Rules for City Characters - and any level 3s I run

Apr 08, 2013 21:27

These notes were written for City, but I posted them here since they apply to anything - including mini-arcs - that I run for D&D 4.0.  I also use my own set of homebrew documents and rules, but those experience minor tweaks for each different campaign setting.

I do not allow:
- Anything from the Essentials (“Heroes of…”) books - this a rather hard and fast rule, unless you can show me it was rereleased in Essentials from a prior 4.0 handbook, such as Player Handbook 3 or Psionic Power, at which point I will consider it (Character Builder only marks the most recent release of an entry, so this can and does happen).  This rule includes both classes and races.  Essentials is anything with the "Heroes of" books.  When I talk about Essentials, I am frequently referring to stuff from Mordenkainden's Magnificent Emporium as well.  Please keep this in mind when rolling characters.
- Only select items from “Mordenkainden’s Magnificent Emporium” - if you choose not to ask about it, assume it’s a “no”
- Nothing from the Book of Vile Darkness, because PvP and evil characters are not the sort of campaign I wish to run, and that book is super OP anyway
- Boons for starting characters (unless you pull a REALLY REALLY REALLY hard sell for wanting it for RP reasons)
- Artifacts for starting characters
- Intelligent items for starting characters
- Pretty much any items labeled Rare, especially not at character creation.  If they are given, expect some of the powers to be stripped off them first.
- Dragonshard Augments, Soulfangs, and Whetstones never exist in my worlds
- Consumables are seldom granted, though you may ask for them and show me the item in question if you wish
- No Evil alignment characters (sketchy neutral/self-serving amoral is okay, but not straight-up evil)
- No Coure Attendant as a heroic tier familiar (way too powerful) unless we talk and modify the stats a tad
- No Devastating ki focus (most OP item in the books, IMO)

Unusual rules I DO allow:
- Reflavoring - I am perhaps one of the world’s biggest fans of reflavoring.  If you can reflavor it and it still makes sense in relation to the mechanical effects of the power/item and for your character, odds are incredibly high I will say yes, and only slightly lower that I will take your idea/reflavoring and run with it. (For example, Kaosu got a bunch of random stealth and athletics bonuses in fox form - not because Hengeyokai grants that, but because I bought footpads, camouflaged clothing, and a climber’s kit in the builder, and reflavored them as permanent parts of my fox form, to reflect a gray fox’s natural abilities.  I am totally cool with doing things like this, even though it slightly affects gameplay since, as in this example, you can’t lose or break those items post-reflavoring - but you can’t use them as weights or in human form, either.)
- Unusual or slightly improbable items that you have asked for simply because they fit your character’s RP or add to it, though they might normally be a tad too powerful for me to give (this meaning that if you want to run a super-fey wild elf and want to reflavor all your powers as being fey illusion stuff, and you want a change-all-damage-to-psychic ki focus to support this despite that being a rather powerful and unusual item, I may very well hand it to you and keep leveling it up throughout campaign for the sake of your RP)
- Ability scores: For the sake of allowing a broader and more interesting list of race choices, I allow players to choose one of ANY of the listed racial ability score increases, and their second increase can be anything they want.  Obviously, humans still only get one ability score increase.  These are the same rules that Adam used.
- Shadow magic can be taken on any arcane class sans Warlocks (Dark pact warlocks have their own inherent additional shadow magic rules, though a player can choose not to use them if they wish - these do not take up a theme slot).  This adds extra rules for your character, and comes with its own advantages and disadvantages.  Taking shadow magic means taking the Shadow Mage supplement, which takes the place of a theme (but is not a traditional theme).
- Loot - Generally, I choose this for you.  If there is a skill or area you wish to boost, let me know and I’ll do what I can to help you out.  Additionally, if there are a few specific items you want, tell me and I’ll at least look them over, though there is no guarantee you’ll get them.  This is best done by adding the items (preferably giving several options for a slot; if you want a new arms slot, put up 3 potential arms slots with some sort of note to their desirability.  Multiple options increases the odds of me giving you one of your selections) to a second character builder file - be it a separately-named version of your character (which is best, so I can easily reference an item’s impact on your build) or even just a blank file with only the items - since that makes it very easy for me to glance through without having to search for each name.  Easy search = Happy DM and Happy DM = More likely to give you what you want.  Trufax.
- There are also assorted houserules that add extra features or options to character creation.  Many of these are optional, but you may choose to take advantage of them anyway.  Check them out under the “Homebrew Mechanics for City” folder.
- If you have any further homebrew, reflavoring, or very odd character concept ideas, talk to me about them over dropbox, via email, or in person (the latter two especially if you don’t want the party to know - my email is pyroaurah@gmail.com) and we can work to develop them and make them happen.  As long as they don’t affect mechanics too much and work within the campaign setting, I am very much an “anything goes” DM in this department.  (I have seen a character go so far as to have a demon living in his head that took over his body and went berserk when he went unconscious, at which point he had to battle it in his mind while combat when on simultaneously in the real world.  As such, things like this, especially when potentially dangerous or disadvantageous to your character at times, can get very wild - but also very interesting to play.)
- Themes should be run by me for approval.  Expect to get shot down at least once, because themes vary wildly in power level.  Feel free to reflavor, though.

Characters begin play as follows:
- Level 3 (we will probably stop campaign at level 10, though maybe 12 at max if we do not seem like we will play a sequel campaign)
- One level 2 item, one level 3 item, and one level 4 item.  You may trade down in level but not up, and you may NOT sell any of your free item slots for gp and you may NOT combine two of your items for a higher level one (such as lose lvl3 and lvl4 for a lvl6)
- You also get 100 gp to spend on adventuring gear and Common items - but not consumables.  For adventuring gear only, “Mordenkainden’s Magnificent Emporium” stuff and “Heroes of” stuff is fine.  This is about the only place I make those exceptions.

Be sure to have a backstory ready, and to coordinate with other players to get an evenly-spread (and hopefully decently-dynamic’d - for the love of everything sacred please maybe share basics of backstories and at least do not do something like roll a witch hunter character in a party that also has a witch) party, as there will be no NPC party members to help you.

Explanation for my rules on Essentials and item restrictions (In other words, “Aurah, why are you being a jerk and taking away all the coolest stuff!?”):

This rule is in place because the power scales and level curves for Essentials and 4.0 appear to be the same on the surface, but are actually completely different.  So either the whole party rolls Essentials classes, which are really meant only for heroic tier play and are so inherently underpowered that they require the stronger Essentials powers and feats to function, or they all roll more evenly-leveling 4.0 classes, which are made completely OP by Essentials classes and feats.  You can see how mixing the two for a longer-term campaign (especially now that you all are more familiar with building characters and have a better understanding of how to take advantage of the Essentials stuff) might not end so well.

Given that I am VASTLY more familiar with 4.0 stuff than Essentials, I prefer to restrict players solely to 4.0 to ensure an even power balance for PCs to PCs and PCs to monsters/the system.  Things from magazines, specific dungeons/modules, and supplements are fine, too (Dungeon magazine, Dragon magazine, Seekers of the Ashen Crown, etc.).  Basically, if it does not say "Heroes of" or "Mordenkainden's Emporium" you're almost definitely in the clear.  I likewise do not allow rare items for players for the same reason I do not allow Essentials material for 4.0 characters - they are retardedly powerful, which is why they are rare.  Similarly, boons and artifacts are not permitted for starting characters, as they are both extremely powerful and I feel they are things that should be earned via and incorporated into RP.

city campaign, homebrew, d&d

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