Dissolution House Rules: Difference between revisions

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Since, as written, intensified spell applies to such a small number of spells, we allow it to extend the level caps for certain spells beyond just damage dice. WE expand this feat such that it explicitly applies to spells that generate a level capped number of items per casting, including ''magic missile'', ''scorching ray'' and ''call lightning''.
Since, as written, intensified spell applies to such a small number of spells, we allow it to extend the level caps for certain spells beyond just damage dice. WE expand this feat such that it explicitly applies to spells that generate a level capped number of items per casting, including ''magic missile'', ''scorching ray'' and ''call lightning''.


It also applies to spells with damage formulae such as "2d8 + caster level (max ''x'')", increasing ''x'' by five (i.e. most cure spells, ''produce flame'', ''fire shield'', etc.). This change is not all that useful in most cases (e.g. healing spells), as often you are better off casting a higher level spell instead of adding paying the one level metagmagic penalty. Might be worth it for druids casting heals or when using a metamagic rod.
It also applies to spells with damage formulae such as "2d8 + caster level (max ''x'')", increasing ''x'' by five (i.e. most cure spells, ''produce flame'', ''fire shield'', etc.). This change is not all that useful in most cases (e.g. healing spells), as often you are better off casting a higher level spell instead of adding paying the one level metagmagic penalty. Might be worth it for druids casting heals or when using a metamagic rod. This feat still does not apply to non-damage formulae of this form (e.g. ''ray of enfeeblement'').


== Vital Strike ==
== Vital Strike ==

Revision as of 00:53, 2 February 2013

House rules for the Dissolution campaign.

Classes

We add some unofficial classes:

  • Elemental Druid - a variation of the druid class, based on the four elements instead of animals and nature.
  • Arcane Hierophant - a divine/arcane prestige class lifted and mutated from 3.5.
  • Spellsword - a gish prestige class lifted and (severely) mutated from 3.5.
  • Knight of the Pale - a setting specific prestige class lifted and slightly altered from Ptolus.

Critical hits

When you roll within your critical range, you have a choice:

  • You may roll for a critical hit, as per the standard rules.
  • You may automatically just take max weapon damage. (If your critical multiplier is ×3, you deal 1.5 times max weapon damage.)

This is a bit of a trade off. All attacks deal three types of damage, and each choice deals with them differently:

Type Weapon damage Bonus damage Ancillary damage
Description the base dice damage of the weapon fixed damage from strength, magical plusses, etc. sneak attack, vital strike, added energy damage, etc.
Standard rules Make to-hit roll again. If you would hit, damage calculated a number of times equal to your critical multiplier (usually ×2) Applied only once, even if critical succeeded.
House rule No additional roll needed. Damage roll treated as if highest number came up on each die. If range is ×3, multiply the result by 1.5 (round down). Applied only once

To use abilities that trigger off of critical hits (such as critical feats), you must make the confirmation roll to determine if they take effect; however, you can still elect (prior to rolling) either damage option. For example, if someone with the Bleeding Critical feat rolled within their critical range, they could take the max damage, then roll a confirmation to see if the bleeding crit triggers, or they could roll the confirmation and, if successful, roll extra damage and the bleeding crit triggers.

In most cases, the house rule will result in a lower average damage, but is reliable (i.e. you don't need to make the confirming "attack" roll). Some examples, always assuming a critical actually happens:

Damage Roll No crit Standard crit (if achieved) House rule
Situation Weapon Bonus Ancillary Crit range Min Average Max Min Average Max Min Average Max
Lostwhite w/ +1 flaming flail 1d8 +9 +1d6 fire ×2 1+9+1=
11
4.5+9+3.5=
17
8+9+6=
23
2(1+9)+1=
21
2(4.5+9)+3.5=
30.5
2(8+9)+6=
40
8+9+1=
18
8+9+3.5=
20.5
8+9+6=
23
Lostwhite w/ +1 greatsword 2d6 +11 ×2 2+11=
13
7+11=
18
12+11=
23
2(1+11)=
24
2(7+11)=
36
2(12+11)=
46
12+11=
23
Lostwhite w/ +1 battleaxe 1d8 +7 ×3 1+7=
8
4.5+7=
11.5
8+7=
15
3(1+7)=
24
3(4.5+7)=
34.5
3(8+7)=
45
1.5(8+7)=
22
Caralaria w/ fist and vital strike 1d10 +6 +1d10 ×2 1+6+1=
8
5.5+6+5.5=
16
10+6+10=
26
2(1+6)+1=
15
2(5.5+6)+5.5=
28.5
2(10+6)+10=
42
10+6+1=
17
10+6+5.5=
21.5
10+6+10=
26
Scoffney w/ +1 rifle 1d12 +1 ×3 1+1=
2
6.5+1=
7.5
12+1=
13
3(1+1)=
6
3(6.5+1)=
22.5
3(12+1)=
39
1.5(12+1)=
19
Scoffney w/ +1 rifle and sneak attack 1d12 +1 +3d6 ×3 1+1+3=
5
6.5+1+3(3.5)=
18
12+1+3(6)=
31
3(1+1)+3=
7
3(6.5+1)+3(3.5)=
24.5
3(12+1)+3(6)=
44
1.5(12+1)+3=
22
1.5(12+1)+3(3.5)=30 1.5(12+1)+3(6)=37
Oreni's scorching ray 4d6 ×2 4(1)=
4
4(3.5)=
14
4(6)=
24
2(4(1))=
8
2(4(3.5))=
28
2(4(6))=
48
4(6)=
24

The moral of all this is that if you have a decent chance to hit, you will likely do more damage using the standard rules, but if you need a good roll to hit, you are better off with the house rule. Also, the larger your bonus damage is, the more advantage you will get from using the standard rule.

Sneak Attacks and Ranged Weapons

Just a clarification to the standard rules on sneak attacks:

  • Sneak attacks can be made with ranged weapons, so long as the rogue is within "point-blank" range (30').
  • Sneak attacks are allowed if the target is denied a Dex bonus, or if the rouge flanks the target.
  • You cannot normally flank a target with a ranged weapon.

So, as practical matter, the only way you can typically sneak attack with a ranged weapon is by denying the target a Dex bonus. Targets lose their Dex bonus to AC in any of the following situations:

Reach Spell

This one is really a mistake that was active for long enough to make us keep it. This is no longer a metamagic feat. It is a standard feat that lets the caster cast any touch spell as a ranged touch attack if within "point blank" range (30').

This changes magic (particularly clerics and other healers) quite a bit. It also fits the definition of a broken rule, as it is hard to imagine any caster that wouldn't take this feat, but so be it. It is pretty fun.

Intensified Spell

Since, as written, intensified spell applies to such a small number of spells, we allow it to extend the level caps for certain spells beyond just damage dice. WE expand this feat such that it explicitly applies to spells that generate a level capped number of items per casting, including magic missile, scorching ray and call lightning.

It also applies to spells with damage formulae such as "2d8 + caster level (max x)", increasing x by five (i.e. most cure spells, produce flame, fire shield, etc.). This change is not all that useful in most cases (e.g. healing spells), as often you are better off casting a higher level spell instead of adding paying the one level metagmagic penalty. Might be worth it for druids casting heals or when using a metamagic rod. This feat still does not apply to non-damage formulae of this form (e.g. ray of enfeeblement).

Vital Strike

From the look of the errata, looks like we read this one wrong as well, but we're keeping it too. We allow any attack to be declared (post attack roll) as a vital strike, but only once per round.

Arterial Strike

This is a new feat, adapted from (but a bit more flexible than) the feat of the same name in Complete Warrior.

Prerequisite: Sneak attack ability, base attack bonus +4.
Benefit: If you hit with a sneak attack, you may choose to forgo one or more +1d6 of extra sneak attack damage to deliver a wound that won't stop bleeding. For each die forgone, the target takes 1 bleed. Bleed from multiple arterial strikes stacks with each other, but not with other bleed effects that deal damage.

Close Shot (Combat)

This is a new feat, which extends "point blank" range.

Prerequisite: base attack bonus +3.
Benefit: Any effect which specifically only works within "point blank" range may be used from an additional 30' away. That is, "point blank" range becomes 60'. Situations that benefit from this feat include:

  • Using Point Blank Shot.
  • Sneak attacking with ranged weapons.
  • Using the Reach Spell feat (see above).
  • Casting touch spells from wands (see above).
  • The Furtive Shot rogue talent (see below).

Normal: Point blank range is normally 30'.

Iron Rage

Based on the background of one of the characters, we made an exception to various rules that prevented that character from multi-classing barbarian/monk. Following the general pattern of d20, we added some restrictions, then created a feat that allows the character to get around them. In particular, the ruling was that, normally, while raging the character would lose monk abilities, but this feat (representing special training to "harness your rage") would avoid that. Sort of cheesy, but works in this particular game.

Prerequisite: monk, rage special ability, member of the Path of Iron.
Benefit: Retain monk benefits while raging. While raging, add barbarian and monk levels to determine unarmed strike damage and damage reduction ability (if any). Multiclass freely between the monk and barbarian classes. Must remain lawful.

Furtive Shot

This is a new rogue talent:

Furtive Shot (Ex): If within point-blank range of a target that is flanked by two or more of your allies, you may sneak attack that target with a ranged weapon.

Magical Items

Pearl of Power

Spontaneous casters can use a pearl of power to restore a spell slot, with one restriction: that slot can only be used to cast a specific spell that the user has already cast that day (specified when the perl is used). Also, anyone using a pearl must spend a full action to do so.

Wands

We treat wands as if they all have the Reach Spell feat (see above). That is, if they cast a touch spell, they can do so as a ranged touch attack from 30 feet away.