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08-01-2006, 02:06 PM #11Senior Member
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We have a huge amount of house rules...
To start, I don't allow gnomes/half-orcs either. They just don't fit BR.
However, I do allow half-orogs. They have the same stats as a half orc for bonuses, but then also have a monster level and must choose an extra feat from either power attack or alertness. Bloodline can not start higher than minor.
We use DR rules for armour, and further reduce the speed of heavy armour wearers to 15, instead of 20.
In keeping with the tradition of original BR, crossbows do some armour piercing, penetrating the DR of armour.
The world is truly magic rare - the party, at 6th level, has exactly 2 magic weapons, both +1, and a magic shield +2.
In keeping with magic rarety, I have reduced the amount of spellcasting priests as well as the arcane casters. There is approximately 800 spellcasting priests/paladins and about 200 true magic wielders spread across Cerilia. This means that having a paladin/priest or wizzie in your party is a major undertaking... and I play up the roleplaying aspect, that priests of enemy faiths, even of good align, and wizzies, are often set upon by local peoples, or looked upon with distrust. (wizard almost was burned at the stake once for casting a spell and being seen).
To further heighten the differences between the races, and to make characters more commonly choose racially preferred classes, all races must choose their highest ability score(s) to be in their race's favoured attribute. Thus, a dwarf MUST put their 2 highest rolled attributes in str and con, an anuirean their highest in wisdom, a vos in strength, a brecht in dex. While this doesn't eliminate a character from choosing other classes, it promotes certain styles of play. It means that a dwarven wizard is a TRUE rarity, but unlike 2E, is still possible. Meanwhile, anuirean characters are more likely to be priests or nobles.
I allow wizards to double specialize, racially specific, to increase the power of magic. What's that mean? Well, for instance, Anuireans favour the schools of evocation and divination. So, they become specialized in both schools, but lose the shunned school of enchantment, the disfavoured school of illusion, and one additional school (as div only makes you lose one). Elves can specialize in enchantment and illusion, losing evocation, necromancy, conjuration, and one additional. This gives 2 bonus spells a day, which pretty well removes the appeal of sorcerers if the player decides to play one of these, while still keeping some of the spell selection open, albeit at a reduced amount. Nearly all wizards encountered will be specialized or double specialized. The extra spell a day, plus the bonus on DC checks, considering how long magic research can take, as well as how expensive it can be, means that a wizard may become powerful before they die of old age... because the chance of encountering other wizzies that you can take spell books from is not that high. Exception: Imperial college of magic, where you can study up to 3rd level spells, but requires lots of money!
More detailed critical hit system.
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