Author Topic: 3.5 -- Fire Emblem world House Rules PLEASE HELP ADJUST!  (Read 1101 times)

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bearchucks

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3.5 -- Fire Emblem world House Rules PLEASE HELP ADJUST!
« on: August 05, 2010, 03:45:17 PM »
All right.  My brother's looking at running a 3.5 game in Elibe, the world of FE 6 and 7.  (20 years after FE6, 40 after 7).  Ray the dark mage became obsessed with his power and got access to a bunch of constructs generated during the Scouring.  Please help these get adjusted into something that isn't horribly off-balance.

Houserules with initial commentary:

Trinity of Magic:
The type of energy a Cleric can channel spontaneously is not related to his alignment; a Cleric of any alignment can choose whether to channel positive or negative energy. A cleric that chooses to channel positive energy increases the save DC of offensive spells by 2 when targeting a Cleric that has chosen to channel negative energy, and the caster gains a +2 bonus on caster level checks to overcome SR against a Cleric that has chosen to channel negative energy. A Cleric that chooses to channel negative energy increases the save DC of offensive spells by 2 when targeting an arcane caster, and the caster gains a +2 bonus on caster level checks to overcome SR against an arcane caster. An arcane caster increases the save DC of offensive spells by 2 when targeting a Cleric that has chosen to channel positive energy, and the caster gains a +2 bonus on caster level checks to overcome SR against a Cleric that has chosen to channel positive energy.  Has potential, particularly given the lack of undead in the world.

Some new feats:

Physic [Metamagic]
Prerequisites
Caster level 9th
Benefit
A Physic spell increases its range by one category (Self to Touch, Touch to Close, Close to Medium, and Medium to Long). Only beneficial spells can be enhanced by Physic. A Physic spell uses up a spell slot two levels higher than the spell's actual level.

Nosferatu [Metamagic]
Prerequisites
Caster level 6th, ability to spontaneously channel negative energy
Benefit
A Nosferatu spell heals the caster by the amount of damage dealt to the target. If a Nosferatu spell hits multiple targets, the caster is healed by the single highest amount of damage, not the total from all targets. A Nosferatu spell uses up a spell slot four levels higher than the spell's actual level.  If this exists somewhere else, please let me know.

Luna [Metamagic]
Prerequisites
Caster level 6th, ability to spontaneously channel negative energy
Benefit
A Luna spell automatically overcomes all Spell Resistance and offers no save, but deals half damage. You cannot use Luna to enhance a spell that does not deal damage. A Luna spell uses up a spell slot three levels higher than the spell's actual level.  I know, right?  Absolutely bonkers.

  • Assassins are not required to be Evil-aligned, nor are they required to kill someone for no reason other than to become an assassin.  Assassins that don't have to be Evil-aligned.  Since Matthew's as Lawful-Good as they come.
  • Instead of the standard Paladin, a Fire Emblem D&D paladin is essentially a divine Duskblade.
  • Pegasi gain SR 10+HD.
  • Druids and Undead do not exist.
  • Armor as DR, Class Defense Bonuses: Treat as with SW SAGA edition (you may get an armor bonus or a class bonus to AC, with the Armored Defense and Improved Armored Defense feats available to all from same.
  • Weapon Groups are in use, weapon triangle advantage applies +2 atk/+1 damage
  • -At 2nd, 5th, 7th, 10th, 11th, 13th, 14th, 17th, and 19th levels, a character who is not a primary spellcaster can gain a permanent +1 competence bonus to attack rolls, damage rolls, AC (applies against touch attacks), DR, or all saves, or increase his existing competence bonus by 1. Alternatively, you can gain a feat that you qualify for.This could end up being mildly busted, but then again casters are that bad too.
  • Almost all spells require tomes (treat as a single item containing many scrolls which weighs 1 pound per spell level per 10 uses; price = [uses]% of original cost) or staffs (same); using a tome or staff does NOT count against your spells per day. Magic users cannot cast most spells without these. All touch attacks are Close ranged touch attacks which gain a bonus equal to half the spellcaster's caster level. Seems like this is going to get heavy at higher levels.  Takes combat spells (damage, buff, debuff, battlefield control) off the list of spells you have to know because you can't cast them without the tome.
  • -Sorcerers and Wizards gain SR 10+class level at 1st instead of a familiar. Wait for it, it gets worse
  • All Clerics are Cloistered Clerics with the following adjustments: SR 10+class level at 1st level; does not stack with other class-granted SRYeah.  Because they need that.  Not.
  • Not proficient with light armor
  • Incur spell failure (as arcane casters)
  • Proficient only with the weapons a Wizard is proficient with, not all simple weapons.
http://www.atomicsockmonkey.com/freebies/di/pdq-core.pdf  The smallest, shortest, simplest ruleset of any RPG I've ever seen.  If 3.5 is too complex and you don't like 4.0, try this.  It has very few rules and is just short of freeform.

Prime32

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Re: 3.5 -- Fire Emblem world House Rules PLEASE HELP ADJUST!
« Reply #1 on: August 05, 2010, 03:50:04 PM »
Fire Emblem works better in 4e, really. You can make paragon paths for the promoted classes.


For the "trinity of magic" I would use a modification of the existing alignment mechanics (Light=Good, Dark=Evil, Neutral=Anima) and alignment-based spells. Or maybe your SR does not apply against the type of magic you're weak against. EDIT: Maybe your level-based AC bonus is ignored by the weapon you're vulnerable against.

The competence bonuses as you level up seem unnecessary. I'd just let characters gain feats or ability score increases more often (eg. feat at odd levels, ability score increase at even levels).

Tomes seem unnecessary unless you're also using breakable weapons, and you'd have to remove UMD. If you want to keep the flavour, use them as focus components.

How are you handling pegasus/wyvern riders? I'd use a single class for both - a ranger with a druid-level animal companion but a limited selection. Mage knights are Silverwood arcanists. EDIT: Actually, I suppose wild cohorts could work quite well in general...

Consider adapting some the Tome mechanics for "The Edge" so that characters get advantages if they're significantly faster than their opponent. EDIT: Maybe you could eliminate iterative attacks, and grant an extra standard action (with restrictions and at penalty) if your Ref save is 5 higher than your opponent. Might want to introduce a moderate save progression in that case though.
« Last Edit: August 05, 2010, 04:19:46 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]