Kelly's House Rules
 

I'm a big fan of house rules, so long as they add interesting twists to the game without a lot of complexity.  Actually I pretty much House Rule a lot of things.  I even cut the top 8 levels off the core classes, and started giving 1/3 experience for combat and an equal 1/3 for story awards!  I added one house rule to encourage role-playing called the Heroic Attack.  If a player describes his attack in at least three creative sentences, then I grant a +1 otherworldly bonus to the attack!  I mean come on, we all get into that rut, "Okay roll to hit the ogre."  "Okay, a 15, does that hit the bugger."  "Yeah, let's see how much damage you do..."  "Yes!  8 points plus my Strength bonus of 3, so 11 altogether."  "The ogre screams at you and counterattacks."  Boring...  But if the player describes what the character is doing heroically, then they deserve a +1 bonus for good role-play, which directly translates to both combat XP and story award XP.  Anyway, here is a list of my current house rules.  Under construction!

 

Disabled!  Your character can drop below 0 hit points and still remain conscious a number of points equal to his or her Constitution bonus.  However, the character is disabled, and not only can he take only one action per round, but he will also take 1 hit point of damage if anything strenuous is attempted.  See Disabled in the Core Rules for more info.

Heroic Attack!  A player who describes his attack action dramatically in at least three creative sentences, gains a +1 otherworldly to hit bonus.  This also applies to skills.  For instance, if a character actually role-plays a diplomatic exchange and has at least three sentences of exchange with an NPC before rolling for a Diplomacy check, then he also gains the +1 bonus.  This rule was instigated to encourage more role-playing.

Colleges of Magic:  The spells have been divided into Colleges of Magic that are accessible by all classes that use spells through runic languages.  Each College costs a varying amount of runic language points to learn depending on your a character's class.  Runic languages points are derived from your characters Spellcraft ranks plus his primary spell casting ability bonus.  (If a character multiclasses and has two ability bonuses then use the higher one.)  The core classes section of this site describes which colleges of magic are class colleges, cross-class colleges, or exotic colleges.  Core classes gain automatic access to designated class colleges (For example a Ranger has Naturopathy (Druidic Nature Magic) as a class college.)  Classes can learn the runic language of a cross class college for 2 runic language points per spell level.  Exotic colleges cost 4 runic language point per spell level.

In this system it is possible to have a Druid who casts spells from the College of Divination that aren't normally on the 3.5 druid spell list, or a specialist Wizard of Necromancy who can tap into some Psionic Magic and Oracular Magic.  In most cases it is easier to access colleges just through multiclassing in a core class that has the college you want as a class college.  But in some cases, a player might want to be able to do just a few spells from another college, without having to commit to the class.

Spontaneous Casting:  In the World of Thandoria all magic using classes cast spontaneously like the sorcerer and bard.  There is no need to memorize spells for the day, and thus limit yourself from access to knowledge that you have within.  It just doesn't make sense.  Your spell slots for the day (symbolizing the available packets of raw magic power stored in your aura) can be used to cast any spell you know.  A focus component, like a spell crystal, a holy symbol, or wizard's staff, must be used to cast effectively.  With just a spell pouch full of magic herbs, etc, casting times are doubled (except for druids and rangers).

So why would anyone want to play a sorcerer now?  I crafted a new kind of sorcerer.  First of all I gave all sorcerer's d6 hit dice, a new class feature at 1st level called Awaken Bloodline, and the Eschew Materials feat free.  Sorcerers have built in spell crystals as their chakras have crystallized.  Sorcerers also have different class colleges than other classes with a focus on raw sorcerer-like power.  Plus sorcerers still gain more spell slots than any other character, they just don't know as many spells.
 

God Scream!  When a character dies, his soul gets a God Scream, where he cries out to his deity.  Roll 1D20 and add the character's Charisma bonus.  The DC for a successful God Scream is 20.  If the Scream succeeds, then the character's soul ends up floating in extra-dimensional space with the eternal power of his deity.  His has one chance to role-play with the deity to try and be brought back to life or to have the deity assist his comrades somehow.  Start rolling Diplomacy checks!  If the God brings a character back to life, the character is forever changed in an irrevocable way (it's up to the Game Master to figure out what zaniness is bestowed based on the nature of the deity).  In some obvious way the character then must serve the Deity in an overt manner as a Chosen One of that deity.

Should a character making a God Scream roll a natural 1, look out!  The character appears before a random deity (which cannot be his own deity) in the Game Master's campaign, and a very interesting role-playing encounter is in the offing.  Hopefully the character's very soul is not destroyed before the fateful encounter ends!


Bloodlines:  The World of Thandoria has such a rich and detailed history.  it would be a shame to not have Bloodlines in the game, streaming from past legendary characters and mythic creatures.  All sorcerer's actually start the game with an awakened bloodline.  Other characters may be born with a major or minor bloodline, based on the character's design.  Bloodlines bestow various bonuses upon a character as levels are gained.  Go here for more on Bloodlines.


Cultural Classes:  All Thandorian characters have the option of gaining free cultural class ranks in various cultural classes based on things like race, astrology, guilds, social status, bloodlines, regions, etc.  Normally, these bonus classes require a minor training roll to achieve (DC 5 plus new level).  In essence they serve to further flesh out a character on cultural level.  I noticed through 5 years of play with the D20 system, that players would avoid taking the skill enhancement feats, like persuasive, when they could use their limited feats for Cleave or Metamagic.  This caused me to think of a way I could bring more of the culturally enriching feats.  For more about cultural classes click here,

 

 

 

 

© 2005 kellyleephipps.com   All rites reserved.  Artwork by Annette Latronico (arl68@yahoo.com)