Archive for 32 point buy

Game rule update

Posted in House Rules with tags on February 10, 2006 by alanasiadm

Looking at the rules lately, I’ve noticed that I’ve become way too lenient with you. I knew I was an easy DM, and I was aware that you were all way above the average party, but this has gone too far. With all that you’ve received, you’re still stumbling over relatively easy encounters, and generally making a mess of nearly each session. It’s not that I don’t give you role playing or combat opportunities – it’s that you do everything possible to destroy them for yourselves. And no amount of e-mails I’ve sent you have helped.
So, I’ve decided to put and end to it – hopefully once and for all. Please read this post carefully. All of it.

1. No new players. At all. The only players I’ll even consider allowing into the group are very experienced players, who are willing to commit themselves to come to every session, and will be responsible for their own character creation. You are all experienced players now, and new player, who don’t know the rules, will just encumber the group (which is encumbered as it is by sheer size and the fact that we’re always at least one player short). It’s not that I don’t like your friends, and it certainly isn’t personal – it’s just necessary. So unless your friend know has been playing D&D 3.5 for two years and wants to join us every week – don’t even ask me if you can bring him along.

2. Pick a character and stick with it. As you will be virtually recreating your character’s stats in the next few steps, this is your last chance to change anything about your character. Apart from taking a prestige class (or multiclassing), there will no character direction changing, character switching (unless your character dies), etc. So make sure you are happy with your choice now, and for good. If you do change character – notify me and be sure to prepare and send me your story and short and long term goals before next session. Otherwise, you’re going to have to stick with what you created.

3. Unbalanced characters. Your characters are way overbalanced (with the exception of Forint maybe). They began with out of proportion abilities, and I didn’t help with the lenient magic item and treasure giveaway.Or as a co-DM told me:
“…Finally, a note regarding Challenge Ratings: CRs are built
with a four-person party, of 25-point-build, with items in
line with the “Value Per Level” table in the DMG. More
characters, more points, or more magic items mean that the
party should be facing higher CRs. If they can’t deal with it – it’s surely not your problem. Either lower the groups abilities and give them less treasure, or boost up the critters. The group you described is equal to a standard 10th level party (maybe even a bit more). The dragon would still be a tough challenge (as I believe all dragons should be), but not as overpowering as they made it. You can’t expect to face 1st level kobolds all the time…”

And he still right. So, here’s what’s going to happen – you’re going to generate your character’s ability points from scratch, using the 32 point buy system (the one for high powered campaigns). How does it work?

  1. All ability scores start at 8.
  2. Take 32 points to spread out among all abilities. The point cost for the various scores goes like thus (with no base ability lower than 8 and none higher than 18):
    Ability score =>Point cost
    ==========================
    9 =>1
    10 =>2
    11 =>3
    12 =>4
    13 =>5
    14 =>6
    15 =>8
    16 =>10
    17 =>13
    18 =>16
  3. Add one point to one of your abilities (gained at 4th level)
  4. Add one point to one of your abilities (gained at 8th level)
  5. Add and subtract racial bonuses and penalties.
  6. Add magic items modifiers that alter ability scores. (see “4. Treasure value” before doing so)
  7. Change your attack bonus, AC (touch and flat footed too), grapple modifiers, skill modifiers, and saving throw modifiers accordingly.
  8. That’s it. This method ensures that you all start at equal (if still high) ground.

4. Treasure value. The average wealth of a character your level is 36,000GP (this includes magic items, gear, etc.). You are now entering a high powered campaign (as opposed to your adventures up until now). Healing is harder to obtain, you’ll get less treasure for yourselves (and more for beings in the labyrinth, in exchange for their services), etc. So, I’ll be more generous than that, as follows:

  1. If you haven’t started a fresh character sheet -now is the time. Also take into account that this is the last time you can purchase stuff until you exit the maze (or die). Start from scratch (i.e. nothing. Your character is naked and without a thing in the world. Not even a wooden piece, let alone copper).
  2. Buy standard (i.e. non-magical) adventuring gear for up to 300GP (total). This includes adventuring outfits, blankets, backpacks, light (torches, lamps, etc.), food, water-skins, trade tools (healing kits, climbing kits, thieves tools, spell component pouches, holy symbols, holy water, poison etc.), rope, caltrops, tanglefoot bags, smokesticks etc. (basically, all the things in the tables in PHB, p.128, and their masterwork counterparts) If you have leftover money – keep it in “the bank”. You’ll use it later. But you shouldn’t have too much left over. Especially if you buy masterwork…
  3. Buy mundane (i.e. non-magical) combat gear (arms, armor and shields) for up to 2,000GP (total, not per item). This too includes masterwork items, and ammunition (which you will have to keep track of – because I expect you to). Spellcasters (i..e. *all* characters that can currently cast spells) are allowed to use part or all of that sum to purchase scrolls and wands (but nothing else magical). If you have leftover money – keep it in “the bank”.
  4. Buy potions with up to 1,000GP (total). Don’t count on the cleric or mage to help you – their spells are your last resort, and heaven knows what may happen to them (not to mention the fact that their spells run out, they may no have the opportunity to learn/earn them). Be prepared and be aware that there are more than healing potions out there. You may also buy poison with this money, and spellcasters may purchase scrolls and wands. If you have leftover money – keep it in “the bank”.
  5. Choose one item (either magical or not), worth up to 20,000GP. This is your heirloom – or your “free gift” (call it whatever you choose). This is no purchase – but a “bonus”, a present I’m giving your characters. So make it something meaningful to them – something they’ll keep no matter what – even if they can put their hands on an item that’s better than that. And make sure you can explain why you chose this particular item. You aren’t buying this, so there is no “leftover money” to carry with you in “the bank”.
  6. Buy magic items (of any sort) with up to 50,000GP (total). If it’s not in the DMG – send me it’s description, so I can allow it or deny it.
  7. “Bank” time – all the leftover money (if any) that you have up till now – spend it. All of it. On whatever you want (so long as it’s in the core rule books – if it’s no there, send it to me, so I can look it over and OK it for you). Because you won’t get a second chance.
  8. Put 10GP in your money bag. That’s all you have there for now. Just as the rules of the labyrinth stipulate.
  9. That’s it.

5. Character stories and goals. If you haven’t sent me your character story (Gideon), or your character short and long term goals (a sentence per each goal – a maximum of three short term goals and three long term goals) – Mickey, Alexey and Gideon – you need to send me yours.

6. House rules. It’s no fair to have them, without making sure all the players are aware of them (and even though I dislike the concept, there’s no way to play a long term game without them), so here they are:

  1. Death Hurts. Instead of losing a level from raise dead and similar spells, characters come back to life with a permanent negative level (Each negative level gives a creature the following penalties: -1 penalty on attack rolls, saving throws, skill checks, ability checks; loss of 5 hit points; and -1 to effective level (for determining the power, duration, DC, and other details of spells or special abilities). In addition, a spellcaster loses one spell or spell slot from the highest spell level castable.) that goes away only after the character advances in level. This ensures that characters don’t fall behind in experience and more importantly that players don’t fall behind in fun, but it preserves death as a meaningful penalty that does more than simply make the party poorer. For 24 hours after the resurrection spellcasters lose the ability to cast spells, and all other characters (fighter and stealth based classes) are exhausted. (An exhausted character moves at half speed and takes a -6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. After 8 hours of complete rest, fatigued characters are no longer fatigued.)
  2. Know the rules. If you don’t know the rule – you can’t use the skill/spell/special ability/attack etc. Don’t waste valuable session time.
  3. If you can’t make it – tell me. If you’re not able to come to a session – notify me (and not at the last minute), and make sure you read the journal before you come to the next session. I need to know, so I can calculate if there are enough players to justify a session.
  4. Evil is not allowed.
  5. Core rules only. All material that you use, that is outside the core rule books, needs my OK before you can use it. Things that I’ve sent you, or that I’ve already allowed (like Alexey’s choise of a Ninja as a class), are OK. There are more than enough rules in the core books for me to keep track of without adding new ones, and it’s not fair for those players who don’t have all the supplements.
  6. Read the “important” labeled e-mails I send you. Guess what – they’re important!

That’s it for now.

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