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Some houserules of mine...

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Ana-Justine

PostPosted: Tue Sep 22, 2009 12:56 am
These are some of the rules I use in a low-magic, early medieval setting.
First off is the Mundane NPC class. I use this to replace all the NPC classes. There are no longer Adepts, Aristocrats, Commoners, Experts or Warriors, just Mundanes.
This results in a greatly lowered presence of magic in the campaign world.

While I usually don't enforce it, my campaigns are generally kinda E6-ish, so while the PCs may rise to levels 10 and above, they will generally be dealing with foes much weaker than themselves. For when I do run E6 games, I alter spellcasting a little.*
Mundane

Hit Die: d4.
Class Skills: The Mundane can choose any three skills as class skills
Skill Points at 1st Level: (1 + Int modifier) x 4.
Skill Points at Each Additional Level: 1 + Int modifier.

BAB: As Wiz
Saves: All bad

Class Features
The following is a class feature of the Mundane NPC class.
Weapon and Armor Proficiency: The Mundane is proficient with any two weapons. She is not proficient with any other weapons, nor is she proficient with any type of armor or shields.


Settlements


--% d% Town size Population (Avgerage Population) GP Limit Modifier
15 01-15 Thorp 20-80 [2d4] (50) 40 -2
25 16-40 Hamlet 81-400 [3d12+4] (230) 100 -1
50 41-90 Village 401-900 [1d6+3] (600) 200 +0
04 91-94 Small Town 901-2,000 [1d12+8] (1,400) 500 +0
03 95-97 Large Town 2,001-5,000 [1d4+1] (3,000) 900 +0
02 98-99 Small City 5,001-12,000 [1d8+4] (8,000) 1,500 +1
01 00 Large City 12,001+ (12,001) 5,000 +2


Urban Rural Tribal Dwarf Elf Gnome Goblin Halfling Hobgoblin Kobold Orc
Brb: .1% 2.0% 4.0% -1 -2 -2 +0 -2 -2 +0 +2
Brd: .5% 1.5% 1.5% -1 +0 +1 -2 +0 -1 +0 -1
Clr: .6% .3% .1% +1 -1 -1 +0 +0 +1 +0 +0
Drd: .1% .1% .5% -2 +0 +0 -1 +0 -1 +1 +0
Ftr: 4.0% 4.0% .1% +2 +0 -1 -1 -1 +2 -1 -1
Mnk: .1% .1% .1% -1 -1 -1 -1 +1 -1 -1 -1
Mdn: 90.0% 90.0% 90.0% -- -- -- -- -- -- -- --
Pal: .1% .1% .1% +1 -1 -1 -2 -2 -2 -1 -2
Rng: .1% .4% 2.5% +0 +1 +0 +0 +0 -1 +1 -1
Rog: 1.5% .1% .1% +0 -1 +0 +2 +2 +1 +0 +1
Sor: .9% .9% .9% -2 +1 +2 -1 -1 +0 +2 +1
Wiz: 2.0% .5% .1% -1 +2 +1 -1 +0 +0 -1 -1


One in every 5 (rounded up) characters with a PC class may have a level higher than 1. Roll 1d4+the community modifier
The class levels of Mundanes are always 1d4 with no modifier for the size of the community.
In some cases, you might want to determine to total members of each class in a given region, and then distribute them throughout the settlements.
Those classes without a full member in the settlement might be represented through a multiclass character. Any chatacter determined to be 2nd level or higher must take one level from a class that is not represented in the settlement that has a minimum of a 'half' member in that settlement. (for example, a bard in an average rural thorp would be have 3/4 of a member, i.e., 1.5% of 50).
The number listed for each clas under the heading for each race is a modified to the roll to determine levelled members of the class in that settlement.
Remember, if a paladin is listed in a hobgoblin outpost, this does not imply some wierd contradiction in the rules, but could represent an envoy from a neighboring area sent to negotiate with the Hobgoblins, possibly staying there as an ambasador, trying to convert some. Think of these apparently contradictory results as a means to enrich your campaign and provide adventure hooks. Maybe the cleric listed in the goblin encampment is a human missionary who had been there for months, but is now held captive, with a ransom demanded.

Classes:
Barbarians:
Aside from the great social influence barbarian classed characters tend to have among more tribal areas, this class is just as is in the PHB.

Bards: Bards are more than mere performers, they are the greatest of the great. There is something innately special about them. When using a perform skill for mundane purposes (that is, not using any bardic music abilities or spells) the bard gains a +2 class bonus to their perform check. This is only applied to one perform skill the bard has. This bonus increases to +3 at level 5, and a further +1 at levels 10, 15 and 20. This stacks with all other bonuses.

Clerics: Clerics are messengers of their god. More than mere priests, they have been empowered to do their god's work in the mortal realm. Clerics can cast their domain spells spontaneously. The domain granted powers replace the Turn Undead ability. All clerics recieve their power from a deity or absurdly powerful fiendish creature.

Druids: Druids are more primitive than clerics, and are not used as a cohesive organisation. I use them merely as a kind of 'pre-cleric' for those cultures that have not yet fully developed a priesthood and made a complete connection with a deity.

Fighters: Fighters are master combatants, able to do well in most situations. I have granted them access to the Aristocrat's skill list and allow them to full attack as a standard action. they also recieve no penalty when attacking with a double weapon.

Monks: These are the masters that you see in wuxia films, they are not the normal acolyte at the temple. A level 1 Monk is a teacher at their home monastary, with students (Mundanes with appropriate skills and feats) underneath them.

Paladins: Paladins are extremely rare and are more of a plot device than anything. Paladins are pure virtue, and do not corrupt easilly. I hate forcing players to 'act like the paladin on your ******** character sheet for once' because I hate having them fall. It should be a rare and epic event, like Anakin turning to the dark side, or more dramatically, like Vader coming back to the light. If I think a player will not be able to play a paladin without falling for something stupid, NO PALADIN FOR YOU!

Rangers: The Aragorns of the world, not mere woodsmen. Mechanically unchanged.

Rogues: Not every poet is a bard, and not ever pick-pocket or con-artist is a rogue. You know the infamous assassin's guilds? These are the people that fill it. Rules unchanged.

Sorcerer: Sorcerers are somehow tainted with magic. Whether from dragon, infernal, celestial, fey, or even divine ancestry, they have innate spellcasting abilities. They are equally likely among all sections of the population, and in all races, however their abilities may not be as valued in some areas or cultures as in others. I usually allow sorcerers access to the spell lists of other casters, but each spell that is not from the sorcerer/wizards spell list is two levels higher than it is normally. So for a sorcerer, a Cure Light Wounds spell is 3rd level. Cantrips or Orisons from other classes are treated as cantrips, however.

Wizards: Needing great intelligence and expencive training, this class is exclusively for the nobility--barring PCs of course. All wizards are specialists who recieve +1 caster level with their chosen school and -1 casterlevel with all other schools they can cast. I might allow a high level character (lv 10+) break free of this restriction. After all, if a PC cannot be the first wizard to learn to cast all spells equally, who can be?

*Alternate Magic Rules
To fit with the themes of my games, I occasionally make the following changes to spellcasting:
The normal spell progression (i.e., for Clerics, Druids and Wizards) is as follows

Spell level
Level 1 2 3 4 5 6 7
01 1 - - - - - -
02 1 0 - - - - -
03 2 1 0 - - - -
04 2 1 0 0 - - -
05 3 2 1 0 0 - -
06 3 2 1 0 0 0 -
07 4 3 2 1 0 0 0
etc


As you can see, this is a little more powerful than the normal progression and grants powerful spells earlier.
This is how I fix that: All spells gained through bonus spell slots prior to actually getting access to the spell have their range and durations halve, and any dice used to calculate damage dealt or healed becomes a d3. The part of the save DC dependent on spell level is not counted (so the save DC for such spells is 10+ability modifier+other modifiers), rounding down. Such spells cannot be improved via metamagic, and take 2 full rounds to cast. They must always be prepared from a spellbook, and cannot benefit from Spell Mastery. All spells take at least a full round action to cast.

Cantrips and Orisons in this scheme work differently to normal.

Clerics and Druids can cast their cantrips once an hour, but can only cast a number of cantrips per hour equal to their caster level. Thus, a second level cleric could cast cure minor wounds and read magic, but not either of them twice.

Sorcerers gain spells as in the PHB, but cast all spells at will on their action. They must succeed at a caster level check (1d20+caster level) against DC(10+spell level+caster level). The Sorcerer can willfully restrain her power to cast at a lower caster level, with a minimum CL equal to the spell level. Sorcerers tend to focus on spells they can improve their caster level in regards to.

Wizards can cast cantrips at will by succeeding at an intelligence check DC 15. Doing so is a full round action. They cast other spells as described above.

For all variables, cantrips are always cast at CL1. Except for wizards, casting a cantrip is a standard action.

These changes to casting have been made in order to add some of the more nifty and iconic abilities to casters while keeping them relatively weak in the context of an E6 game. As you can imagine, not many of the more flashy spells are used in the bonus slots, only utility spells. Though the longer range of some spells, even after halving the base range, makes them useful. After all, why allow them access if they are completely nerfed?  
PostPosted: Tue Sep 22, 2009 10:39 am
Quote:
I hate forcing players to 'act like the paladin on your ******** character sheet for once' because I hate having them fall. It should be a rare and epic event, like Anakin turning to the dark side, or more dramatically, like Vader coming back to the light. If I think a player will not be able to play a paladin without falling for something stupid, NO PALADIN FOR YOU!


I agree 110%. mrgreen mrgreen  

bamaotaku
Crew


Durgress

PostPosted: Wed Sep 23, 2009 8:02 am
Ana-Justine
It should be a rare and epic event, like Anakin turning to the dark side, or more dramatically, like Vader coming back to the light.

You thought the acting involved in Anakin's fall came close to "epic"? More like "wooden" and "forced".  
PostPosted: Wed Sep 23, 2009 8:32 am
Durgress
Ana-Justine
It should be a rare and epic event, like Anakin turning to the dark side, or more dramatically, like Vader coming back to the light.

You thought the acting involved in Anakin's fall came close to "epic"? More like "wooden" and "forced".
The acting part sucked but the story line was pretty awesome. The prequels just need a do over. We need Patton Oswalt to travel into time and beat Lucas with a shovel so he won't make the movies.  

Oshi the Killer


Ana-Justine

PostPosted: Wed Sep 23, 2009 1:32 pm
Oshi the Killer
The acting part sucked but the story line was pretty awesome.

This is what I meant.

Unfortunately, Lucas has 10 ranks in Perorm sad Epic Saga), but a -4 in Craft sad Prequel).

In any case, the point was that it needs to be a huge event, and it needs to be treated as such.  
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