Search found 9 matches

by CKenn1
Tue Jan 23, 2018 7:30 pm
Forum: General Discussion
Topic: Resting House Rules
Replies: 11
Views: 2096

Re: Resting House Rules

I like the idea of scaling it up according to the PCs level, here’s what I came up with.

* Heal 1 hit point per full rest outdoors or in dungeons.
* Heal 2 hit points per full rest at an inn.
* Add 1hp if a healer makes a successful Wisdom roll.
* Add hp equal to 1/2 character level rounded down.
by CKenn1
Mon Jan 22, 2018 10:06 pm
Forum: General Discussion
Topic: Resting House Rules
Replies: 11
Views: 2096

Re: Resting House Rules

Mostly curiosity, I guess a better question would be how many people use the rules as written? If they don’t what do they do that works for them that doesn’t break the game or turn the players into Wolverine? If nobody shares I’m sure I’ll come up with something though. Or keep it as is since it’s s...
by CKenn1
Mon Jan 22, 2018 9:47 pm
Forum: General Discussion
Topic: Resting House Rules
Replies: 11
Views: 2096

Re: Resting House Rules

I like the realism, don’t get me wrong. I’m just looking for advice on bumping it up just a little, I’m curious what others do.
by CKenn1
Mon Jan 22, 2018 9:26 pm
Forum: General Discussion
Topic: Resting House Rules
Replies: 11
Views: 2096

Resting House Rules

I’ve been using the resting and HP recovery rules as written and they seem a little slow.

Could you all post some of your house rules, or maybe direct me to a supplement?
by CKenn1
Sun Jan 21, 2018 10:47 am
Forum: General Discussion
Topic: Weapon Specialization + Quasi Classes
Replies: 4
Views: 971

Re: Weapon Specialization + Quasi Classes

Very cool, We haven’t used the Monk but I presented it as an option for a fish out of water sort of character for my current guest, but they chose the Archer. Which is fine cause when I have a guest player I let them choose between 2-5 classes that work in the current story. All the supplements I’ve...
by CKenn1
Sat Jan 20, 2018 6:06 pm
Forum: General Discussion
Topic: Weapon Specialization + Quasi Classes
Replies: 4
Views: 971

Re: Weapon Proficiency + Quasi Classes

That’s what I’m using and it’s awesome. I’m gonna allow the weapon specialization since in my game it is considered a core rule to the Fighter. I can always make things a little harder for them if it starts to seem a little overpowered. Also since I have the creators attention, how complete is the M...
by CKenn1
Sat Jan 20, 2018 2:58 pm
Forum: General Discussion
Topic: Weapon Specialization + Quasi Classes
Replies: 4
Views: 971

Weapon Specialization + Quasi Classes

I’m using the Combat Options and Quasi Classes supplements in my current campaign. I have a guest player next week who rolled up a Fighter with the Archer quasi class. Should I allow the player to use the Weapon specialization option? I don’t really see any conflicts, considering if he was using Thi...
by CKenn1
Sun Oct 29, 2017 5:07 pm
Forum: General Discussion
Topic: HP past level 9 question.
Replies: 3
Views: 2205

Re: HP past level 9 question.

Thanks, that’s what made the most sense to me, I just wanted to see what others thought.
by CKenn1
Sun Oct 29, 2017 2:46 pm
Forum: General Discussion
Topic: HP past level 9 question.
Replies: 3
Views: 2205

HP past level 9 question.

It says in the core rules to add a flat rate to a characters HP past level 9. I’ll use Fighter as the basis to my question. Does their HP go up by 2 each level or do you add the shown rate? Level 10 you would add +2, then at 11 you would add +4? Or is it just +2 each level? One seems too much and th...