[Houserules] The Compendium Thread


General Discussion (Prerelease)

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MULTICLASS SAVING THROWS
http://www.worldsunknown.com/wiki/index.php?title=Multiclassing#Saving_Thro ws

Chapter: Classes

Effect:Multiclass characters do not calculate their base saving throws by adding the save values listed on the advancement tables for their individual classes.

Instead, each base saving throw is determined based on how many levels you have in classes with good and poor progressions for that save. In addition, all classes grant one or more feats that add to the base saves.

Calculating Your Base Saves
1. The first step in determining your saving throws is to start with Fortitude.
2. Count up all of the character levels at which you took a class that had a "good" Fortitude save (i.e. a +2 at 1st level). Find that character level on the table below and note the bonus in the Good Save column.
3. Next, count all of the character levels at which you did not take a class that had a good Fortitude save. Find that character level on the table below and add note the bonus in the Poor Save column.
4. If you took levels in any class that had a good Fortitude save, you gain the Good Fortitude feat listed below.
5. Add the bonuses from the Good Save, Poor Save, and (if applicable) Good Fortitude feat together. This is your Base Fortitude Save.
6. Repeat this process for Reflex and Will.

TABLE — Base Saving Throw Progressions
Char....Good...Poor
Level...Save...Save
....1........+0.......+0
....2........+1.......+0
....3........+1.......+1
....4........+2.......+1
....5........+2.......+1
....6........+3.......+2
....7........+3.......+2
....8........+4.......+2
....9........+4.......+3
...10.......+5.......+3
...11.......+5.......+3
...12.......+6.......+4
...13.......+6.......+4
...14.......+7.......+4
...15.......+7.......+5
...16.......+8.......+5
...17.......+8.......+5
...18.......+9.......+6
...19.......+9.......+6
...20......+10......+6

Good Save Feats
Each class grants access to one or more Good Save feats based upon whichever saving throws have a +2 bonus at first level: Good Fortitude, Good Reflexes, and Good Willpower. Each feat can be gained only once, and grants a +2 bonus to the respective saving throw.

The ease-of-use with the table lookup should offset the <+1 difference of making the players add or multiply the underlying fractions.


MULTICLASS BASE ATTACK BONUS
http://www.worldsunknown.com/wiki/index.php?title=Multiclassing#Base_Attack _Bonus

Chapter: Classes

Effect: Multiclass characters do not calculate their base attack bonus by adding the BAB values listed on the advancement tables for their individual classes.

Instead, each base saving thow is determined based on how many levels you have in classes with good, average, and poor BAB progressions.

Calculating Your Base Attack Bonus
1. Count up all of the character levels at which you took a class that had a "good" BAB (i.e. a +3 at 3rd level). Find that character level on the table below and note the bonus in the Good BAB column.
2. Next, count all of the character levels at which you did not take a class that had a good BAB, but still had at least an average BAB (i.e. +2 at 3rd level). Find that character level on the table below and add note the bonus in the Average BAB column.
3. Lastly, count all of the character levels at which you did not take a class that have either a good or average BAB. Find that character level on the table below and add note the bonus in the Poor BAB column.
4. Add the bonuses from the Good, Average, and Poor BABs. This is your Base Attack Bonus.

TABLE — BAB Progressions
Char....Good..Average..Poor
Level...BAB......BAB......BAB
....1........+1........+0........+0
....2........+2........+1........+1
....3........+3........+2........+1
....4........+4........+3........+2
....5........+5........+3........+2
....6........+6........+4........+3
....7........+7........+5........+3
....8........+8........+6........+4
....9........+9........+6........+4
...10......+10.......+7........+5
...11......+11.......+8........+5
...12......+12.......+9........+6
...13......+13.......+9........+6
...14......+14......+10.......+7
...15......+15......+11.......+7
...16......+16......+12.......+8
...17......+17......+12.......+8
...18......+18......+13.......+9
...19......+19......+14.......+9
...20......+20......+15......+10

DISCLAIMER: The "not good but at least average" wording is so that those players who are running Gestalt characters don't mistaken add the bonuses for both the classes they gain at each level.

Grand Lodge

Gothar wrote:


Attempting to disengage from melee

Attack of opportunity becomes a Move of Opportunity
Withdrawing from a threatened square provokes a Move of Opportunity as a standard action.
Engaged parties can choose to pursue or stay put as a standard action.
i. One of two things can happen:
1. The monster/friend and anyone else engaged pursues. The battle might split into two or more engagements, or the whole battle might move.
a. &nbs p; Normal limits are in effect (30ft and mover can still attack but pursuer cannot until his next turn, 120ft max run, etc&#8230;)
2. The monster doesn&#8217;t pursue and the mover disengages
a. &n bsp; Normal limits are in effect (30ft and mover can still attack but pursuer cannot until his next turn, 120ft max run, etc&#8230;)

Everyone can act as normal on their next turn unless they moved farther than 30 feet.

This needs a bit of clarification. How far can someone MoO? If they exceed 30ft, how are they limited next round? What about trying to follow someone with a higher movement rate than you? And what about withdrawl, or the 5' step?

Grand Lodge

TriOmegaZero wrote:
This needs a bit of clarification. How far can someone MoO? If they exceed 30ft, how are they limited next round? What about trying to follow someone with a higher movement rate than you? And what about withdrawl, or the 5' step?

A thought I had is that even a 5ft step should provoke a move of opportunity. This helps melee to keep pressure on enemy casters, provided casting defensively is changed to scale. I would say that the only movement that would not provoke would be a full withdrawl.


Uncanny Dodge-retains dex even if caught flat-footed or attacked by an invisible attacker,UNLESS THE ATTACKER HAS FOUR MORE LEVELS OF ROGUE THAN THE TARGET DOES.


Divine Grace (paladin)- a paladin gains a bonus equal to his charisma modifier to all saves, UP TO A MAXIMUM OF HIS PALADIN LEVEL


AC bonus (monk)-a monk adds his wisdom bonus to his AC, UP TO A MAXIMUM OF HIS MONK LEVEL

Dark Archive

thelesuit wrote:

Bardic Performance Enhancement

Bardic performance is now a swift action.

The purpose of this was to allow bards to do something in combat other than just sit back and play with their flutes.

CJ

I like this one!

A variant might be to have it require the standard action to initiate, but then allow the bardic music to be maintained as a free action in additional rounds (meaning that if the Bard is stunned or nauseated or knocked out, the music effect ends, but otherwise, the effect continues with only minimal effort on his part).

Grand Lodge

Baramay wrote:
AC bonus (monk)-a monk adds his wisdom bonus to his AC, UP TO A MAXIMUM OF HIS MONK LEVEL

While I understand the intent of these rules, do you not think that this would hurt the monk in the early levels, such as first when he would only have AC 11+DEX?


Baramay wrote:
AC bonus (monk)-a monk adds his wisdom bonus to his AC, UP TO A MAXIMUM OF HIS MONK LEVEL
TriOmegaZero wrote:
While I understand the intent of these rules, do you not think that this would hurt the monk in the early levels, such as first when he would only have AC 11+DEX?

Make an exception for single-class Monk, since it is aimed at limiting 1-level-multis.

Scarab Sages

Laithoron wrote:

NATURAL 1's

Chapter: Combat

Effect: Rolling a natural 1 on an attack roll provokes an Attack of Opportunity from the creature that was just attacked (if applicable). If that creature decides to act upon the AoO, they themselves do not provoke an AoO with their attack.

This is to simulate a character making a tactical error that leaves them open and unable to defend themselves momentarily.

I use a similar rule, but if the character has multiple attacks, it has to roll a 1 on all attacks to provoke the AoO...otherwise the more attacks means the more chances to fumble...and as was pointed out to me, it was not fair for a 20th level fighter to fumble more often than a 1st level fighter.


Xaaon of Xen'Drik wrote:
Laithoron wrote:

NATURAL 1's

Chapter: Combat

Effect: Rolling a natural 1 on an attack roll provokes an Attack of Opportunity from the creature that was just attacked (if applicable). If that creature decides to act upon the AoO, they themselves do not provoke an AoO with their attack.

This is to simulate a character making a tactical error that leaves them open and unable to defend themselves momentarily.

I use a similar rule, but if the character has multiple attacks, it has to roll a 1 on all attacks to provoke the AoO...otherwise the more attacks means the more chances to fumble...and as was pointed out to me, it was not fair for a 20th level fighter to fumble more often than a 1st level fighter.

In our game, critical fumbles need to be confirmed, just like critical hits. If you roll a natural 1, you roll again. If the second roll would also miss, then you have fumbled. This auto-corrects for the high-level multi-attacker.

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