
Hydro RPG Superstar 2010 Top 32 |

Arcane armor training won't cost a swift action. Neither will Arcane Strike, unless it is significantly more powerful than in beta. A few others feats may also see less stringent action-costs in my game, because I just like combos.
All the "+2/+2" feats will be ditched in favor of Skill Application ala Iron Heroes/Arcana Evolved (basically it just lets the player pick two thematically related skills).
I'm probably going to write a new ranger. Not because I think the Pathfinder ranger is bad, but just because I've always wanted to play around with a sneak-attack based ranger.

Papa-DRB |

Only one rule change, and that is Wulf Ratbane's Iterative Attack simplification:
BaB = 06 : 2 attacks at -2
BaB = 11 : 2 attacks at -1
BaB = 16 : 2 attacks at 0
Other than that, I will be monitoring the new Bard 'rounds' of performance since there is a Bard in the current party, all of whom were created using the BETA rules and will be converted. If it doesn't work for us we will go back to the BETA method.
Nothing else planned.
-- david
Papa.DRB

Andre Caceres |

Good discusion. Just my two cents, mind I don't have the rule book yet (damn amazon) but I think most of the house rules will actually be backwards type.
Skill List, I perfer more skills not less, so 3.5 list + a few. Mind you I like the new skill point system, just the list.
Favored classes, I like the old concept.
Not sure about some spells, I liked save or die, but this I'll wait on.
I'm addeing Dodge and Parry from Conan (slightly modified) the way I'm thinking is to have Dodge be Level modifier (A Conan table #) + Dex - Armor AC (can't move fast) and Parry to be Parry Level Modifier (A Conan table #) + Dex + Shield AC and sometimes + Helment modifer.
Related to the above helments have their own prices, AC and in some cases Parry modifer (if the helm has horns). In the game their are three kinds only which is fine because the looks are dependent on your own likes.
I do have a question about how the game went with magic items and what does what. As I recal the thinking was that only certain types of items would give AC or ability modifiers, ie belts now only give +to strength as opposed to 3.5 which alowed such things as ring of strength and a belt of strength. This was an area of confusion for me, the system was fine, stacking was never an issue because in the end the GM was in charge. He got to pick or random roll items, and then said items were divided by X # of players. Stacking happaned sure, but it was never a problem. As to item creation well good luck finding someone. No one wanted to be an item creator type, and it was hard to find said item at magic shopes. I'll admit that mainly play style but rarely did I hear complaints, and most of the GM's I played with did the same thing.
If anyone knows the final rules for items ablity enhancements please give me the info. That'll go back to the old game way for me. Moreover does anyone know if the rules for item creation restrict this, could I make a ring with a +x enhancement are the rules restricting that?
Thanks, TTFN DRE

Stalchild |

I do have a question about how the game went with magic items and what does what. As I recal the thinking was that only certain types of items would give AC or ability modifiers, ie belts now only give +to strength as opposed to 3.5 which alowed such things as ring of strength and a belt of strength. This was an area of confusion for me, the system was fine, stacking was never an issue because in the end the GM was in charge. He got to pick or random roll items, and then said items were divided by X # of players. Stacking happaned sure, but it was never a problem. As to item creation well good luck finding someone. No one wanted to be an item creator type, and it was hard to find said item at magic shopes. I'll admit that mainly play style but rarely did I hear complaints, and most of the GM's I played with did the same thing.If anyone knows the final rules for items ablity enhancements please give me the info. That'll go back to the old game way for me. Moreover does anyone know if the rules for item creation restrict this, could I make a ring with a +x enhancement are the rules restricting that?
Thanks, TTFN DRE
Well, the book lists most ability modifiers as 'enhancement bonuses,' which, if I remember correctly, don't stack. I cannot currently find the page that says what does and doesn't stack, so I could be wrong.
It doesn't say anywhere in the item creation rules that you can't create a "Ring of bull's strength" or something similar, but most of the rings given are granting spells, feats, or skill bonuses.

Andre Caceres |

Well, the book lists most ability modifiers as 'enhancement bonuses,' which, if I remember correctly, don't stack. I cannot currently find the page that says what does and doesn't stack, so I could be wrong.
It doesn't say anywhere in the item creation rules that you can't create a "Ring of bull's strength" or something similar, but most of the rings given are granting spells, feats, or skill bonuses.
Thanks, I still can't shake the feeling that something in the logic of magic item slots has changed, but then I have alpha and beta test + various updates over the last year that I can't keep everythig stright. Hopefully these rules have remained, basically the same.
TTFN DRE.

Staffan Johansson |
Thanks, I still can't shake the feeling that something in the logic of magic item slots has changed, but then I have alpha and beta test + various updates over the last year that I can't keep everythig stright. Hopefully these rules have remained, basically the same.
The waist is now the only slot with affinity for boosting physical stats, and the head is the only slot with affinity for boosting mental ones. There are belts/headbands that boost multiple stats, but they cost a bit more (base 1,000 for a single stat, 2,500 for two, and 4,000 for three, multiplied by bonus squared as usual - essentially, you're paying 50% more for the second and third bonus). This is pretty much the same as the beta.
Since rings have universal affinity, you should be able to put a stat bonus in one as well, or in another slot by paying the same +50% (so bonus squared x1,500 gp).
Personally, I think I'll stick with the 3.5 rules on this as well as with the Magic Item Compendium rules that let you combine a "useful" item with a "bonus" item in the same slot without paying extra, as long as the bonus is appropriate. So you could take an amulet of tears (MIC item that lets you get some extra temp hp up to 3/day) and add a Natural Armor bonus to it.