So I’m working on homebrew system based on the Conan rules and have a couple of rules modifications that I’m thinking about which I thought I’d run by you people. It will be a Sword & Sorcery game, slightly based on the Dawnforge setting if you’re familiar with that. If it works out I might also use the system for Conan.
Anyway, the setting isn’t important here; just imagine that these are houserule suggestions for a Conan game.
Penetrating and finessing through armour is discarded
The option to make melee attacks (Str based) and finesse attacks (Dex based) is kept, but they deal with armour in the same way. Basically, armour has DR that is always applied unmodified to all attacks (this is how its handled in Iron Heroes, for example). To compensate, the DR of armour will be lowered. Actually, it will lowered quite a bit so as to make armour less of a big deal than it is now (full-plate might have a DR of like 5 or 6).
Classes have only a single defense progression
Parry and Dodge are kept as two different ways to defend against attacks, but classes have only a single Base Defense Bonus instead of separate Parry and Dodge progressions. They will still be different since Str and shields apply to Parry while Dex applies to Dodge and various feats affects them differentially.
Basically, all classes will have Parry/Dodge progressions like the Nomad/Borderer/Thief or like the Scholar.
All classes only go up to level 10
You can only have up to 10 levels in a single class, if you go higher you’ll have to multiclass (as it works in d20 Modern). This would actually not be that big of a deal in my game since almost all characters in the world are level 10 or lower; its just that those few high-level heroes will have to multiclass as Conan did.
The only problem I see would be the Scholar class which should be able to go higher to get those dreaded powerful sorcerers. This could be fixed by having a 10-level prestige class of sorts (Master of Sorcery?) that you could take once you reach Scholar level 10.
Massive damage is slightly less dangerous
Massive damage works as it does now, but the save DC is lowered to (5 + half of damage taken) to make it a bit easier to pass the save.
What do you think of these changes? Would it destroy much of the game to not have the AP/finesse stuff? Would it be boring to not be able to play a straight-up, 20th level Barbarian? Tear my ideas to shreds.
Anyway, the setting isn’t important here; just imagine that these are houserule suggestions for a Conan game.
Penetrating and finessing through armour is discarded
The option to make melee attacks (Str based) and finesse attacks (Dex based) is kept, but they deal with armour in the same way. Basically, armour has DR that is always applied unmodified to all attacks (this is how its handled in Iron Heroes, for example). To compensate, the DR of armour will be lowered. Actually, it will lowered quite a bit so as to make armour less of a big deal than it is now (full-plate might have a DR of like 5 or 6).
Classes have only a single defense progression
Parry and Dodge are kept as two different ways to defend against attacks, but classes have only a single Base Defense Bonus instead of separate Parry and Dodge progressions. They will still be different since Str and shields apply to Parry while Dex applies to Dodge and various feats affects them differentially.
Basically, all classes will have Parry/Dodge progressions like the Nomad/Borderer/Thief or like the Scholar.
All classes only go up to level 10
You can only have up to 10 levels in a single class, if you go higher you’ll have to multiclass (as it works in d20 Modern). This would actually not be that big of a deal in my game since almost all characters in the world are level 10 or lower; its just that those few high-level heroes will have to multiclass as Conan did.
The only problem I see would be the Scholar class which should be able to go higher to get those dreaded powerful sorcerers. This could be fixed by having a 10-level prestige class of sorts (Master of Sorcery?) that you could take once you reach Scholar level 10.
Massive damage is slightly less dangerous
Massive damage works as it does now, but the save DC is lowered to (5 + half of damage taken) to make it a bit easier to pass the save.
What do you think of these changes? Would it destroy much of the game to not have the AP/finesse stuff? Would it be boring to not be able to play a straight-up, 20th level Barbarian? Tear my ideas to shreds.