Volnagur the End-Singer

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Hi.
Thought i would try to get peoples opinion on a set of house rules, that i am considering implementing when starting up my next campaign (not that my current one is finished yet, but i like to start planning early). Some of the rules we are already using in our current sandbox campaign, though most are new house rules, based on my experiences running the current sandbox (55 sessions until now).

I am aiming for running a sandbox-themed campaign, with a low-moderate amount of magic items in the campaign. There will be no WBL expectations. I design encounters for world consistancy and to have challenging encounters/dungeons.It will be a very deadly sandbox, where there will be very weak, moderate, as well as very hard encounter areas present in the sandbox.

We will play using a Player's Map and a GM's map of the starting area (both are Hex-maps). There will be plenty of both homebrew and published (and maybe converted) locations in the form of dungeons, lost cities etc.
The general area is a borderlands/wilderness type area (i might be using the River Kingdoms).

Anyways here are my proposed house rules / campaign rules so far. Just would like whatever input people have.

• Attributes are generated using a 15 point buy. No attribute can be generated above 17, incl. racial bonus.
• We play using all options and rules from the following sources: Core Rulebook (CRB) and Advanced Player’s Guide (APG), unless anything is explicitly not used.
• We are not using the following optional rules from APG: Traits and Hero points.
• Item creation feats other than Scribe Scroll and Brew Potion are not in play.
• We are not using the Leadership Feat (but we are using a system for the use of hirelings and henchmen)
• The availability of all equipment (incl. spells and magic items) will be dependent on the actual in-game location, and will be determined ahead of time by the GM (using rules/random tables). The players can always get a list of the available equipment of the local town. Some items, spells, etc. might only become available if the players characters succeed in establishing good local contacts, gain the trust of a local ressource, join brotherhoods or guilds etc
• Rogues get Full BAB progression.
• Fighter get 4+Int skill ranks per level
• All classes get two good saves (two saves that progress to +12 at level 20). Classes with only one good save, may chose freely which other save is also a good save for them (chosen once at character creation).
• Whenever a character dies and is brought back to life, through whatever method, they lose one point of Constitution, permanently.
• Breath of Life spell is banned.
• Spell casters do not gain Bonus Spells per Day (from having a high caster stat)
• Fewer High-level spells can be cast: All casters can cast 2 fewer (-2) spells per day of 7th-9th level spells, being reduced to no fewer than 1/per day for each of these spell levels by this reduction.
• The Disable Device skill will also be used to detect/find traps and devices (as Find/Remove traps), instead of the Perception skill.
• We will play using the Slow XP progression, and only 50% XP will be awarded for overcoming monsters and traps. There will be awarded bonus XP for exploring new areas and adding them to the Campaign map (Player's map), as well a for drawing maps of dungeon levels. Bonus XP are also awarded to the group for good in-character rolelaying.
• New characters begin at half the former character´s XP (without much gold: average starting gold x level)