rogues deserve a proper capstone.
    To be honest, I was having a terrible time coming up with something for the Rogue that didn't make most of its PRCs redundant. Of course I had forgotten the Dead Levels articles. Throwing in a bonus Martial Study-Shadowhand every 6 leves? Other ideas?

    Wizard: AHHH, IT'S THE INTELLIGENCE-BASED MEMORIZATION TABLE!! AAAAAAAH!!! ...seriously, this does nothing, other than force them to scrape for every scroll they find. Kinda odd that they are untouched otherwise...
    I am not wedded to this change, but I really want to find some consistent way to tone Wizard down. I do not want to spend time hammering out every detail of the Wizard's build with his player either.

    Thank you for all of your input. I will rewrite my changes for better legibility later this week. I would welcome further input.
    Last edited by Tarlek Flamehai; 2014-11-11 at 12:12 PM. Reason: Fix Spoiler
    Hmm, seem to have left the last letter out of my name I wonder if I can change that somehow...

    Vestige by Marlowe http://www.giantitp.com/forums/shows...2&postcount=70

  16. - Top - End - #16
    Barbarian in the Playground
     
    ElfPirate

    Join Date
    Dec 2011
    Location
    Southeast
    Gender
    Male

    Default Re: Please balance check my Forgotten Realms houserules.

    Quote Originally Posted by ThisIsZen View Post
    All I'm dropping in to say is that making class features annoying to use doesn't actually balance those class features. A Wizard needing to succeed on a memorization check will, in the case of a Wizard who always succeeds, be just as strong as any RAW wizard, while in the worst case you might have a Wizard who gains literally no spells over 9 levels of gameplay. That sort of disparity, which is completely out of the hands of the players, is pretty glaring. This mechanic doesn't actually balance the class, it's just going to result in players tossing their dice and sheets in the trash in disgust when they fail critical memorization rolls and have their entire concept ruined as a consequence.

    If you MUST stick with the memorization checks, don't apply them to the Wizard's free spells per level. The rule will still make wizards more cautious and considerate with their resources and build paths if it only applies to scribed spells.
    I do not have to stick with the memorization checks. Do you have any ideas for toning Wizard down?
    Hmm, seem to have left the last letter out of my name I wonder if I can change that somehow...

    Vestige by Marlowe http://www.giantitp.com/forums/shows...2&postcount=70

  17. - Top - End - #17
    Troll in the Playground
    Join Date
    Feb 2013

    Default Re: Please balance check my Forgotten Realms houserules.

    Not really. Those 2 automatic spells per level can still be used to grab the worst offenders out there and taking those away means stripping them of their only class feature. Culling the ugliest ones becomes a problem too because there are so many (and some are only problematic for certain levels). The best I ever did was demand that a wizard find the spells we wants to get on level up, on invent them, and the more OP ones became mini quests since wizards and loathe to give up their good spells to anyone they consider unworthy.

    So I guess I would recommend that ANY spell that the wizard wishes to learn must be found first. The first two he tries after leveling he gets for free and rolls as normal for the rest. This should slow them down and make them at least need to look for the nasty ones.

  18. - Top - End - #18
    Titan in the Playground
     
    tyckspoon's Avatar

    Join Date
    Nov 2007
    Location
    Indianapolis
    Gender
    Male

    Default Re: Please balance check my Forgotten Realms houserules.

    Quote Originally Posted by Tarlek Flamehai View Post
    I do not have to stick with the memorization checks. Do you have any ideas for toning Wizard down?
    The most effective way to do it is decide what power level you want spells to have, check every spell your players want to have, and edit them to the appropriate spell level. Tons of labor, but it works. For more general rules.. reduced spell access usually works, and I don't mean 'you may or may not ever get spells beyond your levelups.' Reduce spells per day. Slow acquisition of new spell levels. Maybe only specialists ever get to cast 9th level spells, and only those of their specialty schools. Maybe generalists get to cast everything 8th or lower (+Wish, if you feel nice.) If you want faster access to higher level spells, play a list caster (Beguiler/Dread Necro/Warmage), which would be changed to use the RAW Wizard's spell level pattern.

  19. - Top - End - #19
    Barbarian in the Playground
     
    ElfPirate

    Join Date
    Dec 2011
    Location
    Southeast
    Gender
    Male

    Default Re: Please balance check my Forgotten Realms houserules.

    Quote Originally Posted by The Viscount View Post
    I have some questions.
    Cleric
    What problems are you hoping to negate by limiting clerics 8ths and 9ths so strongly? This still allows Shapechange from Animal Domain, as well as Miracle using Luck Domain, which gives back any 8th level cleric spell, including other potent effects.
    The idea is not to Ban Miracle or Shapechange, but to make the player consider roleplay options. A cleric can still get both of those spells without resulting to Domain slots; they just need to give a nod to their Deity's perspective.

    Druid
    This is pasta from Cleric. Druids don't have domain spells, so are they limited to SNA IX? If you're worried about druids being too powerful, removing shapechange takes away the worst offender for 9th. As for the animal companion rule, I feel like it would be simpler to just say "animal companions should be chosen under DM discretion" rather than have the meeting oddity.
    I will need to change the wording on this one. I might change the wording on both to their Deity's available domains. I really want Animal Companions to be chosen in play, rather than just as another mechanic copied out of a book.

    Fighter
    The bonus skill points just max Climb, Jump, and Swim. There's not really choice here. Is that your intent? If so, why not allow Intimidate, fighter's most useful skill, as well?
    These are bonus ranks, the player is still free to spend the original 2+IntX4 ranks on Intimidate or whatever. This just makes sure Fighters have basic competency in getting around the battlefield.

    Paladin
    What sort of warbeast did you have in mind for the Paladin, since it's DM's choice? Will the player have any input on this decision for their mount?
    Certainly the player will have input, but it will probably be whatever mount is appropriate by size and culture. It is, after all, a freebie.

    Rogue
    Rogue doesn't really use much of its Str-based skills. Is there a reason you chose these specifically? On a separate note, you mentioned the point of this is to nudge up classes closer to T3. Do you not see rogue as needing the same rising tide that buoys fighter and monk?
    The Rogue should have basic competency in these skills as a scout/ambusher. Like the Fighter this leaves the Rogue more freedom to spend their original allotment of skill ranks. Yes, the Rogue needs help. Ideas?

    Sorcerer
    Do you think sorcerer needs this much of a buff while wizard is so penalized? If the goal is to bring all closer to T3, shouldn't the T2 sorcerer be brought down as well? Do you want your characters to be sorcerer much more than wizard? Can you think of a reason a character would be a wizard (with its unreliability and uncertain spell gaining) instead of a sorcerer (with its kickin bloodlines and feats)?
    I may have overdone it with the Sorcerer.....as compared to the Tier 4 and below classes. Wizard is not heavily penalized, trust me I played one from 1st to 30th in 1st edition. Most folks would say better spell progression+scribe scroll+specialist+ACFs+Bonus Metamagic would still make Wizard Tier 1. Those same folks would say that Sorcerer is still Tier 2.

    Dragonfire Adept
    With only 2 Str based skill there is no choice here, and neither skill is particularly relevant to DFA. Is there a reason you did not give choice, perhaps to some of the many other skills DFA has?
    Swim is still available as a Cross Class skill, or even a Class skill with the right feat.

    Warlock
    The improved familiar is a very cool bonus, but could you please explain your rationale? Am I to take from your wording that familiars off the large lists here are offered? If so, why? These lists cover a large number of creatures. Would share spell apply to warlock's invocations? Can the familiar use eldritch blast?
    The pact based caster (Warlock) is the witch of Christian Mythology. They are far more associated with familiars than Wizards (magi) and Sorcerers (Pulp fiction sorcerers). Plus the familiar increases the overall utility of the Warlock. The Warlock's familiar would be available from most existing lists, but they would require an extraplanar, fey, or other appropriate element and an appropriate alignment. Yes, Invocations would fall under share spell, but Eldritch Blast would not.

    Binder
    What do you mean when you say it requires extensive player knowledge? Binder is contained within 1/3rd of a book (and a handful of articles), and can be read in its entirety in less than a day. All abilities are straightforward and explained. Sorcerer by contrast requires several books. Did you have a bad player experience with binder?
    I mean the player must begin the character creation process all ready knowing how to play a Binder. A player who can intelligently discuss the class with me for five minutes qualifies.

    Shadowcaster
    Do you think shadowcaster needs this much of a boost? UMD and the Shadow Skill are both very strong, especially with the now potentially SAD Int dependency giving points for it. I know many have criticized its shortcomings, but as some have brought up (probably best elucidated in Piggy Knowles's Shadowcaster Handbook) these are mostly low-level problems and can be overcome by mid levels with some good choices. Could you provide some more guidelines as to the restrictions for the feat every odd level? Is there a reason you departed from the fix here?
    Given that even the author of the class admits it is underpowered as written, and that it has no real support outside of ToM, I do feel that it needs a great deal of support. I would be willing to drop Shadow Skill, as it was added more for "cool" factor than anything else. Given the classes lack of support, dearth of mysteries (compared to other full casters), and lack of non-casting utility; I felt the class could sorely use either more Class Features or a lot more Feats. More Feats was the simpler route. Limiting it to Feats dealing with Shadow or Darkness keeps (in addition to the Bonus Feats originally published with the class) the flavor of the class and limits it from becoming game-breaking. I would certainly be willing to consider additional class features though.
    Last edited by Tarlek Flamehai; 2014-11-11 at 12:09 PM. Reason: Fix Quote
    Hmm, seem to have left the last letter out of my name I wonder if I can change that somehow...

    Vestige by Marlowe http://www.giantitp.com/forums/shows...2&postcount=70

  20. - Top - End - #20
    Barbarian in the Playground
     
    ElfPirate

    Join Date
    Dec 2011
    Location
    Southeast
    Gender
    Male

    Default Re: Please balance check my Forgotten Realms houserules.

    Quote Originally Posted by atemu1234 View Post
    It's not that difficult or time consuming. The players are taking the time to learn your houserules, why don't you throw them a bone and at least look at the book?
    Wife, Kids, Work, Boy Scouts, other DM prep, school volunteer, assorted other activities.
    Hmm, seem to have left the last letter out of my name I wonder if I can change that somehow...

    Vestige by Marlowe http://www.giantitp.com/forums/shows...2&postcount=70

  21. - Top - End - #21
    Troll in the Playground
    Join Date
    Feb 2013

    Default Re: Please balance check my Forgotten Realms houserules.

    Edit: Wow that came of as unnecessarily harsh. Round two:

    I would highly recommend you allow Fighter only feats access to two-handed weapons. IF they want to break the game with two-handed weapons they aren't taking those feats anyways and sometimes people just love the idea of wading into combat as a whirling machine of death. I feel it restricts character design.

    I would also really recommend you take time to read MoI. You are asking a lot of your players ultimately, especially ones that want to play full casters, so taking that time would probably go a long way to making them feel appreciated.

    I am going to side with Kesnit that these changes seem more vague than not, which is not a healthy thing. I don't know about your players, but any time I am forced to play "guess what I am thinking" with my DM over my spell selection would not be a good time. (Also, deity portfolios are so varied compared to the actual list of 9th level cleric spells that a lot of gods may end up off the table simply because there is no way I could justify ANY 9th level spells aside from possibly Miracle, while other gods would become must picks because their domain would cover virtually every useful one).

    Lastly, the big problem with these changes is very little moves around tier wise. I find that the most fun comes from being able to execute a multitude of options in and out of combat. Hit things EVEN BETTER is still only good at hit things. Sorcerers are the most egregious since you are buffing them while trying to nerf the rest. Giving people some x/day tools (1-2 makes choosing to use them meaningful, while 4 can make them somewhat automatic, so be careful) will go a long way to really adding some fun back into those classes.
    Last edited by ZamielVanWeber; 2014-11-11 at 01:46 PM.

  22. - Top - End - #22
    Ettin in the Playground
     
    The Viscount's Avatar

    Join Date
    Dec 2012

    Default Re: Please balance check my Forgotten Realms houserules.

    The first rogue boost that comes to mind is automatic Lightbringer penetrating strike so they can still trade trapfinding for other class features, but more is probably needed.

    As for a character playing Binder needing to know how at character creation, doesn't that apply to any class? I should certainly hope anyone building a character understands how to play it.
    Kolyarut Avatar by Potatocubed.
    Quote Originally Posted by willpell View Post
    Only playing Tier 1s is like only eating in five-star restaurants [...] sometimes I just want a cheeseburger and some frogurt. Why limit yourself?
    Awards

  23. - Top - End - #23
    Bugbear in the Playground
    Join Date
    Oct 2013

    Default Re: Please balance check my Forgotten Realms houserules.

    Before I'll give my advice I'd like to ask something first: Are your players your friends?

  24. - Top - End - #24
    Titan in the Playground
     
    tyckspoon's Avatar

    Join Date
    Nov 2007
    Location
    Indianapolis
    Gender
    Male

    Default Re: Please balance check my Forgotten Realms houserules.

    For Rogues: Combat wise, they're shafted by how relatively easy it is to disable Sneak Attack. A significant minority of monsters are just immune to it by virtue of type, concealment turns it off, any immunity or resistance to criticals also defends against it.. give something to help with this. After that, it depends on what you want a Rogue to look like and do. If you want them to be the consummate skill users, things like bonus Skill Tricks and free instances of Skill Mastery help out. Dungeon-delving experts and trap monkeys? Make Trap Sense do something useful - maybe you can passively 'Search' for traps as you go along without actually having to spend one action/20 minutes per square carefully combing for them, maybe you get a save or check of some kind to spider-sense the location of a trap before you activate it even if you didn't Search for it. Combat ninjas? Improved/easier Sneak Attacks, combat-worthy Hiding, abilities to dodge/deflect/redirect attacks aimed at them.

  25. - Top - End - #25
    Titan in the Playground
    Join Date
    Feb 2011

    Default Re: Please balance check my Forgotten Realms houserules.

    Originally Posted by ZamielVanWeber
    I would have sympathy, but you are asking people here to take time to go over your massive list of house rules (that you took time to make up) and are responding to every criticism of them (which takes time) and are asking your players to get used to massive untested changes across several classes but are unwilling (which is exactly what you said earlier) to take the two hours to read the book?
    Personally I find this attitude extremely unhelpful. The OP has made a decision to allow certain sources and disallow others, for his own reasons, which he hardly needs to justify to you.

    I can't speak for anyone else, but I would need far longer than "two hours" to read, absorb, and incorporate an entirely new subsystem into my campaign. No doubt there are other people here who are much nimbler at learning new subsystems--but I'm not, others are not, and there's no call to disparage a DM for choosing not to. The OP knows the magnitude of his life pressures and other commitments far better than anyone else, and no one has any business judging him for the choices he makes accordingly.

  26. - Top - End - #26
    Troll in the Playground
    Join Date
    May 2009
    Gender
    Male

    Default Re: Please balance check my Forgotten Realms houserules.

    Quote Originally Posted by Tarlek Flamehai View Post
    I do not want to tie Horde to Charisma so I prefer not make it Leadership. I also do not want to see every adventure devolve into a Horde building quest. I want to keep it restricted enough that a player will only go that route when really motivated.
    Then don't. Leadership, in case you haven't noticed, requires no Charisma to acquire; it only requires Charisma to improve, and its improvement is not as essential. You can judge another metric to work just as Charisma.

    The idea, just as with the retouch to the language used for the Ranger's combat styles, is to make your work easier and to make your readers understand the houserules easier. IIRC, there are actual rules for organizations (in either the PHB II or Complete Champion) or one or two PrCs where a similar ability is available, and they default to Leadership. It's just as temporary as what you propose, by the way. In fact: it reminds me of one of the magical locations in the DMG II, where the Orc god awakens a great horde and they give you the rules for it. The idea is that, if the rules have something similar, don't try to remake the mechanic; rework it with what you have. You can say this particular instance of Leadership doesn't depend on Charisma, but on your Barbarian levels; that way, you prize those who want to remain as Barbarians, because they get what they'd get from Charisma otherwise. They also gain no penalties, either.

    Also: even if it feels like a hassle to you, you have control of the tribes. Just by having the tribes say "no" should suffice; if the player wants to build a horde, calmly point them towards Leadership and tell them to make a permanent Horde, since that is probably what they want.

    Strictly an attempt to curb the CoDzilla.
    CoDzilla isn't stopped by Divine Metamagic alone, though it hurts it the most. Anything that reduces metamagic penalties will also aid applying Persistent Spell to Divine Power, which is the essential ingredient for Clericzilla (its counterpart in the Druid is Wild Shape). I'd strongly suggest to limit Divine Power to the War domain (and whichever other domain it offers), alongside Righteous Might most likely.

    The PCs will never have to fight a Plot NPC, thus they are unlikely to lose a rank challenge.
    Then how exactly will the Druid player advance, then? Random Druid battles for "advancement" can only take you so far.

    You are correct about the other feats, I think removing Shield Specialization as a Prereq from all other feats should solve the problem. Two-handed weaponry is already considered King of melee builds and, IMO, does not need any further boost.
    The bit about Shields seems fair: it actually makes Agile Shield Fighter appear earlier, which should help Sword & Boarders a lot. I'd say give the Shield Ward feat Parrying Shield as a prerequisite, because one will make the other redundant, while in this case it'll make a natural progression.

    As for 2H: it's king of melee builds because it deals lots of damage without a great loss. The damage loss from a S&B build doesn't compensate for the gain in AC; TWF requires lots of attack and damage bonuses that apply to both weapons to achieve parity or exceed and the cost isn't so healthy, whereas duelist/fencing styles have no real benefit. IMO, you need to work with making each fighting style distinctive.

    S&B: Agile Shield Fighter allows you to work offensively, so make it work like TWF in most regards, particularly on allowing the shield bashes to scale with your iteratives. S&B could be a form of TWF without the need of Dexterity and the added shield bonus to AC on top. That won't be enough, but it's a start.
    TWF: Your suggestion should be enough.
    Fencing: If Power Attack allows you to add 2x your attack bonus to your damage, why not have, say, Combat Expertise grant 1.5x your attack bonus to your AC? That way, you can hit reliably and have superb defenses. However, to achieve that, you can't have anything on your other hand. Both the Duelist PrC and the Swashbuckler base class place some importance on Intelligence, and just an Intelligence of 13 is what you need for Combat Expertise. Also, think about adding Dex to damage innately for users of Weapon Finesse.

    The idea is that you shouldn't punish your players for choosing their favorite style by nerfing the best, but prize their choices by making each fighting style distinctive and yet equal.

    I am not familiar with Weapon Mastery, but from what I read online it seems pretty broken.
    Well...it's not that difficult. The Weapon Focus feat chain was meant to replicate that.

    Essentially, it worked like this: you had five degrees of mastery. Unskilled meant that you weren't proficient with the weapon; Basic meant you had the simplest level of proficiency; Skilled was the equivalent to Weapon Focus; Master was the equivalent to Melee/Ranged Weapon Mastery, and Grandmaster was the equivalent to Weapon Supremacy. You gained in that moment free weapon proficiencies, which you could spend on learning how to use a new weapon or gain greater mastery on a specific one. Each weapon was different, and gained different traits.

    The thing was that some of these had good properties. Some were better at Disarming, some were better at Tripping, some were better at stunning, and so forth. Technically, if you revise the two systems, the architecture already exists: the Weapon Focus feat chain. The idea is that the feat should grant a bit more than just attack and damage bonuses. If your players see that, by progressing in their feat chain, they unlock a lot more, they'll want to delve into (or at least consider) the feats. The bonus to damage from two-handed weapons will not matter if the other weapons get cool tricks and their base fighting style is improved. It may seem like a lot of work, but if it works, trust me that you'll be satisfied, because your players will be satisfied. And, if you feel that your players get too cocky, remember the old axiom: "what's equal is not a disadvantage (nor an advantage)"

    I don't love the Monk, but I have seen such volumes of how broken it was that I wanted to really fix it. Most of what I did was just import 1st edition abilities. I suppose I could drop the Open Lock/Disable Device since Ninja is a class. I had planned on using the percentage resistances just like a limited Spell Resistance. I will put some more thought into how to handle that. I won't even consider making Quivering Palm more frequent without inserting countermeasures to it somehow. As for mobility and full attacks, I can't see giving Monks free Pounce. Not unless I trim Flurry back to originally published levels.
    It doesn't have to be a complete nerf. Say that Flurry of Blows works in two ways: it grants you all your attacks if you move, or the additional attacks if you stand still. That way, they aren't hosed if they move, but if they stand still, they are even deadlier.

    I can certainly change the language. Being an old-school player it isn't confusing to me, but I certainly don't want to confuse my players. I would certainly be willing to beef up the Paladin more. What about adding a bonus Martial Study every 5th level and a bonus Martial Stance every 8th maybe limited to Devoted Spirit/Stone Dragon)? Any other ideas?
    That sounds pretty cool. I don't like to step on the toes of the Crusader, but it's not like you'll lose that much. I'd definitely consider White Raven as well, since the Paladin can work well as a buffer.

    Since you're adding a lot of old-school mechanics and you already grant Magic Circle against Evil; why not allow a Paladin with the Holy Avenger grant Globe of Invulnerability, but with some restrictions? As in, against all spells with the Chaotic and/or Evil descriptor, or all spells cast by Chaotic/Evil creatures? They originally had that (which worked as spell resistance to an extent, but it was downright immunity rather than the ability to beat SR, and it was at the same area as a Globe of Invulnerability).

    That said: the extra maneuvers should certainly be welcome.

    Your version is easier to read, definitely. However, my changes to the feats do not add "one" attack. They add an additional "set". So an 11th level melee Ranger would have +11/+6/+1, +11/+6/+1, +9/+6/-1 attacks per round with two weapons (one of which must be light). I brought back Ambidexterity because I was making big improvements to TWF and handedness is an actual thing.
    That would make my example a way to explain why the language HAS to be changed. You had to explain that there was an effect I didn't consider, because I couldn't see where it was.

    To be honest, I was having a terrible time coming up with something for the Rogue that didn't make most of its PRCs redundant. Of course I had forgotten the Dead Levels articles. Throwing in a bonus Martial Study-Shadowhand every 6 leves? Other ideas?
    Weapon Finesse at 1st level would be sweet. Rogues suffer by having to wait until 3rd level to get the ability to apply their Dexterity ONLY to attack rolls. That would be a nice bone for them.

    I am not wedded to this change, but I really want to find some consistent way to tone Wizard down. I do not want to spend time hammering out every detail of the Wizard's build with his player either.
    Unfortunately, the Wizard's problem is not its chassis (the BAB, the saves, the skill points, the bonus feats); it's the spellcasting itself. As long as the spells exist, the Wizard will find a way to rule. Even with forced specialization, people will find a way to get those spells. However, fixing the spells of 3.x involves pretty much creating a new system.
    Retooler of D&D 3.5 (and 5e/Next) content. See here for more.
    Now with a comprehensive guide for 3.5 Paladin players porting to Pathfinder. Also available for 5th Edition
    On Lawful Good:
    Quote Originally Posted by firebrandtoluc View Post
    My friend is currently playing a paladin. It's way outside his normal zone. I told him to try to channel Santa Claus, Mr. Rogers, and Kermit the Frog. Until someone refuses to try to get off the naughty list. Then become Optimus Prime.
    T.G. Oskar profile by Specter.

  27. - Top - End - #27
    Troll in the Playground
    Join Date
    Feb 2013

    Default Re: Please balance check my Forgotten Realms houserules.

    Quote Originally Posted by Palanan View Post
    Personally I find this attitude extremely unhelpful. The OP has made a decision to allow certain sources and disallow others, for his own reasons, which he hardly needs to justify to you.
    But he did with a literal "I do not wish to take the time to."
    If you notice before you even read my post I admitted I wrong in how I responded and reworded it far more politely underneath in an edit. But it is safe to assume other people will make the same mistake. Let me fix that.
    Last edited by ZamielVanWeber; 2014-11-11 at 01:42 PM.

  28. - Top - End - #28
    Barbarian in the Playground
    Join Date
    Jan 2007
    Location
    Sweden
    Gender
    Male

    Default Re: Please balance check my Forgotten Realms houserules.

    Some interesting stuff here. My brief summary:

    Many of these changes seem to come down to DM judgement calls. So, they may work great if you and your players enjoy that kind of game, and you make reasonable judgements. But from a game designe point of view I don't like it because it's not actually any game design. It's just "I'll decide if it works".

    It's clearly heavily influenced by older editions. If your players are accustomed to those kind of games, it will probably go over smoothly (but then why not just play an older edition)? If your players are accustomed to 3.5, it will likely frustrate them. There is a REASON why many of those old rules aren't around.

    If your goal is to bring classes closer to T3, I think you need to take a different view of tiers. Tiers aren't about big numbers. It's about the impact you can have and the different situations you can have an impact in. Making fighters better at hitting stuff with sticks, and making the worse kinds of sticks slightly better for hitting with, doesn't raise your tier. The warblade is just about T3 (though I've read some debate on that); it can hit stuff with sticks in a variety of situations, can still hit stuff pretty well with sticks, and is less stick-dependant. It can get in various situations where it can hit stuff with sticks through mobility and escapes, and prevent things from getting away from being hit with sticks (though not that well, as it's CC is pretty limited). The warblade still has some utility that's not about sticks or the hitting of things with them (although not much). And the warblade is still ONLY JUST ABOUT T3. Making the fighter a better fighter will make it more relevant, but it is still horribly inflexible.

    As for wizards? Banning them is more humane than what you're suggesting. BAlancing on ease of use and luck is always a bad idea. Persistent people with good luck will still wreck your world if they want to. People with bad luck will hate their wizard with 0 spells. If you're hoping that the laws of averages will mean that wizards do not get too many spells, just restrict their selection of known spells heavily, call them sorcerers, nerf them, and be done with it :)
    Spoiler: How to fix T1 classes:
    Show
    There are more posts on the forums about how to nerf T1, than there are posts about T1 characters ruining games. I would say the problem is solved!


    Quote Originally Posted by Red Fel View Post
    This? This isn't a slice of brilliance. This is the whole freaking pie.

    When you play the game of pwns, you're either w1n or n00b. There is no middle ground.

  29. - Top - End - #29
    Orc in the Playground
     
    ElfWarriorGuy

    Join Date
    Jan 2013

    Default Re: Please balance check my Forgotten Realms houserules.

    Quote Originally Posted by Tarlek Flamehai View Post
    I do not have to stick with the memorization checks. Do you have any ideas for toning Wizard down?
    Allow Wizards to learn spells at level-up, and from scrolls, as per the rules. Have scrolls be a rare and valuable treasure, rather than something that is freely for sale in every small towne magick shoppe. Have Wizards guard their knowledge like companies guard their patents or nations their defense and nuclear secrets.

  30. - Top - End - #30
    Barbarian in the Playground
    Join Date
    Jan 2007
    Location
    Sweden
    Gender
    Male

    Default Re: Please balance check my Forgotten Realms houserules.

    Quote Originally Posted by Nightcanon View Post
    Allow Wizards to learn spells at level-up, and from scrolls, as per the rules. Have scrolls be a rare and valuable treasure, rather than something that is freely for sale in every small towne magick shoppe. Have Wizards guard their knowledge like companies guard their patents or nations their defense and nuclear secrets.
    Remove the free scribe scroll feat and SERIOUSLY increase the exp cost for scribing scrolls (increase the gold cost appropriately). This does limit the flexibility of of wizards a bit since they cant just go shoping for spells, nor can they keep scrolls of situational spells (or scrolls of spells they need to use all the freaking time) at hand without some serious sacrifices.

    If you combine this with a limited spell selection at level up (they get to chose spells, but only from a limited list of "well known spells"), you might have wizards who are not completely overshadowing everyone else. Ofcourse, constructing this list of "well known spells" (which obviously shouldn't have the most game breaking ones (looking at you, polymorph line)) is going to be alot of work. On the bright side, you would have a way to motivate any wizard to undertake quests, and you could have some fun (or frustrating) RP when wizards try to barter their loot for spells, especially when NPC wizards realize the power of supply and demand. "No, I told you, I don't care if they're both the same level. Everyone can cast fireball and I'm the only one with a flight spell in this town. You want it so badly, I'll trade it for.. hmm... that holy avenger your paladin friend is carrying around!" "Charging market value is dishonorable! SMITE EVIL"
    Spoiler: How to fix T1 classes:
    Show
    There are more posts on the forums about how to nerf T1, than there are posts about T1 characters ruining games. I would say the problem is solved!


    Quote Originally Posted by Red Fel View Post
    This? This isn't a slice of brilliance. This is the whole freaking pie.

    When you play the game of pwns, you're either w1n or n00b. There is no middle ground.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •