Use the SIEGE engine the way I do for the "feat addicts".
Ask them what would they like better, have a restricting list of feats, or being able to attempt them at any time?
Then have a "skill list" of some type. I am currently using 10 skills plus INT bonus. The INT bonus kind of counts double, because not only does it give you skills, it also determines how many extra languages you have.
Plus, technically, C&C has skills built in without a "system". The only real rule is you can't step on someone elses "class domain". IE you can't be good at picking locks unless your a thief, you can't be real good about arcane subjects unless your a spellcaster, etc...
So ask them, "Which do you like better? A limited list of skills and feats, or a much more open system that you have to attempt anything you can think of?"
So they, with regards to feats, give up the guarrantee of doing their limited feat list, since most of those feats translate to SIEGE checks to attempt them. Any of them. Once per round, and in some cases more often. With the DC/TN being equal to the HD of the opponent against whom you are attempting it.
Here is part of my house rules document to better explain how I do it.
"CLASSES:
Fighters:
They get to use their BtH to make combat related SIEGE checks, plus their specialization bonuses when using that weapon. All other classes use just their BtH.
Fighters can also learn to master (specialize) a new weapon every 3 levels. So at 4th, 7th, 10th, and so on they can master a new weapon. They only get the +1 to hit and damage. These additional weapons never increase to +2 like your first weapon does. Unless you use one of your additional "mastery's" to do so. So if you want to be +2 with the bow, you can use your 4th and 7th level mastery to do so,
Clerics:
Clerics can do SIEGE checks similiar to Wizards.
Clerics can spontaneously convert spells to damage healing spells (IE restore HP's)
Clerics get to add their level to damage healing spells, which increases the amount healed up to the maximum. For example Cure Light cast by a 5th level Cleric rolls 1d8+5 up to a maximum of 8, not 13.
Rangers:
Get to choose an enemy at 6th level and every level thereafter. IT must be pretty specific, such as Ogres, Frost Giants, Vampires, Worshippers of the "Forest Burners", etc... This allows you to add your bonus to all SIEGE checks against them, including attack maneuvers, AND add your level to the Damage if they didn't qualify for your marauder before. CK approval, of course.
Druids:
They can go one of two paths, animal or elemental. Either path gains the ability to become a Treant at 9th level. At 6th level you choose which path you will follow. Animal can choose animal forms to chang into. Elementalists choose one fo the 4 elementals, earth, air, fire, and water. One form at 6th, 7th, 8th, and 9th you get the Treant form.
Your HD and HP will be the same in your animal and elemental form. In animal/elemental form your BtH will equal your HD, and you gain the movement and special defenses of the animal/elemental form you have. Your damage and attacks are the same as the Animal/Elemental form as well.
At 12th level you can assume each chosen form 2/day. It becomes 3/day at 18th.
Paladins:
When they gain the Smite Evil ability they can use it once per day per level. OR they can choose to have "religious enemy" under the same rules as the Ranger's "enemy". Then choose a new one every two levels, like the Ranger does. They can only do one or the other, not both Smite and Religious Enemy.
Assassins and Thieves:
Your BtH progresses as lvl - 2, so your BtH is 0 at first and second level, but increases by one every level thereafter.
Assassins can make a SIEGE check to do their death attack in one round. The check is TN 12 + level/HD of the target.
Wizards:
SIEGE checks can be used to alter spells being cast. A SIEGE check can be made to change the energy type of a spell. For example, to change a fireball to a electric ball, ice ball, etc... you make a TN 12 check + your level to beat a CL = to the level of the spell. So to change the fireball to ice would be a CL 3, so beat TN 15.
Similiar checks can be done to maximize damage, CL spell level +3
To double range, CL spell level +3
To increase number of targets effected, CL spell level +3 per additional target (example spell, Charm Person to effect two people instead of one)
Failure, in all cases, loses you the spell. Roll a natural 1 and pray for survival if it causes damage."\
And:
SIEGE Checks:
As you probably guessed, I allow SIEGE checks to be used for a lot of things other than skills. They can be used by fighters to try and get extra attacks, to get an extra attack when you take an opponent down, to transfer points from your BtH to your damage roll, if you think of it, ask me if you can do it. If you have played 3E many of their feats are good ideas for SIEGE checks.
IMPORTANT: If you successfully use a SIEGE check frequently enough to perform a specific kind of action I will eventually, when I decide to do so, award it as a "signature move". This will mean that as long as your opponent is no more than 3 levels higher than you, or lower, you will not need to perform a SIEGE check to do the "signature move". You can have as many "signature moves" as I decide to award you with.
SKILLS:
Not only do you have any skills specified in the class description, and treat all such skills as if you have a Prime in the related stat for purposes using that skill, you can create a list of 10 more skills for your character to have beyond those specified for your class. You can also add one more skill per point of INT bonus.
Clerics and Druids can use their WIS bonus instead, if it is higher than their INT, for purposes of extra skills.
LANGUAGES:
If you take a race other than human you automatically get the listed bonus languages. Humans can have common and an additional language per point of INT bonus. If they want more than that they can burn one of the 10 base skill slots to do so. However, languages do not use up INT bonus points for purposes of skills. So if you have an INT of 18, you get 3 languages as well as 3 additional skill points. This is the same for non-humans. IE an 18 INT gets them 3 more languages of their choice, as well as gives them 3 more skill points."
Plus I also have a fate/luck point system that I adapted from Unearthed Arcana 3E.
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The Ruby Lord, Earl of the Society
Next Con I am attending:
http://www.neoncon.com/
My House Rules:
http://www.freeyabb.com/phpbb/viewtopic ... llordgames