T O P I C R E V I E W |
Tyranthraxus |
Posted - 07 Oct 2011 : 10:33:43 I've been thinking about writing my own homebrew rules for D&D for a long time. I've played almost every edition of D&D and some other RPGs, and each has rule/mechanics I like and dislike. After reading some threads (here and elsewhere) I started to think what rules I like and want to incorporate into my homebrew system.
If you were to write a homebrew rules set, what rules/mechanics would you include?
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8 L A T E S T R E P L I E S (Newest First) |
Ayrik |
Posted - 10 Oct 2011 : 01:08:41 Interesting system, Wooly. Our house rule allows each character a flat one point increase, up to racial limits, in any prime requisite score of his choice once every three full levels. These points are assumed to be the gradual result of physical and mental conditioning; fighters get stronger, wizards become smarter, priests gain wisdom, etc. These points cannot be "saved" for later use, nor can they be applied to other attributes. Multiclassed characters gain points determined by progression in each class.
Another related optional rule: we allow characters to spend their proficiency slots on these increases. Fighters hit the gym, wizards read brainy books, thieves hone their precision motor skills, druids spend quality time talking to animals, etc. This hasn't been abused because my players quickly learn that little ability score bonuses really aren't worth much when their characters are nearly useless at doing everything else.
Exceptional strength percentiles require some special treatment. Strength progresses normally to 18, then a percentile roll determines the "base" or "natural" exceptional strength for that character and each increase past 18 bumps strength up to the minimum value for the next category until this "base" value is reached (ie: str 18, then 18/01, 18/51, 18/76, 18/91, 18/00, then 19), beyond this "base" each increase becomes only +1d10%. Most classes do not qualify for exceptional strength and thus reach max strength at 18, but then again none of these classes have strength as a prime requisite.
A character who barely meets his class requirements with a prime requisite score of 9 will increase it to 18 at level 27 ... a character with a prime requisite of 12 or 15 will increase it to 18 at level 18 or level 9 ... these numbers seem reasonably balanced. |
Wooly Rupert |
Posted - 09 Oct 2011 : 23:33:25 quote: Originally posted by Kilvan
quote: Originally posted by Wooly Rupert
Back in 2E, we had a house rule for improving your stats. Whenever you gained a level, you rolled percentile dice, and noted the result next to the stat of your choice. Once you topped 100 anywhere, that stat went up a point.
Wasn't that too powerful for fighter? Considering the serious upgrade for every point in STR above 18, and that casters didn't get any advantage for high INT except the highest spell level available.
It wasn't really a factor for us... The campaign only went a dozen sessions or so, and it was just my minotaur warrior and my friend's half-elf bard. My minotaur started off with a strength of 19, bumped it to 20, then worked on his constitution. Per the Humanoid's Handbook, minotaurs could have 20 in both of those scores.
Also, depending on your rolls, it could take 3-5 levels before you ever bumped up a stat. Though I have wonderful percentile dice that generally roll what I need, and got a 100 at least once...  |
Kilvan |
Posted - 09 Oct 2011 : 21:19:10 quote: Originally posted by Wooly Rupert
Back in 2E, we had a house rule for improving your stats. Whenever you gained a level, you rolled percentile dice, and noted the result next to the stat of your choice. Once you topped 100 anywhere, that stat went up a point.
Wasn't that too powerful for fighter? Considering the serious upgrade for every point in STR above 18, and that casters didn't get any advantage for high INT except the highest spell level available. |
Wooly Rupert |
Posted - 09 Oct 2011 : 19:41:55 Back in 2E, we had a house rule for improving your stats. Whenever you gained a level, you rolled percentile dice, and noted the result next to the stat of your choice. Once you topped 100 anywhere, that stat went up a point. |
Diffan |
Posted - 09 Oct 2011 : 19:35:27 Hmmmm.......interesting question.
I think I'd take good ideas from 3rd Edition and 4th Edition and mash them together into something all new and interesting.
The Base Mechanics: Would prorbably be based on d20 + additional modifiers for mose rolls. Additional die would be pretty much based on damage expressions. Six ability scores would make up the Bread and Butter of your character (Str, Con, Dex, Int, Wis, and Cha). I'd have acending Armor Class and 3 Saving throws that are modified by one of the ability modifiers like in 4E. This, I feel, helps characters keep their save somewhat applicable if they have one really low stat. Also, I'll probably keep the d20 + Ability modifier + 1/2 level + Weapon Proficiency bonus for attacks and do away with Base Attack Bonus and Save Progression charts. Instead, like in 4E, they'll be 1/2 level based and designed like DCs for attacks to hit.
Healing would be done like in 4E (I like the Surge idea) but possibly use AC as a sort of damage reduction (like in Pathfinder). It's easier to hit you but armor soaks up more damage. As for starting HP, I'd go with your Constitution score and increase by class but it'd be static (not rolling every level as I hated that randomness with such a major part of your character).
Race: I'd stick to 6 basic races- Human, Elf, Dwarf, Halfling, Gnome, and Orc. From there "Bloodlines" can be taken to enhance your character's flavor such as half-elf, half-orc, Infernal, and so forth. These will probably swap abilities and features for others without breaking the system (meaning they'll be small but flavorful). I like the idea of Racial powers too, so we might keep them. Additonal "Bloodlines" can give you more divesity or a few more base classes can be added too. Also, I like ability score bonuses but NOT negatives. Penalizing a race serves really no purpose but forcing them into a niche or specific role/class IMO.
Classes: I'd probably stay with 10 base classes and add Archtypes afterwards. If you want an evil Paladin, then there could be a Black Knight or Blackguard Archtype that changes class features or powers or spells. But not need a whole new class all together. As for what 10 classes, I'd say Barbarian, Bard, Cleric, Druid, Fighter, Mage, Monk, Paladin, Ranger, and Rogue. Sorcerer and Wizard are lumped into "mage" and archtypes can be used to attain different feels for the way the class plays.
Multiclass/Dual-Class/Hybrids will be done via Feats like 4E mainly because the level-by-level practically encouraged min/maxing on a mechanical level. I understand it's versatility and I can see some of it's benefits but really, I think it's held back the game that promotes optimization to the max.
No Prestige Classes or Paragon Paths. Instead a sort of Organization-based advancement will infuse your class features instead of supplanting them. Very little in the way of prerequisites but more steeped in flavor than raw mechanics.
Skills: I like the idea of a two-tier skill system that can accomidate a more robust list. I also like how they combined certain skills into a one or two such as Perception (listen/spot), Stealthy (hide/move silently), etc. Tier one would invlove all the skill that can be used in combat or have actions equalled in rounds or are dynamic. Tier two has skills that round out your character, and encompass your profession and character flavor. There would still be NO skill ranks as I always hated distributing points but certain classes will only be accessable and usable by certain classes such as Thivery for Rogues, Arcana for Mages, Religion by Clerics/Paladins, Nature by Druids/Ranger, yadda-yadda.
Also, it's going to be like 4E so that you get a static bonus to your skills and it can be further increased via feats and 1/2 your level.
Feats: Not a lot of emphasis will be placed on these as their main role is to increase your class features and give you benefits and this is how you'll dabble in other clases by multiclassing and such. This also won't be used to fix inherant math problems in the system (like Feat Taxes and such). Basically it's there to add a 3rd dimension to your character that's not totally mechanically based.
Magic/Powers: Hmmm...firstly I wouldn't make the class progression on Powers like in 4E. BUT I would allow classess acces to them like in Tome of Battle. I like this aspect because it can allow a class to pull out some cool stunts yet maintain some verisimilitude in your campaign. Spells will revert to their more flavorable style from previous editons with spell components (optional, but they add more "OOmph!") and Verbal/Somatic gestures. The one thing that will standout though, is that their duration will be measured in minutes or rounds NOT hours. This I feel was a main problem as a wizard or cleric could perform specific things to turn spells into all-day long buffs, which I feel is not in-tune with the nature of D&D.
Another big change will be the sacrifice of the Divination school, or more precise, it's complete inclusion as Rituals. To perform a Divination spell, it'll take concentration and other equipment to "See"[/i]. Of course there will be other Rituals and anyone who wants to take a feat to gain them can, so it's not limited to just spellcasters. |
Marc |
Posted - 08 Oct 2011 : 16:00:18 The homebrew rules I use are my friend's, but I added more. It is a long list and written all over his books. Off the top of my head
the base of the system is Pathfinder, at first 3rd edition
Races - only human or half-human (but that is rare). For example the stats for our half elves are elven stats, or human having a bit of fiendish blood can have tiefling stats. 1/4 is too much. Half-orcs are also tieflings.
3 Classes - rogue, arcanist and warrior. They can dip into thousands of other prestige classes and classes to fill the empty levels or replace not fun class features. Under condition that it if fits with the story and is consistent with the character's previous abilities. Another condition is if the class features are game breaking they have to be changed. Prestige features usually start at 5 HD. 5, 10, 15 and 20 are tiers, for example archmage and incantantrix are 15. A lot of warrior and rogue standard actions are turned into swift.
Leveling up - if you kill a monster you get no experience, only its valuables, corpse and possibly respect from others. BAB can increase, veterans could get it up to +5, shorter if you focus on one weapon. HD increases after you train, research, are gifted (after great achievements) a number of skills, feats, class features, spells and so on. All feats and class features can be improved.
Skills - have thresholds, novice, apprentice ... You roll d6 not d20.
Spells, powers, maneuvers ... - most can be broken down into seeds like in epic spellcasting through research or diminished and heightened like in Arcana Evolved. Spellcasting isn't Vancian (unless they wan't to make a spell more powerful), it is at will, per encounter, at the summer solstice and so on. Rogues can cast Vancian spells. More complex spells, above lvl. 4, belong to different traditions. Versatile spellcasters are very rare. Spells of the opposite school can be learned with a lot of time invested and rolling a 20. NPC villains can use the consumptive field ...
Feats - lesser requirements, but they stack less (per tier and broken-ness). Most are achievement feats, averagely 1 per HD, 2 in gestalt. Also there's synergy feats. Unlimited number of traits and flaws (if they are consistent with the character).
You can increase physical abilities through training. Aging mental ability bonuses are usually ignored, maybe wisdom.
Critical hits - they can choose to roll specific tables, depends on the opponent. Commoners can be dangerous, not as often as bosses tough. Helmets help. Only the damage dices are multiplied or ability damage bonus whichever is higher.
Movement is six hexes normally. Action points are used for conditions like helpless, prone ...
Most monsters have levels except creatures lie dragon, tarrasque, medusa. A lot of immunities and resistances of monsters are lessened. I don't allow knowledge checks for monster vulnerabilities, or the player's knowledge.
Slower weapons and schools like conjuration have negative initiative modifiers. Gold pieces are more valuable (x10). Magic item properties don't have to be magical.
First half of the hit points are just bruises and heal within a day or DC 10 + HD Heal. Only the last quarter is long lasting injury.
Some metallic armors give bonuses on saves against spells, for example iron full plate +2, iron chain mail +1, and DR.
No automatic languages and Common.
A lot more that depend on the campaign, impossible to write down. |
Kilvan |
Posted - 07 Oct 2011 : 20:24:51 I don't have many homebrew 'RULES', but there are some things we do differently than what is written.
- I play 3.5, but I use weapon and spell speed factors of AD&D as penalty for initiative. That way, the barbarian with a greataxe is more likely to hit after the rogue with a dagger, which seems reasonable. In AD&D, such initiative rolls were made with d10s, but I use the d20, so the same barbarian is not 'certain' to hit after the rogue. Also, we roll initiative every round, not because we think it is better, but simply because we always did it that way! It doesn't really extend the duration of the fights, so we kept doing it even after we realized we differ from the rule.
- For every social skill checks, we do not roll until the actual conversation happens in RP (it is up to the player to come up with a believable lie before a Bluff check) THEN he rolls the check, with a arbitrary modifier depending on how well the RP was. If the RP was really well done, I don't even ask for a roll and the attempt is a success (the contrary is also true).
- I rewrote every base classes from the player's handbook, similar to what Pathfinder did, to both balance them and to bring them up to date with the uber-powerful PrC of more recent books. I wouldn't post any changes I made, because they probably are flawed to a certain extend, but they work great in my games. For every rebalanced class I asked myself and my players 2 questions; Would you play this class? Is it too powerful or too weak? I guess those new classes could be considered homebrew rules.
- I tend to ignore some requirements for feats or PrC (mostly PrC) if it fits RP well and if the choice wasn't for optimization, but for true character developpement. This is a case by case situation, i.e. I would allow a non elf to become a bladesinger if he was raised by elves, but I wouldn't allow early entry into a powerful PrC like Abjurant Champion even if the character's father was one, especially if the player did the backstory himself!
That's all I can think of now, if I have more I'll post it later |
Halidan |
Posted - 07 Oct 2011 : 18:26:44 Homebrew rules for which edition? Or are we doing a whole new set of rules taking the best from every D&D rules set? |
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