Best house rules [Archive] - Wizards Community

Post/Author/DateTimePost
DIESCUMDIE

09-03-06, 08:29 AM
Aside from your own house rules, what other houserules, either here, your own dm's, on the internet etc, have you liked or thought make sense etc.

Basically nominate good house rules. But not your own.
VrecknidjX

09-03-06, 09:39 AM
One of my DMs has a rule that I like in his campaign, but might be too powerful in mine. "Once a class skill, always a class skill."

Dave
DIESCUMDIE

09-03-06, 11:27 AM
Monks and paladins may multi-class freely

Bonus XP for backstory (written), good roleplaying, helping with the game (snacks & pop, drawing maps, checking rules), and attendance (thats right, XP for putting your butt in the chair)

Other than that their are some good magic nerfs, but I have my own nerf.
Millennium

09-03-06, 11:50 AM
The best houserule is the one that solves a problem in your campaign without overly impacting stuff that wasn't problematic.

Other than that, there is no real way to judge what is "best."
Toran_A_Sunder

09-03-06, 12:50 PM
One of my DMs has a rule that I like in his campaign, but might be too powerful in mine. "Once a class skill, always a class skill."

Dave

Amen. We do the same thing. Hell, I did it even before I knew the other way was the actual rule. It just makes more sense.

Spot and Listen always class skills.

Monks and Psions can multiclass freely

I like the one where monks and paladins multiclass freely, but my friends are stupid and dont allow it :-D
Legdiwena

09-06-06, 01:02 AM
monks free multi with any psionic class (since all the psionic classes based on discipline of mind)
GeneralGeoff

09-09-06, 06:23 PM
The coolest house rule my friends and I have that's pretty much universal in all our campaigns is the "Autokill" rule. If you roll three natural 20s in a row on an attack role, the enemy you're attacking is automatically killed, no matter what; even if it's immune to possible crits or if it's otherwise impervious to physical damage. It's only ever happened twice in 5 years of gaming, and both occasions were on relatively weak enemies that we could have taken anyway. But it adds the (albeit remote) possibility of taking down even the mightiest of foes no matter what your level or strength. :)
Loto_GoCeraf

09-09-06, 06:46 PM
My DM and I found this in Unearthed Arcana and tweaked it, since the game offers very little for those in the game who prefer dodging to weathering attacks.
Taking the SW style defense bonus and tweaking it, we made an entirely new AC system for those who don't use armor. For instance, the Unearthed Arcana version has a chart of three values, depending on starting armor proficiency for a class.
No armor is in the weakest chart, and heavy armor is in the strongest chart. Now, these bonuses, for all purposes, are dodge bonuses. Since when does a Cleric, well versed in the staying defense of heavy armor, dodge better than a rogue, who has an ability called UNCANNY DODGE!?
...Anywho, our tweaks switched the values between the light and heavy armor charts, gave monks and ninjas a stronger chart of their own, and kept wizards and sorcerers in their weak one.
Andrew

09-10-06, 01:25 AM
1/2 hit points per die plus one at every level after the first (d4=3, d6=4, d8=5, d10=6, d12=7), plus con modifier as normal. I always get hosed in random HP rolls and max-HP games throw off game balance.
SpawnOfMorgoth

09-10-06, 08:45 PM
1/2 hit points per die plus one at every level after the first (d4=3, d6=4, d8=5, d10=6, d12=7), plus con modifier as normal. I always get hosed in random HP rolls and max-HP games throw off game balance.

I offer this (1/2 a point above average) option to all players in my game. They get max HP at first then choose the automatic or 'roll your own' method. 95% choose the predetermined method, so I guess only a few freaks feel lucky.

I also think the Monk/Paladin class switching restriction is a massive oversimplfication. I say if a roleplaying rationale is established they can switch freely. Similar to the other oaths they have to keep, the reasons for the switch can't voilate the spirit behind their guidelines. Even a reason as simple as "my charged duties would be easier to carry out if I had the skills and abilities of class/PrC X" and the new class/PrC didn't cause a conflict I'd let it slide.

Standard rule among my clique is unless DM states otherwise only WotC 3.5 (or 3.0 with 3.5 addendum) published books are used (typical 'cannon material' limit).
Steidas

09-11-06, 01:21 AM
Invocations from UA use "Action Points" from UA insteadd of gold and XP.
The_Levitator

09-11-06, 02:40 AM
Here's what we have implemented so far:


Defensive Opposed Roll variant
Armor as DR variant (including shield and armor damage)
Facing variant
Clobbered variant
Shields are +1 higher than standard
Monks have fighter BAB
Spontaneous Clerics
Masterwork armor has a 5% less chance of spell failure


• There is no such thing as “Common” as a language. Each region in FR has its own language. We use the Political Boundaries Map on p.100 of the FR Campaign Setting to determine language barriers.

• Magic items have a unique signature that makes them unstable in close proximity of other magical items. Whenever a magical item is brought to close proximity (3’ or less) to one or more magical items, there is a chance that one or more of the items will have a reaction. There is a 20% per item that the items are not compatible. There are several possible outcomes of this reaction.

Roll d100
01-20- Item explodes, doing 1d6/2000 gp. value of the item and destroys item.
21-80- Item releases energy harmlessly, making the item non-magical
81-100 - Item drains the magic of another item, making that item non-magical and making it more magical.
Reactions take 1 hour per 1000GP value to react. Spellcasters (SOR and WIZ only) have the ability to sense incompatible items as soon as they are within range of each other. The spellcaster makes a Spellcraft DC=15 check. A spellcaster can make this check every 10 minutes. This requires active participation by the spellcaster. This gives them time to separate the items. Non-spellcasters have no way of sensing incompatibility.

• Healing is NOT instantaneous. The rate of recovery depends on the level of the healer. This makes healing more miraculous and keeps combat dangerous as you can’t just pop healing potions and be “invincible” during combat. In addition, potions and magical items created by clerics will have the same recovery rate as the cleric who created it. It costs much more to have a healing potion created by a 10th level cleric than it does a first.

Cleric Level Recovery Rate Item Cost Mult.
1-4 1 HP/8 rds. Standard
5-8 1 HP/4 rds. x2
9-12 1 HP/2 rds. x3
13-16 1 HP/rd. x4
17-20 2 HP/rd. x5



I admit to the last 2 being my ideas, but I've had several DM's implement them so I thought at least there was a snowball's chance in Hades that someone could stumble onto them.
draustinan

09-11-06, 03:14 AM
One that nice DMs use is don’t kill characters unless they simply have terrible luck, do something stupid, and or stand against terrible odds. this prevents (if the dm and player are paying attention) the dms mistakes from killing players. That’s more of an unwritten rule.

the other guideline that everyone should remember: this IS a game...you know...to have fun, this is a recreational activity so if your doing something that makes it so others aren’t having fun...stop or leave.