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Daijaga
Chosen of Luck



Gender: Gender:Male
Joined: 17 Dec 2003
PostPosted: Mon Nov 08, 2004 8:16 pm    Post subject: House Rules

This is a thread Im starting to display some of the house rules that we use for AD&D here in the house o' Dai. I'm recording them here for other D&D players or DMs to consider, ponder, critizise, and nitpik. As with all D&D material, this is all Open Source, and anyone that wants to incorperate these rules into their campagins are more than welcome to.

Stronger Critical Hits (House Rule)
Using this rule, a combatant (in either melee
or ranged) automatically scores a critical hit when
they roll naturally within thier weapon's
threat range.
Without this rule, a combantant must roll
natrually within thier weapon's threat range, and
then succeed normally versus their opponent's AC
again to score the critical hit


Notes: I found this rule to be the easiest on our
party. Using the threat range/reroll slows down already
slow combat, and eliminating another roll not only
streamlines play, but makes it all the more exciting
when a natural 19 or 20 shows up - becuase the player
knows they won't be "let down" if the threat is
unresolved.

Improved Shurikens
Shurikens as listed in the Player's Handbook
show as follows:
Size: T
Type: Piercing
Dam: 1d2
Crit 20/x2
Range Incrimate 10ft

After seeing them in action, I realied how absurd it was
to even waste a standard action to throw a single 1d2
Shuriken over 20 or 30ft, the average distance of a ranged
attack in my common games. After bringing this up to
the monk using them, we agreed on the following stats.

Size: T
Type: Piercing
Dam: 1d4
Crit: 20/x4
Range Incrimate: 20ft
Special: This weapons is one of the Monk's class weapons
and may be the subject of a 'Flurry of Blows'.




Anyway, I dont do art, or write a lot, so this is about the only kind of 'showcasing' I can do. I hope my fellow tabletop RPGers out there find these littel house rules useful. I'll be posting up some more when Im not fixing to go watch The Incredibles.


Last edited by Daijaga on Tue Nov 09, 2004 9:56 am; edited 1 time in total
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Wins 27 - Losses 38
Level 7
EXP: 6469
HP: 2453
Eligible for battle!
STR: 1013
END: 720
ACC: 611
AGI: 756
Kaledescope (Mace)
(170 - 510)
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Kutsurona
Colored Pencilist



Gender: Gender:Male
Joined: 17 Oct 2004
PostPosted: Tue Nov 09, 2004 5:14 am    Post subject:

only problem with that is get a keen scimitar and you pown! 12-20 threat range with improved crit..dai, i must play with you

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Brandywine - Vikai Captain 13
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Wins 13 - Losses 10
Level 6
EXP: 1063
HP: 1830
Eligible for battle!
STR: 670
END: 580
ACC: 830
AGI: 920
Zenrei (Sniper)
(40 - 610)
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Daijaga
Chosen of Luck



Gender: Gender:Male
Joined: 17 Dec 2003
PostPosted: Tue Nov 09, 2004 9:58 am    Post subject:

Hmm, good point. I may enforce a threat cap when using the rule, Id have to see it in action. *ponder*
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Wins 27 - Losses 38
Level 7
EXP: 6469
HP: 2453
Eligible for battle!
STR: 1013
END: 720
ACC: 611
AGI: 756
Kaledescope (Mace)
(170 - 510)
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Daijaga
Chosen of Luck



Gender: Gender:Male
Joined: 17 Dec 2003
PostPosted: Tue Nov 09, 2004 8:46 pm    Post subject:

Altered Class Features
When using the SP system (Unearthed Arcana,
pg 187?
), all characters (PCs and NPCs) that
select the wizard class must also select a school
to specialize in, per normal proceedure.
Sorcerers gain one additional known spell per
spell level.
Without this rule, Wizards are not required to
specialize in a school of magic and Sorcerers use
the base values off of table 3-17 ([i]PHB 3.0, pg 49
).

Notes: Looking over the SP system, I thought that
it made wizards work too much like sorcerers,
and sort of short changed the sorcerer class, even
though they gain slightly more spell points. I decided
that making the wizards specialize would enhance
the flavor of the wizard roleplay wise and also limit
them from at least one addional school of magic.
Sorcerer's new advantage is it always has acess to all
schools of magic, but the wizard can now ready more
spells, thus the one addional extra spell per level for
sorcerers.


Last edited by Daijaga on Wed Nov 10, 2004 2:57 pm; edited 2 times in total
Reply with quote
Wins 27 - Losses 38
Level 7
EXP: 6469
HP: 2453
Eligible for battle!
STR: 1013
END: 720
ACC: 611
AGI: 756
Kaledescope (Mace)
(170 - 510)
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KenseiKurisuchan
Alive and kicking



Gender: Gender:Male
Joined: 17 Mar 2003
PostPosted: Tue Nov 09, 2004 9:32 pm    Post subject:

NERD ALERT!!!!

...in all seriousness, Flurry of Blows allows one extra attack per round, doesn't it? So with that critical rule and the new shurikun rule, a monk can pretty much pwn as a sniper?

Poor rangers runnin' out of jobs all over the place.
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Wins 20 - Losses 30
Level 8
EXP: 3925
HP: 2265
Eligible for battle!
STR: 665
END: 800
ACC: 600
AGI: 1135
Crazy Sticks' Sticks (Blades)
(355 - 355)
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Faye
Luna Sierra


Age: 42
Gender: Gender:Male
Joined: 28 Apr 2004
PostPosted: Tue Nov 09, 2004 10:51 pm    Post subject:

Not remotely. The range Increment is only 20ft. After 20ft you take and additional -2 on attack rolls on top of the -2 from flurry of blows. Then after every other 20ft you lose and additional -2. If they are within 20 ft its is best to close in and attack as Monks do A LOT more damage in Melee. And if they are as far out as 40 or 60 ft the chances of you hitting them are pretty slim. Monks just do too much damage at close range for them to be considered a ranged class, no matter what kind of modifications were made to shurikens.

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Wins 39 - Losses 23
Level 9
EXP: 3781
HP: 2140
Eligible for battle!
STR: 710
END: 715
ACC: 1100
AGI: 775
Neverdawn (Gun)
(340 - 400)
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Daijaga
Chosen of Luck



Gender: Gender:Male
Joined: 17 Dec 2003
PostPosted: Wed Nov 10, 2004 2:54 pm    Post subject:

It just justifies even throwing the damn things. Yeah, it increases their ranged a bit, but bows still start at 1d6 damage and go up. Even my modified shurikens only have 1d4, av dam 2. When I have acesses to a 3.5 PHB Ill compare the stats of two level 10s and post my findings. Thanks for the feedback.
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Wins 27 - Losses 38
Level 7
EXP: 6469
HP: 2453
Eligible for battle!
STR: 1013
END: 720
ACC: 611
AGI: 756
Kaledescope (Mace)
(170 - 510)
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