| Malwing |
I'm refining my list of house rules. I wanted to post them to see if there were any serious holes in them.
1) Barring the Paladin core class and Antipaladin base class, alignment restrictions do not apply as class features. Alignment restrictions based on class features, dieties, spells, feats and abilities still apply.
I got into an argument where I defended alignment restrictions for Monk and Druid. After the counter arguments I felt that considering the versatility of the concepts behind the classes I could not justify alignment restrictions aside from Paladins due to their class feature centering around LG.
2) Improved unarmed strike allows you to enhance an appendage used for unarmed strikes as if you were wearing an Amulet of Mighty Fists. That said the feat also allows for temporary enhancement bonuses from spells. Natural attacks such as claw and slam attacks do not count as unarmed strikes.
Alternatively: 2)Cestus, Gauntlets and Brass Knuckles deal unarmed strike damage as opposed to their listed dice damage.
Having unarmed monks rely on one item to boost accuracy seemed so narrow that I just folded the item into a feat or just let the unarmed strike weapons work like they're written. I also want to make magic items more random.
3)All Witches, regardless of race, may take the Bonded Witch archetype(Advanced Race Guide).
Since I'm introducing Super Genius Games' 'The Talented Cavalier' to my homebrew games, this leaves Witch as the only class where pets are not completely optional. Pets are an entire extra sheet of stats to keep track of, I wanted every class to have the ability to forgo that complication especially since I am particularly anal about keeping track of familiars after someone in a previous game had her familiar practically appear anywhere in a situation to surprise an opponent.
4)A Witch may cast patron spells spontaneously in place of a prepared spell slot of the same level much like the Druid’s or Cleric’s Spontaneous Casting class feature.
Patrons seemed like choice with very little impact so I wanted a bit of an 'ompf' for patron spells.
5) Alchemist replace the Mutagen class feature with a discovery. The discovery still counts as Mutagen for the purposes of being replaced for archetypes.
Since Mutagen is a discovery it seemed both harmless and a quick fix to allow more concepts that don't include mutagen.
6)[big one that I am likely not going to do unless I can work out everything about it without problems and it is well recieved] Swift actions use up attacks of opportunity attempts. This does mean that combat reflexes allows for more swift and immediate actions.
I really need advice on this one because I have no idea how powerful this can get. An alternative thing I had considered was completely reworking combat actions so that swift actions took 5 ft out of your movement for the next round and full round actions required your full move and standard actions but since that required minute bookeeping it seemed like a pain and i realized that Combat Reflexes generated a tangible pool of action resource.
| Kelazan |
About your 6th idea.
I'm actually playing a 12th level Inquisitor switch hitter (bow and halberd).
I have a good Dexterity score. If I take Combat Reflexes, I will be able to use 4 to 5 swift action and immediate action per round.
So, I can now land a Litany Spell (all litany are swift action), Bane my weapon, start my judgment and I still have plenty of swift action to cast more Litany, switch my Bane if I attack a second target or switch my judgment in the middle of my full-attack to bypass that badass adamantine DR I haven't noticed.
Repeat this pattern each round. Even if a burn spell slot too fast, modifying judgement and bane are free...and very useful. I can full-attack with +3 to hit and +5 dmg and switch to +3 to AC and Saves at the end of my turn. No more need to choose between offence and defence buff.
Allowing more swift action, even just 2 instead of one, is an incredible power up for Inquisitor, Paladin, and Monks in term of action efficiency. My Paladin just receive 50 dmg and is barely dead ? No problem, he can use 2 lays on hand per round to heal himself tanks to Combat reflexes. There is also a problem with Quicken Spells. With a rod, you can spam 3 fireballs in a round, or Haste / Magic Circle against X / Major image... Burning attack of opportunity isn't important for casters.
| williamoak |
I'd agree with kelazan on he 6th point; a magus has one hell of a lot of potential swift actions they can take, though it would burn through arcane points fast.
Basically, I think it would be OP for the number of classes that can use swift actions (IE, magus, paladin, Inquisitor, monk, spellcasters), and meaningless to everyone else.
Good luck on reworking combat actions, it does not seem easy to make something balanced. I'm okay with how it is for now, but it could use some work.
The other options are nice; I especially agree for the bonded witch, and I understand the desire not to ad the complication of tracking companions. Spontaneous casting patron spells is also meaningful.
| Malwing |
I'd agree with kelazan on he 6th point; a magus has one hell of a lot of potential swift actions they can take, though it would burn through arcane points fast.
Basically, I think it would be OP for the number of classes that can use swift actions (IE, magus, paladin, Inquisitor, monk, spellcasters), and meaningless to everyone else.
Good luck on reworking combat actions, it does not seem easy to make something balanced. I'm okay with how it is for now, but it could use some work.The other options are nice; I especially agree for the bonded witch, and I understand the desire not to ad the complication of tracking companions. Spontaneous casting patron spells is also meaningful.
Yeah, the game gives relies a lot on swift actions being a very limited resource. I think to achieve the same effect I may allow a feat that gives extra 5-ft steps based on BAB. The idea was pretty much allow martials to do use up AoOs for more mobility when full attacking. That is if I don't find a good 3pp that gives more mobility options to martials.
| williamoak |
It might be wiser to simply allow full attacks on movement for martials (like fighter, barbarian & cavalier). Basically, giving "pounce" to all martials.
Still, what you're proposing could get complicated fast. Try to test in a "battle only" situation and see how people manipulate it. It would invalidate a number of PrCs that are specifically built atound that (like the mobility fighter)