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The house rules


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#1
ussnorway

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A recent post got me thinking about this subject & I’m wondering if others have them... so I’ll post mine;
Wizard Slayer = Disrupts magic casting with both ranged and melee... I’ve seen a couple of varieties of this over the years.
Druid love: :wub:

1.    Wild Shapes = the vanilla game is once per rest regardless of level and SCS improved shape shifting is unlimited but I like to strike a balance so my rules are one per rest per seven levels... that’s one at level 7 and two at level 14 etc.
2.    Fire Salamanders = a magic +1 fire damaging spear and are Specialized (two pips) in its use.
3.    Spiders = no change... I know at least two players that make spiders immune to ‘Web’ but my play-testing showed it to be too powerful (see wyverns) so I compromised.
4.    Baby Wyvern A = these can fly over obstacles so I gave them the ability to cheat ground based movement impediments like ‘Web’, ‘Entangle’ & ‘Grease’ but other adjustments such as  ‘Haste’, ‘Slow’ and various types of ‘Stun’ still affect them... I find that this makes them tactically useful in combination with the ‘Web’ spell that Avengers get without making the already very powerful Spider shape any stronger.
5.    Baby Wyvern B = D&D law says that Wyvern Hide armour gives the user protection from poison so I give these guys extra resistance... 5 points of poison reduction.

#2
Son of Imoen

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ussnorway wrote...

A recent post got me thinking about this subject & I’m wondering if others have them... so I’ll post mine;


You mean rules that you apply by editing the game yourself (with Near Infinity)?

I never do so myself. I only apply rule changes that are part of the tweaks by a mod. Mostly things that make it more PnP alike. But I'm not very consequent. Some of my campaigns I took 'Real grandmastery' and some I didn't, for instance. And I have yet failed to find a satisfying Shapechange tweak.

#3
Satyricon331

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I have some house rules.  The AI (even SCS2) is terrible with Mislead, and I've found the clone harmful unless I cheesily hide it away, so I got rid of the clone and now Mislead's only advantages over II are its casting time and its length, which I extended to be 1 round longer than II's.  The others are just some item nerfs, like reducing the Robe of Vecna's casting speed bonus from 4 to 2.  Oh!  And I added a 1-second power-9 Sanctuary effect to aTweak's Dimension Door so enemies no longer miraculously know where I've DimDoored to.

I used to have a custom level-1 spell I called "Courage" which was just like Resist Fear but only affected the caster, but I've given up on it, for now at least.

ussnorway wrote...
...SCS improved shape shifting is unlimited...


wow, I never knew that. 

Your house rules sound fun!

#4
morbidest2

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To me the most important "house rule" - or role playing mindset - is do you let your party rest if your magic users still have well stocked spell inventories? Demand a full day's adventuring from your NPC's before they sack out. Image IPB 

#5
Son of Imoen

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morbidest2 wrote...

To me the most important "house rule" - or role playing mindset - is do you let your party rest if your magic users still have well stocked spell inventories? Demand a full day's adventuring from your NPC's before they sack out. Image IPB 


When one character starts whining he/she's tired, I ignore, as it usually happens quite fast for low-CON characters. Once all of them start complaining they're tired, the party needs a rest, full spellbook or not.

#6
ussnorway

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morbidest2 wrote...

To me the most important "house rule" - or role playing mindset - is do you let your party rest if your magic users still have well stocked spell inventories? Demand a full day's adventuring from your NPC's before they sack out. Image IPB 


If I think that I need a special spell then I will rest in order to set it up.

p.s.

I’m currently playtesting;
Once per 10 levels (starting at level 20) the Avenger can shapeshift into a beholder.
1.    Beholder floats over ground based obstacles (‘Web’, ‘Grease’ and ‘Entangle’) in the same way as wyverns.
2.    Main attack = Beholder Spit... This is a range +5 (sling) attack that does 4 points of damage as well as possibly removing spells from the targets spellbook.
3.    Mind Blast = 2/ per/ day... basically a type of ‘Spellstrike’.

#7
BBMorti

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ussnorway wrote...

morbidest2 wrote...

To me the most important "house rule" - or role playing mindset - is do you let your party rest if your magic users still have well stocked spell inventories? Demand a full day's adventuring from your NPC's before they sack out. Image IPB 


If I think that I need a special spell then I will rest in order to set it up.

p.s.

I’m currently playtesting;
Once per 10 levels (starting at level 20) the Avenger can shapeshift into a beholder.
1.    Beholder floats over ground based obstacles (‘Web’, ‘Grease’ and ‘Entangle’) in the same way as wyverns.
2.    Main attack = Beholder Spit... This is a range +5 (sling) attack that does 4 points of damage as well as possibly removing spells from the targets spellbook.
3.    Mind Blast = 2/ per/ day... basically a type of ‘Spellstrike’.


The beholder skin is pretty big, do you use the big Beholder skin for this shapechange or the Gauth?

#8
ussnorway

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I like/ use the big one & yes that means she has trouble with doorways but thats part of the fun. :wub:

Image IPB

edit: ok guys you can download the files from here... still paytesting. :wub:

Modifié par ussnorway, 11 octobre 2012 - 02:31 .


#9
ussnorway

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test update:

Version notes

v1.1 beholder = added protection from ‘anti magic rays’ (and ‘remove magic’ at str 5) to prevent getting the spit ability dispelled.
but I don't want to protect against ‘dispel’ for balance reasons.

patched the human shapeshift spell to remove the spell strike ability... not sure how I missed that one.

I was starting to think its too powerful but then the blind priests kicked my ass so perhaps not.

Image IPB