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Author Topic: House Rules  (Read 2475 times)

Measure Zero

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Re: House Rules
« Reply #15 on: January 23, 2008, 02:34:05 PM »
Well, my character needs something, because right now he runs out of healing super fast.  I guess a wand would work better than healing domain, but how am I going to get the cash for that before I die horribly?

Thomas Kerwin

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Re: House Rules
« Reply #16 on: January 23, 2008, 03:17:36 PM »
All first level characters are pretty fragile like that, with all your spells being gone after one combat.  Also difficult is the low total number of hitpoints even tough characters have at first level.  The difference between having the healing domain and not having it will be less of an issue at higher levels. 

Eldmor

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Re: House Rules
« Reply #17 on: January 23, 2008, 03:19:20 PM »
Party contribution to wand. They don't pony up for the wand, they don't get poked with the heal stick.
Cost for a Lv1 Wand: 750gp. Divided 6 ways that's only 125gp per member.
I say we get a half-charged wand of cure light wounds and the other lesser vigor. Vigor will be for out-of-combat healing and cure light for in combat.

kenada

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Re: House Rules
« Reply #18 on: January 23, 2008, 09:54:53 PM »
Mages don't need to puke-out spells of ludicrous damage. They have save-or-die and save-or-suck. Among optimizers, most people ban out evocation seeing how it can be replicated by the illusion school or even done better by conjuration.
I was trying to compare the ability of mages to do a lot damage with their spells to melee classes hypothetically criting 40% of the time and doing a lot of damage. :P

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And you want healing domain? :-X All we need is a Wand of Vigor and a Wand of Cure Light Wounds. Then you can use your spell slots for things that don't default you to heal-bitch.
Yeah, +1 healing level is no where near as nice as the free reroll or freedom of movement that Luck and Travel provide. Wands are awesome for working around the lack of spells-per-day at lower levels.

I don't like extra crits because that means I will die more.  Also, I think that I should be allowed to take the healing domain on my cleric.
Generally, I’m not going to kill characters unless they’re being reckless. I’ll try not to throw too many ettins at the party. ;)

It’s also unlikely that NPCs you encounter in combat will be twinked out in any significant way. My intent to abuse crit-range is mostly for world NPCs. :)

Party contribution to wand. They don't pony up for the wand, they don't get poked with the heal stick.
Cost for a Lv1 Wand: 750gp. Divided 6 ways that's only 125gp per member.
I say we get a half-charged wand of cure light wounds and the other lesser vigor. Vigor will be for out-of-combat healing and cure light for in combat.
I need to decide how magic item availability is going to work. I’m thinking of maybe having one of the Adventurer’s Guild perks be access to contract item creation. Something like the following: cost plus a fee; where the fee is +25% for initiate members (i.e. those who haven’t yet paid to go on a mission), +10% for regular members, and +0% for executive members.

Eldmor

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Re: House Rules
« Reply #19 on: January 24, 2008, 01:15:22 AM »
Per mission doesn't seem like a good measure of time seeing as they take different amounts of time and availability switches on and off. How access fee based on success of adventures? They obviously don't want people purchasing crap-tons of stuff that assassinate the wrong people and such.

kenada

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Re: House Rules
« Reply #20 on: January 24, 2008, 03:27:01 AM »
Per mission doesn't seem like a good measure of time seeing as they take different amounts of time and availability switches on and off.
I'm not sure I follow.

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How access fee based on success of adventures?
Becoming a regular member would require a recommendation from an executive member of the guild whose reputation is staked on any recommendations made.

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They obviously don't want people purchasing crap-tons of stuff that assassinate the wrong people and such.
Actually, I just didn’t want magic items to be trivially available. ;) The issue of proliferation could be addressed by requiring that guild-created items not be sold or traded to non-guild members. Of course, the guild will offer to purchase back items to reuse their essence* for other items. The rates will be 25%, 40%, and 50% of the item’s value based on your standing in the guild.

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*Item creation will be different from core D&D. It will use magic essences and other components, but I'm not going to make people actually go out and farm the components since they can have the item made by guild crafter.

kenada

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Re: House Rules
« Reply #21 on: January 24, 2008, 03:27:35 AM »
Oh, and I’ll assume that people disagreed with the stacking of keen and improved critical and not add it to the list.

Eldmor

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Re: House Rules
« Reply #22 on: January 24, 2008, 03:55:29 AM »
I assume essence could be harvested if you possessed a Craft feat of the appropriate type. Like you could distill the essence of a potion if you had Brew Potion and harvest inks and paper from scrolls with Scribe Scroll. Although I think essence should be categorized by spell school and you'd have to use more to make things if it's of a different school. Like I distill some animal's physical quality potions and get transmutation essence. I personally don't think spell schools play enough of a role in casting.
I don't foresee any party members pursuing this, but it could be a neat mechanic for future campaigns.

PS- I misinterpreted something when I made that first quote. So as I understand, we're initiates until we succeed on a paid mission?

kenada

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Re: House Rules
« Reply #23 on: January 24, 2008, 08:47:39 AM »
I assume essence could be harvested if you possessed a Craft feat of the appropriate type. Like you could distill the essence of a potion if you had Brew Potion and harvest inks and paper from scrolls with Scribe Scroll. Although I think essence should be categorized by spell school and you'd have to use more to make things if it's of a different school. Like I distill some animal's physical quality potions and get transmutation essence. I personally don't think spell schools play enough of a role in casting.
I don't foresee any party members pursuing this, but it could be a neat mechanic for future campaigns.
Since I didn’t expect anyone to pursue crafting, I wasn’t planning on really developing the idea beyond the basic concept, though what you posted sounds reasonable.

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PS- I misinterpreted something when I made that first quote. So as I understand, we're initiates until we succeed on a paid mission?
That was the initial idea, but I decided that becoming a regular member would require a recommendation from an executive member instead.