Raistlin

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I plan on running a skulls & shackles campaign, and i would like to use a luck point system besides hero points.

My idea is each player has 1 luck point per session, the idea is when a player rolls a d20 he can spend his luck point to have his DM roll a second d20, but he must take the second roll.

So if you have used other methods, what is the best luck point system.


Here are some house rules ill be using in my upcoming skulls & shackles campaign, criticize away.


1. Abilities.
Each player assigns either 13, 12, 11, 10, 9, 8 or 11, 11, 11, 10, 10, 10 to each of their abilities
Then you assign +4, +4, +2, +2, and -2
Then apply racial adjustments.
You may choose an older age category.
Your leveling rate also modifies your abilities, -1 to all abilities(fast) or +1 to all abilities(slow)

2. Each player levels up for every 1,000 experience points gained, unless they advance at a fast rate(750) or a slow rate(1500)

Experience Awards
Easy(APL-1) 150xp
Normal 200xp
Challenging(APL+1) 300xp
Hard(APL +2) 400xp
Epic(APL+3 and higher) 600xp


Please review, playtest, post your thoughts, but most of all enjoy


I'm starting an obituary thread since someone suggested one on another thread, i'll start with my own.
Zordius Jeggare, Tieling Warlock 3(male witch)
was slain by a gibbering mouther, at the temple of Zura, the fell down into the holw where the soul dolls were located, 5 minutes later the mouther came to investigate, one player's eidolon was destroyed before it turned towards Zordius who was trying to perform melee touch attacks on it, he was quicly bit, grabbed, and the one turn later engulfed, dying at -13 hit points because of his reduced con of 11, unfortunately afterwards his soul was consumed by the unholy altar at the end of the dungeon.


When a spell caster casts a spell he sets the caster level, the minimum being the minimum caster level for that spell level and the maximum being your class level, casting a spell costs a number of spell points equal to the spell's decided caster level.
Casters that prepare spells will still use their base spells per day for their number of spells prepared, they just need to prepare a spell once like a cantrip.
Domain spells once prepared can be cast with spell points.
Base Daily spell point allotment, will be based on the spell point value of each spell slot, but most likely at a reduced value.


The Monks add their wisdom modifier as a bonus to AC,
The Saint template, in the Book of Exalted Deeds, a template capable of being acquired by a player, among many other things adds the character's wisdom modifier as an insight bonus to AC.

I know i could simply disallow players from using this template, but another idea i had was simply changing the monk's bonus to AC into an insight bonus.


1: no more threat rolls, if you roll threat range, and your current roll also hits their AC, it's a critical hit.

2: Any effect that reduces threat range stacks, but it only reduces it by 1. 5% greater chance of critting, multiple effects of the same type won't stack however, like multiple keen effects.

3: On a critical hit base weapon damage is maximized,
a x3 weapon will deal max x2
and a x4 will instead deal Max x3

I have used these rules in my games and they have worked out wonderfully
speeds up gameplay and it makes critical hits more meaningful.


I noticed that you gain a feat every odd-numbered level, why not take off the ability increase every 4 levels(which I've always felt was a tacked on feature anyways) and make it a feat, you can take it as a normal feat or as a bonus feat but when you do you gain a +1 Inherent Bonus to one ability score of your choice each time you take it, it will tone down the power levels of the players slightly, while also giving them more options with a feat, and granting them control over how their character's improve.

Note: The maximum Inherent bonus you can have on one ability score is +5, so i recommend the exclusion of other ways to gain inherent bonuses, or make the feat a regular ability increase of +1.