Editing E6 3.5 The Motley Crew
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===Current situation.=== | ===Current situation.=== | ||
− | Bandits - or worse. Thats what the knight said when he gathered all he could - men at arms, the village mage, the local priest, the woodsmen, the militia - and rode out to hold Airdsford crossing. Fully two thirds of the fighting force of the | + | Bandits - or worse. Thats what the knight said when he gathered all he could - men at arms, the village mage, the local priest, the woodsmen, the militia - and rode out to hold Airdsford crossing. Fully two thirds of the fighting force of the Barony, leaving behind the sick, the older, the ill trained and the young. |
Now it is dawn two days later and there has been no word. The local Squire, left in charge, barely has enough stubble to rub in indecision - and no word comes from the North. | Now it is dawn two days later and there has been no word. The local Squire, left in charge, barely has enough stubble to rub in indecision - and no word comes from the North. | ||
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I think this style of game relies far less on niche protection...in fact, I'd say covering the bases as many different ways as possible would be handy. There will be sandbox elements to this game and as a GM I only 'balance' encounters in terms of availablity of avenues of retreat. If you encounter four Ogres, you need to make some quick decisions. | I think this style of game relies far less on niche protection...in fact, I'd say covering the bases as many different ways as possible would be handy. There will be sandbox elements to this game and as a GM I only 'balance' encounters in terms of availablity of avenues of retreat. If you encounter four Ogres, you need to make some quick decisions. | ||
− | + | Ummm, just a thought, but of the players we have potentially, who actually relies on the SRD for their 3.5 rules? I'm looking at who is interested and seeing at least three people I think own more of the rules than I do. | |
+ | I made it SRD to keep it simple and easy, but if everyone owns their own copies of stuff, I can allow a limited amount of trickle. | ||
+ | |||
+ | By 'stuff', I mean the Core books II, the Races of and Complete books. nothing else, thanks. | ||
+ | And only in limited ways. No new classes or spells*, but ACF's and feats, substitute levels and races would be fine. | ||
+ | *Except as a database for creating your own 'unique' spells. | ||
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+ | Basically, just the bells and whistles that add choice to character gen. | ||
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=House Rules= | =House Rules= | ||
==Basic changes== | ==Basic changes== | ||
− | *Rule 1: Fighters get two good saves [pick the other] and a feat every level. | + | *Rule 1: Fighters get two good saves [pick the other] and a feat every level. If this seems overpowered, well boo-hoo casters, the shoes on the other foot. |
*Rule 2: Forget cross class skills costs. Characters can buy any skill they like. | *Rule 2: Forget cross class skills costs. Characters can buy any skill they like. | ||
*Rule 2a: Gestalts get the skill points from both classes. Fighters get 4sp in this system. | *Rule 2a: Gestalts get the skill points from both classes. Fighters get 4sp in this system. | ||
*Rule 3: I'm going to use the optional Armour as DR rule from Unearthed Arcana, but on top of normal AC. | *Rule 3: I'm going to use the optional Armour as DR rule from Unearthed Arcana, but on top of normal AC. | ||
*Rule 4: It is quite legal to make a gestalt character that is the same class twice. To be effective, however, you would want a class that can trade out all of its class features for ACF's. | *Rule 4: It is quite legal to make a gestalt character that is the same class twice. To be effective, however, you would want a class that can trade out all of its class features for ACF's. | ||
− | *Rule 5: Assume initiative is now static [not rolled] and that things that previously triggered AoO's now allow | + | *Rule 5: Bugger AoO's. They are bollocks. Assume initiative is now static [not rolled] and that things that previously triggered AoO's now allow interrupts in initiative order. We will keep it simple and gentlepersonlike. |
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*Rule 6: Druids must trade wildshape for some form of ACF, or their animal companion drops to 1/2 level, as per a ranger. | *Rule 6: Druids must trade wildshape for some form of ACF, or their animal companion drops to 1/2 level, as per a ranger. | ||
− | *Rule 7: | + | *Rule 7: Casters can pick and choose from their memorized spells. [If you have two different 1st level spells memorized, you may cast one of them twice]. |
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And that's it rules wise. | And that's it rules wise. | ||
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==Experience points== | ==Experience points== | ||
One thing...as gestalt characters, you will need +50% experience for each level increase. Experience beyond 6th level will be 7500xp per new feat. Levelling up will be pretty much instant [the first 5 minute break past your last xp earning]. | One thing...as gestalt characters, you will need +50% experience for each level increase. Experience beyond 6th level will be 7500xp per new feat. Levelling up will be pretty much instant [the first 5 minute break past your last xp earning]. | ||
− | == | + | ==Choices== |
− | + | Edit: Lets just play it by ear...we have enough experienced rules types here to make cogent suggestions, and there are indirect ways to check out the extra rules I'm allowing [ACF's, Feats, Races and racial substitution levels only] | |
− | + | from Core Book II's, the Complete... series and the Races Of... series. | |
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Feats from all the above-mentioned books are available to view at : http://realmshelps.dandello.net/datafind/feats.shtml. | Feats from all the above-mentioned books are available to view at : http://realmshelps.dandello.net/datafind/feats.shtml. | ||
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==Magic vs Skill: The annoying thing about Arcane Lock.== | ==Magic vs Skill: The annoying thing about Arcane Lock.== | ||
I'd like to impose a fiat. Anything spell like up to third level that has an absolute skill-blocking effect (see arcane lock) has a way around it that is [relatively] mundane. In arcane lock's case, cold iron lockpicks allow a rogue to suppress the spell temporarily, and a cold iron prybar can be used to open open it if need be. This information will only be available to Knowledge checks under special circumstances. Each mundane weakness normally has to be worked out individually, of course. [why do you think they call it Experience points...? | I'd like to impose a fiat. Anything spell like up to third level that has an absolute skill-blocking effect (see arcane lock) has a way around it that is [relatively] mundane. In arcane lock's case, cold iron lockpicks allow a rogue to suppress the spell temporarily, and a cold iron prybar can be used to open open it if need be. This information will only be available to Knowledge checks under special circumstances. Each mundane weakness normally has to be worked out individually, of course. [why do you think they call it Experience points...? | ||
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+ | This will fit in nicely on the Eastern edge of the Karstfells...and Bladhame becomes the reason for Odd Arbage receiving the merchant ships that occasionally call there. | ||
=Local Knowledge= | =Local Knowledge= | ||
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*'''The Savior Mounts'''. High and jagged mountains that are impassible at all but two points, both treacherous. These mounts protected the river valley and places beyond from the direct effects of the moons tear, and have provided a barrier to the strange creatures that have grown in the Bad Lands since. | *'''The Savior Mounts'''. High and jagged mountains that are impassible at all but two points, both treacherous. These mounts protected the river valley and places beyond from the direct effects of the moons tear, and have provided a barrier to the strange creatures that have grown in the Bad Lands since. | ||
*'''The Lesser Sea''' A warm and shallow ocean protected by landforms and island chains from global currents. Home to much of the Eastmarches wealth and the trade route to the Lesser Isles [a collection of large and small island colonies] and Moonburn [the last true Citie]. | *'''The Lesser Sea''' A warm and shallow ocean protected by landforms and island chains from global currents. Home to much of the Eastmarches wealth and the trade route to the Lesser Isles [a collection of large and small island colonies] and Moonburn [the last true Citie]. | ||
− | *'''The KarstFells''' | + | *'''The KarstFells''' |
+ | |||
==A map of Odd Arbage== | ==A map of Odd Arbage== | ||
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* 4 clans of Water Halflings [as per Elemental Races, SRD] | * 4 clans of Water Halflings [as per Elemental Races, SRD] | ||
- 1 Ponyriders/Houndbreeders clan, devoted to the breeding, raising and selling of ponies and hounds. | - 1 Ponyriders/Houndbreeders clan, devoted to the breeding, raising and selling of ponies and hounds. | ||
− | - 3 Fishing clans, devoted mainly to shoreline and river | + | - 3 Fishing clans, devoted mainly to shoreline and river fishing and the finding of exotic water foods. |
* 1 Family of Water high Goblins [as per water halflings, but -2 str, 0 level race] | * 1 Family of Water high Goblins [as per water halflings, but -2 str, 0 level race] | ||
- Fishing clan, devoted to deep sea fishing and working with Dolphins. | - Fishing clan, devoted to deep sea fishing and working with Dolphins. | ||
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The trade in strange goods and stranger knowledge, these merchants, and none can truthfully claim to have seen their faces. But they deal honestly and well, and their occasional presence has drawn folk from great distances with the hope of learning...or acquiring...something that will give them a bit of power. | The trade in strange goods and stranger knowledge, these merchants, and none can truthfully claim to have seen their faces. But they deal honestly and well, and their occasional presence has drawn folk from great distances with the hope of learning...or acquiring...something that will give them a bit of power. | ||
− | ==The | + | ==The Menfish== |
Premise: Kuo-Toa are evil aztec fishmen from a different, older evolutionary path before Man. | Premise: Kuo-Toa are evil aztec fishmen from a different, older evolutionary path before Man. | ||
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*The concept is fairly different to 'normal' [in the loosest sense] D&D, in that the characters start with a vital objective [save the village] and a resource poor environment to do it in [no high levels, no magic traders]. The community itself becomes the 'treasure' and the characters need to defend it from bands of looting orcs, various baddies and other adventurers... and the replacement of people in a small community is a long term objective, inclined to tie the party to one area. | *The concept is fairly different to 'normal' [in the loosest sense] D&D, in that the characters start with a vital objective [save the village] and a resource poor environment to do it in [no high levels, no magic traders]. The community itself becomes the 'treasure' and the characters need to defend it from bands of looting orcs, various baddies and other adventurers... and the replacement of people in a small community is a long term objective, inclined to tie the party to one area. | ||
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