I'm just wrapping up a heavily house-ruled Conan d20 campaign set in historical Europe (mostly Norway) in the 930's. We played for ten adventures so my house rules got a lot of testing. I think a lot of these would be useful in other people's campaigns so take a look:
1. Removing defensive blast and arcane spell failure for armor.
Result: was mechanically balanced with the party's sorcerers being about as powerful as the non-sorcerers. This isn't as powerful as it sounds since I also nerfed armor so it worked out well for a Viking campaign with warrior sorcerers. Maybe less applicable to other campaigns.
2. Giving shields an across the line +1 boost to DV, providing a feat that gives +1 to DV while using shields, allowing shields to apply to dodge dv and allowing shield DV to apply while flat footed. Also limiting two-handed power attacking to a 1.5 damage multiplier and nerfing the damage of many two handed weapons (the party never had a weapon that did more than 2d8 damage).
Result: The bulk of the party tended to switch back and forth between two handed and sword and board fighting as the situation warranted. The soldier and the scholar generally used shields and the barbarian and the pirate generally used two handed weapons. Giving shields a boost and two-handed fighting a nerf seemed to make the players fight more like Vikings but two-handed fighting was still used by all of the party.
3. Removing max dex for armor but giving people a -1 to dodge for every 2 points of armor check penalty for armor (not for shields) and a -1 to parry and to hit for every 3 points of armor check penalty for armor (not for shields).
I also included the following feats:
Armored Grace
Prerequisites: Str 13, Dex 13
Benefits: -2 to armor check penalties
Armored Grace, Improved
Prerequisites: Str 17, Dex 17, Armored Grace, Armor Focus BaB 5+
Benefits: An additional -2 to armor check penalties
Result: the bulk of the party chose to wear chain shirts and helmets. This worked very well to encouraged people to wear about as much armor as the vikings did. The party were able to deal with opponents in heavy armor and generally tore through lightly-armored opponents with ease.
4. Made wisdom apply to init checks and charisma apply to will saves.
Results: Many warrior types had fairly good charisma and had a lot of fun playing out the role of Viking chiefs without gimping themselves stat-wise. Highly recommend this change for all campaigns. This also gave the character that gave himself max strength some fun weaknesses to balance him out.
5. I made gelid bones cost 2 PP and last for one round/scholar level.
Result: it was a useful spell but not overwhelmingly powerful. If anything Hypnotism was the party's favorite spell by far.
6. I combined the religion and the code of honor save bonuses into a code of conduct system: the players got a +3 to will saving throws if they followed a relatively strict code of conduct of any sort.
Result: One took Viking warrior code of honor and avoided doing things that an honorable Saga Viking would not do and another had their character be a faithful Muslim. It seemed to work well in play and gave players a lot of flexibility. I highly recommend this change in other campaigns.
7. Additional spells. I made up a lot of additional Viking spells. The NPCs used them a lot but the party only took the following ones.
Aspect of the Beast (basic Hamfarir)
PP Cost: 1
Component: V
Casting Time: Full round action
Range: Personal
Target: Self
Duration: 10 minutes/scholar level
The caster takes on one element of his totem animal. This can be Low Light Vision, a +3 competence bonus to a relevant skill, or +5 feet/round to land speed. For example a caster with an eagle totem animal could use this spell to get a +3 bonus to spot but not a +3 bonus to Jump since that is not related to eagles.
Bear Shirt
PP Cost: 4 points and see below
Component: V, S
Casting Time: 1 full round
Range: Personal
Target: Self
Duration: 3 + con bonus rounds and see below
Prerequisites: Survival 7 Ranks, Aspect of the Beast
This spell gives the caster all of the effects of the Fighting-madness feat. As a free action the caster can extend the spell’s effects for an additional 3 + con bonus rounds at a cost of one power point. In addition this spell grants the caster a temporary +2 HP/level (maximum +20), a +2 bonus to saves vs. massive damage and immunity to saves vs. massive damage while he has any of the temporary hit points granted by this spell. This spell cannot be cast while wearing armor (helmets and shields are fine) and armor cannot be donned while the caster is under the effect of this spell.
Wrath of the Beast
PP Cost: 1+ points
Component: V
Casting Time: 1 free action
Range: Personal
Target: Self
Duration: Instantaneous
Prerequisites: Survival 4 Ranks, Aspect of the Beast
For every power point you spend you gain a +1 bonus on all melee attack and damage rolls for the next round. You can spend one power point per scholar level.
They seemed to work out OK.
8. What I would nerf if I ran another Conan campaign: the fient/sneak attack combo. I had a thief character along for one adventure and he focused all of his character on making that combo work as much as possible and it proved overly powerful. This is the only time that one character proved to be clearly more powerful or less powerful than the party average. This was especially the case since the vast majority of enemies in my campaign were human.
1. Removing defensive blast and arcane spell failure for armor.
Result: was mechanically balanced with the party's sorcerers being about as powerful as the non-sorcerers. This isn't as powerful as it sounds since I also nerfed armor so it worked out well for a Viking campaign with warrior sorcerers. Maybe less applicable to other campaigns.
2. Giving shields an across the line +1 boost to DV, providing a feat that gives +1 to DV while using shields, allowing shields to apply to dodge dv and allowing shield DV to apply while flat footed. Also limiting two-handed power attacking to a 1.5 damage multiplier and nerfing the damage of many two handed weapons (the party never had a weapon that did more than 2d8 damage).
Result: The bulk of the party tended to switch back and forth between two handed and sword and board fighting as the situation warranted. The soldier and the scholar generally used shields and the barbarian and the pirate generally used two handed weapons. Giving shields a boost and two-handed fighting a nerf seemed to make the players fight more like Vikings but two-handed fighting was still used by all of the party.
3. Removing max dex for armor but giving people a -1 to dodge for every 2 points of armor check penalty for armor (not for shields) and a -1 to parry and to hit for every 3 points of armor check penalty for armor (not for shields).
I also included the following feats:
Armored Grace
Prerequisites: Str 13, Dex 13
Benefits: -2 to armor check penalties
Armored Grace, Improved
Prerequisites: Str 17, Dex 17, Armored Grace, Armor Focus BaB 5+
Benefits: An additional -2 to armor check penalties
Result: the bulk of the party chose to wear chain shirts and helmets. This worked very well to encouraged people to wear about as much armor as the vikings did. The party were able to deal with opponents in heavy armor and generally tore through lightly-armored opponents with ease.
4. Made wisdom apply to init checks and charisma apply to will saves.
Results: Many warrior types had fairly good charisma and had a lot of fun playing out the role of Viking chiefs without gimping themselves stat-wise. Highly recommend this change for all campaigns. This also gave the character that gave himself max strength some fun weaknesses to balance him out.
5. I made gelid bones cost 2 PP and last for one round/scholar level.
Result: it was a useful spell but not overwhelmingly powerful. If anything Hypnotism was the party's favorite spell by far.
6. I combined the religion and the code of honor save bonuses into a code of conduct system: the players got a +3 to will saving throws if they followed a relatively strict code of conduct of any sort.
Result: One took Viking warrior code of honor and avoided doing things that an honorable Saga Viking would not do and another had their character be a faithful Muslim. It seemed to work well in play and gave players a lot of flexibility. I highly recommend this change in other campaigns.
7. Additional spells. I made up a lot of additional Viking spells. The NPCs used them a lot but the party only took the following ones.
Aspect of the Beast (basic Hamfarir)
PP Cost: 1
Component: V
Casting Time: Full round action
Range: Personal
Target: Self
Duration: 10 minutes/scholar level
The caster takes on one element of his totem animal. This can be Low Light Vision, a +3 competence bonus to a relevant skill, or +5 feet/round to land speed. For example a caster with an eagle totem animal could use this spell to get a +3 bonus to spot but not a +3 bonus to Jump since that is not related to eagles.
Bear Shirt
PP Cost: 4 points and see below
Component: V, S
Casting Time: 1 full round
Range: Personal
Target: Self
Duration: 3 + con bonus rounds and see below
Prerequisites: Survival 7 Ranks, Aspect of the Beast
This spell gives the caster all of the effects of the Fighting-madness feat. As a free action the caster can extend the spell’s effects for an additional 3 + con bonus rounds at a cost of one power point. In addition this spell grants the caster a temporary +2 HP/level (maximum +20), a +2 bonus to saves vs. massive damage and immunity to saves vs. massive damage while he has any of the temporary hit points granted by this spell. This spell cannot be cast while wearing armor (helmets and shields are fine) and armor cannot be donned while the caster is under the effect of this spell.
Wrath of the Beast
PP Cost: 1+ points
Component: V
Casting Time: 1 free action
Range: Personal
Target: Self
Duration: Instantaneous
Prerequisites: Survival 4 Ranks, Aspect of the Beast
For every power point you spend you gain a +1 bonus on all melee attack and damage rolls for the next round. You can spend one power point per scholar level.
They seemed to work out OK.
8. What I would nerf if I ran another Conan campaign: the fient/sneak attack combo. I had a thief character along for one adventure and he focused all of his character on making that combo work as much as possible and it proved overly powerful. This is the only time that one character proved to be clearly more powerful or less powerful than the party average. This was especially the case since the vast majority of enemies in my campaign were human.