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Revan
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Post Posted: Thu May 31, 2007 10:10 am    Post subject: Campaign-wide rules tweaks Reply with quote
We've been running the Pharagos campaigns for well over 2 (or is it 3?) years now with varying levels of rules tweaking and other house rules and variants we've been using for our games. Why don't we try consolidating some of the tweaks, house rules, and mods we've been doing?

For starters,
-Fractional BAB: Almost all of our DMs have been using this one if I recall correctly so I figure we can make this a Pharagos standard rule.

Regional and racial tweaks:
-Mandrakori: As human, but may ignore the BAB+1 requirement for feats. (Usually for Exotic Wpn Prof at Lvl 1, or Wpn Finesse)
-Githyanki: Gith may treat mercurial longswords and greatswords as their normal equivalents (martial) equivalents for proficiency. Gith may weild silver swords as either mercurial or plain swords EDIT:(shifting between either as a free action only during their turn). Other races always treat silver swords as whatever form it was last locked into (default to standard version), unless they take a new feat :Sword Shifting (Fighter bonus, Pre-req: ExWpn Prf Silver Sword) that allows them to shift between standard and mercurial forms as normal gith.
-Elves: The surface Elves of the Dominion may treat the Greatbow as an associated racial weapon (i.e. Elven Greatbow for Racial Weapon Familiarity).
-Dwarves: The dwarves of House Broadhammer may treat all firearms as racial associated weapons for the feat Racial Weapon Familiarity.

Next, as for these rules, should we standardize them or leave these to DM discretion?
-Fractional Saving Throws: It's not that complex. Really.
-Action Points: These make RP and flavor characters much more survivable. Then again, these allow for some really obscene powergamed characters.

Opinions? Violent reactions? Suggestions and ideas? Fire off guys!
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Last edited by Revan on Thu May 31, 2007 1:55 pm; edited 1 time in total
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boy_bakal
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Post Posted: Thu May 31, 2007 10:19 am    Post subject: Reply with quote
I'm good with everything else except for Fractional Saving Throws. Players are more like to prefer it the usual way, since that boosts their saves at higher levels due to multiclassing/Prestige Classes.
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Revan
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Post Posted: Thu May 31, 2007 1:36 pm    Post subject: Reply with quote
Actually, fractional saves give players a slight edge when multiclassing:

Ex.
Fighter 1 Barbarian 1 Fort Save

Standard: 2+2= +4
Fractional: 2.5+2.5= +5

Fighter 1 Rogue 1 Wizard 1 All Saves

Standard: +2 Fort, +2 Ref, +2 Will
Fractional: +3 Fort, +3 Ref, +3 Will (2.5+ 1/3 + 1/3=3)

Fighter 5 Noble Adventurer 2 Champion of Corellon 1

Standard: Fort+9, Ref+1, Will+6
Fort= +4 +3 +2
Ref= +1 +0 +0
Will= +1 +3 +2

Fractional: Fort+10, Ref+2, Will+7
Fort= +4.5 +3 +2.5
Ref= +1 2/3 +2/3 +1/3
Will= +1 2/3 +3 +2.5
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BJ
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Post Posted: Thu May 31, 2007 4:50 pm    Post subject: Reply with quote
I don't mind, but not all people like fractions.
Also, for my Pharagos games, I haven't turned fractional BA on. (Have you been doing it? Edit char's then).

Also, we should keep AP's as DM's discretion.
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Revan
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Post Posted: Thu May 31, 2007 5:03 pm    Post subject: Reply with quote
BJ wrote:

Also, for my Pharagos games, I haven't turned fractional BA on. (Have you been doing it? Edit char's then).


Haven't been using it in NS, and it doesn't matter in Chalice since I depend on Divine Power anyway. Thanks for the heads-up though.
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Xtian
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Post Posted: Thu May 31, 2007 5:30 pm    Post subject: Reply with quote
Mathhh Power for teh win!

Fractional BA and Saves are good. I do not really mind. ^__^
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BJ
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Post Posted: Fri Jun 01, 2007 1:50 pm    Post subject: Reply with quote
Proposals:

*Official fighter mod! Smile Go to the fighter facelift thread in DnD link for details.
*Sorcerer mod: All sorcerers should get Eschew materials at 1st level, and should get a bonus heritage feat every five levels (Heritage feats are available at CArcane, PHB2, and Complete mage.)

Quote:
-Action Points: These make RP and flavor characters much more survivable. Then again, these allow for some really obscene powergamed characters.


I'd like to point out that it's not exactly obscene, just... repetitive. I'm now so bored at AP's... Still, it's built in there in Eberron...
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dark_axis
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Post Posted: Sat Jun 02, 2007 7:58 pm    Post subject: Reply with quote
aps are encouraged in eberron since the world is non-epic which actually makes up for it since we actually get to epic sometimes then aps should be turned off. some players get to rely most on their aps so it kinda makes them like ap-dependent players.
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Xtian
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Post Posted: Sat Jun 16, 2007 12:33 am    Post subject: Reply with quote
How about the mercurial weapons?

Base weapon becomes one size category higher for damage, decreased critical threat range for increased critical multiplier and additional -4 (or -2?) for nonproficiency?

Or modified threat range in multiplier only?
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solbergb on sorcerers:
"Whether it is true or not, all sorcerers seem to act as if their power is inexhaustible. It really annoys the prepared casters."
A druid on rogue:
"Foolish girl! I am a Druid, I have special abilities more powerful than your entire class!"
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Revan
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Post Posted: Sat Jun 16, 2007 8:41 am    Post subject: Reply with quote
Hmm, there's actually a discrepancy there from what I can remember. The original Sword and Fist had the mercurial weapons with damage one category higher and increased the crit multipliers. Arms and Equipment Guide on the other hand downgraded mercurial weapons to regular damage for a weapon their size, but retained the higher multiplier and extra -4 nonproficiency penalty.

Which version do you guys prefer? Personally, I've been using the up-gunned damage and multiplier version, but since we're making this a generally org-wide campaign setting, we might as well standardize this key piece of Gith equipment.
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BJ
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Post Posted: Sun Jun 24, 2007 1:49 pm    Post subject: Reply with quote
Arms and Equipment comes after Sword and Fist, so I believe that should take precedence.

Updates people! is there any remark about my proposed sorcerer mod? I think it's good. BJ's fighter, on the other hand, still needs a lot of work. Will be going to that when the occasion calls for it.
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Xtian
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Post Posted: Fri Jul 06, 2007 3:10 am    Post subject: Reply with quote
Sorcerers: I am good with eschew materials. Even better, allow them to pay XP cost instead of expensive material components, ala VoP. On heritage feats, it depends if we want to give the class more flavor and more flavor and power so I suggest reserve feats. Reserve feats are also flavorful with sorcerers and may be comparable with bonus metamagics of wizard.

For me, reserve feats might be a nautral manifestation of magic flowing in a sorcerer's blood, aside from inherent spellcasting.

Mercurial weapons. I am good with increased damage and critical multiplier for decreased threat range and worse nonproficiency penalty. That would be a feat worth spending on.

Katana. Exotic weapon. Always masterwork. Only requires one hand to grip. 1d10 18-20x2.

Katana is like a bastardsword but it is not a bastard sword. Someone proficient with bastardsword is not automatically proficient with katana.
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solbergb on sorcerers:
"Whether it is true or not, all sorcerers seem to act as if their power is inexhaustible. It really annoys the prepared casters."
A druid on rogue:
"Foolish girl! I am a Druid, I have special abilities more powerful than your entire class!"
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Xtian
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Post Posted: Fri Jul 06, 2007 10:40 pm    Post subject: Reply with quote
And oh, hobgoblins with no LA.
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A druid on rogue:
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erwin
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Post Posted: Sat Jul 07, 2007 12:22 pm    Post subject: Reply with quote
Xtian wrote:
And oh, hobgoblins with no LA.


wah!
what's they're new ability modifiers then?
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BJ
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Post Posted: Mon Aug 06, 2007 12:31 am    Post subject: Reply with quote
Hobgoblins with no LA... That actually has some potential.
Plus, you'd probably be giving Revan a new fav race. Militaristic Hobgoblins are definitely his style. Cool
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Xtian
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Post Posted: Mon Aug 06, 2007 12:37 am    Post subject: Reply with quote
Mechanically speaking, the dwarf is more powerful than hobgoblin.

The WotC's silent rule of .... making monstrous races hard to play as pc gave the hobs that +1 la.
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Revan
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Post Posted: Mon Aug 06, 2007 11:39 pm    Post subject: Reply with quote
I'm good with the Hobgob tweak if all the other Pharagos DMs are. Ditto with the katana, with a slight proviso of making its cost 400 (masterwork already applied). Bastard Sword is only 50, right? Correct me if I'm wrong.

I'd also like to apply the 2d8 x4 version of the Mercurial Greatsword, 1d10 x4 Mercurial Longsword, and 2d6 x4 version of the Mercurial Bastard Sword.

Sorcerer: I like the ideas for eschew, heritage, and reserve. If we were to apply them, how would they look? At what levels would sorcerers gain what?
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BJ
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Post Posted: Tue Aug 07, 2007 7:51 pm    Post subject: Reply with quote
As DM, here's my vote:
Katana: Good. Greatsword is 50gp. Bastard is a bit cheper, methinks.
Hobgob Tweak: Good. Might actually play hobgob at Pharagos core, then.
Sorcerer: Perhaps we should let the player choose between reserve and heritage. Eschew at 1st, bonus reserve or heritage at 5th, 10th, 15th, and 20th. That way it's placed similar to the wizard.
Mercurial Equips: abstain. I believe I'm not in a posit to argue. I don't even get the flavor for the mercurial weapons yet...
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Revan
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Post Posted: Tue Aug 07, 2007 11:06 pm    Post subject: Reply with quote
Ok with the sorcerer then.

Variant Favored Classes:

-Hobgoblins may take the Warblade as a favored class.
-Githyanki may take Psychic Warrior or Warblade as favored class.
-Elves of the Northern Dominion may take Duskblade as a favored class.
-Elves of Silvermyr may take Ranger as a favored class.

Also, UA variant rule I want to implement:
-Skillfull Half-Elves: Half-elves gain 4 bonus skill points at level 1, and 1 extra skill point per level onwards. I feel that the Half-Elf isn't quite as used or as useful, and this little tweak helps offset that a bit. Comments?
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Xtian
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Post Posted: Wed Aug 08, 2007 2:18 am    Post subject: Reply with quote
I am arguing myself with the katana though. It makes one handing a bastard sword mechanically pointless. But it was actually pointless to start with. From longsword damage (1d8, 4.5 ) to bastard sword (1d10, 5.5), spending a feat to increase the damage by 1 point is almost ridiculous! And also, two-weapon fighting with two bastard swords? You're kidding right? Who would do such thing now?


Revan wrote:
Also, UA variant rule I want to implement:
-Skillfull Half-Elves: Half-elves gain 4 bonus skill points at level 1, and 1 extra skill point per level onwards. I feel that the Half-Elf isn't quite as used or as useful, and this little tweak helps offset that a bit. Comments?

Got no problem with that, mechanically or flavor-wise.

BJ wrote:
Mercurial Equips: abstain. I believe I'm not in a posit to argue. I don't even get the flavor for the mercurial weapons yet...

Mercurials weapons have a reservoir of quicksilver that runs along the interior of the blade in a slender channel. When the wielder swing this weapon, the heavy liquid flows out into the blade from its haft making it heavier. It imposes additional -3 penalty (greatsword) or -2 (longsword) to attack rolls for nonproficient users.

There's a running joke on mercurial weapons made from glassteel and bashing through enemies with a giant thermometer.
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solbergb on sorcerers:
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A druid on rogue:
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erwin
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Post Posted: Wed Aug 08, 2007 7:45 pm    Post subject: Reply with quote
The sorcerer changes are great..

How does reserve feats work? I read them already but i can't seem to get it..
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BJ
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Post Posted: Wed Aug 08, 2007 10:20 pm    Post subject: Reply with quote
iirc, reserve feats give you at will abilities, so long as some condition is met.

For example (my memory is dodgy here), Storm Bolt allows you to blast with a bolt of electricity at will, dealing Xd6 damage, where X is the highest level spell you have prepared.

For spontaneous casters, if you know an elec spell and you have at least one more spell slot of that level, you can deliver the bolt at will.

So, say Hennet the sorcerer has the Storm bolt reserve feat, and he knows the spells lightning bolt and orb of electricity. He can deliver an attack at will dealing 4d6 damage, Very Happy but when he runs out of 4th level spell slots, the bolt SLA can now only deal 3d6 damage. Should he run out of 3rd level spell slots (and assuming he didn't learn shocking grasp or any other elec spell of lower than 3rd level),he can't use the reserve feat.

A good feat, especially in Revan's Campaigns where 3 game days translate to one fantasy game day. Razz Sometimes, at least.
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erwin
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Post Posted: Thu Aug 09, 2007 7:51 pm    Post subject: Reply with quote
ah ok.. now i understand Very Happy

so all reserve feats are at will? kewl! Smile
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Xtian
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Post Posted: Thu Aug 09, 2007 11:59 pm    Post subject: Reply with quote
erwin wrote:
ah ok.. now i understand Very Happy

so all reserve feats are at will? kewl! Smile


Yep, they are at will. So if you have a reserve feat, the question is, to cast or not to cast?
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solbergb on sorcerers:
"Whether it is true or not, all sorcerers seem to act as if their power is inexhaustible. It really annoys the prepared casters."
A druid on rogue:
"Foolish girl! I am a Druid, I have special abilities more powerful than your entire class!"
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BJ
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Post Posted: Fri Aug 10, 2007 11:12 am    Post subject: Reply with quote
Quote:
Also, UA variant rule I want to implement:
-Skillfull Half-Elves: Half-elves gain 4 bonus skill points at level 1, and 1 extra skill point per level onwards. I feel that the Half-Elf isn't quite as used or as useful, and this little tweak helps offset that a bit. Comments?


As good as I believe this variant is, I want to note this one little thing:

Half-Orcs get no love. Crying or Very sad Crying or Very sad
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supertotoy
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Post Posted: Fri Aug 10, 2007 11:44 am    Post subject: Reply with quote
haha! so true... they get no love mechanically and flavorfully...
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Xtian
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Post Posted: Fri Aug 10, 2007 12:53 pm    Post subject: Reply with quote
Damn that charisma penalty.
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solbergb on sorcerers:
"Whether it is true or not, all sorcerers seem to act as if their power is inexhaustible. It really annoys the prepared casters."
A druid on rogue:
"Foolish girl! I am a Druid, I have special abilities more powerful than your entire class!"
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erwin
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Post Posted: Sat Aug 11, 2007 3:40 pm    Post subject: Reply with quote
How about giving Half-orcs Powerful Build.. or something related..
It should give them a little appreciation Very Happy
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BJ
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Post Posted: Sat Aug 11, 2007 5:09 pm    Post subject: Reply with quote
That doesn't work. Half-orcs' orcish heritage is already showcased by the +2str, -2int and cha. What they lack is that "human" touch.
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Revan
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Post Posted: Sat Aug 11, 2007 5:12 pm    Post subject: Reply with quote
BJ wrote:
That doesn't work. Half-orcs' orcish heritage is already showcased by the +2str, -2int and cha. What they lack is that "human" touch.


Now that you put it that way, suddenly skillful seems almost appropriate, if not for the fact that it flies in the face of the -2 int.
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