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Post by Kaber on Nov 25, 2007 13:27:25 GMT -5
I decided to post this topic and continually update it due to the development of discussions about certain aspects of the game. The house rule is an optional rule, imposed by the DM about a disfunctional or unsatisfying game mechanic or ruling. Feel free to add your oun here if you like.
1. DRUIDIC SHAPE SHIFTING The druid shape shifting ability will allow the described, supernatural and magical abilities of the creature in question, only if that creature has been studied in its natural enviroment for a one week period. Otherwise it functions similar to a Polymorph spell.
2. POLYMORPH This spell only funtions to give a character/creature the physical characteristics of a creature that has been briefly studied or witnessed. Magical, spell like or supernatural abilities do not function. Nor do innate abilities such as a minatours ability to never get lost or a dragons keen sences.
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Dmitri
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Post by Dmitri on Nov 25, 2007 18:14:53 GMT -5
Is this just for your game or a discussion of house fules in general?
If a general discussion, then I add...
Mithril Armor: Counts for purposes of proficiency as one class lighter than normal (heavy=medium, medium=light, light=light).
Just something I use, never realized it was controversial until today...
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Post by Kaber on Nov 25, 2007 20:17:34 GMT -5
Good, yeah its fine to add your house rules here. I and other DM's may find house rules to incorperate into their campaigns.
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Dmitri
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Post by Dmitri on Nov 25, 2007 21:58:55 GMT -5
Another "sort of" house rule that I think is meant to be a general rule, but I rarely see enforced...
Should a PC choose to consistently or repeatedly play in opposition to their alignment, they should not be surprised to see their alignment change. This is even more strict for paladins, blackguards, monks, and other alignment specific classes. The DM reserves the right to change alignments even if it "gimps" your character, and will not feel bad about it at all if the PC has chosen a difficult alignment to play and chooses not to do so.
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Post by MjolnirH on Nov 29, 2007 6:18:13 GMT -5
The Monkey Grip feat is not allowable in any campainge that I DM
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Post by Dragonsrule on Nov 29, 2007 22:11:36 GMT -5
But MH, my 1/2 Dragon/Minotaur with his 34 STR should be allowed to take Monkey Grip and wield his Greataxe with 1 hand. That way he can equip that Tower Shield.
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Post by MjolnirH on Nov 30, 2007 6:17:43 GMT -5
that would be why
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Post by Kaber on Nov 30, 2007 16:00:07 GMT -5
I think I'm gonna try a different idea with my next gaming group.
Feats can only be aquired as a learned item. They must be taught to you and therefore you must find some one to teach it too you.
If your are in a classic style game then you would not have access to more exotic feats. Some feats would be standard and easily available and others very rare.
I think this would be a nice reward for characters who have survived the adventures and wouldn't overbalance a game due to crazy feats like monkey grip.
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Dmitri
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Post by Dmitri on Nov 30, 2007 16:19:06 GMT -5
That's an interesting idea - I kinda like that idea myself. Only real issue is that if you award XP after every session and you have a multisession extra planar thingy (yes I know that is very technical terminology) or a long dungeon crawl you couldn't really level till you got back to town.
Though that really isn't that bad if you think about it.
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Post by pigdish on Nov 30, 2007 17:11:11 GMT -5
One of my recent DMs used to do that with all aspects of training (leveling) up your character. We had to pay for all of the training also which really made us think about what to buy.
I'm not sure if this would be a house rule since it seems like common sense to me. - Weapons and Armor that have a racial precursor should not require the Exotic proficiency to use. For example: A Dwarf should be able to use a dwarven Urgrosh without needing the Exotic Weapon Proficiency.
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Post by Rincewind on Nov 30, 2007 17:22:54 GMT -5
For many of those racial weapons, they are treated as martial weapons for members of that race. So warriors and people who are likely to actually use them do tend to be proficient. This is specifically stated for the Dwarven Urgrosh, for example. If you're a class that wouldn't normally use weapons, like a wizard, you'd need to take a martial weapon feat to use it.
Also, on the Mithral issue: "Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light." I think this is generally assumed to mean that you need the lower proficiency to use them, but I guess it's open to interpretation.
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Dmitri
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Post by Dmitri on Nov 30, 2007 17:37:23 GMT -5
Yea, I always thought so to, but Tai Shar weighed in about this in LGG6 the other week and said something about getting a different answer directly from the CS guys at Wizards. So I figured what I had always took to be a rule would best be classified as a house rule for now.
Pigdish, the main issue I see with paying for level up is that I already did pay for it - in XP. What is XP for if not leveling? In 3.5, XP is expendable for things like item creation and high end spells, or it can be spent to level. I always figured it was constant study that finally payed off - a level 2 fighter taking cleave has been giving this concept thought for all of level 1, and finally has figured out how to make use of his theory.
The other issue is wealth level. I had a DM try that once with me: 1000gp x (level desired) was his formula. Problem is getting out of the low levels is nigh upon impossible. I mean, you can't afford to buy armor or potions or weapons or even eat unless you wanna wait until you should be level 4 to finally attain level 2. Or the DM could just overtreasure the PCs, which defeats the purpose. If its not enough cost to hurt, then it seems kinda pointless. But then again, I also played with a stingy DM who wouldn't dish out any treasure to speak of.
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Post by MjolnirH on Dec 1, 2007 13:05:46 GMT -5
A Dwarf should be able to use a dwarven Urgrosh without needing the Exotic Weapon Proficiency.
isn't that already in his racial profile?
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Dmitri
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Post by Dmitri on Dec 1, 2007 14:06:51 GMT -5
Yea, it is - for one or two per race - things like the elven thinblade from CW need some kinda feat I think.
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Post by grond on Dec 1, 2007 23:57:11 GMT -5
Yes, most of the non-core weapons do not have automatic proficiency for the associated race. Another one, hiding. A hide check should be made against each different vantage point the hiding character could be seen from, and again each time the character attempts to move any great distance away from their hiding spot. Any thoughts on how tower shields and total cover should work?
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