Kirth Gersen's v2 Houserules


Homebrew and House Rules

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Grand Lodge

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The following are direct links to the Word documents. At some point in the future I intend to make a SRD style site for them. In the meanwhile, feel free to post comments and questions here.

Armor.
Feats.
Houserules.
Races.
Skills.
Weapons.

Barbarian.
Bard.
Cleric.
Druid.
Favored Soul.
Fighter.
Inquisitor.
Monk.
Prestige Paladin.
Ranger.
Rogue.
Sorcerer.
Wizard.


Thanks for the heads up on that other thread TOZ. I'd already seen it, but no harm in being careful. Right now I'm downloading open office (just installed a new OS, so I hadn't picked up a word processor yet.)

When I've had a chance to read and absorb it I'll start making some commentary and see what kind of discussion might build up with other people. (I can already see the "IT'S OVER POWERED" and "THOSE MARSHALS AREN'T REALISTIC ENOUGH" whining xD)

Grand Lodge

I dunno, my 5th level Ranger wasn't much help in Logue's Carnival of Tears last night. Something about DR 10/cold iron on all the enemies. :P


TriOmegaZero wrote:
I dunno, my 5th level Ranger wasn't much help in Logue's Carnival of Tears last night. Something about DR 10/cold iron on all the enemies. :P

So did Kirth tell you how much he tweaked the module?

Liberty's Edge

I wasn't much help. but that probably had more to do with Fiachra enjoying watching humans getting torn apart by pissed off fey...

Grand Lodge

kyrt-ryder wrote:
TriOmegaZero wrote:
I dunno, my 5th level Ranger wasn't much help in Logue's Carnival of Tears last night. Something about DR 10/cold iron on all the enemies. :P
So did Kirth tell you how much he tweaked the module?

I watched him read directly from the module. :P

Liberty's Edge

I t was written for 3.5, but he was using the Bestiary for the foes. Apparently Fey are a lot tougher in Pathfinder than 3.5.


THANKS, TOZ!

Appreciate the links.

BTW, the Sundering and Movement Speed should have been in the "draft" folder; please delete those!


And for anyone keeping up with the errata, you can find them by clicking on this avatar.

Grand Lodge

Kirth Gersen wrote:

THANKS, TOZ!

Appreciate the links.

BTW, the Sundering and Movement Speed should have been in the "draft" folder; please delete those!

I wasn't sure, so I left it alone. Glad you could answer in time for me to edit the opening post.


TriOmegaZero wrote:
Glad you could answer in time for me to edit the opening post.

Me, too! Yeah, those and everything in the "draft" folder on the CD is a random stew of half-formed ideas I was working with. It's pretty safe to ignore them, unless you're intensely interested in the Arcane Warrior class versions I abandoned, and so on.

You'll also notice that hero points tied to Cha bonus didn't make the final cut. Why not? Because it exacerbates melee guys' MAD far more than it helps make Charisma inherently valuable. I'll keep thinking about alternative uses for Charisma, though, and hopefully come up with something good one of these days.


I enjoy your house rules, but I noticed I was not able to open the barbarian, druid, ranger, sorcerer, and wizard files for some reason on my computer. Are you using a special program for them?

Grand Lodge

They may be an version of Word document that is incompatible with your program. Maybe try an open source word processor and see if it can read it?


I tried open office also and it did not work, when I download it is a zip file though so maybe that is the problem.

Grand Lodge

Hmm, it downloaded as a Word doc for me. I'll see what I can do.

Liberty's Edge

I'm using both Office 07 and Open Office, the docs open in both for me. Did Kirth save them as doc.x? I know older versions of Word won't open doc.x stuff.

Grand Lodge

Yeah, those are docx files. I can put up doc files for those who can't handle docx.


Christopher Hauschild wrote:
I enjoy your house rules, but I noticed I was not able to open the barbarian, druid, ranger, sorcerer, and wizard files for some reason on my computer. Are you using a special program for them?

Some of those appear to have been created with newer versions of MSWord, perhaps 2007 or a later variant. I can open them with MSword 2003 seemingly okay, but I do not have Open Office to confirm if it opens with that.

On the OP:

Just my first thoughts -- it is still early days for me as I read through this. I am no expert; just an adventure writer.

There is some stuff I like here. (All I need now is a more regular game in which to playtest these...but Saint Nick didn't bring me new friends in this new town this Christmas). I'd like to see this stand alongside the actual PFRPG rules, on its own two feet. It would require tidying up a lot of the text to remove/rename the non-OGL references and class name changes so they could stand alongside the core classes...kinda like what happened with Iron Heroes for 3.5 (e.g. rename Kirth's Monk to Exemplar; Ranger to Hunter; Wizard to Arcanist, Sorcerer to Occultist, that type of thing). Just a thought.

Grand Lodge

And done.

Barbarian.
Druid.
Ranger.
Sorcerer.
Wizard.


Sagawork Studios wrote:
Christopher Hauschild wrote:
I enjoy your house rules, but I noticed I was not able to open the barbarian, druid, ranger, sorcerer, and wizard files for some reason on my computer. Are you using a special program for them?

Some of those appear to have been created with newer versions of MSWord, perhaps 2007 or a later variant. I can open them with MSword 2003 seemingly okay, but I do not have Open Office to confirm if it opens with that.

On the OP:

Just my first thoughts -- it is still early days for me as I read through this. I am no expert; just an adventure writer.

There is some stuff I like here. (All I need now is a more regular game in which to playtest these...but Saint Nick didn't bring me new friends in this new town this Christmas). I'd like to see this stand alongside the actual PFRPG rules, on its own two feet. It would require tidying up a lot of the text to remove/rename the non-OGL references and class name changes so they could stand alongside the core classes...kinda like what happened with Iron Heroes for 3.5 (e.g. rename Kirth's Monk to Exemplar; Ranger to Hunter; Wizard to Arcanist, Sorcerer to Occultist, that type of thing). Just a thought.

The problem with this (unless there are some dramatic changes from before) is that this system isn't intended to be played alongside core. The casters are toned down (through action economy) and the martial classes get big boosts, especially at the higher levels.

If you tried playing a PF monk next to a Kirth monk, the PF monk would probably feel SEVERAL levels (depending on the level of play. At first level it wouldn't be huge, but that gap over time will be painful) behind, because these classes are a 'rebalancing' of sorts, and the monk had the farthest to go.


Alright, I've been reading it, and I found a mistake. In the Houserules file, Light Wounds mentions becoming fatigued whether or not the save is successful, however there is no save DC or effect of a failed save mentioned, unlike the heavy counterpart below.

Also, in the little note on having fatigue/exhaustion cured by magic, it notes not regaining HP 'except for temporary HP lost due to constitution drop.' The problem, is that the actual fatigue and exhaustion rules within the document discuss penalties that 'simulate reduced stats' but never actually mentioned penalizing HP.

In my personal opinion, I think penalizing HP from that is just a big mess that would complicate the mechanic, but it's up to you Kirth, I'm just pointing out the flaws in the presentation.


kyrt-ryder wrote:


The problem with this (unless there are some dramatic changes from before) is that this system isn't intended to be played alongside core. The casters are toned down (through action economy) and the martial classes get big boosts, especially at the higher levels.

If you tried playing a PF monk next to a Kirth monk, the PF monk would probably feel SEVERAL levels (depending on the level of play. At first level it wouldn't be huge, but that gap over time will be painful) behind, because these classes are a 'rebalancing' of sorts, and the monk had the farthest to go.

You are quite correct. I am not sure if one would play the IH classes against the vanilla 3.5 classes either --but in any case, I still think that the ideas presented here deserve some merit as Variant Player's Handbook in some capacity. This is all IMO, of course :)


Sagawork Studios wrote:
kyrt-ryder wrote:


The problem with this (unless there are some dramatic changes from before) is that this system isn't intended to be played alongside core. The casters are toned down (through action economy) and the martial classes get big boosts, especially at the higher levels.

If you tried playing a PF monk next to a Kirth monk, the PF monk would probably feel SEVERAL levels (depending on the level of play. At first level it wouldn't be huge, but that gap over time will be painful) behind, because these classes are a 'rebalancing' of sorts, and the monk had the farthest to go.

You are quite correct. I am not sure if one would play the IH classes against the vanilla 3.5 classes either --but in any case, I still think that the ideas presented here deserve some merit as Variant Player's Handbook in some capacity. This is all IMO, of course :)

Oh, I agree, Kirth's put a LOT of work into this (although I like to brag that I influenced some parts of it :P) and it's certainly a good set of rules, ones that I'd be happy to play in, even if they aren't quite a match for my own preferences.


Regarding Tricky Maneuvers 'Dirty Trick'... I realize that the APG has the Dazzled condition option, but it seems kind of pointless to me when Blinded is also an option. Dazzled is kind of the red-headed stepchild of conditions that nobody really cares about.


Parrying costs BOTH an attack preemptively reserved AND an immediate action? Is that intentional, or perhaps a piece of the old rules that slipped through?


Hey Kirth. The Tactical Movement section still talks about trading attacks with two weapon fighting. Thought you should know.


First, well done considering layout and presentation.

I like what you did with the Rogue. I feel that with the APG the classes are pretty much balanced around Level 5-15 (except of course an optimized Druid), with the exception of the Rogue, who falls short unless your GM especially plays into his strengths (a plethora of traps, unusualy skill checks galore, not that much combat).

Your Rogue seems to be much better at holding his own, especially starting with Level10.

Liberty's Edge

MicMan wrote:

First, well done considering layout and presentation.

I especially like what you did with the Rogue. I fell that with the APG the classes are pretty much balanced around Level 5-15, with the exception of the Rogue, who falls short unless your GM especially plays into his strengths (a plethora of traps, unusualy skill checks galore, not that much combat).

Your Rogue seems to be much better at holding his own, especially starting with Level10.

I'm playing a Rogue 4/Fighter 2 under v1.0 of these rules, and he is a beast. I am quite happy with the way he plays (even though, due to party makeup, I'm pretty much the front line fighter/damage dealer and I "fall down go boom" a lot). I don't think I could go back to a vanilla 3.5/Pf rogue after Cadogan.

Edit: I suspect that, after I rebuild Cadogan with v2.0, he'll be even nastier. I get another feat for one (Weapon finesse is free now), and the change of the less popular (i.e. least likely to be taken) rogue talents to regular class features will add some dimension to him as well.

My other character (we run two groups) is a wizard, and, while he still functions well, I find myself thinking a lot more about the tactical situation as casting isn't automatic any more. And I'm less mobile. So, playing a wizard in a 3.x based game is actually challenging again, to a degree.

I'm actually looking forward to playing a fighter for the first time since my first 3.0 character also (I've played fighters since, but the only two who were at all decent were a Warforged I took to the Juggernaut PrC, and a dwarf optimized within an inch of his life), so that's cool as well.


houstonderek wrote:
MicMan wrote:

First, well done considering layout and presentation.

I especially like what you did with the Rogue. I fell that with the APG the classes are pretty much balanced around Level 5-15, with the exception of the Rogue, who falls short unless your GM especially plays into his strengths (a plethora of traps, unusualy skill checks galore, not that much combat).

Your Rogue seems to be much better at holding his own, especially starting with Level10.

I'm playing a Rogue 4/Fighter 2 under v1.0 of these rules, and he is a beast. I am quite happy with the way he plays (even though, due to party makeup, I'm pretty much the front line fighter/damage dealer and I "fall down go boom" a lot). I don't think I could go back to a vanilla 3.5/Pf rogue after Cadogan.

Yeah, you much prefer your French Vanilla Rogue now :P

Emphasis on 'French'


kyrt-ryder wrote:
houstonderek wrote:
MicMan wrote:

First, well done considering layout and presentation.

I especially like what you did with the Rogue. I fell that with the APG the classes are pretty much balanced around Level 5-15, with the exception of the Rogue, who falls short unless your GM especially plays into his strengths (a plethora of traps, unusualy skill checks galore, not that much combat).

Your Rogue seems to be much better at holding his own, especially starting with Level10.

I'm playing a Rogue 4/Fighter 2 under v1.0 of these rules, and he is a beast. I am quite happy with the way he plays (even though, due to party makeup, I'm pretty much the front line fighter/damage dealer and I "fall down go boom" a lot). I don't think I could go back to a vanilla 3.5/Pf rogue after Cadogan.

Yeah, you much prefer your French Vanilla Rogue now :P

Emphasis on 'French'

I am of Catalan descent, not, ugh..."French"...

Liberty's Edge

Kyrt

Spoiler:
You on FB? If so, are you on my list? If not, facebook/houstonderek


houstonderek wrote:

Kyrt

** spoiler omitted **

Derek

Spoiler:
I don't use Facebook. Just about the only real communication system I use is Windows Live Messenger, which also works cross-platform with Yahoo Instant Messenger.


Hey Kirth? As opposed to allowing other threatening enemies to make aid another checks (which cost actions unless that's been changed) to 'drive up concentration DC's' have you considered simply adding +1 to the DC of the Highest BAB threat for every additional threat? One less set of rolls required, and it's a nice compromise between the higher potential DC boost that aid another could give, and the fact nobody's likely to have the actions to spare.


The counter-spelling section says that counterspelling is only automatic if the spell used is the same as the spell being countered.

Does that mean you're taking out the 'opposite spells' concept, like haste vs slow?


I really like the magic item suggestions about unlocking abilities in the gear.

My one suggestion, would be to add something along the lines of "Or to have the piece of equipment gain an ability relevant to a recent encounter" as an additional option to discovering 'latent abilities' in the equipment, where instead of finding magic that was already hidden in the stuff, you're witnessing how your own encounters with magic are affecting you and your gear.


Alright, I'm done criticizing your work for the night lol. Hope I've been more helpful than annoying. I'll pick a file or two to read tomorrow, and hopefully have fewer comments and questions I need to throw your way.


Dot'd.
This s**t is amazing. Great work, all.


Pathfinder Rulebook Subscriber

And a great deal of it is being integrated into d20OpenRPG :)

Liberty's Edge

jreyst wrote:
And a great deal of it is being integrated into d20OpenRPG :)

Be careful with that, though. Quite a bit of it is non-OGL content, since it's just our "at the table" houserules, and nothing we're (I think) seriously considering publishing.

Liberty's Edge

Kirth, there are a couple of issues with some of the "simple/martial proficiencies" differences between some weapons not being all that different (mostly concerning a couple of -4 competence penalties for a couple under Martial) I'd like to go over with you next time we meet. Overall, I'm really digging that whole idea, though.

Sovereign Court

kyrt-ryder wrote:


If you tried playing a PF monk next to a Kirth monk, the PF monk would probably feel SEVERAL levels (depending on the level of play. At first level it wouldn't be huge, but that gap over time will be painful) behind, because these classes are a 'rebalancing' of sorts, and the monk had the farthest to go.

I played a monk with the first version of these rules, and she was good in combat. And hilarious out of it.

Ah...Trog.

Liberty's Edge

Jess Door wrote:
kyrt-ryder wrote:


If you tried playing a PF monk next to a Kirth monk, the PF monk would probably feel SEVERAL levels (depending on the level of play. At first level it wouldn't be huge, but that gap over time will be painful) behind, because these classes are a 'rebalancing' of sorts, and the monk had the farthest to go.

I played a monk with the first version of these rules, and she was good in combat. And hilarious out of it.

Ah...Trog.

It'll be nice having a monk familiar...

;-)


Jess Door wrote:
Ah...Trog.

Trog was our plot hook to railroad eveyone into the adventure on Monday. "Carnival! Come on! I'm going!"

It did not end well for the citizens of Logger's Bridge.


kyrt-ryder wrote:
Alright, I'm done criticizing your work for the night lol. Hope I've been more helpful than annoying.

Quite a bit so! Thank you. I'll go through your comments one at a time tonight, and edit the documents accordingly (and post errata under the Egg of Coot alias).


houstonderek wrote:
Kirth, there are a couple of issues with some of the "simple/martial proficiencies" differences between some weapons not being all that different (mostly concerning a couple of -4 competence penalties for a couple under Martial) I'd like to go over with you next time we meet.

Sounds good -- I look forward to it.


houstonderek wrote:
jreyst wrote:
And a great deal of it is being integrated into d20OpenRPG :)
Be careful with that, though. Quite a bit of it is non-OGL content, since it's just our "at the table" houserules, and nothing we're (I think) seriously considering publishing.

Yes. Please tell me what you plan to integrate before doing so. There is a LOT of closed content material represented in the rules -- I've tried to reference it in the "source" notes for the feats and such -- but inevitably I will have missed some.

These house rules are intended for personal use only. No copyright challenge or infringement of any kind is intended. Any improper use will be made without my consent and against my direct request to the contrary. They are posted here only for the convenience of out home group, and to give suggestions as to the kinds of modifications that can be made to the OGL rules to expand the balance of the game at higher levels. Most specifics as posted, on the other hand, are closed content and should be carefully treated as such.


Pathfinder Rulebook Subscriber

Ok, to clarify, are you saying that you make no claims of OGL status of items from non-OGL sources which you may have used in your documents, OR, that content you have created is specifically not released as open game content?

If its the former, ok, I get that and know what to do.

If its the latter, ok, I'll stop looking at the docs.

Silver Crusade

Pathfinder Adventure Path Subscriber

Thanks Kirth and TOZ, will mine it for ideas.


jreyst wrote:
Ok, to clarify, are you saying that you make no claims of OGL status of items from non-OGL sources which you may have used in your documents, OR, that content you have created is specifically not released as open game content?

Any content I have created or modified which references (directly or indirectly), or in any way relies or draws upon closed content, is specifically not released as open game content, nor should in any way be considered, used, or treated as such. Material which references and/or relies or draws upon open content only is hereby likewise designated as open content.


I really like the monk write up...but unfortunately I do not own most of the books in which the powers are referenced...
Do the rest of the classes rely on them as well?

Also, in your "wound" houserules, would "orc ferocity" allow orcs or half-orcs to ignore the penalties?

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