Post by Random on Dec 16, 2005 15:16:19 GMT -5
This is where I'll list houserules to address various balance issues, probably not covered by WotC. Most of these you won't know what I'm talking about unless you've played the class beforehand.
Updated material - Since WotC comes up with new stuff and erratas almost monthly, we will be using the most current version. For example, the sign spell from Mini handbook (past) was updated in Spell compendium(most recent).
Synchronicity (RoD) - May twin power it once only for 2 additonal ready actions, and only one per round.
No infinite loops - For example, Pun-pun or the above mentioned synchronicity would be considered infinite loops.
Same source can't be used again - Basically, unless explicited listed, a feat, power, spell, etc, Generally dont stack on each other. See below for an example.
Metamagic feats and artificer - Only one can apply from each source. For example, spell trigger and metamagic item infusion, will only net you a twinned/quickened spell at best. (still powerful but draining charge wise).
Diplomacy/bluff/intimidate: The face skills will use this rule variant (so neither the players or I can really cheat that much)
www.giantitp.com/Func0010.html
Custom items: Maybe made per the DM's approval. No use of restriction rules to make them cheaper though.
Stablization: Will be rolled as a fortitude check versus DC 20. This is just faster and better for the players usually.
Start/Complete Full-Round Action
The “start full-round action” standard action lets you start undertaking a full-round action, which you can complete in the following round by using a move action. (this has been HR'd to only take up a standard and move, rather than 2 standard actions)
Speaking You may speak up to 5 words as a non-action. You may speak at any time up to 10 words during a round, which uses up your next free action. You can speak up to 25 words and use up your move action. As a standard action, you can speak 40 words. As a full round action, you can include 50 words, as well as 10 word response from another member.
For example. Say I yell out, "Defend Brielle!" it counts as a non-action.
If I say, "Defend Brielle, and get blast that mage in the back!" It takes up your next free action.
If I say, "Defend Brielle, blast those mages in the back and web the next guy. I'm going after the warforged!" It counts as a move action.
Longer conversation, usually involves diplomacy skill checks, and the like.
Rule zero: "DM is always right." This is not saying I'm going to wield it like a dictator, just like any min/maxer (which I am especially) if it seems fishy, bring it up to me. Most likely I'll just make a workaround for it or generally approve it, etc. Communication is key between both players and DMs I feel like.
This also applies to rule conflicts in game. For example, we're arguing about a rule, so instead of bogging down the game trying to figure it out, we will instead just refer to rule zero (i.e. I just make a snap call on the spot). Later on we can post/argue of it, and get it clarified, but time is precious in game, and its very inconsiderate to waste the players or DMs time with arguments for rules. It is just a game afterall, and we can always apply the correct rules later.
Updated material - Since WotC comes up with new stuff and erratas almost monthly, we will be using the most current version. For example, the sign spell from Mini handbook (past) was updated in Spell compendium(most recent).
Synchronicity (RoD) - May twin power it once only for 2 additonal ready actions, and only one per round.
No infinite loops - For example, Pun-pun or the above mentioned synchronicity would be considered infinite loops.
Same source can't be used again - Basically, unless explicited listed, a feat, power, spell, etc, Generally dont stack on each other. See below for an example.
Metamagic feats and artificer - Only one can apply from each source. For example, spell trigger and metamagic item infusion, will only net you a twinned/quickened spell at best. (still powerful but draining charge wise).
Diplomacy/bluff/intimidate: The face skills will use this rule variant (so neither the players or I can really cheat that much)
www.giantitp.com/Func0010.html
Custom items: Maybe made per the DM's approval. No use of restriction rules to make them cheaper though.
Stablization: Will be rolled as a fortitude check versus DC 20. This is just faster and better for the players usually.
Start/Complete Full-Round Action
The “start full-round action” standard action lets you start undertaking a full-round action, which you can complete in the following round by using a move action. (this has been HR'd to only take up a standard and move, rather than 2 standard actions)
Speaking You may speak up to 5 words as a non-action. You may speak at any time up to 10 words during a round, which uses up your next free action. You can speak up to 25 words and use up your move action. As a standard action, you can speak 40 words. As a full round action, you can include 50 words, as well as 10 word response from another member.
For example. Say I yell out, "Defend Brielle!" it counts as a non-action.
If I say, "Defend Brielle, and get blast that mage in the back!" It takes up your next free action.
If I say, "Defend Brielle, blast those mages in the back and web the next guy. I'm going after the warforged!" It counts as a move action.
Longer conversation, usually involves diplomacy skill checks, and the like.
Rule zero: "DM is always right." This is not saying I'm going to wield it like a dictator, just like any min/maxer (which I am especially) if it seems fishy, bring it up to me. Most likely I'll just make a workaround for it or generally approve it, etc. Communication is key between both players and DMs I feel like.
This also applies to rule conflicts in game. For example, we're arguing about a rule, so instead of bogging down the game trying to figure it out, we will instead just refer to rule zero (i.e. I just make a snap call on the spot). Later on we can post/argue of it, and get it clarified, but time is precious in game, and its very inconsiderate to waste the players or DMs time with arguments for rules. It is just a game afterall, and we can always apply the correct rules later.