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		<title><![CDATA[EN World D&D / RPG News - D&D 3rd Edition House Rules]]></title>
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		<description><![CDATA[Post your house rules, custom classes, spells, feats and other stuff here.  For D&D 3rd Edition and all older editions of D&D.]]></description>
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			<title><![CDATA[EN World D&D / RPG News - D&D 3rd Edition House Rules]]></title>
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			<title>The Alexandrian: Death and Dying Rules</title>
			<link>http://www.enworld.org/forum/d-d-3rd-edition-house-rules/268276-alexandrian-death-dying-rules.html</link>
			<pubDate>Fri, 20 Nov 2009 23:56:01 GMT</pubDate>
			<description><![CDATA[I recently ran across some interesting Death and Dying Rules by Justin Alexander that I'm thinking about adopting into my own games.  I'd appreciate it if you'd read them and let me know if you think that they are solid. 
 
Death and Dying Rules by Justin Alexander]]></description>
			<content:encoded><![CDATA[<div>I recently ran across some interesting <a href="http://www.thealexandrian.net/creations/advanced-rules/optional-death.html" target="_blank">Death and Dying Rules by Justin Alexander</a> that I'm thinking about adopting into my own games.  I'd appreciate it if you'd read them and let me know if you think that they are solid.<br />
<br />
<div align="center"><a href="http://www.thealexandrian.net/creations/advanced-rules/optional-death.html" target="_blank">Death and Dying Rules by Justin Alexander</a></div></div>

]]></content:encoded>
			<category domain="http://www.enworld.org/forum/d-d-3rd-edition-house-rules/"><![CDATA[D&D 3rd Edition House Rules]]></category>
			<dc:creator>Hrothgar Rannúlfr</dc:creator>
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			<title>3.5 HR – Codex Gigas</title>
			<link>http://www.enworld.org/forum/d-d-3rd-edition-house-rules/268020-3-5-hr-codex-gigas.html</link>
			<pubDate>Sun, 15 Nov 2009 13:00:40 GMT</pubDate>
			<description>. 
    No presumption behind the name “Codex Gigas”, it’s just that my house rules codex is by far the most comprehensive and detailed that I know of.  Well, it took an eternity and a half to neatly tie the edges, but I feel I finally nailed all the issues I wanted to put in there. 
 
These HR were...</description>
			<content:encoded><![CDATA[<div><b><font face="&amp;quot">.</font><u><font face="&amp;quot"><br />
</font></u></b>    <div align="left"><font face="&amp;quot">No presumption behind the name “Codex Gigas”, it’s just that my house rules codex is by far the most comprehensive and detailed that I know of.</font></div>  <div align="left"><font face="&amp;quot">Well, it took an eternity and a half to neatly tie the edges, but I feel I finally nailed all the issues I wanted to put in there.<br />
<br />
These HR were originally created on the <acronym title="Wizards of the Coast">WotC</acronym> (Wizards of the Coast) forums, but since they more or less trashed them, I had no choice but to figure out on my own how to manually edit my saved HR page if I was to complete this project. In the end it all went for the better, since I was no longer under the characters-per-entry limit, so I was able to get rid of all the shorthand acrobatics I made to cram things into confined spaces.<br />
</font><font face="&amp;quot"><br />
</font></div>    <div align="left"><font face="&amp;quot">The result is presented in the attached file.<br />
<br />
There are 2 main reasons for this thread:</font></div>  <div align="left"><font face="&amp;quot">1. Sharing. Others might find my ideas useful.</font></div>  <div align="left"><font face="&amp;quot">2. Constructive feedbacks and insights on... whatever.<br />
</font><font face="&amp;quot"><br />
</font><font face="&amp;quot"><br />
</font><font face="&amp;quot">So... have fun and share your thoughts/insightes if you got any.<br />
<br />
</font></div></div>


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	<td><a href="http://www.enworld.org/forum/attachments/d-d-3rd-edition-house-rules/42007d1258289487-3-5-hr-codex-gigas-my-house-rules-codex-done.zip">My House-Rules Codex – DONE.zip</a> (433.8 KB)</td>
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			<category domain="http://www.enworld.org/forum/d-d-3rd-edition-house-rules/"><![CDATA[D&D 3rd Edition House Rules]]></category>
			<dc:creator>nonsi256</dc:creator>
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			<title>cost formula for mounts</title>
			<link>http://www.enworld.org/forum/d-d-3rd-edition-house-rules/268003-cost-formula-mounts.html</link>
			<pubDate>Sun, 15 Nov 2009 01:31:36 GMT</pubDate>
			<description><![CDATA[I'm thinking of adding a ton of new potential mounts to d20, but want to create some sort of formula in order to ensure it scales well. 
 
here's what I got? 
 
# of Hit Dice (squared) x 20 
Pretrained skill package (trained for combat) +50% 
Individual tricks +10% each 
Creature can never be used...]]></description>
			<content:encoded><![CDATA[<div>I'm thinking of adding a ton of new potential mounts to d20, but want to create some sort of formula in order to ensure it scales well.<br />
<br />
here's what I got?<br />
<br />
# of Hit Dice (squared) x 20<br />
Pretrained skill package (trained for combat) +50%<br />
Individual tricks +10% each<br />
Creature can never be used a mount (to small, unusally, or dangerous) -25%<br />
 <br />
Unusal creature/template   x 2 all costs<br />
Flight:  x 2 all costs<br />
<br />
***********************<br />
<br />
will it work, and is their anything I need to take into account?</div>

]]></content:encoded>
			<category domain="http://www.enworld.org/forum/d-d-3rd-edition-house-rules/"><![CDATA[D&D 3rd Edition House Rules]]></category>
			<dc:creator>Shades of Eternity</dc:creator>
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			<title><![CDATA[Simple idea to "fix" the magic weapon problem]]></title>
			<link>http://www.enworld.org/forum/d-d-3rd-edition-house-rules/267983-simple-idea-fix-magic-weapon-problem.html</link>
			<pubDate>Sat, 14 Nov 2009 05:29:22 GMT</pubDate>
			<description>Namely, that warriors are discouraged from using multiple kinds of weapons, but rather to use only a single specific one to save money on the high cost of enhancing weapons. 
 
This is just a simple little idea I came up with and my DM allowed for one game with a specific character who I wanted to...</description>
			<content:encoded><![CDATA[<div>Namely, that warriors are discouraged from using multiple kinds of weapons, but rather to use only a single specific one to save money on the high cost of enhancing weapons.<br />
<br />
This is just a simple little idea I came up with and my DM allowed for one game with a specific character who I wanted to have many different exotic weapons, using different ones any given day (thanks to the flavorfully awesome Weapon Adaptation of Warblades) to actually make that feasible past level 3.  For all I know it's been done before, came up with it a few years ago:<br />
<br />
Hands of the Taiko: Any one masterwork weapon held in the hands gains the gauntlets' enhancement bonus. If the weapon is magical, any inherent properties of it worth a market price modifier (i.e., +1) are nulled by these gauntlets, though they can be turned on and off as a free action. Augment crystals and spells targeting the weapon function normally. Takes hands slot. Cost: 1.5x normal weapon enhancement cost (ie, +1 costs 3000 gp, +2 costs 12000 gp, etc...)<br />
<br />
So...you pay 1.5x cost, ie the &quot;wrong slot&quot; cost, and can apply the bonus ot whatever masterwork weapon you happen to pick up.  I limited it to masterwork for knee-jerk balance reasons, though with more playtesting may find it ok to apply even to a muddy stick off the ground.  I limited it to one weapon held to keep it from being a ridiculous steal for TWF and to limit the usefulness to throwing builds (with 4 levels of Bloodstorm Blade to do a full thrown weapon attack with the same weapon, it's still possible).  It adds some versatility, but at sizable cost.  I found it to be pretty balanced in the limited play time it was used.<br />
<br />
And the name?  I have trouble naming things.  The character in question was a descendant of the Toyotomi, and was thus named in honor of Hideyoshi Toyotomi (the Taiko) for lack of a better idea.  Feel free to rename it with something that actually describes what it does.<br />
<br />
For what it's worth, in my own games I allow Monks to pay 1.5x cost for a robe to enhance unarmed strike, instead of the obscene costs of the <acronym title="Dungeon Master's Guide">DMG</acronym> amulet, which is really only ever worth it if you're a creature with multiple natural attacks to enhance.  I mean, by <acronym title="Rules as Written">RAW</acronym> a monk is infinitely better off just getting buffed with GMW or GMF.  So creating an item like this might not have offended my sensibilities as much as it may yours.<br />
<br />
EDIT: The item as written DOES extend its benefit to ranged weapons such as bows, if that was unclear.  Obviously if you placed a melee only special ability on the gauntlets it would not function with a bow and vice-versa.  Again, the point is to pay a little more to add your enhancement to an assortment of weapons.</div>

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			<category domain="http://www.enworld.org/forum/d-d-3rd-edition-house-rules/"><![CDATA[D&D 3rd Edition House Rules]]></category>
			<dc:creator>StreamOfTheSky</dc:creator>
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			<title>Spellcasting Changes</title>
			<link>http://www.enworld.org/forum/d-d-3rd-edition-house-rules/267982-spellcasting-changes.html</link>
			<pubDate>Sat, 14 Nov 2009 04:11:10 GMT</pubDate>
			<description><![CDATA[I saw someone propose Caster Level Checks to cast spells (as a check to some of the crazier ones). 
  
So I'm going to ask, does anyone think this would be a good Idea? 
  
I proposed a change a while back, and repeated it in a recent thread: Caster Level Check replacing ASF, With Caster Level...]]></description>
			<content:encoded><![CDATA[<div>I saw someone propose Caster Level Checks to cast spells (as a check to some of the crazier ones).<br />
 <br />
So I'm going to ask, does anyone think this would be a good Idea?<br />
 <br />
I proposed a change a while back, and repeated it in a recent thread: Caster Level Check replacing ASF, With Caster Level Checks built in.<br />
 <br />
You could take it a step farther. Instead of metamagic being feats all the time, you could have it change the check DCs, and then the feats wouldnt all be used up (Often you regret taking them IME). It would be possible, right?<br />
 <br />
Finally: <br />
 <br />
Counter Spelling: <br />
 <br />
Truly this is a bit inspired by my days of MtG. 2 Blue = Counter. Many variations exist.<br />
 <br />
Right now you can only counter spell if you are already waiting for a spell to be cast. Because of this, I have actually never seen counter spell be used as a counter. I've seen people use silence to stoop a mage in his tracks, but never seen anyone actually use counter spell.<br />
 <br />
Spellcasting provokes AoOs.<br />
 <br />
What if you could counterspell as an AoO? I could see it being at least a viable choice then.<br />
 <br />
Honestly I'd propose further changes to counterspell, from my own thoughts, but maybe other people feel differently, so I'm open to input.<br />
 <br />
Changes:<br />
To Counterspell, you no longer need to have the correct spell. You still need to Identify the spell, and then you need to make a dispel check instead of casting the correct spell. <br />
 <br />
If the altered Counterspell needs limits any or all of the following could be used:<br />
1: Counterspelling can be counterspelled.<br />
2: While Counterspelling is an AoO, You cannot cast full round spells in a round you counterspelled. <br />
3: Counterspelling can only be done if you can cast the same level spells as the one youre trying to counter, and eats up a spell slot of that level (of higher, at caster's discretion).<br />
 <br />
Now, can we make any improvement using any of these ideas?</div>

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			<category domain="http://www.enworld.org/forum/d-d-3rd-edition-house-rules/"><![CDATA[D&D 3rd Edition House Rules]]></category>
			<dc:creator>Sylrae</dc:creator>
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			<title>Trailblazer: Caster Changes</title>
			<link>http://www.enworld.org/forum/d-d-3rd-edition-house-rules/267979-trailblazer-caster-changes.html</link>
			<pubDate>Sat, 14 Nov 2009 03:45:58 GMT</pubDate>
			<description><![CDATA[Some things I've been wondering about with Trailblazer, specifically with regard to the single spell table. 
  
I like the Idea of a shared spell table, but there are some things that would require, some you dealt with, others I don't think you did. I was wondering if you had any suggestions on how...]]></description>
			<content:encoded><![CDATA[<div>Some things I've been wondering about with Trailblazer, specifically with regard to the single spell table.<br />
 <br />
I like the Idea of a shared spell table, but there are some things that would require, some you dealt with, others I don't think you did. I was wondering if you had any suggestions on how I might deal with them. I like your Idea but feel I need to address these things to have a unified spell table. Maybe some comments on the issues I'm seeing would helpe me either see things your way, or see what I want to do differently.<br />
 <br />
1. Spell Gain Rates: What levels you gain spells at of each spell level. (You covered this well)<br />
 <br />
2. Caster Level: Caster levels get nerfed. I think this makes a big difference. Like the bard, got dropped. Dropping caster levels makes alot of creatures who are of the appropriate level now immune to your spells. <br />
 <br />
2. Spell Per Day Rates: This doesn't seem as well dealt with.<br />
You assumed everyone gains spells at a wizard rate. <br />
 <br />
That means that as a bard, Since I cap out at 6th level spells, I now only have 2 or 3 spells per day of my highest level (6) by level 20, instead of the 5 I'd have as a regular bard.  <br />
<br />
As a Sorcerer I have 4 instead of 6.<br />
 <br />
If you were to extend it to the Duskblade (Fighter Mage) it gets even wonkier cause they get 6 level 5 spells by 20, but they have 10 of levels 1-3.<br />
 <br />
3. Spells Known: You just assumed everyone has all spells in their list. That is a pretty big power boost to the wizard, and sorcerer, particularly. <br />
The sorcerer gets a very limited amount normally, and now has the whole list. He has less per day, but knows hundreds of spells now instead of the like 30-40 he had before.<br />
Wizards more so. They just dropped a huge tax on their income (buying scrolls to learn more spells) and gave them hundreds of spells for free.<br />
Bards get more spells too, but now their spells only work 2/3 as well as before, so theyre overall less effective.<br />
 <br />
4. Spontaneous Spells: Sorcerers lose these.<br />
 <br />
These seem like problems to me. Could you explain how theyre dealt with, why they don't make a big dent in the game, etc?<br />
 <br />
Thanks Wulf;<br />
 <br />
~Sylrae</div>

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			<category domain="http://www.enworld.org/forum/d-d-3rd-edition-house-rules/"><![CDATA[D&D 3rd Edition House Rules]]></category>
			<dc:creator>Sylrae</dc:creator>
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			<title>Fixing force spells</title>
			<link>http://www.enworld.org/forum/d-d-3rd-edition-house-rules/267952-fixing-force-spells.html</link>
			<pubDate>Fri, 13 Nov 2009 16:46:26 GMT</pubDate>
			<description><![CDATA[Tequila Sunrise's thread gave me an idea on how to deal with force spells. Okay, it's mostly been done before - 4E, and TS to some degree - but I have some different ideas. 
 
Basically, ALL force effects have hit points. Bigby's interposing hand has hit points and AC (though none of the others do,...]]></description>
			<content:encoded><![CDATA[<div>Tequila Sunrise's thread gave me an idea on how to deal with force spells. Okay, it's mostly been done before - <acronym title="D&D 4th Edition">4E</acronym>, and TS to some degree - but I have some different ideas.<br />
<br />
Basically, ALL force effects have hit points. Bigby's interposing hand has hit points and AC (though none of the others do, for some reason), so you could extend this to all other force effects. They have hit points equal to the caster's max, DR equal to casting bonus/-*, and can only be damaged with physical attacks, disintegrate spells, or dispel magic. Non-stationary effects like the hand spells also have AC.<br />
<br />
*For example, a wall of force cast by a wizard with 17 Int would have DR 3/-. <br />
<br />
I'm kind of debating between DR or a fast healing effect whereby the effect regains 1-3 points of damage per round. Maybe I could do both - Conjuration effects (wall of force) have DR, while Evocation effects (Bigby's hand) regenerate damage?</div>

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			<category domain="http://www.enworld.org/forum/d-d-3rd-edition-house-rules/"><![CDATA[D&D 3rd Edition House Rules]]></category>
			<dc:creator>Kerrick</dc:creator>
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			<title>Fixing Casters, the Right Way</title>
			<link>http://www.enworld.org/forum/d-d-3rd-edition-house-rules/267875-fixing-casters-right-way.html</link>
			<pubDate>Thu, 12 Nov 2009 03:37:52 GMT</pubDate>
			<description><![CDATA[Maybe it's because I've been reading a lot of 3e talk lately, which inevitably leads to CASTERZ PWN ALL! Or maybe it's because I'm a pompous, self-important, obsessive tinkering control-freak, but I've decided to go back and give 3e casters the attention that they never seem to get: Not the...]]></description>
			<content:encoded><![CDATA[<div>Maybe it's because I've been reading a lot of <acronym title="D&D 3rd Edition">3e</acronym> talk lately, which inevitably leads to CASTERZ PWN ALL! Or maybe it's because I'm a pompous, self-important, obsessive tinkering control-freak, but I've decided to go back and give <acronym title="D&D 3rd Edition">3e</acronym> casters the attention that they never seem to get: Not the nerf-hammer or the fan-love, but the attention to what actually makes casters unbalanced...<br />
<br />
<font size="7">Spells.</font><br />
<br />
Dun-dun-dun! Some spells are nigh-useless while others overpower the very game assumptions that are supposed to balance casters with non-casters. Spells, spell schools, spell text, spell lists and just about everything else about spells is inconsistent and fragmented. So here's what I did; I took a few iconic spells and rewrote them how I would have liked them to be written in the first place. And then I explained a bit of my thought process, in the hopes that maybe some of my ramblings will help others.<br />
<br />
<a href="http://docs.google.com/fileview?id=0B13rBX1CAB0XYTE4Y2VhYWEtYWQyOS00YjNlLWE0ZDEtMTM4NDQ5MjFjY2Y3&amp;hl=en" target="_blank">TS's Spell Book</a><br />
<br />
<font size="4">Excerpt: Fire Ball</font><br />
Don&#8217;t you think it&#8217;s odd that fire spells so rarely actually light things on fire? I think all spells with fire in the title should do this.<br />
<br />
Fire Ball<br />
Evocation [Fire]<br />
Level: (Arcane, Fire, Natural) 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10<br />
Component: M, S, V<br />
Casting Time: 1 standard action<br />
Range: 60 ft.<br />
Area: 20 ft. radius spread<br />
Duration: Instantaneous<br />
Saving Throw: Ref half<br />
Spell Resistance: Yes<br />
You deal (2d4/Spell Level) + 1/Caster Level fire damage to each creature within the blast. You also ignite objects and flammable creatures within the blast who fail their save. (See Catching on Fire, page 303-304 <acronym title="Dungeon Master's Guide">DMG</acronym>.)<br />
<br />
<br />
Feel free to comment, critique and request spell rewrites!</div>

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			<category domain="http://www.enworld.org/forum/d-d-3rd-edition-house-rules/"><![CDATA[D&D 3rd Edition House Rules]]></category>
			<dc:creator>Tequila Sunrise</dc:creator>
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			<title>Major D20 Combat Change: Suggestions?</title>
			<link>http://www.enworld.org/forum/d-d-3rd-edition-house-rules/267869-major-d20-combat-change-suggestions.html</link>
			<pubDate>Thu, 12 Nov 2009 02:31:00 GMT</pubDate>
			<description><![CDATA[I was thinking, and I think I like the Idea of making some big changes to combat. This would mean some large changes. 
  
Here are the proposed chanes and the reasons why. I don't think I plan on using any published versions of these chages, as I looked and dont like them. 
  
1. Piecemeal Armor...]]></description>
			<content:encoded><![CDATA[<div>I was thinking, and I think I like the Idea of making some big changes to combat. This would mean some large changes.<br />
 <br />
Here are the proposed chanes and the reasons why. I don't think I plan on using any published versions of these chages, as I looked and dont like them.<br />
 <br />
1. Piecemeal Armor Rules: The value of your armor is based on the armor type over each location. Different materials will give a different fractional bonus to your total amount of armor, as well as influencing your armor penalties, Dex-based difficulties, Arcane Spell Failure, and the penalty to your stealth (some armor is noisy from movement). There is a chart I have seen in a LARP rulebook with a genderless dummy covered by various locations, worth armor, based on the materials covering them.<br />
 <br />
This allows players to create their own armor. Normally, for example, leather armor does not include a helmet. Players could get a helmet. Also, Players could have armor made from different materials. You could have Scalemail on your chest and Leather on your arms.<br />
 <br />
Perhaps, if more compleity is acceptable, you could have no armor on the joints, meaning no Dex Penalties, and just weight, but some other increased risk for not armoring those places (or, those vulnerable places could just be worth more armor, regardless of materials).<br />
 <br />
2. Armor as DR: Unlike in UA, Armor will be purely DR (or HP). As it will also be Piecemeal, each location will give a fractional bonus to said DR/HP total. If Armor as HP. This variant may work better. However, touch attacks would ignore Armor HP and go directly to real HP. Things like Constriction Damage, (crushing your armor ON to you), will damage both Armor and Hit Points by the same amount. Generally, magic is goign to be touch-attack based.<br />
 <br />
3. Static, CON Based Hit Points. Hit points do not go up from level changes. Hit Points go up based on your constitution changing. For Undead, these will be CHA Based, maybe. Monster HPs will also be adjusted accordingly.<br />
 <br />
Hit Points will represent the damage you can take, not your ability to void damage, that will be placed entirely in your defense bonus.<br />
 <br />
4. Damage output adjusted to match the new, not-rapidly increasing hit points.<br />
 <br />
5. Class Defense Bonuses: As characters gain levels, they become more adept at not getting hit. AC will be DB (Defensive Bonus) as it's now related to deflecting attacks, and getting out of the way, and does not represent damage absorbing blows anymore.<br />
 <br />
6. Arcane Spell Failure: Instead of a flat percentage, it will be a check of some sort, with more modifiers than just armor penalties. It will also include: Carrying Load, Spell Level, Nonproficiency Penalties, but your bonus will increase as you gain levels. (either through skills, or through caster levels.)<br />
 <br />
Armored Mage class features will give an additional bonus to the roll.<br />
 <br />
7.<br />
Power Attack: Sacrificing DB for Better chance to hit.<br />
Combat Expertise: Sacrificing Chance to Hit for Better DB.<br />
Acrobatic Charge: Use skills to get around obstacles while charging.<br />
 <br />
These are now core mechanics anyone can do, not feats.<br />
 <br />
8. I use fractional BAB, and a different system for Saves that gives similar values without goof ups with multiclassing.<br />
 <br />
9. I'm working on figuring out something liek the trailblazer caster rules, wherein casters use a single spell table for all their combined levels. It will be different than the trailblazer rules in terms of spells known, spontaneous casting, and spells per day. the table will be more complex, and may actually be a series of tables.<br />
 <br />
10. I'm dropping the LA system. Playable monsters will have an LA 0 base race, and optional racial levels (which will be of equal power to base classes, and will give all level benefits of a regular class, including the benefits to spellcasting). For pissy GMs, they can force the players to take all the racial levels, instead of having them be optional.<br />
 <br />
I understand that these major changes involve alot of work. Tell me what you think of the ideas, and I'm open to input. As mentioned, this is a fair chunk of work, and involves things such as altering alot of spells (or at least a rule to convert the damage over) etc.</div>

]]></content:encoded>
			<category domain="http://www.enworld.org/forum/d-d-3rd-edition-house-rules/"><![CDATA[D&D 3rd Edition House Rules]]></category>
			<dc:creator>Sylrae</dc:creator>
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		</item>
		<item>
			<title>Mobs/Mooks and Whirlwind Attack</title>
			<link>http://www.enworld.org/forum/d-d-3rd-edition-house-rules/267689-mobs-mooks-whirlwind-attack.html</link>
			<pubDate>Sun, 08 Nov 2009 14:56:43 GMT</pubDate>
			<description><![CDATA[One of the things that I've always disliked about mob templated creatures is that they are unfair to players who invest in feats like Great Cleave and Whirlwind Attack. The player invested in a feat chain, only to have the feat chain invalidated precisely when it's going to be most useful and...]]></description>
			<content:encoded><![CDATA[<div>One of the things that I've always disliked about mob templated creatures is that they are unfair to players who invest in feats like Great Cleave and Whirlwind Attack. The player invested in a feat chain, only to have the feat chain invalidated precisely when it's going to be most useful and dramatically interesting. Still, mobs are an elegant solution to a common high-level game problem. <br />
<br />
Typically, the house rule solution seems to be one of the following:<br />
<ul><li>Cleave adds +1d6 damage, Great Cleave +3d6, and Whirlwind Attack +5d6</li>
<li>Cleave gives double damage, Great Cleave x3, Whirlwind Attack x4</li>
<li>For every individual creature you would hit with your attack, you impose two negative levels. (i.e. it's not just for spells anymore).</li>
</ul><br />
I think that these are fine solutions. But what if we take advantage of the fact that a Whirlwind attacker has spring attack in designing a house rule for this situation? <br />
<br />
Proposed house rule: For every square you can reach with Whirlwind Attack, you get an attack against the creature. <br />
<br />
If you whirlwind on the outer edge of the creature, you get three attacks:<br />
<br />
xxxx<br />
xxxx<br />
xxxx<br />
xxxx<br />
 o<br />
<br />
If you whirlwind within the creature, you get eight attacks:<br />
<br />
xxxx<br />
xoxx<br />
xxxx<br />
xxxx<br />
<br />
If you spring attack, you get one attack, as normal.<br />
<br />
If you great cleave from the outer rank into the creature, you get up to seven attacks:<br />
<br />
Start:          Cleaving:          <br />
xxxx           xxxx                 <br />
xxxx           xxxx                 <br />
xxxx           xxxx                 <br />
xxxx                x                    <br />
o                 o<br />
<br />
Steps in:          Finishes:<br />
xxxx               xxxx<br />
xxxx               xxxx<br />
xxxx               x<br />
ox                  o<br />
This is, admittedly, a mook system rather than a fearsome mob. Would this work to model such an event?</div>

]]></content:encoded>
			<category domain="http://www.enworld.org/forum/d-d-3rd-edition-house-rules/"><![CDATA[D&D 3rd Edition House Rules]]></category>
			<dc:creator>roguerouge</dc:creator>
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		</item>
		<item>
			<title>Madness Feats -3.5 E, Unrelated to Sanity System</title>
			<link>http://www.enworld.org/forum/d-d-3rd-edition-house-rules/267627-madness-feats-3-5-e-unrelated-sanity-system.html</link>
			<pubDate>Fri, 06 Nov 2009 20:22:39 GMT</pubDate>
			<description><![CDATA[Edit 11-11-09: I've updated this following feedback I've gotten over at Giant in the Playground. 
 
I'm trying to create series of &quot;madness feats&quot;, which work independently from Unearthed Arcana's Sanity system. These probably wouldn't work well with the Taint system either. How do they look? 
...]]></description>
			<content:encoded><![CDATA[<div>Edit 11-11-09: I've updated this following feedback I've gotten over at Giant in the Playground.<br />
<br />
I'm trying to create series of &quot;madness feats&quot;, which work independently from Unearthed Arcana's Sanity system. These probably wouldn't work well with the Taint system either. How do they look?<br />
<br />
<b>Madness Score</b><br />
<br />
Madness feats typically have double the benefit of regular feats, because they come with hefty drawbacks. A creature has a &quot;madness score&quot; equal to the number of madness feats they possess. <br />
<br />
This score is applied as a penalty on all Wisdom-based checks (Spot, Survival, Will Saves, and so on), representing hallucinations, delusions, poor judgment, irrational thinking, and the like. This score is also applied as a penalty on Diplomacy and Gather Information checks made to influence sane creatures, and on Disguise checks to impersonate sane creatures. The madness score  applies as a bonus on Intimidate checks made to influence sane creatures.<br />
<br />
Sane creatures are defined as creatures without madness feats, racial madness, such as that of beholders, derro, and howling dragons, or under the influence of an effect such as the<i> insanity</i> spell.<br />
<br />
With the Madness feat rules, the special ability for the Madness cleric domain is Clarity of Madness as a bonus feat, rather than the usual special ability.<br />
<br />
<b>Going Insane</b><br />
    Sometime all it takes is a single devastating event to completely unravel a previously sound mind. When a character reaches a new level, with the DM&#8217;s approval, they may switch out any number of pre-existing feats for any madness feats for which they meet the requirements. The character cannot switch out any feats that are requirements for other features the character possesses (such as prestige classes and other feats). <br />
<br />
<font size="4"><b>Madness Feats</b></font><br />
<br />
<b>Audacious Certainty:</b><br />
You have absolute confidence in your own capability, regardless of any evidence to the contrary.<br />
<b>Prerequisites:</b> Madness Score 3, Cha 13, Insane Confidence<br />
<b>Benefit:</b> You do not apply your madness score as a penalty to Will saves.<br />
<br />
<b>Clarity of Madness:</b><br />
Your madness occasionally grants you bursts of insight beyond what others perceive.<br />
<b>Benefit:</b> Once per day you can add ½ your character level to the result of a single Will save or Wisdom-based skill check. You must decide to add the bonus before you know if the check or save succeeds. <br />
<b><br />
Fear Nothing: </b><br />
You have become disconnected from reality to the point that you can no longer tell if a situation is unsafe. <br />
<b>Prerequisites:</b> Madness Score 1 <br />
<b>Benefit:</b> You are immune to all fear effects (magical or otherwise). <br />
<br />
<b>Feel No Pain: </b><br />
You are indifferent to physical pain.<br />
<b>Prerequisites:</b> Madness Score 1 <br />
<b>Benefit: </b>You are immune to all pain effects (such as physical torture or <i>symbol of pain</i>). <br />
<br />
<b>Insane Confidence:</b><br />
Your belief in yourself extends past what most consider good sense.<br />
<b>Prerequisites: </b>Madness Score 2, Cha 11<br />
<b>Benefit: </b>You add your Charisma modifier to Will saves instead of your Wisdom modifier. However, you can no longer apply the bonus from Clarity of Madness feat as to Will saves.<br />
In addition, you apply only 1/2 your madness score (rounded up) as a penalty on Will saves.<br />
<br />
<b>Lunatic Sagacity:</b> <br />
You can immerse yourself in the depths of your hallucinations and delusions in order to see truths that sane minds can&#8217;t comprehend.<br />
     <b>Prerequisites:</b> Madness Score 2, Feats: Clarity of Madness <br />
     <b>Benefit:</b> Twice per week, but no more than once per day, you can tap into your psychosis and receive the answer to a yes or no question, as if you had asked it with a commune spell. <br />
    Using this ability renders you exhausted.<br />
<br />
<b>Mad Resiliency:</b><br />
You act with complete disregard for the condition of your body.<br />
    <b> Prerequisites: </b>Madness Score 1, Feats: Feel No Pain<br />
    <b> Benefit: </b>You can continue to fight without penalty even while disabled or dying. This benefit has the following specific game effects. <br />
When reduced to 0 hit points, you can act as if you weren&#8217;t disabled (that is, you ignore the normal restriction of only a single move action or standard action per round). You do not lose 1 hit point for performing a standard action or otherwise strenuous action while at 0 hit points.<br />
When reduced to -1 to -9 hit points, you do not fall unconscious. You do not automatically lose 1 hit point each round when at -1 to -9 hit points. <br />
     When your current hit points drop to -10 or lower, you immediately die. <br />
<b><br />
No Ones&#8217; Puppet: </b><br />
Your impenetrable mind can&#8217;t be controlled by others.<br />
    <b> Prerequisites: </b>Madness Score 1 <br />
     <b>Benefit:</b> You are immune to enchantment effects.<br />
<b><br />
Reckless:</b> <br />
Acting without any hesitation or inhibition enables you to move faster, even if others consider it dangerous.<br />
<b>Benefit: </b>You gain a +4 bonus on Initiative checks and a +2 bonus on Reflex saves. This ability does not stack with the Improved Initiative or Lightning Reflexes feat, but counts as both of them for purposes such qualifying for feats and prestige classes.<br />
<br />
<b>Terrifying Madness: </b><br />
Your madness can strike terror into the weak of heart.<br />
     <b>Prerequisites: </b>Madness Score 2, Intimidate 5 Ranks <br />
    <b> Benefit:</b> You gain the use of the frightful presence ability. Whenever you attack or charge, all opponents within a radius of 30 feet who have fewer levels of Hit Dice than you become shaken for a number of rounds equal to 6 + your madness score. The effect is negated by a Will save (DC 10 + ½ your character level + your madness score).<br />
 A successful save indicates that the opponent is immune to your frightful presence for 24 hours. This ability can&#8217;t affect creatures with an Intelligence of 3 or lower.<br />
In addition, you can use your madness score in place of your Charisma modifier on Intimidate checks. This means that you add double your madness score on Intimidate checks made to influence sane creatures.<br />
<br />
<b>Treacherous Mind: </b><br />
The mind is a dangerous place, especially yours.<br />
    <b> Prerequisites: </b>Madness Score 3 <br />
    <b> Benefit: </b>Your mind is something horrid and unfathomable, filled with terrifying visions and incomprehensible ideas. Anyone who attempts mental contact with you exposes themselves to this madness. The mental trauma of this experience can destroy weaker minds. Whenever someone targets you mind control or thought detection, they must make a Will save (DC 14 + your madness score) to retain their mental composure to the sudden onslaught of insanity. If that save fails, the subject must make a Fortitude save (same DC), or die from the shock of the experience. Even if the Fortitude save is successful, the target takes 3d6 points of damage.<br />
    This is a mind-affecting enchantment effect, but not supernatural in nature. You cannot suppress this ability. <br />
<br />
<b>Unbreakable: </b><br />
Your mind cannot be broken any further than it already is.<br />
     <b>Prerequisites:</b> Madness Score 4, Special: Immunity to Enchantment, Fear, and Pain<br />
     <b>Benefit:</b> You are immune to ability damage and drain to your mental ability scores. In addition, you are immune to all mind-effecting affects.<br />
<br />
<b>Unpredictable: </b><br />
Your movements are erratic and unpredictable. <br />
    <b> Benefit:</b> Your movements are confusing to others. You gain a +1 dodge bonus to armor class against any one sane creature within 30 feet of you <br />
In addition, you can attack such a way that you catch your opponent off-guard, denying them their Dexterity bonus to their Armor Class. You can only use this ability against a sane opponent within 30 feet, and only once per opponent per encounter (an opponent who is targeted by this ability can recognize it for the duration of that combat.). Any abilities that can be used when a foe is denied his Dexterity bonus to his Armor Class can be used with an Improved Unpredictability attack (for example, a sneak attack could be made with this attack if you can make such an attack).<br />
   <b>  Special: </b>Unpredictability has no effect against foes with no line of effect to you. This feat can be substituted for the Dodge feat for the purpose of qualifying for classes or other feats.<br />
<br />
I have a fluffed version of this stuff too, for anyone interested:<br />
<br />
<b>Adventuring with Madness</b><br />
Insanity greatly influences those who live with it. An adventurer afflicted with madness will likely have to rely on his teammates to make up for his shortcomings. An insane character will almost certainly not be the speaker for the party. His poor judgment and difficulty to separate reality from fantasy probably makes the role team leader and unwise decision. Party scout will also be a difficult role to fill.<br />
<br />
However, a mad adventurer&#8217;s troubled mind may prove an unpleasant surprise for the evil enchanter who thinks <i>dominating</i> such a character would be a good idea. The insane character&#8217;s complete disregard for personal safety might make him the only party member not cowering in fear as the ancient red dragon swoops down on the group.<br />
<br />
<b>Degrees of Madness</b><br />
Madness comes in varying degrees. There is a world of difference between the gloomy soul who just can&#8217;t see the bright side of life and the delusional psychopath who spends most of her life lost in hallucinations. The severity of a creature&#8217;s mental instability is measured by its madness score, which is equal to the number of madness feats it possesses. <br />
<b><br />
Roleplaying Insanity</b><br />
Madness feats provide a wealth of roleplaying opportunities. A player who makes an insane character should consider several factors. <br />
<br />
What drove the character insane? Was he the victim of some childhood trauma that damaged his mind? Has he inherited madness from a parent, possibly even a monstrous ancestor such as a howling dragon? Is it the result of exposure to some unnatural anomaly, such exposure to the Far Realm?<br />
<br />
How does the character&#8217;s insanity manifest? Does he suffer manic periods followed by deep depression? Is he unable to recall the order that events happened in? What kind of effect does the character&#8217;s mental instability have on others, particularly his teammates? You might even choose specific mental conditions.</div>

]]></content:encoded>
			<category domain="http://www.enworld.org/forum/d-d-3rd-edition-house-rules/"><![CDATA[D&D 3rd Edition House Rules]]></category>
			<dc:creator>TabletopNuke</dc:creator>
			<guid isPermaLink="true">http://www.enworld.org/forum/d-d-3rd-edition-house-rules/267627-madness-feats-3-5-e-unrelated-sanity-system.html</guid>
		</item>
		<item>
			<title>Adept base class</title>
			<link>http://www.enworld.org/forum/d-d-3rd-edition-house-rules/267587-adept-base-class.html</link>
			<pubDate>Thu, 05 Nov 2009 22:45:48 GMT</pubDate>
			<description><![CDATA[Just an idea I thought up a while ago, finally put on paper this week. Sorry about the formatting. The class's focus is on balancing combat and spellcasting while focusing on a singe school of arcane magic. 
 
Comments, additions, any are welcome. I know I'm missing a few 
 
Adept 
 
“Casting that...]]></description>
			<content:encoded><![CDATA[<div>Just an idea I thought up a while ago, finally put on paper this week. Sorry about the formatting. The class's focus is on balancing combat and spellcasting while focusing on a singe school of arcane magic.<br />
<br />
Comments, additions, any are welcome. I know I'm missing a few<br />
<br />
Adept<br />
<br />
“Casting that spell was the last mistake you’ll ever make”.<br />
	--Genevieve Straad, evoker adept<br />
<br />
It is said that some men are born great, others achieve greatness, but some have greatness thrust upon them. Sorcerers are born magical, Wizards achieve magical ability, but Adepts have magic thrust upon them. Adepts are people who have grown up or lived in areas of high magical saturation; magic has literally bled into their bodies, infusing them with arcane power. Adepts vary in cause and attributes, as much as the type of magic that is part of their bodies.<br />
<br />
MAKING AN ADEPT<br />
Adepts are less focused than either sorcerers or wizards, using their wide range of abilities to assist them in combat. Their role in a group varies, though most tend to assume leadership roles. Adepts usually fight along the front lines with the cleric, using their magic to turn the tide of battle.<br />
  Abilities: The most important characteristic for an adept is a high Charisma. This force of personality should be supported by a hardy Constitution in order to resist the arcane force coursing through them. Beyond that most Adepts focus their bodies to survive the horrors of the world around them.<br />
  Races: As highly magical races, Elves, Half-Elves and Humans are most prone to becoming Adepts. Since areas of magical saturation are usually far from civilization, Half-Orcs and the nomadic Halflings sometimes become Adepts by accident. Gnomes sometimes become illusion-oriented adepts, and Dwarves never become adepts due to their innate magical resistance.<br />
  Alignment: Adepts come form all walks of life, so they can be of any alignment. However, the spontaneous nature of their abilities leads them towards chaos.<br />
<br />
CLASS FEATURES<br />
The adept’s class features let him access arcane power to improve his combat abilities.<br />
  Weapons and Armor Proficiency: Adepts are proficient with all simple and martial weapons and with light and medium armor and shields, but not tower shields.<br />
  Channeling: Adepts have a unique method of casting spells. First of all, they select a specific school of arcane magic. They know all sorcerer/wizards spells of that school of any level they can channel. Saving throws are based on the Adept’s Charisma modifier, her ability to force the magic out of her body and control it with her sheer willpower.<br />
  At the beginning of each combat encounter, an Adept’s body fills with arcane energy, granting her a number of Focus points equal to half her level, rounded down. This is the maximum focus an Adept can ever have.<br />
  Ability to channel spells is equivalent to casting spells for the purpose of prestige classes. Bonuses to caster level increase channeling and focus pool as though the character had gained another level of adept, but no other class features.<br />
  For the sake of balance, characters who choose Divination as their school of magic may choose one additional school, and be able to channel and learn one spell per class level of your choice from that school, but you don’t get any other abilities of that school, nor can you take feats as though you could channel spells of that school.<br />
<br />
<br />
Table 1-1: The Adept		Hit Die d8<br />
Class<br />
Level	AttackFort	Ref	Will	Special<br />
1	+0	+0	+0	+2	Channel Cantrip (at will), Magic in the Blood Su<br />
2	+1	+0	+0	+3	Channel (1st level), <br />
3	+2	+1	+1	+3	Recover Focus (Move Action)<br />
4	+3	+1	+1	+4	Resist Magic<br />
5	+3	+1	+1	+4	Channel (2nd level)<br />
6	+4	+2	+2	+5	(MitB 2)<br />
7	+5	+2	+2	+5	<br />
8	+6	+2	+2	+6	Channel (3rd level)<br />
9	+6	+3	+3	+6	Recover Focus (Swift Action)<br />
10	+7	+3	+3	+7	Absorb Magic<br />
11	+8	+3	+3	+7	Channel (4th level)<br />
12	+9	+4	+4	+8	(MitB 3)<br />
13	+9	+4	+4	+8	<br />
14	+10	+4	+4	+9	Channel (5th level)<br />
15	+11	+5	+5	+9	<br />
16	+12	+5	+5	+10	Magical Epiphany<br />
17	+12	+5	+5	+10	Channel (6th level)<br />
18	+13	+6	+6	+11	<br />
19	+14	+6	+6	+11	<br />
20	+15	+6	+6	+12	Channel (7th level)<br />
Class Skills (2+Int modifier per level): Concentration, Diplomacy, Gather Information, Knowledge (Geography), Knowledge (Arcana), Knowledge (The Planes), Spellcraft, Use Magic Device, <br />
<br />
PLAYING AN ADEPT<br />
As an Adept, you seek to master your magical abilities. Oftentimes, new experiences and adventures lead you to learn more about yourself. Your abilities may frighten you, them may amaze you, but they are your first defense and your greatest weapon.<br />
<br />
Religion<br />
Few Adepts are openly religious, the ungodly nature of their abilities doesn’t lead towards piety. The most popular deity among religious adepts is Kord, for his inner strength. Others revere Boccob due to his knowledge of all magic, something they strive for.<br />
<br />
Other Classes<br />
Adepts tend to fare well with other arcane classes, sorcerers see them as cousins, similar to bards. Wizards, however, see their abilities as a by-product of their own magic, nothing more. Other than that, they enjoy the company of Monks for their self-mastery and see Favored Souls as kindred spirits of a sort. Among melee classes they most match the mentality of fighters.<br />
<br />
Combat<br />
Depending on your style, you might be in the back, blasting enemies, behind the scenes causing confusion, or in the front lines defending the party. Enchantment, Abjuration, and Transmutation archivist usually focus on melee combat and stay in the front lines.<br />
<br />
Advancement<br />
Adepts are made, it’s not a choice. A character either becomes an adept or he doesn’t. Adepts generally advance through increased understanding of themselves, and due to their unique natures, they seldom find teachers.<br />
<br />
<br />
Magic in the Blood: Lasts for 1 minute, usable 1/day per point of constitution modifier. The ability improves at 6th and 12th level.<br />
Abjuration: You gain a +2 deflection bonus to AC. This improves to +4 at 6th level and +6 at 12th level.<br />
Conjuration: You can conjure any kind of mundane item to your hands for the duration. At 6th level you can summon 3 ob, and at 12th level you can summon 5 objects.<br />
Divination: You gain a +2 insight bonus to initiative and attack rolls. This improves to +4 at 6th level and +6 at 12th level.<br />
Enchantment: You can increase any combination of your attributes by 4. At 6th level this becomes 8, and at 12th level 12. You can’t put more than half into any one attribute.<br />
Evocation: Your weapons burn/freeze/shock/dissolve/blast when hit, dealing an extra 1d4 damage on a hit. This improves to 2d4 at 6th level and 3d4 at 12th level.<br />
Illusion: You fade partially from sight, gaining a 10% miss chance against enemy attacks. This improves to 30% at 6th level and to 50% at 12th level.<br />
Necromancy: Whenever you hit an opponent with a weapon or spell and deal damage of any kind, you gain 1 hit point. At 6th level this improves to 3, and to 5 at 12th level.<br />
Transmutation: You gain claw(s), can replace weapon attacks, that deal 1d6 damage on a hit. 2d6 damage at 6th level, and 3d6 damage at 12th level.<br />
<br />
Recover Focus: At 3rd level an Adept’s body has gotten used to its reserves of Focus being used up. Every combat round when an adept doesn’t channel he can spend a move action to recover 1 point of Focus. At 9th level an Adept can recover 1 Focus by expending a swift action (or two points of focus with a move action and a swift action). An Adept can’t recover Focus over her maximum.<br />
<br />
Resist Magic: At 4th level the saturation of an Adept’s body rejects other arcane sources, like two magnets of the same polarization. An adept adds her constitution modifier to saves against spells, spell-like abilities, and supernatural abilities. However, she has to resist all forms of arcane magic affecting her, including that of her allies.<br />
<br />
Absorb Magic:  At 10th level an Adept can bend arcane magic so that it is harmlessly absorbed into her body. Once per day per point of Charisma bonus if an adept makes a save against an arcane spell she can choose to completely negate the spell and gain a number of Focus points equal to the spell level (this can exceed her maximum spell level). <br />
<br />
Magical Epiphany: At 16th level, once per day when an Adept absorbs a spell with her Absorb Magic class feature she can choose to cast a spell during the next round, one that can exceed her maximum spell level, as long as she pays the required number of points of Focus. It can be any spell from the category she’s linked to.</div>

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			<category domain="http://www.enworld.org/forum/d-d-3rd-edition-house-rules/"><![CDATA[D&D 3rd Edition House Rules]]></category>
			<dc:creator>Chronologist</dc:creator>
			<guid isPermaLink="true">http://www.enworld.org/forum/d-d-3rd-edition-house-rules/267587-adept-base-class.html</guid>
		</item>
		<item>
			<title>Making helmets have an in-game purpose...</title>
			<link>http://www.enworld.org/forum/d-d-3rd-edition-house-rules/267585-making-helmets-have-game-purpose.html</link>
			<pubDate>Thu, 05 Nov 2009 21:59:37 GMT</pubDate>
			<description><![CDATA[Would there be any big downside to having helmets give either a Deflection bonus or some sort of DR for a campaign that doesn't allow PCs to buy magic items from shops?]]></description>
			<content:encoded><![CDATA[<div>Would there be any big downside to having helmets give either a Deflection bonus or some sort of DR for a campaign that doesn't allow PCs to buy magic items from shops?</div>

]]></content:encoded>
			<category domain="http://www.enworld.org/forum/d-d-3rd-edition-house-rules/"><![CDATA[D&D 3rd Edition House Rules]]></category>
			<dc:creator>Oryan77</dc:creator>
			<guid isPermaLink="true">http://www.enworld.org/forum/d-d-3rd-edition-house-rules/267585-making-helmets-have-game-purpose.html</guid>
		</item>
		<item>
			<title>Looking for 10th Level Dwarven Dragonhunter</title>
			<link>http://www.enworld.org/forum/d-d-3rd-edition-house-rules/267494-looking-10th-level-dwarven-dragonhunter.html</link>
			<pubDate>Wed, 04 Nov 2009 00:40:58 GMT</pubDate>
			<description><![CDATA[Does such a character exist? 
 
My group are off in the mountains, and just ran away from an aspect of Tiamat. They're going to run into a Dwarven Keep, for shelter and healing, and I'd like to present them with a champion, who will join them for the Tiamat hunt. 
 
10th level party. So, Dwarf,...]]></description>
			<content:encoded><![CDATA[<div>Does such a character exist?<br />
<br />
My group are off in the mountains, and just ran away from an aspect of Tiamat. They're going to run into a Dwarven Keep, for shelter and healing, and I'd like to present them with a champion, who will join them for the Tiamat hunt.<br />
<br />
10th level party. So, Dwarf, 10th level, dragon hunter of some sort. AND, he can have some technology as well, as we are near the world of Ptolus.<br />
<br />
Thanks for any help,<br />
Rob</div>

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			<dc:creator>Wellby</dc:creator>
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			<title>YAGT: Yet Another Grappling Thread</title>
			<link>http://www.enworld.org/forum/d-d-3rd-edition-house-rules/267467-yagt-yet-another-grappling-thread.html</link>
			<pubDate>Tue, 03 Nov 2009 06:55:51 GMT</pubDate>
			<description><![CDATA[Here's a wordy (sorry, long post ) but fairly minor mod to grappling that slightly improves survivability against certain monsters with super-grappling abilities.  Basically, it boils down to adjusting the grapple bonus based on what exactly is doing the grappling: 
&quot;tackle&quot; is a whole-body grapple...]]></description>
			<content:encoded><![CDATA[<div>Here's a wordy (sorry, long post :blush:) but fairly minor mod to grappling that slightly improves survivability against certain monsters with super-grappling abilities.  Basically, it boils down to adjusting the grapple bonus based on what exactly is doing the grappling:<br />
<ul><li><b>&quot;tackle&quot;</b> is a whole-body grapple or &quot;combo&quot; attack of different appendages, mainly used against more or less like-sized foes. <b><font color="Cyan">Mechanically, &quot;tackle&quot; gives the normal <acronym title="Rules as Written">RAW</acronym> grapple bonus</font>.</b> (Examples: two humans wrestling or doing judo; a lion pouncing on an antelope; a python constricting its prey; a hamatula hugging a PC to its spikes; an owlbear grabbing a dwarf; a grey render granbbing and rending a PC)</li>
<li><b>&quot;grasp&quot;</b> utilizes a body part - hand, tentacle, bite - to grab a smaller opponent<b><i>.  </i><font color="Cyan">Mechanically, for most creatures, grasp yields <acronym title="Rules as Written">RAW</acronym> grapple bonus -8</font></b>. (Examples: a human holding a cat (the cat is using tackle in return, in this case); a kraken grabbing a PC; a giant gripping a halfling (the halfling is likely tackling in return); an assassin vine entwining with its tendrils; a purple worm biting and swallowing a horse)</li>
</ul> It requires a little DM arbitration for unusual cases, but mostly it's fairly logical.  Here's a draft writeup of the specifics:<div style="margin:5px 20px 20px 20px">
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		During a grapple check the grapple initiator uses the size modifier corresponding to the body parts used in the grapple.  Ordinarily (for typical PCs and other humanoids), this means either:<br />
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<ol style="list-style-type: decimal"><li><b>&quot;tackle&quot;</b> with the whole body - Use the grapple initiator's own size mod when grappling an opponent of one size category smaller<font color="Lime">*</font>, of the same size category, or one size category larger. (Mechanically, a tackle uses the normal grapple check in <acronym title="Rules as Written">RAW</acronym>.)                                                   <i><b>-OR-</b></i></li>
<li><b>&quot;grasp&quot; </b>with an appendage (arm/hand, claw, tentacle, mouth, etc) - Use the mod for the size category two smaller than the grapple initiator's own size category for grapple checks against an opponent one or more size categories smaller<font color="Lime">*</font>.  (Mechanically, a grasp uses a grapple check at -8 as compared to <acronym title="Rules as Written">RAW</acronym>.)</li>
</ol>  <br />
<font color="Lime"> *note</font>: against an opponent <i>exactly</i> one size category smaller, the grapple initiator can choose which size modifier to use (unless GM or circumstances dictate one or the other)<br />
<br />
Ordinarily, the defender against the initiator's grapple is considered to be using the tackle mode.  The DM decides if circumstances require grapplers to use one grapple mode or the other.<br />
<br />
For either tackle or grasp, the grapple check vs an opponent two or more size categories larger automatically fails (as <acronym title="Rules as Written">RAW</acronym>), unless circumstances allow otherwise.<br />
<br />
For some creatures, the max- and min- sized opponent  that can be grappled may vary from the default grapple rules because of feats, special abilities or features.  This should be indicated in description text.<br />
<br />
For certain creatures that can use grasp, the size mod of the appendage used might be different than the normal &quot;size-2&quot; rule, because the grappling appendage is relatively bigger or smaller than assumed by default.  (eg, a medium human's hands are tiny, but a medium monstrous scorpion's claws are small, rather than tiny) This should be indicated in the creature description.<br />
<br />
The feat <b>Improved Grapple</b> remains unchanged.  Additional feats might extend the size ranges affected by a grappler's attacks, abilty to escape holds, move an opponent, etc.<br />
<br />
A creature with <b>Improved Grab</b>, loses that special ability and replaces it with one of two new special abilities, depending upon how a monster typically uses its ability:<br />
<br />
<b> Improved Grasp</b><div style="margin:5px 20px 20px 20px">
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		<b>Improved Grasp</b><br />
<font color="MediumTurquoise">Typically reserved for creatures that grapple with an individual body part,  such as a tentacle or pseudopod, claw, mouth, etc.  Many such creatures can grapple multiple opponents simultaneously; others focus on swallowing opponents.</font><br />
<br />
<i>(deviations from <acronym title="Rules as Written">RAW</acronym> noted in <font color="DarkOrange">orange</font>)</i><br />
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If a creature with this special attack hits an opponent with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a grasp-type grapple as a free action without provoking an attack of opportunity. No initial touch attack is required.<br />
<br />
Unless otherwise noted, improved grasp works only against opponents at least one size category smaller than the creature. The creature has the option to conduct the grasp-type grapple normally, or simply use the part of its body it used in the improved grasp to hold the opponent. If it chooses to do the latter, it takes a <b><font color="DarkOrange">-8</font></b> penalty on grapple checks vs that opponent, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents.<br />
<br />
A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text).<br />
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When a creature gets a hold after an improved grasp attack, it <font color="DarkOrange">can choose to pull</font> the opponent into its space, <font color="DarkOrange">provided it can drag the opponent’s weight</font>. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight. 
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<b>Improved Tackle</b><div style="margin:5px 20px 20px 20px">
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		<b>Improved Tackle</b><br />
<font color="MediumTurquoise">Typically reserved for creatures that use two or more appendages together in &quot;combo&quot; attacks, or its entire body in a grapple; often, such creatures have access to tactics such as pounce or hug [eg, animals], engulf [eg, oozes], body constrict [eg, constrictor snakes], rake, rend, grab-and-sting, etc.  Such creatures generally can only &quot;hold&quot; a single opponent.</font><br />
<br />
<i>(deviations from <acronym title="Rules as Written">RAW</acronym> noted in <font color="DarkOrange">orange</font>)</i><br />
<br />
If a creature with this special attack hits with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a tackle-type grapple as a free action without provoking an attack of opportunity. No initial touch attack is required.<br />
<br />
Unless otherwise noted, improved tackle works only against opponents of <font color="DarkOrange">the same size category as itself, or down to two size categories smaller</font>. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents.<br />
<br />
A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text).<br />
<br />
When a creature gets a hold after an improved tackle attack, <font color="DarkOrange">it can choose either to pull the opponent into its space (provided it can drag the opponent’s weight), or move into the opponent's space</font>. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight. 
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FYI, here's a list of <acronym title="System Reference Document">SRD</acronym> creatures with improved grab, and an inteerpretation of which typically use grasp and which use tackle:<div style="margin:5px 20px 20px 20px">
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		<b>Monsters with Improved Grab:  What kind of grapplers are they?</b><br />
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<font color="MediumTurquoise">T=tackle</font> G=grasp<br />
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<font color="MediumTurquoise">behir      T - body constrict &gt; rake, swallow</font><br />
choker  G - tentacle<br />
chuul  G - claw<br />
retriever  G - bite &gt; hold<br />
<font color="MediumTurquoise">hezrou  T- wrestle<br />
bezekira  T - pounce, rake<br />
hamatula  T - hug</font><br />
pit fiend  G - tail<br />
tyranosaur  G - bite &gt; swallow<br />
<font color="MediumTurquoise">grey render  T - bite &gt; claw rend<br />
hag, annis  T - claws &gt; rake, rend</font><br />
kraken   G - tentacles<br />
lillend  G - tail<br />
<font color="MediumTurquoise">morgh  T - (? guess.  only one slam, kinda zombie like. tackle seems appropriate)</font><br />
nightcrawler  G - bite &gt; swallow<br />
<font color="MediumTurquoise">ooze, grey   T (or G?)  single slam &gt; constrict  (? one big fat pseudopod, most of ooze's mass?)<br />
ooze, ochre jelly   T (or G?)  single slam &gt; constrict  (ditto)<br />
ooze, black pudding   T (or G?)  single slam &gt; constrict  (ditto)</font><br />
otyugh    G - tentacle<br />
<font color="MediumTurquoise">owlbear   T - hug (?guess)</font><br />
purple worm   G - bite &gt; swallow<br />
rast   G - bite<br />
remorhaz  G - bite &gt; swallow<br />
<font color="MediumTurquoise">shambling mound   T - hug</font><br />
tarasque   G - bite &gt; swallow <br />
tendriculous  G - bite &gt; swallow, or  G - tentacle<br />
<font color="MediumTurquoise">wyvern  T - talons &gt; sting<br />
xill   T - multiple claws &gt; bite<br />
bear  T - hug<br />
croc  T - bite &gt; drag &amp; drown<br />
octopus  T - arms (all arms comprise single attack by <acronym title="Rules as Written">RAW</acronym>)</font><br />
octopus, giant  G - tentacle (multiple individual attacks)<br />
<font color="MediumTurquoise">snake, constrictor  T - body constrict</font><br />
squid, giant  G - tentacle<br />
<font color="MediumTurquoise">ant, giant worker T (? because same as for soldier)<br />
ant, giant soldier  T - bite &gt; sting<br />
ant, giant queen  T (? because same as for soldier)</font><br />
monstrous scorpion G - claws<br />
<br />
notes:<br />
<ul><li>usually, a creature with &quot;combo&quot; attacks (in which one of a creature's special attacks or standard tactics cannot be used [except constrict] unless a grapple is established) is put in the &quot;tackle&quot; category.</li>
<li>G for more &quot;precise&quot; attacks (prey usually smaller than self), and T otherwise.</li>
<li>bite is G if it leads to a swallow (only one 'appendage'(mouth) is involved);  bite is T if leads to rake (combo attack, diff't appendages together)</li>
<li>i guessed in a few cases (oozes, morgh, giant ant), just went with whatever seemed to fit the concept.</li>
<li>for a few of the G creatures, could rule that grasping appendage is a size category bigger than default rules assume (ie, so only one size category smaller and thus a -4 to listed grapple, rather than -8).  (eg, chuul, scorpion (bulky claws), pitfiend, lillend (big tails), otyugh, tendriculos (just because theyre too nerfed otherwise, <acronym title="In my opinion">imo</acronym>?) )</li>
</ul>
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