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Daijaga Chosen of Luck

Gender:  Joined: 17 Dec 2003 |
Posted: 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
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STR: 1013 END: 720 ACC: 611 AGI: 756
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Kaledescope (Mace) (170 - 510) |
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Kutsurona Colored Pencilist

Gender:  Joined: 17 Oct 2004 |
Posted: 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 |
_________________ Brandywine - Vikai Captain 13 |
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Wins 13 - Losses 10 Level 6 |
EXP: 1063 HP: 1830
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STR: 670 END: 580 ACC: 830 AGI: 920
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Zenrei (Sniper) (40 - 610) |
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Daijaga Chosen of Luck

Gender:  Joined: 17 Dec 2003 |
Posted: 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
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STR: 1013 END: 720 ACC: 611 AGI: 756
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Kaledescope (Mace) (170 - 510) |
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Daijaga Chosen of Luck

Gender:  Joined: 17 Dec 2003 |
Posted: 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 |
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Wins 27 - Losses 38 Level 7 |
EXP: 6469 HP: 2453
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STR: 1013 END: 720 ACC: 611 AGI: 756
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Kaledescope (Mace) (170 - 510) |
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KenseiKurisuchan Alive and kicking

Gender:  Joined: 17 Mar 2003 |
Posted: 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
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STR: 665 END: 800 ACC: 600 AGI: 1135
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Crazy Sticks' Sticks (Blades) (355 - 355) |
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Faye Luna Sierra

Age: 42 Gender:  Joined: 28 Apr 2004 |
Posted: 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
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STR: 710 END: 715 ACC: 1100 AGI: 775
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Neverdawn (Gun) (340 - 400) |
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Daijaga Chosen of Luck

Gender:  Joined: 17 Dec 2003 |
Posted: 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
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STR: 1013 END: 720 ACC: 611 AGI: 756
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Kaledescope (Mace) (170 - 510) |
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