Infiniti2000's
Player's Handbook
House Rules
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Character Abilities Rule: 28 point buy. Change: Standard point buy is 25. Previously, we used 4d6 drop the lowest, arrange as desired, and roll until you are happy. This creates a lot of differences in the power level of characters and overall is not a good way to go. Point Buy, although not organic is so much easier (especially for the DM) and easier to balance. Death Rule: When a character dies and is raised, resurrected, or reincarnated, that character gains a negative level instead of losing a level, unless the character has 1 HD, in which case he loses a Constitution point as normal. This negative level cannot be removed by any means, and all penalties for the negative level, including a lost spell of the highest spell level, apply. The negative level will go away after a reasonable amount of time as decided by the DM, typically after about three sessions (4-5 hours each) or a significant plot event was achieved. Change: Losing XP sucks, particularly if you value the time you play (we game 1/week at most if we are lucky). What sucks even more is having to recalculate abilities and then the oddity of possibly changing the character on the next level up. Although the guidelines above are vague, they work very well with a reasonable DM and a hard-value in a XP debt system is not really a good idea for such things. Hit Points Rule: As normal, everyone gets maximum hit points at 1st-level. At every subsequent level, the character rolls for hit points and may choose to reroll once. However, if a reroll is made then the second roll must be taken, even if it’s worse. Change: Let’s see you try to avoid those pesky low rolls. Seriously, though, this just allows for slightly more hit points, but more importantly it avoids the "I hate rolling bad on a Hit Die" scenario. If you roll bad twice, well, then that's just luck. This method is also used for major NPCs, but not all NPCs. Monsters will typically just use the average hit points. Stabilization Rule: The stabilization roll for dying is a percentile equal to your current Constitution score. Additionally, the disabled condition is from 0 to minus your positive Constitution modifier, with a maximum of 0 (so +0 and less modifiers are still disabled at 0, not positive hp). Death occurs at minus your current Constitution score. Change: This allows for slightly more leniency for death and also introduces a similar Constitution-based system for dying as it does for positive hit points. |
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Half-Elf Rule: A half-elf gains Diplomacy and Gather Information as class skills, regardless of class. They also gain a bonus feat that must be a skill focus or any skill-boosting feat (from the +2/+2 feats). Change: Half-elves pretty much suck, so they need something else. I doubt this is enough, but this will give the roleplayer a serious boost and motivation for choosing half-elf. It also makes half-elf a viable archmage now, because he can take Skill Focus (spellcraft). Druid Rule: At 5th-level, druids with a Wisdom score of 15 or higher get speak with animals as a Supernatural ability that is always active. At 12th-level, druids with a Wisdom score of 19 or higher get speak with plants as a Supernatural ability that is always active. Druids are not proficient with shields. Change: Druids otherwise must cast a spell to speak with animals or plants. My opinion is that druids are nature-boys (or girls) and have that inner, supernatural connection. You can call it 1e nostalgia if it makes you happy, but I don't really see this as game breaking. The loss of shield proficiency is much more significant and helps curb the very powerful druid class. Keep your eyes posted on this section, though, there might be more changes later. Monks Rule: Monks have a BAB progression of +1 per level. Monk-like prestige classes that improved the unarmed strike damage also have this modification. Change: Monks are a fighting class, much like fighters, barbarians, paladins, and rangers. Most of their class abilities revolve around fighting, so it only makes sense that they can fight well. Ranger Rule: At 8th-level, rangers with a Wisdom score of 15 or higher get speak with animals as a Supernatural ability that is always active. At 16th-level, rangers with a Wisdom score of 19 or higher get speak with plants as a Supernatural ability that is always active. Change: Rangers otherwise must cast a spell to spea k with animals or plants. My opinion is that rangers are nature-boys (or girls) and have that inner, supernatural connection. You can call it 1e nostalgia if it makes you happy, but I don't really see this as game breaking. Wizard Rule: A 1st-level wizard knows one 0th-level spell (cantrip) per two points of intelligence. Change: Starting play knowing all cantrips is ridiculous, not to mention confusing if you suddenly introduce a new book. Although I'm not trying to delve into the realm of new-book-introduction, this at least makes 0th-level spells something you want to acquire. |
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Class Skills & Racial Bonuses Rule: Treat any skill that you have a racial bonus in as a class skill for any class or HD gained. This works for any creature, not just those with class levels. Change: This makes racial bonuses more useful and have more meaning. It will not unbalance things. Appraise Rule: Use of this skill requires training for checks that are DC 15 and above. Change: Appraise is normally usable by anyone and everyone for any item, leading to some really weird possibilities with a lot of commoners. Balance Rule: You are considered flat-footed only if you fail your balance check, even if you fall. You are then flat-footed until such a time as you succeed at a Balance check or remove yourself from the requirement of needing to succeed (so, staying prone in a spot of Grease does not remove the condition). Those with 5 ranks in Balance or have the Agile feat are never flat-footed due to balancing. Change: If you don’t have 5 ranks in Balance, you are always flat-footed while balancing. Note that "balancing" is not even a defined condition, so this itself can lead to debate. Tumble Rule: An opponent can use a counter tumble roll to get an attack of opportunity denied by the Tumble. You must beat the opponent’s counter tumble roll as normal for opposed rolls (i.e. a tie goes to higher modifier and equal modifiers requires a reroll). If you Tumble through someone's space, you must still succeed at the DC 25 check to keep moving and failure on the opposed roll does not stop your movement (though you would provoke an AoO). Any opponents get the +2 bonus for "additional enemy" on their roll. Change: A tumble check otherwise never depends on the opponent. You could tumble through a 1st-level orc’s Space as easily as through a 20th-level fighter’s Space, even if that fighter was an expert tumbler himself and could accurately predict your movement. Weapon Proficiencies Rule: Instead of being proficient with all simple and/or all martial weapons, each character is proficient in a number of weapon groups per the Unearthed Arcana rules (and as also released in the SRD under Variant Rules). The weapon groups are: axes (handaxe, battleaxe, greataxe, and dwarven waraxe (two-handed use)), basic (club/dagger/staff), bows (shortbow, longbow, composite shortbow, and composite longbow), claw (punching dagger, spiked gauntlet), crossbows (heavy crossbow, light crossbow, repeating heavy crossbow, and repeating light crossbow), druid weapons (club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear), exotic double weapons, exotic weapons, flails and chains (light flail and heavy flail), heavy blades (longsword, greatsword, falchion, scimitar, and bastard sword (two-handed use)), light blades (dagger, punching dagger, rapier, and short sword), maces and clubs (club, light mace, heavy mace, greatclub, quarterstaff, sap, and warmace (two-handed use)), monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham), picks and hammers (light pick, heavy pick, light hammer, warhammer, scythe, and maul (two handed use)), pole arms (glaive, guisarme, halberd, and ranseur), slings and thrown weapons (dart and sling), and spears and lances (javelin, lance, longspear, shortspear, and trident). You can take weapon focus in a whole group (as well as weapon specialization). Change: Characters are otherwise proficient with all simple and/or all martial weapons (or some short list of specific weapons). This change has a much more interesting impact and doesn't restrict a character to a specific weapon for his whole life, particularly for fighters who get weapon focus, weapon specialization, etc. This does not significantly improve the power level of the characters. The only concern I can think of for unbalancing is in the hand of two-weapon fighters. Now, only one feat is sufficient for both weapons (for focusing and specialization), but that's pretty much limited to the battleaxe and handaxe. Just slap that player upside the head. |
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Crafting Magical Items Rule: Change: Metamagic Rule: Change: The current metamagic system just doesn’t work well. Prerequisites/Requirements Rule: You cannot satisfy a prerequisite for a feat or a requirement for a prestige class magically or in a temporary manner. Similarly, temporary effects will not keep you from learning a feat of gaining a prestige class (energy drain, ability drain are considered temporary for this). Although I’m not listing out every possible scenario, some examples that are no longer possible: a fighter with a strength of 11 cannot wear gauntlets of ogre power to qualify for Power Attack, a fighter with a strength of 13 but strength-damaged to 11 still qualifies for Power Attack. Change: There’s no real limitation in the rules for how you can satisfy a requirement or prerequisite. Toughness Rule: The Toughness feat is replaced directly by a modified version of Improved Toughness, which grants +1hp/HD (minimum of +3hp). This feat can be used in any place that Toughness or Improved Toughness are normally used, i.e. for requirements or prerequisites. A fighter can take this as a bonus feat. This feat cannot be taken multiple times, however. Change: Toughness grants only +3hp which is fine at levels 1-3, but sucks at any level higher than that. Toughness is also not normally a fighter bonus feat. Improved Toughness is much better than Toughness at higher levels, but taking it at 1st or 2nd level would suck. It’d have to be a long term commitment which doesn’t make sense for many monsters and low-level NPCs. The key here is not to allow it to stack. This change does make some monsters more powerful, by adding hit points, overall I think the change will not matter. It will definitely make the feat viable for a character, however. The DM should consider modifying monsters with Toughness as a feat, upping their hit points, and revising the feat selection if multiple Toughness feats were selected. In this latter case, an example would be the triceratops (4 times). Either don’t modify the stats, or add three new feats. Note that the triceratops loses 12 hp but gains 16. Choose the new feats with a similar concept and do your best not to powergame the monster too badly. In this case, I would substitute the feat Improved Natural Armor three times. Dodge Rule: The Dodge feat grants +1 dodge bonus to AC versus all opponents. Change: Dodge applied to only one opponent that had to be chosen. If an opponent wasn’t chosen, it did not apply even if you weren’t denied your Dex bonus and there is only one opponent. Basically, Dodge was not that useful and the constant changing of the opponent took time to adjudicate and not worth the extra effort for such a minor bonus. This change makes the feat useful in its own right and not just as the first step towards Spring Attack. Improved Turning Rule: The Improved Turning feat treats you as two levels higher. Change: It was +1 level, but with turn resistances at a minimum of +2 and usually +4, Improved Turning is otherwise a terrible choice. Even with the core turning rules (see House Rule suggestion on that) and having the Sun domain or Disciple of the Sun feat, +1 just isn’t worth it. With the new rules, however, +1 really sucks. If you use alternate turning rules, you need this change or something even more drastic. With core rules, this change is still needed. Spell Mastery Rule: Choose a number of spells in your spellbook equal to your Wizard level. You can thereafter prepare any of those spells without your spellbook. Additionally, every time you gain a wizard level, choose another spell in your spellbook (you may also chose a spell gained at the level-up to be able to prepare without a spellbook, instead of one that is currently in your spellbook). This feat can be taken multiple times. Its effects stack. You do not have to fill all your Spell Mastery slots immediately, you may leave them open for learning later and fill them at any time, but the spells you choose must be written in your spellbook at least once (meaning that you must follow those rules, you cannot use Spell Mastery on a scroll for instance). Change: Mastery pretty much sucks as is. It’s basically a feat that’s only useful if the DM screws the wizard player over by taking his spellbook away. While that might be an interesting adventure, it really sucks to have to plan for it for the course of the wizard’s PC lifetime. Far Shot Rule: The Far Shot feat, in addition to its current effect of increasing the range increment by +50% (+100% for thrown weapons), increases point blank range by 50% to 45 feet. Change: There was no modification to the point blank range. Without some help, this feat sucks. This will not create any balance issues, but may actually lead to a PC (or NPC) actually choosing Far Shot for the first time ever. Please let me know if that happens. Heighten Spell Rule: This feat is eliminated and replaced as a spellcasting option that anyone can choose. Any caster can use heighten spell by merely expending the higher slot. Prepared spells must be prepared at higher slots. Spontaneous/non-prepared spells do not require extra casting time. Change: Heighten Spell is treated like any other metamagic feat and is pretty much not useful. It should be a relatively natural consequence of using a higher level slot (sans other metamagic of course). The expense is using the slot. You should not also be required to use a feat, which is double the cost. If the feat were powerful enough to warrant double the cost, then okay, but in this case the higher slot is actually a penalty. Quicken Spell Rule: Using the modified metamagic system, everyone can use quicken spell. Change: Non-prepared casters cannot use Quicken Spell. Agile Rule: This feat makes you never flat-footed while balancing, in addition to its normal benefits. See the Balance skill. Change: Not being flat-footed while balancing requires 5 ranks in the Balance skill. It’s unlikely for someone to take this feat and not also have ranks in Balance, but there you go. +2/+2 Skill Feats and Skill Focus Rule: These feats all grant the ability to take 5 (like take 10, but less) in the identified skills, even when threatened or distracted. Change: You cannot take 5 in any skill, much less when threatened or distracted. These feats are not very useful as is, except as prerequisites or requirements, and this helps. Power Attack Rule: Limited to +6. To get unlimited, you need Improved Power Attack. Using a two-handed weapon (or using two hands on a one-handed weapon) grants only x1½ damage. Change: Power Attack is normally unlimited, and two-handed weapons gain x2 damage. Both of these are too powerful, making Power Attack a must-have feat for anyone planning on entering melee combat. Even with this change, most fighters will likely take both feats, but barbarians might not take both. Improved Counterspell Rule: This feat grants a +2 bonus on dispel magic and greater dispel magic attempts when used to counterspell. This bonus stacks with all other bonuses and is not limited to the +10 caster level bonus on dispel magic. Change: No bonus is given. Performing a counterspell is already hard and probably a suboptimal combat choice, but with this minor additional bonus, it might become more attractive. Quick Draw Rule: You can sheathe a weapon without provoking an attack of opportunity. This does not speed up the time to sheathe a weapon, however. Note that this modification applies to any time you are allowed to use Quick Draw, not just on “weapons” (e.g. weapon-like objects such as wands). Change: Quick Draw normally has nothing to do with sheathing weapons. This will make Quick Draw slightly more attractive. It is a mistake to let Quick Draw work like a Quick Sheathe, however. That makes it significantly more powerful. Empower/Maximize Rule: Some spells just can’t be maximized or empowered. Although I’m not going to examine each and every one right this second, I’ll list them as I go: reincarnate and awaken. Change: These spells otherwise could be maximized or empowered. Empowered 3d6 Int? C’mon! Mobility Rule: In addition to the normal effects, Mobility grants a +4 synergy bonus to Tumble checks when avoiding attacks of opportunity. Change: Without this synergy, mobility is pretty much irrelevant once you get a decent Tumble check. |
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Analyze Dweomer Rule: A target creature gets a Will save to negate the spell and if successful cannot be affected by that casting of analyze dweomer. The creature gets a save each time it is targeted. An object that makes a save cannot be affected by that casting, but can be affected by an additional casting. Change: Target creatures get no save, though an object held by a creature does. That makes no sense whatsoever, but more importantly I think it’s too powerful. Additionally, an object is normally immune to all analyze dweomer spells for 24 hours if it saves against one, but that makes no sense at all and appears to be arbitrary and to serve no purpose. It certainly doesn’t help for balance reasons, so this change both helps and nerfs the spell. Antimagic Field Rule: This spell blocks line of effect for magical effects. If a magical weapon (e.g. an arrow) passes through the antimagic field on its way to a target, then the attack bonus of that weapon cannot be applied to the attack roll. This also applies to the seeking and similar properties, but not to damage effects like flaming, frost, or even keen. Change: This is more of a rule clarification than a change, but since it is debatable I’m listing it here. Awaken Rule: You can’t cast awaken on someone wildshaped or polymorphed or shapechanged into an animal (or tree). Change: Merely fixing an exploit long known since the beginning of 3.5. Barkskin Rule: Grants a +1 enhancement bonus to natural armor per 4 caster levels (max +5 at 20th level), and the duration is now 1 hour per caster level. Change: Why was this so much stronger than magic vestment, but shorter in duration? Now they are much more consistent and balanced with each other. Black tentacles Rule: Banned. Change: This spell is overpowered and too cumbersome to bother with modifying it. It’s too powerful because there’s no save and no spell resistance. It eliminates all opponents who aren’t strong melee-types and even in those cases, eliminates many of them. Even nerfing the spell to be more balanced (maybe allow it to be damaged and/or reduce the grapple check) does not overcome the cumbersome use of it. The spell is much more effective against multiple opponents and conducting multiple grapple checks each turn of the caster slows the game down tremendously. Blasphemy Rule: A successful will save moves a character up one level on the chart. Any opponent with more HD than the caster level is dazzled for one round. Change: This spell is potentially very abusive and the 3.0 version is useless at high level, so hopefully this is a good compromise. Cat’s Grace/Owl’s Wisdom/Fox’s Cunning/Bear’s Endurance/Eagle’s Splendor/Bull’s Strength Rule: The duration on these spells are 10 minutes per level. Change: As with most buff spells, the duration is increased as to avoid the artificial “rush through the dungeon” mindset. Cone of Cold Rule: Deals 1d6+1 points of cold damage per caster level (maximum 15d6+15). A failed save means that the victim is dazzled for 1d4 rounds. Change: This spell is underpowered for a 5th-level spell. Without modification, it is worse than an empowered fireball from caster levels 9-14. At higher levels, at best it is equal. Ignoring the benefits of one type of damage over another, the cone in my experience is less effective because it cannot be used at range, endangering your fellow party members and reducing the number of affected opponents. Confusion Rule: Allow a saving throw each round to act as normal (but it does not end the effect). A penalty of -2 occurs on each of these saves, but not on the initial save (because you are in a confused state). A new table is provided below. If not already raging, a barbarian can only rage if he acts normally. Attacking requires the use of melee or ranged weapons, dropping them as necessary to use the other. A preference will be for melee weapons, using unarmed combat if no weapons are on hand. The confused character will charge if that is the only method to reach a target and attack this round. 1-2: Attack caster with melee or ranged weapons (or close with caster if attack is not possible). 3-6: Do nothing but babble incoherently. 7-9: Flee away from caster at top possible speed. 10-12: Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self) with melee or ranged weapons Change: This spell is otherwise quite powerful, much more so than spells like greater command. It’s also a constant pain to run, but some of the effects are just too fun not to allow. To help with running it, the percentile dice was changed to a d12, though with the save at -2, overall that probably makes it more cumbersome to adjudicate. It is advised that the DM help the player to choose the appropriate actions when confused. Death Ward Rule: This spell reduces negative energy damage by half. The subject still has the other immunities. The spell lasts for 10 minutes per level. Change: Making the subject immune to negative energy damage just makes the spell too powerful. As with most buff spells, the duration is increased as to avoid the artificial “rush through the dungeon” mindset. Dictum Rule: A successful will save moves a character up one level on the chart. Any opponent with more HD than the caster level is dazzled for one round. Change: This spell is potentially very abusive and the 3.0 version is useless at high level, so hopefully this is a good compromise. Disrupting Weapon Rule: Spell resistance applies to the destruction effect. Change: A 5th-level spell should not negate spell resistance for no good reason. It’s questionable whether the spell should be limited to the caster’s level in hit dice. For instance, slay living is not limited. Why not make it similar to slay living, but for undead opponents (power-wise, not thematically). Divine Power Rule: Grants no enhancement bonus to strength. Change: Just the +6 enhancement bonus might make it 4th. Adding almost guaranteed an extra attack and ¼ caster level to BAB (which affects more than just attack rolls, also power attack, etc.) – it’s ridiculous. Enervation Rule: Banned. Change: This spell is so overpowered it’s not even worth balancing. I especially hate effects that make you lose spells prepared or spell slots. Rolling well on an enervation would cause your opponent to lose their 4 top spells. Okay, let’s see, that’s -20 hit points, -1 on all saves, -1 on attacks and ability checks and skill checks. That’s a very strong spell. But, just to make sure it’s enough, you lose your four best spells. Oh, one more thing, you cast at four caster levels less. Depending on how you rule that, you could lose access to even more spells. No fracking way. Then, empower it. Egad. No wonder every single sorcerer takes this spell. Entangle Rule: The DC to break free is equal to the DC of the spell, not 20. Apply this same change to any spell that uses entangle as a base (e.g. briar web). Change: DC 20 is just too good. Sure, it might still be that high but then the caster probably has much worse spells than this. A strength check is very hard, even for fighters. Entropic Shield Rule: The duration is 10 minutes per level. Change: As with most buff spells, the duration is increased as to avoid the artificial “rush through the dungeon” mindset. Faerie Fire Rule: This spell functions as listed except that it reduces the total concealment to normal concealment (e.g. for displacement and invisibility). It eliminates normal concealment as specified. Change: A little too strong otherwise. Reducing to normal concealment is very significant, allowing spells to be targeted without error. Flame Strike Rule: The (un)holy damage from this spell is subject to reduction by means that reduce (un)holy damage, such as soulfire armor. Change: This is more of a rule clarification than a change, but since it is debatable I’m listing it. Glitterdust Rule: Each creature affected by the spell gets a Will save each round to stave off the blindness. Once saved, that creature is longer blinded, but can be affected by another glitterdust of course. Change: This spell is just too powerful for 2nd-level. Since most combats last only a few rounds anyway, this spell is nearly equivalent to a mass blindness spell, and blindness is also 2nd-level. Couple that with the automatic negation of invisibility in an area, another 2nd-level spell, no spell resistance, and you can spell b-r-o-k-e-n. Heal, Mass Rule: Banned. Change: If there’s no mass harm, there’s no mass heal. This is especially true in a roomful of undead. And then there’s suddenly mass harm. Holy Word Rule: A successful will save moves a character up one level on the chart. Any opponent with more HD than the caster level is dazzled for one round. Change: This spell is potentially very abusive and the 3.0 version is useless at high level, so hopefully this is a good compromise. Ice Storm Rule: The caster rolls damage only once for the spell and anything entering the area, no matter how briefly, takes that damage. This spell will damage a creature whenever the creature enters the area (or is in the area at the moment of casting). A creature cannot be damaged more than once by the same spell in the same round unless the spell specifically allows for it (see Combat Rules). Change: These rules are not clearly spelled out and therefore likely don’t function that way per the rules, but I wanted to make sure they were clear. Identify Rule: Remove the pearl as a component. Change: Either this change needs to occur or analyze dweomer needs to change. Personally, I think identify is difficult enough as is without such a huge, unwieldy cost. Mage’s Disjunction Rule: I reserve the right to do something with this spell at a later time. Maybe it should be a gentlemen’s agreement: don’t disjoin me and I won’t disjoin you. But, that’s a lot like banning, and I don’t want to do that yet. Magic Vestment Rule: This spell does not increase the hardness or hit points of the armor or shield. Change: There has to be at least some reason for permanent enhancement bonuses on armor and shields. Magic Weapon, Greater Magic Weapon Rule: These spells do not increase the hardness or hit points of the weapons. Change: There has to be at least some reason for permanent enhancement bonuses on weapons. Mass Cat’s Grace/Owl’s Wisdom/Fox’s Cunning/Bear’s Endurance/Eagle’s Splendor/Bull’s Strength Rule: These spells are all 5th-level. The duration is 10 minutes per level. Change: As 6th-level spells, they are underpowered and rarely, if ever chosen. +4 levels is too harsh, especially considering most multiple-target spells come into play as low as 3rd-level (e.g. haste). Putting them at 5th-level does not create a power problem, primarily because in many cases, the boost from the spell will be very little, competing with existing magical items. This change could be eliminated, with the spells themselves, in the inclusion of a new metamagic feat. As with most buff spells, the duration is increased as to avoid the artificial “rush through the dungeon” mindset. Planar Ally, Lesser Planar Ally, Greater Planar Ally Rule: These spells are further limited in that the called creature(s) cannot have a higher challenge rating than your caster level or than the maximum possible HD. So, no stacking a million templates on creatures. Change: One abusive example besides the template one is to use planar ally to get a kelvezu. An 11th-level evil cleric could wipe out a similarly powerful good party without trouble. Is this a case of a poorly designed monster? I think not. It’s a case of poorly designed rules that attempt to equate HD with CR. A better fix would be an overhaul of the rules involving CR/HD/ECL, etc. Planar Binding, Lesser Planar Binding, Greater Planar Binding Rule: These spells are further limited in that the called creature(s) cannot have a higher challenge rating than your caster level or than the maximum possible HD. So, no stacking a million templates on creatures. These creatures must be paid in the same way that they are paid for with the planar ally series of spells. Change: One abusive example besides the template one is to use planar ally to get a kelvezu. An 11th-level evil cleric could wipe out a similarly powerful good party without trouble. Is this a case of a poorly designed monster? I think not. It’s a case of poorly designed rules that attempt to equate HD with CR. A better fix would be an overhaul of the rules involving CR/HD/ECL, etc. Polymorph Any Object/Shapechange Rule: Nothing yet, but I reserve the right to alter these at will. I can see potential abuse, but they are very tough to alter without destroying them, so as long as they are not exploited, I will not change anything. Protection from Alignment Rule: This spell blocks all magical effects that provide ongoing mental control, such as dominate person. It does not block all enchantment (charm) spells. Instead, it provides a +2 bonus (either sacred, profane, axiomatic, or anarchic) that stacks with the +2 resistance bonus versus all spells from the Enchantment school. Summoned creatures of the barred alignments get a Will save to penetrate the barrier. Oppositely aligned summoned creatures get a -4 penalty on this save, while neutrally aligned summoned creatures get only a -2 penalty on this save. The duration is 10 minutes per level. Change: It’s just too damn powerful that it’s crazy. When a spell is always prepared or taken, without fail, by everyone, there’s a problem. As with most buff spells, the duration is increased as to avoid the artificial “rush through the dungeon” mindset. Protection from Arrows Rule: This spell grants DR 15/magic against ranged weapons with the same limit on hit points. Change: With the change in DR/magic, this spell needed only a minor boost. Without the change in DR/magic, this spell is nearly useless and should be maybe DR 10/adamantine. Who doesn’t have magical arrows by this point? Ray of Enfeeblement Rule: Imposes a -4 penalty to strength. This penalty is applied after all strength damage and drain and cannot be used to ‘raise’ your strength from 0 to 1. Change: This spell is too strong, especially when empowered. Making it a non-variable amount means that it can’t be empowered and it’s not overly powerful for such a low-level spell. Even at 1st-level, it effectively counters a bull’s strength, which is a second-level spell. I would consider increasing the penalty to -6, but no higher. I would consider making it variable, but it would be something like 1d4+1. Shambler Rule: I reserve the right to do something with this spell at a later time. I really don’t like the abuse capability. Then again, shamblers are the real problem, not the spell. Shield of Faith Rule: The duration is 10 minutes per level. Change: As with most buff spells, the duration is increased as to avoid the artificial “rush through the dungeon” mindset. Stoneskin Rule: The material component is reduced to 50gp. Change: 250gp is just plain too expensive. It is prohibitively expensive, unless the stoneskin doesn’t evaporate after some number of absorbed hit points. Summon Monster Rule: The spell lists are changed to be much more flexible. The caster has the option of applying celestial or fiendish to each of the creatures listed below (same from the lists) and the alignment of the creature will match the caster’s in terms of law vs. chaos unless that descriptor is specified in the list below. Additional monsters are also listed, but they cannot be templated and the alignment remains as listed. Good casters can only choose celestial and evil casters can only choose fiendish. Neutral casters choose one or the other at character creation (or when the choice becomes relevant). A neutral cleric must choose similarly to her turning ability (i.e. celestial for turning undead or fiendish for rebuking undead). Casters are limited on the additional monsters as normal. Change: The spell lists are otherwise extremely limited, particularly for extremely aligned clerics who cannot summon anything of the opposite alignment. Even with the change in protection from evil, the summon monster spells have very limited use.
Time Stop Rule: You cannot ready an action in time stop, nor can you cast time stop in a time stop. Creatures that you summon or call in a time stop cannot act (or hear) during the time stop so therefore you cannot give commands or bargain for help. Change: Time stop is b-r-o-k-e-n and this might help, a little. Touch of Idiocy Rule: Banned. Change: This spell is so overpowered it’s not even worth balancing. I especially hate effects that make you lose prepared spells or spell slots. This spell is just plain ridiculous. True Resurrection Rule: The material component is only 15,000gp. Change: Let’s not make it too difficult to play the same character. With the character death house rule provided herein, this reduction is even more important because the negative level is not so big a deal (unless nothing exists of the body). True Seeing Rule: The material component is reduced to 50gp. Change: 250gp is just plain too expensive. Even at 50gp, it’s unlikely to see a lot of usage due to the alternatives for seeing invisible. Word of Chaos Rule: A successful will save moves a character up one level on the chart. Any opponent with more HD than the caster level is dazzled for one round. Change: This spell is potentially very abusive and the 3.0 version is useless at high level, so hopefully this is a good compromise. |
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Delay Rule: Even if you delay in the first round (or surprise round), you are no longer flat-footed. You cannot delay until an arbitrary initiative count – such metagame terms should not be used. Instead, you delay until a specific event occurs, so your initiative always reflects that event. I.e. you can’t delay until count 3 this round or 58 next round. You delay and decide to act when something else happens (after it, of course). Your initiative count becomes the initiative of the event that occurs, placing you before any other events that occur on the same initiative count. If you plan to delay until an event occurs, it is recommended that you mention that so that the DM does not inadvertently skip you. For example, the fighter might delay until the wizard casts fly on him. Change: You are flat-footed until you act and choosing to delay is not an action (though this point is debatable). You can delay until specific initiative counts, which leads to metagaming. Grappling at -20 Rule: Anyone can choose to take the -20 penalty on opposed grapple checks to be considered not grappling, but you have to be at least one size category larger than your opponent (no feats, class abilities, or racial abilities can override this restriction). If you are already considered grappling, then this provides no benefit. To switch from not considered grappling to grappling requires letting go and then starting the grapple over again from the beginning (it’s not automatic). This option requires a grasping-type appendage free and uses that appendage. Change: Only creatures with improved grab can choose to grapple at -20. Grappling with Weapons Rule: Grappling requires you to grapple with a weapon, be it an unarmed attack, a natural weapon, or even a special manufactured weapon. The attempted grapple still provokes an attack of opportunity even if an attack with that weapon does not. This attack of opportunity is not provoked if you have Improved Grapple, Improved Grab, Snatch, or a similar feat or ability. If you grapple with an unarmed attack, you must have a hand free or something that can be used to grab. If you grapple with a natural weapon, then that natural weapon must be free (not holding a manufactured weapon or other object) and be able to grab (e.g. a tentacle but not a horn). You can only grapple with a manufactured weapon that specifically mentions it can be used to grapple. Change: You can only grapple with unarmed attacks or with natural weapons with improved grab. Higher Ground Rule: Higher ground is defined vaguely as being above your opponent. Some specific examples:
Change: Higher ground is not clearly defined. Here I try to define it more clearly with some examples. Kneeling/Sitting Rule: You have a -2 penalty on attack rolls while kneeling or sitting. If you are kneeling or sitting, you can be tripped, but you have a +2 bonus to avoid being tripped. Change: There is no attack penalty assigned to kneeling, but it seems more like that condition was left out. Because this rule effectively defines kneeling/sitting as a condition, there’s an additional note on being tripped (which makes you prone). Reentering Area Effect Spells Rule: A creature reentering an area effect spell such as a blade barrier or ice storm only takes damage once per round unless the spell description specifies otherwise. For example, an air elemental in whirlwind form can carry victims back and forth through a blade barrier, but the victims will not be damaged more than once. Change: This closes a little loophole. Sheathing Weapons Rule: You may sheathe a weapon as a free action as part of a move if you have a BAB of +1 or higher. Sheathing a weapon still provokes an attack of opportunity unless you have quick draw. However, since you can choose at what point in the move you sheathe your opponent, the chances of provoking an AoO are slim to none. Change: You cannot normally sheathe a weapon as a free action as part of a move, though you could loose a shield. Try to figure that one out. Standing Up Rule: You can get up from prone into a kneeling position as a move action that does not provoke an attack of opportunity. You can stand up from a kneeling position as a move action that does not provoke an attack of opportunity. Change: There is no action specifically designed to get up to a kneeling position or to get up from a kneeling position, thus by default it would be just “get up from prone” which is a move action that provokes an attack of opportunity. This rule allows you to get up from prone without provoking an attack of opportunity at the cost of basically a full round action. Turn Undead Rule: Roll a single level check (d20 + turning level + Cha modifier) compared against each undead (non-mindless: 10 + HD + turn resistance + Cha; mindless: CR + turn resistance) within 60ft. If the level check is equal to or greater than the undead value, then those undead are affected. The affected undead are "paralyzed" for 1 round and stay that way as long as you maintain concentration, up to a maximum 10 rounds (minus the turn resistance). Destroying/commanding undead works as normal. Change: The turn undead mechanic is very clunky. It becomes more and more useful the higher level you go and has very undesirable anomalies if the undead has a template. In effect, some higher level undead could get destroyed whereas lower level undead will not. Webs or Similar Entanglements Rule: A creature attempting to break out of a web or similar entanglement (such as a net) applies a special size modifier, identical to that used in grapple checks: Colossal +16, Gargantuan +12, Huge +8, Large +4, Medium +0, Small -4, Tiny -8, Diminutive -12, Fine -16. Change: It should be easier (and harder) for differently sized creatures to break out of such entanglements. |
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Attacking While Grappling You can attack your opponent with light weapons or natural weapons (unarmed strikes are light weapons), but with a -4 penalty on such attacks. You can use your normal full attack sequence with such weapons (e.g. iterative attacks with non-natural weapons, and attack with all your natural weapons). You cannot benefit from feats such as cleave, two-weapon fighting, or whirlwind attack. Disabled and Healing If you cast a healing spell on yourself (or quaff a potion, etc.), then that healing is applied first before determining if you lose a point. The same thing applies for having negative hit points with the Die Hard feat. This is the famous “cure minor wounds while at 0 hp” argument. Flanking You cannot flank while invisible (or undetectable), nor can someone who is invisible (or undetectable) allow you to flank. More importantly, you can never flank with a ranged weapon or benefit from flanking with someone with a ranged weapon. Maintaining the Grapple You cannot choose not to maintain the grapple. You must attempt to maintain the grapple and move into your target’s space (or pull him into yours) unless you take the -20 penalty. Reflex Saves You always get a reflex save, but if you are helpless your Dex is treated as 0 (i.e. lose your Dex bonus and get a -5 penalty). If you are immobile (bound) your Dex is not treated as 0, but you get a -4 penalty. In either case, you cannot benefit from evasion or improved evasion unless a class ability or feat specifically allows it. Sunder A sunder attempt is a standard action. It cannot replace a melee attack in a full attack action or as an attack of opportunity or in a charge. Temporary Hit Points Temporary hit points from the same source don’t stack (e.g. two false life spells), but they do stack from multiple sources (e.g. false life and aid). If you have two of the same source, damage is deducted from both at the same time. For example, if you have false life for +9hp and another for +7hp and take 5 points of damage, both would be at +4hp and neither stacking. The only reason for having both is in case one would get dispelled. The aid, however, stacks, and damage is deducted from the last source put in place (LIFO), in case it matters. |