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  #1  
Old Oct 2nd, 2004, 02:02 PM
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jj_wolven jj_wolven is offline
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House Rules - my own little thing

New Houserules - WIP

 


 


 


 


 


 


LEANRNING Skill Feats Prestige ClassesFeats: Most feats will require training but some feats require RP to get. EX: Dragonfriend requires the RP of befriending the dragon.
Skills: Some new skills require RP to learn. Someone with at least 5 ranks in a skill can instruct you enough to get your first rank. EX: You won't suddenly know about history while you are out in the jungle or learn how to work metal without someone showing you how.
Prestige Class Requirements: Most PrC’s require training or special situations. You will not be allowed to take them without this. Talk to me before trying to take one.


DOUBLE POSTINGMore of a preference/suggestion than a rule:
If has been over 30 min since your last post, double posting is encouraged!

This is in case someone (me in particular) has looked at it and you edit, that someone (me) will not miss the changes. If it requires you to edit the post, notify me first.


OPTIONAL header or footerHere is what I use in some of my games in each post. I simple "edit" a previous post, then copy/paste the last section into my new post, then write the new parts of the post.

In this instance, I am using an asterisks and an underscore at the bottom of a post. If you hover over the asterisks, it gives a quick reference table. If you click on the underscore, it takes you to my character sheet.
I do this because it is non-intrusive and does not affect the readability of the post. By using copy/paste, it makes it easy to add to every post.

Borr Te'Khan
Combat (HP max 44/52)
HP34/44PP16/19Init+4
AC18Touch12Flat16
F/R/W8/6/8CMD18  
Rage1/18 used   
WeaponAttDmgCritDescription
Gabrielle+91d10+820/x3+1 Dwarven Waraxe. Rage: Att +11, Dmg 1d10+11
Billy+81d10+720/x3Cold Iron Dwarven Waraxe. Rage: Att +10, Dmg 1d10+10
Misc.Description
Unknown Cloakumm...unknown.
Thicken SkinPower. 3 rnd/use. +1 nat AC (incl.)
SynthetePower. 3 rnd/use. Alter senses. +4 Perception (incl.)
BloodedDoes not get shaken
SkillScoreSkillScore
Perception+15Sense Motive+2
Know:Nature+5Know:Psionics+5
* ___

For ease of copy/paste, here is the code to do this:
Character Subtable Code[tt=*]Name[table][table="head;width=em;{css=cent}"]{colsp=6}Combat
HP|8/8|Move|30'|Init|+4
AC|18|Touch|12|Flat|16
F/R/W|X/Y/Z|CMD|xx
Other|{colsp=2}notes
[/table]|[table="head;width=em;{css=cent}"]Weapon|Att|Dmg|Crit|Description
Weapon1|+x|damage|20/x2|additional information
Weapon2|+x|damage|20/x2|additional information[/table][/table]
[table][table="head;width=em;{css=cent}"]Misc.|Description
Note 1|Details 1 (Such as always on abilities)
Note 2|Details 2
Note 3|Details 3
Note 4|Details 4[/table]|[table="head;width=em;{css=cent}"]Skill|Score|Skill|Score
Perception|+x|Sense Motive|+x
Skill 1|+x|Skill 2|+x
Skill 3|+x|Skill 4|+x[/table][/table][/tt] [url=CharacterSheetURL]___[/url]


-me

Last edited by jj_wolven; Sep 7th, 2022 at 11:19 PM. Reason: Updated
  #2  
Old Oct 21st, 2004, 06:34 PM
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jj_wolven jj_wolven is offline
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Posting Format:
For my convenience, please do a couple things in your posts for me.
1) Put your character's name somewhere in each post, even if in a character subtable (see above)
2) Bold = speach, Italics = thoughts.
3) When editing a post, do not edit the dice rolls, changed rolls are noted by the system.


Optional, easy to figure, standard adventuring gear.
Bobs BackpackCost: 25gp Weight: 20.5 lbs
Backpack, pouch(2), bedroll, weapon cord, dagger
hammer, piton(4), flint and steel, whetstone
crowbar, fishhook, string(50'), hemp rope(50')
flask, iron vial, clay mug, small steel mirror
rations(4), waterskin, torch(5), candle(3)
chalk(2), chalk bag(2), oil(5)


Critical hits and Critical misses
...they make life interesting

If you get a critical hit, in one post do the following:
1) roll another attack to confirm
2) roll 1d100 two times
3) attack the goblin with the arm you just cut off

If you get a critical miss, in one post do the following:
1) type "F/R/W" then your save bonuses in the same format EX: F/R/W 9/2/3
2) roll a d20
3) roll 1d100 two times
4) pray to the great DM on the other end of the line
Attached Files
File Type: doc Crit charts.doc (244.0 KB, 297 views)

Last edited by jj_wolven; Apr 22nd, 2013 at 09:12 PM.
  #3  
Old Apr 22nd, 2013, 09:50 PM
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Spells & Abilities:
  • Deathwatch: fragile is 10% or less HP, badly injured is 50% or less HP, injured is over 50% HP.
  • Dispel Magic: All version of this will be a contested roll rather than a static number.
  • Gaseous Form: This and similar spells and abilities are immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage.
  • Teleport: If you only have a picture or a description of a location, the On Target is 1-50; Similar Area is 51-75; and Mishap is 76-100.
  • Teleport, Greater: If you only have a description of the location, roll 1d100; on 1-80 you are On Target, on 81-00 you arrive in a Similar Area.

Abilities
  • Intimidate (demoralize): Target receives a Will Save rather than static target number.
  • Timeless Body: This and similar effects do not cause the recipient to die until 10x their natural time.

Alignment

Spells and abilities that affect creatures based on their alignment need to be redone due to fuzzy alignments. Alignment based abilities (Smite Evil, Holy Smite, etc) affect creatures based on the following guidelines.
  1. If they have a specific subtype, they are affected regardless of actual alignment.
  2. Undead created by negative energy are considered to have the evil subtype unless otherwise noted.
  3. The creature has a moderate aura (see Detect Evil).
Alignment Special Circumstances:
  • Creatures can have multiple alignments along the same axis. Example: An evil astral deva will be affected by Smite Evil and Smite Good.
  • Creatures with alignment based abilities (non-equipment only) are treated as clerics to be affected based on the ability. Example: A monk's lawful ki strike makes them treated as a Lawful cleric. Example: Summoner/Eidolon gains DR 5/evil makes then treated as a Good cleric.
  • A creature can have a "minor" alignment, as determined by the GM based on the characters actions. This allows them to use half of their HD for aura purposes. Example: Fred the Fighter 15 is Lawful, but only barely. He follows the laws and his code, but is open for bending the rules. He is only treated as having 7 HD, thus not being affected by Smite Law.

That ahole GM:
  • Some things (such as creature stats) are not by-the-book. Adjustments are within a reasonable range and/or their CR (and xp gain) is adjusted accordingly. Large increases or decreases will have a reason behind them and are usually apparent in some manner, depending on the source of change.
  • Do not assume DCs, CMD, defenses, etc. unless I give the number (due to adjustments above)
  • If I forget something, remind me in OOC. It could be an ongoing effect, a physical description (to see how wounded something is), etc.
  • Feel free to ask questions such as 'why', though sometimes the answer will be "due to something EW specific" for reasons of mystery and surprise. I will try to give my logic in most cases.

-me
__________________
Fun Frog Facts:
The common species of frogs are unique in the animal kingdom because they are able to mate with either sex.

Last edited by jj_wolven; Dec 6th, 2020 at 10:18 PM.
  #4  
Old Sep 7th, 2022, 11:52 PM
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Feat Tax/Superfluous Feats

Elephant in the Room feat tax document is good, but in my not so humblehumble opinion it is too many.
Here is my version:
Feat AdjustmentsWeapon Focus can apply to weapons groups
  • Bladed Weapons (knives, swords)
  • Heavy Weapons (axes, hammers)
  • Polearms (staves, glaives)
  • Chain (whips, chains)
  • Bows (longbow, shortbow, crossbow)
  • Thrown (knives, slings, javelins)
  • Others may be so different they will need their own, just ask.

Weapon Finesse
Gone. All light weapons, as well as 'finesse' weapons, will allow you to use Dex for attack as a choice.
Note: You will still need to take the feat to use Dex for damage - that would overpower the Dex ability too far.

Agile Maneuvers
Gone. See Weapon Finesse.

Combat Expertise
Gone. It's stupid - you already have the ability to fight defensively.

Point-Blank Shot
Merged with Precise Shot. It now give a +1 to attack and damage, as well as allowing you to shoot into a melee without the -4 penalty.


The rest remain as they are.
Power Attack and Deadly aim would take more training than most would get, and get powerful quickly.
Combat Maneuvers are also much more powerful than people give them credit. I have seen them turn a difficult encounter to a slaughter with only one of those, and I have seen it many times.

-me
__________________
Fun Frog Facts:
The common species of frogs are unique in the animal kingdom because they are able to mate with either sex.
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