I've taken a break from RL tabletop DMing, so I'm running one through FantasyGrounds. FG is a VTT that costs money, but I managed to get in on it early enough to get a normal DM license, then pay an upgrade fee for an Ultimate license. An Ultimate license lets me have players that don't own FG. They just download the unregisterd version and connect to mine.
I REPEAT: THIS IS FREE FOR YOU.Room code: "able ogre warm dice"
Character Creation Rules:
32pb, "Normal" Humanoids only (Example: Illumian is fine, as are the planetouched and Elans, but Half-Minotaur is not.)
Level 3
Setting Stuff
[spoiler]Magic is known of, but considered a rarity, as most mages are part of history, and the current ones keep their heads down.
Humans are the dominant race, followed by dwarves, halflings, and elves. Orcs are the "slum" class.
Many encounters in the game will progress VERY much like an old text based rpg.
On your way to the brothel you meet a man wearing vermillion robes and a cheerful grin. He introduces himself as Vodalian and says he simply loves adventure. Do you stay to chat?[/spoiler]
Houserules are spoilered. Some of them are familiar, as I lifted a good number of them from a houserules thread here on BG. If you think other nerfs/buffs would be good for gameplay in general, feel free to post them in this thread. Post applications here as well.
[spoiler]
1: Everyone automatically gets Quick Draw.Quick Draw is not worth a feat.
2: Everyone automatically gets Combat Expertise and Power Attack.These are simply modes anyone can activate, but are slightly changed:
-Combat Expertise has no BAB cap.
-Power Attack also works on light weapons at +1 damage per -1 accuracy.
3: Special Attacks get improved.This means anyone can Bull Rush, Disarm, Trip, Grapple, Overrun, and Sunder without provoking an AoO. Those who want to be especially skilled at these techniques must invest in them, like Improved Bull Rush or Charging Minotaur.
Also, bull rushing doesn't require that you follow the target back. It's like Knockback instead of tackling.
Finally, you can Disarm, Sunder, Pin, and Trip with ranged weapons.
4: Full attacking is a standard action.Standard action martial strikes can only be used once per full attack.
For example, if you're a Warblade11, you normally get 3 attacks on a full attack. You could use Emerald Razor, a standard action strike, in place of a normal attack. You may also use Dancing Mongoose, a swift action maneuver to give you an extra attack at your highest BAB. Thus; your attack sequence could go +11 standard attack/+11 Dancing Mongoose/+6 standard attack/+6 Emerald Razor (touch attack).
Maneuvers that normally require full attacks or charging still do. Their effects are unchanged.
5: Charging is a standard action.You can only move up to your normal speed for this standard action. However, you can use a move action before or after you charge. You may full attack as normal with melee weapons at the end of a charge.
6: iterative attack accuracy is +0/-5/-5/-5 instead of +0/-5/-10/-15.I know AC diminishes in value as levels rise, but -10 accuracy feels insulting. -15 accuracy is laughable.
7: When you make an attack of opportunity, you may initiate a martial strike or a single melee attack.This maneuver must be readied and granted as normal.
8: Melee martial strikes may be used with ranged weapons.Why not let martial strikes work with ranged attacks, such as bow shots, sling bullets, and thrown weapons?
If you are mundane you are either paranoid or dead. For this rule, spells aren't class features, and neither are an artificers items. Move along.
10. Armor Proficiency grants bonuses based on BABMAP Grants +2 AC but requires 5 BAB to benefit
HAP Grants +4 AC but requires 10 BAB to benefit
EAP Grants +6 AC but requires 15 BAB to benefit
11. Kalamar Villain Builder's Handbook is usable, and AntiFeats are required.Yes, this means you have a ludicrous amount of feats.
12. Initiative is rolled each round, and spells and powers you cast give you a -1/spell level initiative.Concentrating on a spell makes you slower to react to other threats, and I wanted to make initiative special again. Also, this makes celerity screw you for initiative.
13. Armor grants DR=1/2 ACDR might not be pointless now.
14. Spell failure applies to divine spells cast by full casting classes.Fuck you CoDzilla.
15. Spell failure isn't reduced by special materials.I'm looking at you Thistledown Fey/Githcraft Mithril armor.
16. Magical Healing converts lethal damage to nonlethal, which heals over time as normal[/spoiler]
Already Approved Homebrew:
[spoiler]
Ephemeral BladeBlue MageGemini Dancer[/spoiler]