Opinions on my house rules
Opinions on my house rules
Ok, so I am starting this Sunday (don't worry Kyle, I'll be available following week for PbC) with a new group to C&C, putting them into my new setting. I have been working on my house rules and was curious what others think of what I have come up with.
And, yes, I decided to add my own narrow version of "feats" back into this game - I will decide after this whether that works or not.
Castles & Crusades House Rules for
Ilshara Campaign
Encumbrance:
Encumbrance wont be checked or applied as in the rules. The CK/GM will from time to time check what you are carrying or attempting to carry and assign appropriate penalties if the character is deemed to be encumbered or heavily encumbered.
Initiative:
Each player will add the modifiers for Dexterity & Wisdom (whether they are + or numbers) and determine their Initiative Modifier. This number will then be added or subtracted to the 1d10 roll for initiative at the beginning of each combat sequence. Only one initiative roll will be made, and the order shall remain the same till combat is resolved. Players will declare their intended actions at the start of each round.
Saving Throw Bonuses:
At every third level (beginning with level 3), each player shall gain one (1) universal bonus point to every saving throw, including secondary abilities. This amounts to a progression of: 3rd +1, 6th +2, 9th +3, 12th +4, 15th +5, 18th +6. Saving throw bonuses end at level 18.
Ability Rolls:
In rolling stats, each player will roll Six 3d6 three times for a total of 3 sets of 6 scores. The character will select the best of the three sets, then add 4 pts to any score or scores as they see fit, as long as no ability exceeds 18. The scores may then be arranged in any way amongst the six abilities. Any roll of 3 will be re-rolled.
Adding Ability Points:
Every fourth level (beginning with Level 4) the player may add one ability point to any one of their scores. The ceiling for ability scores is 19 for primes and 18 for non-primes.
Prime Limitations:
No ability that possesses a negative modifier may be selected as a Prime ability.
Critical Hits/Misses:
Any character rolling a natural 20 has the chance for a critical hit. The character must roll again against the defenders armor class. If the character wins the 2nd roll, any opponent of lesser HD than the characters level is killed. HD opponents (or leveled) equal to or greater than the characters level take 2x damage and (at the CK/GMs discretion) may suffer a serious injury that could affect their abilities.
Any character rolling a natural 1 will critically miss their opponent, causing the CK/GM to roll on one of the following charts to determine the result of the miss:
Melee Critical Misses (1d10 roll)
1. Loses weapon weapon flies 2d4+1 feet from character
2. Accidentally hits nearest comrade for damage
3. Momentum of swing or attack causes character to fall to ground any opponent directly engaged in combat gets an immediate attack and it takes a complete round for the character to regain footing
4. Weapon is smashed in missing against wall, ground, or nearby hard surface non-magical weapons have a 20% chance of breaking
5. In swinging and missing, character hits self (foot, leg, etc.) for normal damage of attack
6. Same as 1. above
7. Weapon becomes lodged in surface, wall, between structural material, etc. Character must make a strength check to dislodge in next round and can only perform the dislodging action in that round. Failure to do so will require further round(s) to dislodge.
8. Character looses balance briefly but regains and no penalties are assessed
9. Same as 4. above, but the 20% chance is applied to nearby object (statue, table, chair, etc.)
10. Same as 2. above, but only as glancing blow for normal damage.
Ranged Critical Misses (1d6 roll)
1. Arrow/bolt/thrown object misses and sails over heads of all
2. Ranged weapon misses and has 50% chance of hitting comrade for damage.
3. Bow or crossbow string breaks/Thrown weapon hurled directly against ground and shatters.
4. In act of making ranged attack, bow string snags arm, crossbow misfires snagging hand, thrown weapon is hurled on self. For the 1st two the character suffers 1d4-1 damage and will suffer a 1 penalty to all attacks for 1d4 rounds following. For thrown weapons the character suffers 1d4+1 damage and will need one entire round to recompose/recover weapon; Thrown objects such as flaming oil, potions, etc. will affect character as if fully delivered but on self.
5. Same as 2. above.
6. Character drops ranged weapon in process of firing one full round will be needed to recover and re-ready weapon.
Heroic Feats:
At every 3rd level a character will choose one (1) Heroic Feat from the provided list, as is appropriate to the character being played. Feats are divided into four categories: Combat Feats, Spellcasting Feats, General Feats, and High Level Feats that can only be taken beginning with Level 12. FEAT SELECTION MUST BE APPROVED BY THE CK IN ACCORDANCE WITH THE CHARACTER.
Combat Feats:
1. Additional Attack (Melee weapon) The character gains an additional attack that begins with a 4 penalty to hit. Each level gained after taking the feat erases 1 negative off that penalty, so that four levels after taking Additional Attack the penalty is eliminated. May be taken twice, with the same penalty and rules applying to the second time chosen.
2. Cleave (Sword, Axe, etc.) Upon killing an opponent, the character gains a 2nd attack against any single opponent within striking distance of the character.
3. Rapid Shot (Bow) The character receives a 2nd shot with a bow, with a beginning penalty of 2 to hit that is decreased as above with Additional Attack (so that 2 levels after taking the feat the penalty is gone). Can be taken twice for a total of 3 shots, with the third time observing the same penalties as the 2nd.
4. Improved Critical Instead of a natural 20 creating a critical, a 19 or 20 will now give critical hit chance.
5. Weapons Focus The character may choose a single weapon to Focus on, adding an additional +1 to attacks with that weapon. May only be taken once.
6. Damage Enhancement The character gains a +2 to damage done with any weapon striking or hitting an opponent. May be taken only once.
Spellcasting Feats:
1. Sub-Vocal Casting Spellcasters can produce the Vocal components of their spells without verbally saying them.
2. Spell Enhancement Spells cast gain a +2 to their Challenge Rating against opponents saves, etc. The +2 is also applied to spells where damage is accorded.
3. Spell Resistance The Spellcasters knowledge of arcane arts allows them to recognize and defend better against spells from opponents. The Spellcaster gains a +2 for saves against spells of equal or lesser level than themselves, and a +1 bonus for spells above their level.
4. Bonus Spells The Spell Caster may acquire 2 bonus spells per day, one each from a single level that is at least two below the Spellcasters current level.
5. Substitute Spell Slots The Caster is able to 2 times a day substitute one prepared spell slot with any other prepared spell of the same level. I.E. The night before a caster prepared 3 Magic Missiles and 1 Sleep. During the day he/she casts sleep but needs to again. 1 Magic missile slot can become sleep, and again later. As long as 1 preparation was made, two substitutions may occur, i.e. if the caster as above had 1 Magic Missile, 1 Sleep and 1 Identify, they could cast 3 Magic missiles by simply losing the sleep and Identify, even if the Magic missile was cast first.
6. Identifying Magical Objects The Spellcaster is amassing knowledge which allows them to Identify magical objects without use of spells. The Caster has a 10% chance/per level of Caster of identifying the object. Regardless of level the Caster has only a 10% chance of identifying specific artifacts.
General Feats:
1. Improved Initiative The character adds a +2 to the Initiative Modifier.
2. Save Focus The character may add +2 to any save category of choice, either as +2 to one save category or +1 to two different saves. The +2 can only be applied to a prime ability.
3. Bonus Languages The character will have learned any 2 new languages.
4. Stealth Bonus (Only usable by Rogues, Assassins, Rangers, Monks) The character adds +2 to all abilities involved with stealth (hiding, moving silently, pick-pocketing, etc.)
5. Resistance to Poisons Characters have built up additional immunities to poisons, granting a +2 to all saves involved.
6. Resistance to Elements The character chooses one element (fire, cold, electricity, etc.) and gains a +2 to saving throws against spells or effects that utilize that element. Can be taken more than once for a differing element, but not twice for the same one.
High-Level Feats (only selectable from Level 12 and up):
Each of the following may only be selected ONCE
1. Greater Weapon Focus The character applies greater focus to a weapon selected previously for focus, granting an additional +2 to that weapon to hit.
2. Superior Initiative The character adds an additional +2 to Initiative modifier.
3. Universal Save Bonus The character adds +2 to prime saves and +1 to secondary ability saves.
4. Greater Identify The character has amassed enough class knowledge to Identify at will objects mundane, magical, or rare (artifacts) that are associated with their class. For artifacts, the chance is now 50% they will know it, its powers and history.
5. Control/Avoid Critical Misses/Failures The character has put enough focus into how to handle critical misses or failures that a natural 1 is now simply a miss or failure as any other.
6. Read any Magic (Spellcasters only) The Spellcaster can read and copy at will any magical writing from their own class of Caster, regardless of level.
So that's what I've done - let me know your thoughts.
John
_________________
John "Sir Seskis" Wright
Ilshara: Lands of Exile:
http://johnwright281.tripod.com/
High Squire of the C&C Society
www.cncsociety.org
And, yes, I decided to add my own narrow version of "feats" back into this game - I will decide after this whether that works or not.
Castles & Crusades House Rules for
Ilshara Campaign
Encumbrance:
Encumbrance wont be checked or applied as in the rules. The CK/GM will from time to time check what you are carrying or attempting to carry and assign appropriate penalties if the character is deemed to be encumbered or heavily encumbered.
Initiative:
Each player will add the modifiers for Dexterity & Wisdom (whether they are + or numbers) and determine their Initiative Modifier. This number will then be added or subtracted to the 1d10 roll for initiative at the beginning of each combat sequence. Only one initiative roll will be made, and the order shall remain the same till combat is resolved. Players will declare their intended actions at the start of each round.
Saving Throw Bonuses:
At every third level (beginning with level 3), each player shall gain one (1) universal bonus point to every saving throw, including secondary abilities. This amounts to a progression of: 3rd +1, 6th +2, 9th +3, 12th +4, 15th +5, 18th +6. Saving throw bonuses end at level 18.
Ability Rolls:
In rolling stats, each player will roll Six 3d6 three times for a total of 3 sets of 6 scores. The character will select the best of the three sets, then add 4 pts to any score or scores as they see fit, as long as no ability exceeds 18. The scores may then be arranged in any way amongst the six abilities. Any roll of 3 will be re-rolled.
Adding Ability Points:
Every fourth level (beginning with Level 4) the player may add one ability point to any one of their scores. The ceiling for ability scores is 19 for primes and 18 for non-primes.
Prime Limitations:
No ability that possesses a negative modifier may be selected as a Prime ability.
Critical Hits/Misses:
Any character rolling a natural 20 has the chance for a critical hit. The character must roll again against the defenders armor class. If the character wins the 2nd roll, any opponent of lesser HD than the characters level is killed. HD opponents (or leveled) equal to or greater than the characters level take 2x damage and (at the CK/GMs discretion) may suffer a serious injury that could affect their abilities.
Any character rolling a natural 1 will critically miss their opponent, causing the CK/GM to roll on one of the following charts to determine the result of the miss:
Melee Critical Misses (1d10 roll)
1. Loses weapon weapon flies 2d4+1 feet from character
2. Accidentally hits nearest comrade for damage
3. Momentum of swing or attack causes character to fall to ground any opponent directly engaged in combat gets an immediate attack and it takes a complete round for the character to regain footing
4. Weapon is smashed in missing against wall, ground, or nearby hard surface non-magical weapons have a 20% chance of breaking
5. In swinging and missing, character hits self (foot, leg, etc.) for normal damage of attack
6. Same as 1. above
7. Weapon becomes lodged in surface, wall, between structural material, etc. Character must make a strength check to dislodge in next round and can only perform the dislodging action in that round. Failure to do so will require further round(s) to dislodge.
8. Character looses balance briefly but regains and no penalties are assessed
9. Same as 4. above, but the 20% chance is applied to nearby object (statue, table, chair, etc.)
10. Same as 2. above, but only as glancing blow for normal damage.
Ranged Critical Misses (1d6 roll)
1. Arrow/bolt/thrown object misses and sails over heads of all
2. Ranged weapon misses and has 50% chance of hitting comrade for damage.
3. Bow or crossbow string breaks/Thrown weapon hurled directly against ground and shatters.
4. In act of making ranged attack, bow string snags arm, crossbow misfires snagging hand, thrown weapon is hurled on self. For the 1st two the character suffers 1d4-1 damage and will suffer a 1 penalty to all attacks for 1d4 rounds following. For thrown weapons the character suffers 1d4+1 damage and will need one entire round to recompose/recover weapon; Thrown objects such as flaming oil, potions, etc. will affect character as if fully delivered but on self.
5. Same as 2. above.
6. Character drops ranged weapon in process of firing one full round will be needed to recover and re-ready weapon.
Heroic Feats:
At every 3rd level a character will choose one (1) Heroic Feat from the provided list, as is appropriate to the character being played. Feats are divided into four categories: Combat Feats, Spellcasting Feats, General Feats, and High Level Feats that can only be taken beginning with Level 12. FEAT SELECTION MUST BE APPROVED BY THE CK IN ACCORDANCE WITH THE CHARACTER.
Combat Feats:
1. Additional Attack (Melee weapon) The character gains an additional attack that begins with a 4 penalty to hit. Each level gained after taking the feat erases 1 negative off that penalty, so that four levels after taking Additional Attack the penalty is eliminated. May be taken twice, with the same penalty and rules applying to the second time chosen.
2. Cleave (Sword, Axe, etc.) Upon killing an opponent, the character gains a 2nd attack against any single opponent within striking distance of the character.
3. Rapid Shot (Bow) The character receives a 2nd shot with a bow, with a beginning penalty of 2 to hit that is decreased as above with Additional Attack (so that 2 levels after taking the feat the penalty is gone). Can be taken twice for a total of 3 shots, with the third time observing the same penalties as the 2nd.
4. Improved Critical Instead of a natural 20 creating a critical, a 19 or 20 will now give critical hit chance.
5. Weapons Focus The character may choose a single weapon to Focus on, adding an additional +1 to attacks with that weapon. May only be taken once.
6. Damage Enhancement The character gains a +2 to damage done with any weapon striking or hitting an opponent. May be taken only once.
Spellcasting Feats:
1. Sub-Vocal Casting Spellcasters can produce the Vocal components of their spells without verbally saying them.
2. Spell Enhancement Spells cast gain a +2 to their Challenge Rating against opponents saves, etc. The +2 is also applied to spells where damage is accorded.
3. Spell Resistance The Spellcasters knowledge of arcane arts allows them to recognize and defend better against spells from opponents. The Spellcaster gains a +2 for saves against spells of equal or lesser level than themselves, and a +1 bonus for spells above their level.
4. Bonus Spells The Spell Caster may acquire 2 bonus spells per day, one each from a single level that is at least two below the Spellcasters current level.
5. Substitute Spell Slots The Caster is able to 2 times a day substitute one prepared spell slot with any other prepared spell of the same level. I.E. The night before a caster prepared 3 Magic Missiles and 1 Sleep. During the day he/she casts sleep but needs to again. 1 Magic missile slot can become sleep, and again later. As long as 1 preparation was made, two substitutions may occur, i.e. if the caster as above had 1 Magic Missile, 1 Sleep and 1 Identify, they could cast 3 Magic missiles by simply losing the sleep and Identify, even if the Magic missile was cast first.
6. Identifying Magical Objects The Spellcaster is amassing knowledge which allows them to Identify magical objects without use of spells. The Caster has a 10% chance/per level of Caster of identifying the object. Regardless of level the Caster has only a 10% chance of identifying specific artifacts.
General Feats:
1. Improved Initiative The character adds a +2 to the Initiative Modifier.
2. Save Focus The character may add +2 to any save category of choice, either as +2 to one save category or +1 to two different saves. The +2 can only be applied to a prime ability.
3. Bonus Languages The character will have learned any 2 new languages.
4. Stealth Bonus (Only usable by Rogues, Assassins, Rangers, Monks) The character adds +2 to all abilities involved with stealth (hiding, moving silently, pick-pocketing, etc.)
5. Resistance to Poisons Characters have built up additional immunities to poisons, granting a +2 to all saves involved.
6. Resistance to Elements The character chooses one element (fire, cold, electricity, etc.) and gains a +2 to saving throws against spells or effects that utilize that element. Can be taken more than once for a differing element, but not twice for the same one.
High-Level Feats (only selectable from Level 12 and up):
Each of the following may only be selected ONCE
1. Greater Weapon Focus The character applies greater focus to a weapon selected previously for focus, granting an additional +2 to that weapon to hit.
2. Superior Initiative The character adds an additional +2 to Initiative modifier.
3. Universal Save Bonus The character adds +2 to prime saves and +1 to secondary ability saves.
4. Greater Identify The character has amassed enough class knowledge to Identify at will objects mundane, magical, or rare (artifacts) that are associated with their class. For artifacts, the chance is now 50% they will know it, its powers and history.
5. Control/Avoid Critical Misses/Failures The character has put enough focus into how to handle critical misses or failures that a natural 1 is now simply a miss or failure as any other.
6. Read any Magic (Spellcasters only) The Spellcaster can read and copy at will any magical writing from their own class of Caster, regardless of level.
So that's what I've done - let me know your thoughts.
John
_________________
John "Sir Seskis" Wright
Ilshara: Lands of Exile:
http://johnwright281.tripod.com/
High Squire of the C&C Society
www.cncsociety.org
Looks good. Think I might steal some of it.
you may want to revisit the rolling attributes. Sounds to me like you have them rolling 3 numbers for six attributes. Then again I may just be tired.
you may want to revisit the rolling attributes. Sounds to me like you have them rolling 3 numbers for six attributes. Then again I may just be tired.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Nice work! These two stand out as quite good...
I like the wisdom added into initiative,... and Primes with a negative mod ... the character should have realized their shortcomings and moved on
_________________
seskis281 wrote:
Initiative:
Each player will add the modifiers for Dexterity & Wisdom (whether they are + or numbers) and determine their Initiative Modifier. This number will then be added or subtracted to the 1d10 roll for initiative at the beginning of each combat sequence. Only one initiative roll will be made, and the order shall remain the same till combat is resolved.
Prime Limitations:
No ability that possesses a negative modifier may be selected as a Prime ability.
I like the wisdom added into initiative,... and Primes with a negative mod ... the character should have realized their shortcomings and moved on
_________________
Treebore I edited so that the rolls should read right.
I also forgot to include a couple of General feats aimed at the non-fighters/non-spellcasters (Rogues, Assassins, Monks):
7. Defensive Prowess The character has learned to protect themselves better against attacks and can forfeit any other action to add +2 for any round to their armor class.
8. Improved Disguise Characters with abilities to disguise themselves now add +4 to their checks, as well as now taking the time to employ the disguise. Differing races may also be adopted, so long as the general build and height is not drastically different.
9. Improved Mechanical Skills Adds +2 to any checks dealing with mechanical devices such as locks, traps, understanding mechanisms, etc.
And the % chance for Greater Identify for artifacts should read 75% instead of 50%.
John
_________________
John "Sir Seskis" Wright
Ilshara: Lands of Exile:
http://johnwright281.tripod.com/
High Squire of the C&C Society
www.cncsociety.org
I also forgot to include a couple of General feats aimed at the non-fighters/non-spellcasters (Rogues, Assassins, Monks):
7. Defensive Prowess The character has learned to protect themselves better against attacks and can forfeit any other action to add +2 for any round to their armor class.
8. Improved Disguise Characters with abilities to disguise themselves now add +4 to their checks, as well as now taking the time to employ the disguise. Differing races may also be adopted, so long as the general build and height is not drastically different.
9. Improved Mechanical Skills Adds +2 to any checks dealing with mechanical devices such as locks, traps, understanding mechanisms, etc.
And the % chance for Greater Identify for artifacts should read 75% instead of 50%.
John
_________________
John "Sir Seskis" Wright
Ilshara: Lands of Exile:
http://johnwright281.tripod.com/
High Squire of the C&C Society
www.cncsociety.org
- moriarty777
- Renegade Mage
- Posts: 3735
- Joined: Fri Jul 07, 2006 7:00 am
- Location: Montreal, Canada
I too like the Wisdom bonus for initiative... I might be tempted to stipulate on or the other though as opposed to both... but great none-the-less!
Moriarty the Red
_________________
"You face Death itself in the form of... 1d4 Tarrasques!"
Partner to Brave Halfling Publishing
http://www.arcanacreations.com
Moriarty the Red
_________________
"You face Death itself in the form of... 1d4 Tarrasques!"
Partner to Brave Halfling Publishing
http://www.arcanacreations.com
- Combat_Kyle
- Ulthal
- Posts: 737
- Joined: Mon May 01, 2006 7:00 am
- Location: St. Paul, MN
- Contact:
Looks good, especially the attribute generation, I may steal it for my game....wait a minute, thats my system! Hehe, actually I am thrilled to see one of my ideas used by somone else. Good luck with your campaign, I hope you and your group have fun!
_________________
CK the CK
"My goddess touched me at an early age."
-Grikis Valmorgen, Paladin
The beginnings of my homebrew campaign world and info for my play by chat game:
http://kbdekker.googlepages.com/home
_________________
CK the CK
"My goddess touched me at an early age."
-Grikis Valmorgen, Paladin
The beginnings of my homebrew campaign world and info for my play by chat game:
http://kbdekker.googlepages.com/home
Oops - yeah, I meant to mention I was following your lead in that area - it's a good system i.e. why I'm adopting it.
John
_________________
John "Sir Seskis" Wright
Ilshara: Lands of Exile:
http://johnwright281.tripod.com/
High Squire of the C&C Society
www.cncsociety.org
John
_________________
John "Sir Seskis" Wright
Ilshara: Lands of Exile:
http://johnwright281.tripod.com/
High Squire of the C&C Society
www.cncsociety.org
- Combat_Kyle
- Ulthal
- Posts: 737
- Joined: Mon May 01, 2006 7:00 am
- Location: St. Paul, MN
- Contact:
No worries, like i said I'm actually flattered that somone likes my system.
_________________
CK the CK
"My goddess touched me at an early age."
-Grikis Valmorgen, Paladin
The beginnings of my homebrew campaign world and info for my play by chat game:
http://kbdekker.googlepages.com/home
_________________
CK the CK
"My goddess touched me at an early age."
-Grikis Valmorgen, Paladin
The beginnings of my homebrew campaign world and info for my play by chat game:
http://kbdekker.googlepages.com/home
That explains why I felt like I had read it somewhere before!
I'm thinking of adapting ti as well. Like I have mentioned I like high stat characters. However, the method I have been using (for about 10 years) does generate above average stats for every single stat.
So I'm thinking of using this, with maybe 6 points to assign, so that the "key" stats for a given class will be high, but the rest will be average, maybe a little below average.
I'm thinking of adapting ti as well. Like I have mentioned I like high stat characters. However, the method I have been using (for about 10 years) does generate above average stats for every single stat.
So I'm thinking of using this, with maybe 6 points to assign, so that the "key" stats for a given class will be high, but the rest will be average, maybe a little below average.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
