DnD House Rules

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Basic Rules that Always Apply

All variant rules are typically allowed, except where they conflict with the following (which is rare). By default Psionic-Magic-Incarnum transparency is in effect, but this isn't always the case.

Most changes are effectively rather minor, with the exception of the redone NPC classes, Item Creation and metamagic / metapsionics rules.

Attribute Rules

  • Permanent increases in intelligence are retroactive for determining skills and skill points.

Class Rules

  • The Adept Class and Aristocrat Class are reworked to be viable classes. The Warrior and Commoner are removed, replaced by a modified Expert Class and zero-level characters - puds with 1 hp and mattering entirely not.
  • The Cleric Class does not gain Turn or Rebuke Undead automatically. It's the function of the Healing and Death domains, respectively. See the domain rules, below.
  • The Psion Class gains no bonus feats, but gains eight skill points per level due to new Item Creation and metapsionic rules.
  • The Sorcerer Class may opt to gain one of the following feasts instead of a familiar at 1st level.
    • Combat Casting
    • Eschew Materials
    • Spell Thematics
    • Spellcasting Prodigy
  • The Wizard Class gains no bonus feats, but gains eight skill points per level due to new Item Creation and metamagic rules.
    • Wizards may opt to gain the Eschew Materials feat instead of a familiar at 1st level.

Domain Rules

The following domain powers have been replaced. Thus, the Death Domain grants no Death Touch ability, and the Healing domain does not grant +1 to caster levels for its domain spells. Instead, they each gain the ability to turn or rebuke Undead, using rules identical to the Turn and Rebuke undead rules (3+ Cha Mod per day, etc). In addition, the alignment-based domains also change, using the same rules (3+ cha mod turnings per day, etc).

  • Good - May Turn Evil Outsiders
  • Evil - May Turn Good Outsiders
  • Law - May Turn Chaotic Outsiders
  • Chaos - May Turn Lawful Outsiders

The Planar Turning feat allows a character with one of the above domains to Rebuke (but not command) Outsiders of different alignments as normal - but it instead requires one of the above domains, rather than turning or rebuking undead. Improved Alignment-Based Casting still has the same effects - it does not negate the benefit of the original domain.

For specifics, only turning undead is considered channeling positive energy, and only rebuking undead is considered channeling negative energy. This only applies if the prerequisite clearly applies to Undead in some manner. If not (the prerequisite is 'turn or rebuke undead'), than any turning or rebuking power applies.

Specifically, characters may use any form of turning or rebuking attempts - such as those from Elemental or Cold domains, to qualify and 'pay' for Divine feats that do not specifically enhance powers regarding the Undead.

Important Note

A cleric who chooses multiple domains with turning or rebuking ability does not gain two separate pools to turn from, or to power divine feats with. They merely gain the ability to affect a different type of creature. Thus, a Cleric with the Cold, Good, Healing, and Law domains has quite a few options, but still only has 3 + his Cha mod to turn from. This also applies, for example, if she gets her turning ability from multiple classes.

Feat Rules

  • Feats are gained at every odd level (1st, 3rd, 5th, 7th, 9th...) instead of 1st, 3rd, 6th, etc.
  • The various toughness feats grant bonus hit points as if by a higher constitution score - adding to each hit die. Toughness, Dwarf's Toughness, Giant's Toughness, Dragon's Toughness and Epic Toughness may only be taken once, but each one raises hp per hit die by one (ie, they each grant an additional hit point per level in most cases). These feats are retroactive - they affect all of the character's current and succeeding levels.
  • Skill Focus instead adds two ranks to a skill, and makes it a 'permanent class skill', regardless of what classes the character has. This also makes the limit for the given skill level + 5 instead of level + 3.
  • Spell Focus, Greater Spell Focus, and Epic Spell Focus Provide +2 to DCs all. The bonuses stack.
  • Likewise, Psionic Endowment, Greater Psionic Endowment, and Epic Psionic Endowment each provide a +2 bonus to the DC for powers, each of which stack. None of them require expending psionic focus.
  • Spellcasting Prodigy can work as in the FRCS, or as in the Player's Guide to Faerun (where it applies to all classes using the same ability score, but does not add to DC). For the purposes of this feat, Psions, Wilders, etc. are all appropriate spellcasting classes.
  • Heighten Spell and Empower Power do not exist - applying metamagic or metapsionic effects increases the DC and effective spell or power level appropriately. See below.
  • Vow of Poverty - See the page

Metamagic / Metapsionic Rules

Many Metamagic and Metapsionics do not come in feats, as such, though the Sudden variants still exist as feats, unchanged.

For metamagic or metapsionic feats that effectively increase the spell level or power point cost, all spellcasting or manifesting characters (as appropriate) who meet the other prerequisites of the metamagic or metapsionic feat in question are automatically considered to possess the feat.

If a feat or class requires a 'any' metamagic or metapsionic feat, it requires one of the Sudden feats, or an appropriate meta feat that does not increase the spell level or power point expenditure.

If a feat or class requires a specific metamagic or metapsionic feat that is covered by these skills, it requires the Sudden version of it. Epic feats in this category also require a lot of ranks in the skill:

  • Automatic Quicken Spell requires the Sudden Quicken Spell feat.
  • Automatic Silent Spell requires the Sudden Silent Spell feat.
  • Automatic Still Spell requires the Sudden Still Spell feat.
  • Innate Ability requires Sudden Quicken, whose prerequisites cover the other needs.
  • Sudden Quicken Spell does not, of course, require Quicken Spell. It still requires the host of remaining Sudden feats, however.

Finally, applying such a metamagic or metapsionic effect increases the effective spell or power level accordingly, increasing DCs and so on, thus negating the need for Heighten Spell and Empower Power. This only applies to spells who have had such a higher-level spell slot assigned - a silent Magic Missile functions as a 2nd-level spell for all purposes, but one cast via sudden silent spell remains at 1st level.

Things That Should Not Have To Be Said

  • No loops. See Pun-Pun for a set of examples of said loops.
  • No limitless gains. This is similar to the above in effect.
  • As a general rule, only polymorphing into SRD monsters will be allowed. This goes for any similar shapechanging ability. Any exceptions will be approved only on a limited, case-by-case basis.

Gestalt Campaigns

The following rules are in effect during Gestalt campaigns:

  • Gestalt rules per the SRD.
  • 'Dual' classes like the Mystic Theurge and Eldritch Knight are allowed, however, they suffer increased prerequisites:
    • Any skill ranks: Increase by +2
    • BAB requirement: Increase by +2
    • Spellcasting Level Requirement: Increase by +1