Author Topic: House Rules (Customizations of D&D/NWN rules/mechanics)  (Read 866 times)

Zarathustra217

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House Rules (Customizations of D&D/NWN rules/mechanics)
« on: April 05, 2017, 04:47:01 AM »
This topic lists our customizations and additions to the core D&D and NWN rules.

Often this means balance changes, something we take serious - not because we are a heavily combat and power oriented server with no eye for the roleplay aspects, but quite the contrary: because imbalances tend to have you make hard decisions between combat prowess and what would best underline your character and his/her progression. When classes, feats etc. are more equal in power, it's easier to not make the power balance determine the way you design your character.

Note that Spell Changes have their own topic here.
« Last Edit: April 05, 2017, 04:58:57 AM by Zarathustra217 »

Zarathustra217

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Re: House Rules (Customizations of D&D/NWN rules/mechanics)
« Reply #1 on: April 05, 2017, 04:48:39 AM »
Increased character customization

To allow more focus on shaping your character by story and to encourage considering the elements that make a certain character, we've implemented various new ways to increase the degree where background and story is reflected upon the character.

Background Feats

First of all, you will be allowed to chose a combination of two background feats to reflect the past that your character enters the server with. These will provide a small skill bonus.

Origin and Subraces

You will also be given the opportunity to choose which setting your character hails from, and even pick between selected subraces of each setting, if official. This may even result in various ability changes and new skills and feats. Notice however that certain subraces that are inherently more powerful than standard require application to play. Read more here.

Custom Feat Progression

To allow more focus on shaping a character by story elements rather than pure power considerations, and not make people have to choose between the two, we have revised the amount of feats gained. The list of feats gained is as follows:

For fighters and divine champions:

Code: [Select]

Level:    1   2   3   4   5   6   7   8   9  10  11  12  13  14  15  16  17  18  19  20

Feats:    1   1   2   1   1   2   1   1   2   1   1   2   1   1   2   1   1   2   1   1


For wizards:

Code: [Select]

Level:    1   2   3   4   5   6   7   8   9  10  11  12  13  14  15  16  17  18  19  20

Feats:    1   1   1   1   1   1   1   1   1   1   1   1   1   1   1   1   1   1   1   1


Rangers*:

Code: [Select]

Level:    1   2   3   4   5   6   7   8   9  10  11  12  13  14  15  16  17  18  19  20

Feats:    1   1   1   0   2   1   0   1   1   1   1   1   0   1   2   0   1   1   0   2


All others:

Code: [Select]

Level:    1   2   3   4   5   6   7   8   9  10  11  12  13  14  15  16  17  18  19  20

Feats:    1   1   1   0   1   1   0   1   1   0   1   1   0   1   1   0   1   1   0   1


Note that when multiclassing, you gain one less feat at first level of the new class compared to the above chart. This is because the chart also adds to the list the first feat you always get when starting out a new character.

Below are alternative charts that only represent bonus feats gained by class level. These charts do not represent feats gained by character level. Every character will gain one standard feat at character levels 3, 6, 9, 12, 15, and 18, regardless of class. Factor that into the correct charts below, and you will have your total.

For fighters and divine champions:

Code: [Select]

Level:    1   2   3   4   5   6   7   8   9  10  11  12  13  14  15  16  17  18  19  20

Feats:    1   1   1   1   1   1   1   1   1   1   1   1   1   1   1   1   1   1   1   1


For weapon masters:

Code: [Select]

Level:    1   2   3   4   5   6   7   8   9  10  11  12  13  14  15  16  17  18  19  20

Feats:    1   1   0   0   1   0   0   1   0   0   1   0   0   1   0   0   1   0   0   1


For wizards:

Code: [Select]

Level:    1   2   3   4   5   6   7   8   9  10  11  12  13  14  15  16  17  18  19  20

Feats:    0   1   0   1   1   0   1   1   0   1   1   0   1   1   0   1   1   0   1   1


For rangers:

Code: [Select]

Level:    1   2   3   4   5   6   7   8   9  10  11  12  13  14  15  16  17  18  19  20

Feats:    1   1   0   0   2   0   0   1   0   1   1   0   0   1   1   0   1   0   0   2


All others:

Code: [Select]

Level:    1   2   3   4   5   6   7   8   9  10  11  12  13  14  15  16  17  18  19  20

Feats:    0   1   0   0   1   0   0   1   0   0   1   0   0   1   0   0   1   0   0   1

« Last Edit: April 05, 2017, 09:20:17 AM by Zarathustra217 »

Zarathustra217

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Re: House Rules (Customizations of D&D/NWN rules/mechanics)
« Reply #2 on: April 05, 2017, 05:01:44 AM »
Changes to Core Classes

Ranger

- Receives the feat "Keen Senses" upon attaining level 8.

- Receives the feat "Evasion" upon attaining level 9.

- Has Reflex as primary save in addition to fortitude.

- Receives the ability to Hide in Plain Sight in outdoor areas at level 17.
« Last Edit: April 05, 2017, 09:05:54 AM by Zarathustra217 »

Zarathustra217

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Re: House Rules (Customizations of D&D/NWN rules/mechanics)
« Reply #3 on: April 05, 2017, 05:03:28 AM »
Skills

Parry

Bioware's way of implementing the parry skill in NWN turned out to leave it very seldomly used. Therefore, we have decided to tweak the skill some to provide interesting new ways of how you can design your character and still be effective in combat.

This is the current setup:

For every 5 modified ranks in parry, you will receive a +1 shield AC (to a maximum of +5). However, certain criteria will remove this bonus:

- If you are wearing a shield.

- If you are wielding a greatsword, a great axe, heavy flail, scythe, falchion, or maul, the bonus will be halved unless having the Improved Parry feat.

- If you are wielding a ranged weapon.

- If you are unarmed, unless having the Improved Unarmed Strike feat.
« Last Edit: April 05, 2017, 09:06:46 AM by Zarathustra217 »