House Rules

Multiclassing Penalties: I don’t use these. Ever. They’re dumb, and overly complicated.

Favoured Classes: So, you’ll notice I mention Favoured Classes despite not using Multiclassing Penalties. It’s supposed to be a minor advantage to encourage those kind of characters. Thus, if you’re taking your favoured class, you can take racial substitution levels if you like, and, yes, humans can always take Racial Substitution Levels.

Saving Throws: So, in normal D&D, you can accumulate a will save higher than your level by simply doing 1-2 level dips in different classes that have good will saves. I’m not going to pretend this leaves you a good character, but it’s certainly resilient, and if you go, say, for Fort or Ref, you’ll get something pretty playable. With some tome classes greatly raising the number of classes with All Good Saves, this can be even more potentially abuse-able. So, if you take a second class with good saves that match your good saves from another class, they go up by 1 instead of 2 (and thus go 1, 2, 2, 3, 3, 4, 4, 5, 5 etc.)

Skills: In standard D&D, you’re penalized both coming, and going for taking cross class skills. They cost more points, and have lower max ranks. This is absurd, and nerfs organic and concept characters, the kind that should be encouraged. In Asyeun, you still have a Cross Class Max Rank ( (Level+3)/2 ), but cross class ranks only cost a single skill point, just like class skills.

Backgrounds: I’d very much like to encourage people come to the table with some kind of idea of where their character came from before joining the game. As such, I’m using the Character Backgrounds from Tome, sort of like mini-feats that you get for writing down a few sentences about your character. There are a few you can pick from, and I can make up similar for other backgrounds.

Proficiencies: Proficiency feats are gone, don’t worry about them. I’ll just quote Tome:
“Getting pro ciency with a weapon isn’t worth a feat. They hand that crap out with your character class for free. Seriously, even exotic weapon pro ciencies aren’t a big deal. Therefore, we’re instituting Exploits as something that can be acquired in-game. These are for any of the binary abilities that simply don’t have a massive impact on your character’s performance at any level.
If you have Martial Weapon Pro ciency, it’s really unreasonable for it to be that hard to learn how to use a new weapon, whether it’s exotic or not. If you spend a week training with a weapon, you can make an Int check (DC 10) to simply gain the Exploit of Exotic Weapon Proficiency. And no, you can’t take 10 on that.
If you don’t have Martial Weapon Pro ciency and you want to use a new weapon, that’s touchier. But if you have a weapon for an entire level, you should just gain pro ciency in it when you gain your next level whatever level you happen to select."
The same will hold true with Armour.

The Edge:
“If you looked at the classes in the PHB, you’d think that BAB actually meant something. Classes with good BABs are severely restricted in other areas, and they only get 1 or 2 more BAB every four levels as compared to full spellcasters. Clearly, having even a slight bulge in BAB is supposed to be a major advantage. But in the basic rules, it really isn’t. The bonus that a Fighter gets to his BAB over a Wizard is actually smaller than the variance of having rolled well and having rolled poorly on one’s attributes. There is no guarantee that an Elven Fighter is better with a bow than an Elven Wizard is at 1st or even 4th level. Even when the BAB starts to pull ahead, it does so very slowly. A net +1 to-hit is something that you seriously might never even notice if you rolled your dice in secret. A +1 to-hit means that out of 20 attacks, one attack that would have missed would hit instead. Which, compared to the difference in numbers of attacks that land between someone who rolls well and someone who rolls poorly during an adventure is vanishingly small.”
-FrankTrollman/K, Races of War

To make BAB mean something more than “I’m marginally better at hitting things, and can’t do much else,” Tome introduces the concept of Edge, which represents actual combat skill. If you have more BAB than the target of your attacks, you have the Edge on that attack, meaning a number of combat options will work better for you. There are many other ways to gain the Edge, and it’s entirely possible that two opponents will have the Edge against one another because they’re meeting requirements of different Edge granting abilities. For example, a Fighter and Ice Elemental Brute of equal level are fighting on a glacier. The fighter has a higher BAB, and has the Edge against the Ice Elemental Brute because of it. However, the Brute has Ice Mastery, granting it the edge because it’s opponent is on ice.

Attacks of Opportunity
A lot of things in this wiki interact with AoOs, and both because of, and to support that, you gain additional AoOs per turn the same way that you gain normal iterative attacks, by having a high BAB.
So a character with a BAB of +6 can make 2 AoOs each round. A character with a BAB of +11 can make 3, and a character with 16 can make 4.

Spells: As it stands, Clerics and Druids can prepare any spell on their list, regardless of the book. At least wizards need to go find a scroll or something, and Sorcerers have their limited “spells known” mechanic. Clerics and Druids, and other “Can prepare any spell on list” classes, get their spells from the PHB (or the spell list that goes with their class), and after that, may select one additional spell to learn per level from any book. Beyond that, they need to go through in character stuff to get more. I’m not going to say CoDzilla only gets “Core+20 spells, final destination” when the wizard can roll up to Magic Mart and buy scrolls of 40 different spells from different books for only a bit of gold. I’m just going to say that learning more than one additional spell requires supplication to your god, learning tricks from spirits, etc.

Wish: We’re not using the core Wish list. That’s where brokenness comes in. Wish can do the following:

  • Free Wishes { the following wishes have no XP cost:
    • Wealth: A character can wish for mundane wealth whose total value is 25,000 gp or less.
    • Magic Item: A character can wish for a magic item that costs 15,000 gp or less.
    • Power: A character can wish to increase an inherent bonus to any attribute by 1 (to a maximum of +5)
    • Spell: A character can wish for the e ects of any spell that lacks an XP cost that is lower level than the highest level spell in its spell list (a wizard spell of 8th level or less, or a paladin spell of 3rd level or less, for example).
    • Transport: A character can wish herself and 1 other willing creature per caster level to any location on any plane.
  • Wishes that aren’t Free { the following wishes cost XP or gp or both:
    • Add to the Powers of a Magic Item: A character can increase the powers of a magic item to anything she could enhance it to with her own item creation feats. This requires 1 XP for every 10 gp increase in magic item value.
    • Raise the Dead: A character can bring the dead back to \life", even if they were an undead, construct, or other creature that cannot normally be brought back to life. This may even be able to bring back a creature who has been devoured by a Barghest (50% chance of success). This costs 3,000 XP, which can be paid in any combination by the caster or the target. The spent XP for this wish can reduce a character’s level, but coming back to life in this manner otherwise won’t do so.
    • Undo Misfortune: A character can wish back the sands of time in order to force events of the last round to be replayed. Time can be reset to any point back to the character’s previous initiative pass. This use costs 1000 XP. While the action spent to cast wish in this case is restored, the character still loses the spell slot and XP used to power it.
    • Turn Back Time: A poorly fated adventure can be averted entirely with a wish. The character expends the slot and pays 5,000 xp, and none of it ever happened.
  • Wishes that are Rituals { some wishes have much greater costs, at the whim of the DM. Here is an example:
    • Become a new Creature: A character can wish themselves into being a new creature. This must be done when a character is eligible to gain a new level, and the character makes the wish and takes a level of the new racial class (or racial paragon class) and is now the new race.
      Any use of wish causes the wisher to become fatigued (and yes, there are ways to get around that).
      Creatures with spell-like abilities that grant wishes may only grant wishes that have no XP cost. So an Efreet can give you as many +2 swords as it wants, but an Efreet can’t give in to your request to have a +3 sword. Also, you’ll notice that we categorize the inherent bonuses as something that’s free and therefore going to be rapidly available to all the player characters somewhere between 11th and 15th levels. That’s because we seriously believe that it is more balanced for characters to all gain +5 inherent bonuses than it is for some characters to figure out how to manipulate XP gains and thought bottles to get inherent bonuses while the other players don’t. Inherent bonuses need to be available or not available to everyone or they break the game.
      Magic items with wish on them can be used to cast wishes with an XP cost of at most 5,000 XP, and are produced as items using spells with a cost of 5,000 XP. As a result, you can’t wish for an item that has wish on it.

Damage Reduction:
The 3.5 rules were rather. . . overzealous with splitting up material DR, and the result has been that high level characters actually just curl up and cry. Here are some guidelines to streamline things a bit:

  • Any steel weapon counts as \cold iron" for the purposes of beating DR. Cold Iron being a special kind of iron mined deep underground is, well, insultingly stupid. Cold Iron is an actual word, it’s the first mass-produced type of iron in history, and in song and story is e ective against fairies and chaos demons because it symbolizes order and industrialism. Cold iron is cheap, that’s the whole point. If it wasn’t cheap, it wouldn’t be available in industrial quantities, and then it wouldn’t have any symbolic e ect against savage fey and demons of disorder.
  • Alchemical Silver has no damage penalty. The fact that Silver has a damage penalty is sort of justi able, except that in D&D weapons made out of wood don’t have a damage penalty. The game simply doesn’t have a fine enough grain to keep track of the ways in which you’d rather have a sword made out of steel than a silver plated one. Also the thing where DR 1/Silver is in fact impossible to beat is incredibly dumb.
  • Material DR beats Material DR. Alignment DR beats Alignment DR. Creatures with DR can hurt other creatures with DR as if they had natural weapons made out of whatever punches through their DR. And creatures with alignment subtypes penetrate DR with their manufactured weapons as if they had the alignment of their subtype. So when a Balor punches a Pit Fiend (needs Silver and Good), his st counts as Good and Iron. When a Balor swings a Silver Sword at the Pit Fiend, his weapon counts as Silver and Evil—he has got all the needed adjectives, he just can’t get them all at the same time. And that is really dumb. What should happen is the fact that the Balor needs an aligned weapon made out of a special material to be hurt should be sufficient to hurt the Pit Fiend with his natural weapons.
  • There can only be five! An unfortunate and unintended result of the 3.5 DR rules is that as more materials and monsters get written, the chances of you having whatever material your target’s DR is penetrated by drops to a number pretty close to zero. In order to keep that from happening, we propose that for the purposes of DR, there are only 5 materials, and absolutely everything counts as one of those ve. So if your weapon isn’t made out of: Adamantine, Iron, Silver, Stone, or Wood, it counts as being made of one of those materials. Here is a weapon equivalency chart:
  • Adamantine:
    • Alchemical Gold
    • Black Steel
    • Orichalcum
    • N Metal
    • Thinaun
    • Urdrukar
  • Iron:
    • Blood Steel
    • Green Steel
    • Morghuth Iron
    • Truesteel
  • Silver:
    • Pandemonic Silver
    • Astral Driftmetal
    • Entropium
    • Nerra Mirrorblade
    • Ysgardian Heartwire
    • Mithril
  • Stone:
    • Tainted Obsidian
    • Blended Quartz
    • Elukian Clay
    • Kaorti Resin
  • Wood:
    • Bronzewood
    • Chitin
    • Darkwood
    • Iron wood
    • Boneblade
    • Dragon Bone

Equipment: The Tome says a lot about economics, equipment, magic items, and so one. The one important thing I’m bring in is the wish economy. Essentially, the economy is actually affected by the things which you can mass produce by binding an efreet. In the short run, that means that items which cost 15,000 gold or less can be bought with gold. Anything with a value of more than 15,000g requires other currencies, if for no other reason than because a person that has a spare +3 sword lying around really doesn’t care about gold. If he actually needs some, he can bind an efreet and wish some up, or cast fabricate, or polymorph an earth elemental into several tons of it. After you’ve bought everything in which you are interested with a price tag lower than 15,001g, you need to start dealing in planar and universal currencies. The basic planar currencies are:
Soul Gems, literally gems with the souls of creatures bound within, with a for-convience-sake value of 100 times the trapped creature’s CR squared. Yes, you might use this in low levels, assuming you run into some, or you find a low level way of trapping souls.
Hope, a taffy like substance from the realms of good made of, essentially, compressed goodness (which actually comes from kind hearted farmers and such who were too weak to maintain sentiance or form after death and were immediately absorbed into the plane), with an equivalent value of, roughly, 50,000g per pound.
Concentration, stunningly clear amber-like crystalized ideals that are highly valued on Mechanus, and thus pretty much every other planar market. Concentration has a equivalent value of 100,000 gold per kilo.
Raw Chaos, unused potential of Limbo. It’s dimensions, mass, colour and even flavour are variable, even changing from minute to minute. You can gift it to others, and it’s generally good form for them to reciprocate, usually with a value of 200,000g.

All of these currencies can also be used in magic item crafting and rituals.

Those are the basics. There are some rules on planar binding from Tome I’ll use if we get into that. If you want to know more about the reasoning behind anything, Tome is as much a rant and discussion as it is a rulebook.

House Rules

Asyeun: Beginnings Korbl Korbl