| Post/Author/DateTime | Post |
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| DIESCUMDIE05-22-06, 04:44 PM | Just wondering what (short) house rules everyone uses. (Sorry, don't want to hear so much about alternative rule systems) Mine; Stats for characters and followers are 5d6 drop 2d6. All variant rules allowed- gestalt and recharge magic have a 1/4 xp penalty Weird races and sourcebooks allowed No in-party fighting- thus similar alignments Dispels always succed without need for caster level checks No original polymorph - new versions added Skill checks can be made retroactively No mage disjunction No shrink item Players must buy dm's lunch (unfortunately this isn't actually a house rule) No elves (campaign specific reason) Undead, fiends etc must have good disguises Followers can be formed into mobs |
| Crimson_Concerto05-22-06, 05:13 PM | No evil characters Defense bonus (a la UA) Armor as DR (a la UA) One extra permanent class skill allowed per +2 modifier to INT |
| stargate52505-22-06, 05:39 PM | 4 extra skill points at first, and one every level after. These must be put into a perform, profession, language, or knowledge skill. Knowledge(x) checks can be made untrained, but the DC is five higher. Max hitpoints at levelup Can take 1/2 temp hitpoints gained and make them 'permanent' (IE, no time limit for wearing off) Must be declared when hitpoints are gained |
| DIESCUMDIE05-22-06, 06:39 PM | 4 extra skill points at first, and one every level after. These must be put into a perform, profession, language, or knowledge skill. Like it :) |
| stargate52505-22-06, 06:49 PM | Like it :) Thank ye. |
| Szatany05-22-06, 07:22 PM | My house rules from various games (those I remember): - No Wisdom ability. Will saves governed by Charisma, skills by Intelligence. Special abilities by either, but mostly by Charisma. Monsters are left as they are for simplicity. - Extra 2 skill points per level for knowledge/profession/craft skills. - Initiative check is replaced by Reflex "save". - Characters with 30% or less HP have their Strength and Dexterity lowered by 4. - At epic levels, every 2d6 of spell damage becomes flat 7. When you roll 20d6, you will roll near average value anyway. - Hammer of Moradin is banned. - Spells (such as summons and polymorph) only work with those creatures a player has stats for with him. No borrowing of monster manual during play. - Diamonds are very hard to come by (at epic levels every one wants them and can afford them for resurrection). Thats all from the top of my head. |
| Platonix05-23-06, 02:29 AM | No Silent Spell metamagic on Power Word spells. Limit of seven Ioun Stones active at a time on a single character. |
| Toxic_Shaman05-23-06, 07:59 AM | We use these rules for Polymorph and shapechanging magic. It makes it easy, no searching through books for obscure forms, and it gets rid of a lot of the problems with polymorph magic in general. My DM found these rules somewhere on the internet and began using them a few weeks ago for our new game. These spells replace alter self, polymorph, polymorph any object and shapechange. Lesser Polymorph Transmutation Level: Brd 2, Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level (D) You assume the form of any creature of your own size, even an imaginary one. You must make a Disguise check with a +10 bonus when you cast the spell. A creature familiar with the original might detect the ruse with a successful Spot check opposed by the caster’s Disguise check. You cannot wield more manufactured weapons than in your natural form. You can choose to retain any qualities of your natural form as long as you have the appropriate body parts to do so. For every 3 caster levels you can pick one of the following abilities : One or a pair of natural weapons. Size increase, effects as enlarge person, no larger than colossal. Size decrease, effects as reduce person, no smaller than fine. +2 natural armor bonus to AC. Fly speed at landspeed, maneuverability clumsy (need wings). Swim speed at landspeed, gain aquatic subtype. Climb speed at landspeed. Burrow speed at half landspeed. Polymorph Transmutation Level: Brd 4, Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Touch Target: Willing creature touched Duration: 1 min./level (D) As lesser polymorph, add following abilities: An additional natural weapon. Additional size increase, effects as enlarge person, no larger than colossal. Additional size decrease, effects as reduce person, no smaller than fine. Fly speed at twice landspeed, maneuverability average (need wings). +4 bonus to strength. +4 bonus to dexterity. +4 bonus to constitution. Greater Polymorph Transmutation Level: Brd 6, Sor/Wiz 6 Components: V, S Casting Time: 1 standard action Range: Touch Target: Willing creature touched Duration: 1 min./level (D) As polymorph, add following abilities: Pounce. Rend (need 2 claws). Improved grab. Fly speed at twice landspeed, maneuverability perfect (need wings). Additional +2 natural armor bonus to AC. Additional +4 bonus to strength. Additional +4 bonus to dexterity. Additional +4 bonus to constitution. Superior Polymorph Transmutation Level: Sor/Wiz 9 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level (D) As greater polymorph, add following abilities: An additional natural weapon. Additional size increase, effects as enlarge person, no larger than colossal. Additional size decrease, effects as reduce person, no smaller than fine. Additional +2 natural armor bonus to AC. Additional +4 bonus to strength. Additional +4 bonus to dexterity. Additional +4 bonus to constitution. |
| DIESCUMDIE05-23-06, 02:03 PM | These spells replace alter self, polymorph, polymorph any object and shapechange. Nice. Yoink! My house rule now :) |
| Pellanor05-23-06, 03:26 PM | Here be mine. - Tiefling has no LA but all minor NPCs are all automatically one step closer to hostile. - A Nat 1 = -10 and a nat 20 = 30. - I am ignoring the Errata that prevents you from making an overrun attempt as part of a charge. - After a full day in Medium Load, your character is fatigued. After a full day in Heavy Load your character is Exhuasted. - If you have the endurance feat, you are only fatigued after a full day in your heavy load, and can work in medium load normally (you still suffer the standard medium load penalties). - Metamagic Components. There's a whole list of special items that can be used to apply metamagic feats to certain spells. This can be found in Unearthed Arcana. - I'm not using the new version of Astral Construct or Hostile Empathic Transfer. The following variant classes are available: - Barbarian Variant: Totem Barbarians - Bard Variant: Bardic Sage - Bard Variant: Savage Bard - Cleric Variant: Cloistered Cleric - Druid Variant: Druidic Avenger - Fighter Variant: Thug - Monk Variant: Fighting Styles - Paladin Variants: Freedom, Slaughter & Tyranny - Ranger Variant: Urban Ranger Other Optional Class Variants: - Specialts Wizard Variants - Ranger Variant: Favored Environment - Rage Variant: Whirling Frezy Also, Racial Paragons are allowed. ----- I am working on a heavly house ruled campaign at the moment, and once I have the house rules worked out, I'll let you know what they are. |
| DoctorRomulus05-23-06, 03:42 PM | Once play begins, whatever you say, your characters says unless preceded by phrase along the lines of "Out of Character". No hybrid races outside of Half-Orcs and Half-elves and these are rare. Half-Dwarf/Half-Aboleth my "eye". |
| Spus Widgetwatcher05-23-06, 04:05 PM | -Spot & Listen are universal class skills. If a Commoner can do it, anyone can. -Always Reroll 1s for HP. -You die at -CON score. Your stabilization roll must be under 10+Fort Save. -Toughness gives 1 HP per HD like Improved Toughness. If you take Improved Toughness as well, you get 2 HP per HD bonus. -20/crit/Confirm is maximized damage for all variables. -Firearms exist and function under these rules: -Exotic Ranged Weapon Revolver Price: 2,000gp Damage: 1d8(S) 1d10(M) Crit Range: x3 Range Increment: 80 feet. Weight: 5 lb Damage: Piercing A revolver can hold 6 rounds before reloading. Reloading a Revolver is a standard action. Revolvers can be used 1 handed alone. If trying to use two, normal two-weapon fighting penalties apply, treating the Revolver as a 1-handed weapon. It takes 2 hands to reload a revolver. Revolvers are always considered Masterwork and recieve +1 to attack rolls. -Revolver Bullets 3gp per pack of 6. It is stored in a small spindle that weighs 1 pound per set. -Exotic Ranged Weapon Rifle Price: 3,000gp Damage: 1d10(S) 1d12(M) Crit Range : x3 Range Increment: 120 feet Weight: 15 lb Damage: Piercing A Rifle can hold 4 rounds before reloading. Reloading a Rifle is a standard action. A Rifle is a 2-handed weapon. Attempted to use a Rifle one handed even with the correct profiency inflicts a -4 penalty. If you attempt to fire a rifle in each hand, two-weapon fighting penalties apply, treating the rifle as a 1-handed weapon when determining additional penalties than the -4 to each shot. It takes 2 hands to reload a rifle. Rifles are always considered masterwork and add +1 bonus to attack rolls. You may fire a rifle while prone like a crossbow. -Rifle Rounds 4gp per pack of 4. They are stored in a small cylinder that weighs 2 pounds per set. -To offset the reloading, they may take Rapid Reload Firearm which makes it a move action. -Identify is instant. Just so we can keep the game moving. |
| Toxic_Shaman05-23-06, 04:22 PM | Nice. Yoink! My house rule now :) Wish I could take credit for them, but I don't come up with the rules. I do like them though so far. |
| Atirakis05-23-06, 07:19 PM | Im sorry but given the setting a "masterwork" revolver is just plain ridicolous. You would be hard pressed to find a masterwork gun in todays society, much less in one were forging and alloys is still an art undergoing alot of progress and changes. The first guns available were shoddy, innaccurate pieces of junk that were only slightly better than slings. Even decades later they still lacked enough range and accuracy to fully replace archers on the battle field. You cant just give them modern day firearms without some justification, like a wizard time travelled to bring them there. If those guns were made in a mideval world than they should reflect that and not be masterwork weapons at the very least and should probably have negs to attack. |
| Spus Widgetwatcher05-23-06, 08:28 PM | Im sorry but given the setting a "masterwork" revolver is just plain ridicolous. You would be hard pressed to find a masterwork gun in todays society, much less in one were forging and alloys is still an art undergoing alot of progress and changes. The first guns available were shoddy, innaccurate pieces of junk that were only slightly better than slings. Even decades later they still lacked enough range and accuracy to fully replace archers on the battle field. You cant just give them modern day firearms without some justification, like a wizard time travelled to bring them there. If those guns were made in a mideval world than they should reflect that and not be masterwork weapons at the very least and should probably have negs to attack. ....IT'S A FANTASY SETTING. Why does no one understand that? I didn't say they were completely accurate. It's not meant to be. They considered "Always Masterwork" because they are extremely rare and to partially reflect that it's much easier to penetrate with it. |
| mad_dok_dave05-23-06, 09:41 PM | -Charisma no longer exists. -All charisma based abilities will be instead governed by Wisdom or Constitution, on a case-by-case basis.(Some abilities may not make sense to be controlled by Wis or Con, and again, on a case-by-case basis, that is decided) -The ability score that controls Leadership is now pickable upon acquiring the feat. Abilities available; Str, Int, Wis. -Clerics can chose the ability to chose to spontaneously cast divine spells. They still know all spells, but spells all have an increased casting time. Additional casting time is (1/2 Spell level) rounds, rounded up. 0th level spells have no time increase. This new casting time is in addition to the normal spell casting times. Clerics using this ability also apply extra casting time when they use metamagic feats. In addition to the regular increased casting time, any metamagic feats applied to spells now increase the casting time by an additional round per metamagic feat used. -Wizards can cast 0th level spells as a Sorceror can. I will add more as I remembre them. Incase anyone is wondering, the reason for the spontaneous casting for divine casters is the fact they can commune with their gods to grasp any spell they find useful for the situation. |
| zae05-23-06, 10:31 PM | 1. Max HP for first hit die (as normal), afterwards it's 3/4 round up. 2. Currently working out a way to make instant-kills impossible. 3. Alignments do not exist. Alignment-based spells are usually altered or removed (Protection From ____ is now one spell: Protection From Possession) 3. No disruptive characters. You can be good, evil, whatever (see above on alignments), but you can't be disruptive. So no paladins, but their abilities rely on alignments anyway, so they're banned twice. 4. Level Adjustments are worked out by me on a case by case basis, ignoring the ones WotC inflated. 5. If you really want (thing from other setting), talk to me about it. I make no guarantees though. 6. Races and classes allowed are usually picked from a list beforehand, depending on the setting. It's rarely an "anything goes" game. 7. I am happy to help make a new prestige class or core class, or turn a prestige class into a core class. Just ask. 8. Wish works as listed in the book, not as an exercise in me trying to shaft you. 9. Bribes are accepted. A packet of crisps or a drink when I arrive will grant a little extra XP to the group. Hey, I'm flying interstate for this, I think I deserve it. Large sums of money are not accepted. It's just a game, after all. 10. Optimise if you like, but I award XP based on how much you were challenged, not on what you killed. 11. Most things from Unearthed Arcana (Traits, Flaws, Gestalt) are not used. Some variants are, and sometimes Fractional saves/BAB are. 12. You can never gain cleric abilities from worshipping anything other than a deity. Nor can you invent your own. Certain domains don't work the way you think they do. In other words, you pick a deity from a list, pick domains from their list, and then I tell you how you'll need to act. Failure to do so results in loss of power. Most of the rest is just setting-specific stuff, such as allowing Experts to brew potions at no XP cost, but requiring Heal checks to actually make them work (and to etermine the caster level) and requiring them to be heated and consumed slowly. That was for a game with no clerics. |
| The_Levitator05-23-06, 10:39 PM | * We play a diceless gameplay style. I use DM Genie for game management so we use the built-in autoroller for all rolls. This helps hide mechanics to focus on roleplaying and makes combat absolutely fly. Suspense is heightened too because hidden rolls are truly hidden. *Healing spells and potions have a Healing Rate based on the level the Healer creating it. This makes healing more miraculous and gets rid of the "video game powerup" feel of healing. There are 5 levels of healing rates, depending on the healer level: LVL1 - Healers LVL 1-4 - heal at the rate of 1 HP/8 rds. LVL2 - Healers LVL 5-8 - heal at the rate of 1 HP/4 rds. LVL3 - Healers LVL 9-12 - heal at the rate of 1 HP/2 rds. LVL4 - Healers LVL 13-16 - heal at the rate of 1 HP/rd. LVL5 - Healers LVL 17-20 - heal at the rate of 2 HP/rd. Having healing take a few minutes instead of a few seconds helps to make combat a little dicier and our group didn't like the videogame feel of healing spells and potions. * EXP for killing creatures is 50% of normal. The balance of EXP's are gained for everything else your character does. Using skills, good roleplaying, and creativity are more generously rewarded. (Since we've adopted this, 2 of my players are advancing at around 110% of normal EXP distribution, and 2 others at around 85%. It feels a lot better balanced to reward those who are playing better more points.) * Variants we use are: Opposed Defense Roll, Clobbered, Attack and Defense Challenges (from IH), and Stunts (from IH) and Armor and Natural Armor DR (from UA) * Monks have same BAB as fighters. * Shields are all +1 higher than their standard AC rating. * 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. * To balance our low magic/healing environment, Dead is not -10 HP. Once a player reaches -1, they add their current CON score to the normal -10. Stabilization is only 5% once you start losing CON points. * While still wanting diversity, the characters are the heroes. With this in mind, we use an altered system for HP to raise the average points per level for characters. See below: D4: Roll 1d3+1 D6: Roll 1d4+2 D8: Roll 1d6+2 D10: Roll 1d6+4 D12: Roll 1d8+4 * Last person to arrive tips for the pizza. * No arguing in-game, except with NPC's, monsters and BBEG's. * For this campaign, we are using Core + UA + anything FR. If you can't find something you like with all of those books, then you have to play a Human Fighter with a all 10's and a club (just kidding!) |
| DIESCUMDIE05-24-06, 07:22 AM | IH. Is that Iron Heroes? How is it? I worry a little about the power imbalance between magic classes and non magic and the overabundance of magic items. Does this help? (Have added some other house rules I forgot to mention) |
| The_Levitator05-24-06, 09:06 AM | Iron Heroes (IH) is designed to be a low magic world. They have one spellcaster, but casting magic is pretty unstable so I don't imagine many people choose spellcasters. I love the magic system though. It's a mana system, but it's different than other mana systems. Magic items are very rare in IH. The focus is on cold steel and cinematic fight scenes. The Attack and Defense Challenges allow you to give up something like AC in exchange for extra attacks or more powerful attacks. It's like having features like Fighting Defensively but allowing it to be more flexible, so the player has more options in combat. Stunts are also a way to make combat a little more strategic and detailed. You can do things like dig the tip of your sword into the ground to flick dirt in your opponent's eyes before you attack. The stunts are based off of your Skills. They use the standard skills, but divide them into groups. When you add a point to one particular skill, you increase your level in all related skills. IH also uses a variable ArmorDR system and a more rapid HP recovery system to compensate for low magic and almost no magical healing. Personally, I think I would be playing IH as a complete system, except that I use DM Genie and I haven't been able to integrate all of the aspects of IH into it yet. So far, I've integrated the ArmorDR (although not variable, I used the UA DR variant), Attack and Defense Challenges, and the ability to do Stunts. I haven't figured out how to integrate a Mana system in DM Genie although a couple of people have started on some scripts. Iron Heroes reminds me a little of the 2004 movie, "King Arthur". It's a demystified look at the legendary story that puts the emphasis on the Knights' skills in combat and strategies, and not their reliance on magic. |
| Rhomphaia05-24-06, 10:27 AM | I have two blanket rules that I use in my games, but one of them hasn't really come up yet. First, clerics MUST worship a deity. The player choses from a pre-selected list of deities appropriate for the setting. None of this 'I don't worship a deity but I am taking the Strength and War domains' bull****. and Second, druids have a simple, universal code, much like that of a paladin. The code varies between good, neutral and evil druids, but the player must adhere to that code. Other house rules that not only I use, but the group in general uses are as follows. 1) Ability score generation. Ability scores start at zero and 75 points is alloted for distribution. Before racial modifiers, a minimum of 3 and a maximum of 18 is allowed. Buying points is on a 1:1 ratio. This works out to about what would be a 30 point buy system. 2) Maximum hit points for the first two levels. Player may roll or take average after that. 3) Generally core (non- MM) and complete series only. Other things may be added for both character generation and DM use (in the case of stuff like Libris Mortis and the BoVD and similar). |
| babysamurai05-24-06, 10:38 AM | I know it's not as exciting as some of the other House-Rules people have posted, but: Monks and paladins may multi-class freely...that's it. |
| Gryllmyre05-24-06, 10:56 AM | * 28 point buy for character creation, when point buy is used * No cleaves on AoO's * When tumbling, only the squares where tumbling is necessary cause half rate movement * When rolling for hit points on characters, on d6 and up, re-roll 1's and 2's. On a d4 class, re-roll 1's. * If you die and are raised, to save on bookkeeping, you simply lose XP down to the midpoint on the previous level, but retain your level. This actually makes recovery of XP slower because you are not getting a bonus for being lower level, so I give this option to players. |
| Pellanor05-24-06, 11:29 AM | Just some thoughts on some of the house rules I've read. No disruptive characters. You can be good, evil, whatever (see above on alignments), but you can't be disruptive. So no paladins, but their abilities rely on alignments anyway, so they're banned twice.This seems like it would be a hard one to govern. How do you define a disruptive character? A Paladin (assuming they weren't already banned due to alignments) can be a great team member, in the right party. Level Adjustments are worked out by me on a case by case basis, ignoring the ones WotC inflated.You noticed that too? Unfortunately I know that I would end up under adjusting the LA of everything if I used this, as I am a bit of a power gamer. Perhaps in the new higher-power game I'm working on this can be used. Wish works as listed in the book, not as an exercise in me trying to shaft you.This really isn't a house rule... Monks have same BAB as fighters.Hows this work out for you? Have you tried it at higher levels? How about with a decently optimized monk? Last person to arrive tips for the pizza.:D No arguing in-game, except with NPC's, monsters and BBEG's.:( So does this mean that if one player decided that he's going to walk up to the BBEG and pimp-slap him, the other players aren't allowed to try to talk him out of it? If you die and are raised, to save on bookkeeping, you simply lose XP down to the midpoint on the previous level, but retain your level. This actually makes recovery of XP slower because you are not getting a bonus for being lower level, so I give this option to players.Hmmm... I like this one. What do you do with crafting magic gearmo, or casting spells with an XP component? Can your players theoretically reduce themselves to 0 XP using through this, without ever loosing a level? 4 extra skill points at first, and one every level after. These must be put into a perform, profession, language, or knowledge skill.I think that I'll be adding this one to by next game, or at least a version of it. I'll probably add Craft to the list, and I will likely prevent Bards from putting these points into Perform. Hmmm... It seems that a lot of you are disallowing Evil characters, or disruptive ones, or party in-fighting. I've never understood why some DMs do that, as I've always found the inter-character relationship development to be one of my favorite parts of gaming. |
| Szatany05-24-06, 01:31 PM | I just remembered some more old rules of mine, concerning skills: 1. Jump is renamed to Run and decides how fast you can run. All instances of Run feat are replaced with Skill Focus: Run. 2. Tumble and Balance are merged into one skill (Tumble). 3. Open Lock and Disable Device are merged into one skill (Operate Device). 4. Listen and Spot are merged into one skill (Notice). 5. Move Silently and Hide are merged into one skill (Sneak). 6. Diplomacy is split into Negotiate and Charm. Charm is responsible for getting what you want by being nice (flattery, seduction, etc.). 7. New skill: Command - describes how good are you at making others obedient. 8. Decipher Script is renamed to Decipher and is also responsible for navigating through mazes, solving riddles, and the like. 9. New skill: Knowledge: Trade - describes your familiarity with monetary systems, trade routes, prices, etc. Synergy with Negotiate when bartering. 10. New skill: Craft: Enchantment - replaces rules for creating magic items (and feats). 11. Craft: Alchemy is used to brew potions. Replaces Brew Potion feat. 12. Heal is based on Intelligence. |
| Witch05-24-06, 01:44 PM | From my current campaign: 1) Summon Monster is banned. 2) Any other spell/effect/class that refers to other planes is banned. 3) Knowledge (The Planes) is banned. 4) Deities are immaterial, unstatted creatures that cannot directly interfere in the world, but only give spells. ______________________________________ These houserules are based upon flavor reasons, and the first three might change, depending on what happens in the campaign world. 5) The following alignments are banned: Lawful Stupid, Chaotic Stupid and "I'm an annoying bastard that kills or steals from PC's". If you know how to play any of the nine alignments well, without spoiling the other people's fun, you can run it. 6) PHB races or variants thereof only. No monster creatures in this campaign. 7) Classes allowed: Everything from Heroes of Horror (except Dread Necro) and Core. Others are subject to review, but likely to be accepted. Examples of non-allowed classes: Frenzied Berserker. 8) I say when you level ad hoc. I remove multiclassing penalties. If anyone wants to make magic items, I'll change the way I award xp. It hasn't come up yet. 9) Classes that need partial changes for your flavor will be reviewed together. 10) Dramatic, "cool" things, such as called shots (in specific cases!) will be ruled at hoc. 11) 46 Pt. Point Buy. |
| Toran_A_Sunder05-24-06, 02:05 PM | - Monks and Psions multiclass freely - For ability scores, 4d6, reroll 1s, drop lowest. Roll 7 times, drop lowest. - No ninja, either from OA or CAd. If you want one, you use the one my friend and I homebrewed. - Extra XP for particularly witty quips and phrases. - Monks and Paladins multiclass freely - You can use anything published by WotC (with only 1 or 2 exceptions that I cant remember). You can use anything registered D20, subject to my approval first. The same for anything homebrewed. - No guessing what the monster is as I describe it untill after I finish the description and if you make the Knowledge: Dungeoneering skill; unless of course its a goblin or something so ridiculously easy you'd have to make a roll NOT to know it. Thats all for now. I stole a bunch or the onesyou all put up and will implement some and playtest the others before using them. Woohoo! New rules!! Cant wait for game tonight! |
| Sereno05-24-06, 02:09 PM | Here's what I'm working with, right now: 1) 30 Point Buy. Core + Eberron + "anything you ask me about that seems to fit, or can be fit, without rewriting Eberron". 2) I don't see 1's for rolling HP or healing. 3) There are no save-or-die effects. There are save or you are suddenly at -1 hit point and unstable effects. 4) If you're going to do something "cool" -- and it's not unbalancing or powermongering (just an obvious excuse to get a bonus to hit, or damage) -- I'll generally let you do it if you spend one AP. |
| Circon05-24-06, 02:12 PM | I could go into detail about what I've allowed and banned over a long series of games, but in the end, it breaks down to two rules that keep everything running: 1. Yes, I will allow you to use [splatbook feat/skill/class/spell], as long as I can view it. 2. The monsters and NPCs will be drawn from even more exotic sources and will be just as broken as you are. |
| zae05-24-06, 11:05 PM | Just some thoughts on some of the house rules I've read. This seems like it would be a hard one to govern. How do you define a disruptive character? A Paladin (assuming they weren't already banned due to alignments) can be a great team member, in the right party. I've seriously never seen a paladin work in a group, so I decided to save time and ban them twice. 2Ed put such tight ability score prereqs that if you didn't play a paladin when your scores allowed you to, you were nuts. This meant everyone else probably had to change their concepts to work with a paladin. The attitude still sticks. "I am paladin, this story is now about me." As for how I govern it, it's a bit iffy. Generally, I ask people to tell me their concept. If it seems like it's going to cause trouble, I either say "no" flat-out, or I just warn them to not make it disruptive. Kender are never allowe. Regular halflings are told that they may not be communists with their views on property. Rogues in general are told not to steal from the party. Anyone who describes themself as evil or chaotic has to understand that these traits are not to interfere with the group. In the end, if I miss something and a character ends up being disruptive, I ask them to remove the character, perfectly willing to help write the character out instead of "Um, rocks fall. You die. They miss everyone else though." If it turns out to be a player problem, I ask them to leave. In general, these rules apply to online games where I don't know who the players are. Offline, I know the group, they're goo. Disturbingly similar to myself insofar as ideas and style goes, but that makes it easy for everyone to have fun. |
| Celestial_Gold_Dragon05-25-06, 04:59 AM | 4 extra skill points at first, and one every level after. These must be put into a perform, profession, language, or knowledge skill. I have considered bonus skill points for background skill but I keep envisioning players telling me their barbarian was a loner most of his life or some other such nonsense to convince me to allow more useful adventuring skills. Has that ever come up for you? My house rules as I remember them: 4d6 drop lowest d6 eight times drop lowest 2 for ability scores Scores can be picked if you like, but I must approve If you roll less than half on a HD you must reroll Death at -con Aid attempts add +2 per 10 on assist check WotC stuff generally allowed, any other material must be approved on a case by case basis and the material must be brought to every session. This is especially true for spells. If you die you can remake at the same level/If you retire your character it could vary (down) Magic items more rare/no magic iem shops aside from potions/scrolls Arcane Magic is mysterious-most opponents in society have little defense gainst magic save their own mysterious wizards 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) Raise dead and other powerful priestly magic is not for sale, very special circumstances only (sometimes left to clerics of only one diety in campaign world) Special nonmagic craft rules for weapons & armor EDIT: I forgot one I've been using so long I don't think of it as a house rule: When you melee attack w/ a natural 20 you gain a free additional attack at the same bonus ala cleave, on top of normal bonuses (threat, auto-hit) When you melee attack w/ a natural 1 you "fumble" draw an AoO from the opponent you missed, the AoO is free, doesn't use up you're limited AoO's per round. Natural 20's on ranged attacks are double damage, stacked normally w/ critical hits. Natural 1's on ranged attacks means you "break you're bowstring" or some other DM call, end effect, you must spend full round action before attacking again w/ that weapon. Some Campaigns: Clobbered-Sometimes forgotten, and slows things down Unarmed Strike, monks an the like are rare and need special DM permission (read as: BACKSTORY!)-Personal preference Power components for spells-never taken advantage of by players |
| DIESCUMDIE05-25-06, 05:40 AM | Haven't tried these yet but they seem to me a good way to balance the classes at later levels. Class Balance rules Any character over ecl 10 with no spell casting over 4th level spells gains +50% (maybe +100%) hp, increases as yours do. May re-roll any D20 that comes up as 1. May use the previous result of any skill check rolled in todays session when using that skill again in which case you don't roll. You may never cast a spell over 4th level. Divine spells of level 6+ can only be used in encounters against eneamies two steps away from your alignment. (so lawful good can cast against lawful evil or chaotic neutral but not lawful neutral) Arcane spells of level 6+ require a knowledge arcana check, lvl6=18, lvl7=24, lvl8=34, lvl9=40. Once you check and fail for a spell you can not check again for that spell. You may check for as many different spells as you want. This does not reduce the actual amount of spells you know (unless you fail every single check) Diplomacy may only alter the reactions of a creature by one step per round. Socially expected reactions can include violence or capture. Roleplay incentive When you roleplay well I hand out points. (Subjective but this is unavoidable). These go toward your 'honour' (/'infamy'/'respect'/'allure'). This functions like a skill and is used to determine any non power related checks. For example good diplomacy can make people work with you, but only good honour can make them like you/love you/fear you etc. You can also increase your honour by spending cash on items with no bonuses, such as gold rings etc, by donating money, or by taking negative levels by making ritual sacrifice to your god. If you have good honour people will bow in the street, women will want you etc. If not they will laugh at you behind your back etc. Honour also represents your personal attractiveness (ghouls and liches have high charisma). |
| Rhomphaia05-25-06, 07:24 AM | Any character over ecl 10 with no spell casting over 4th level spells gains +50% (maybe +100%) hp, increases as yours do. May re-roll any D20 that comes up as 1. May use the previous result of any skill check rolled in todays session when using that skill again in which case you don't roll. You may never cast a spell over 4th level. This one may work, but remember, this one heavily favors barbarians and rogues, and not so much the other classes. Also, what do you do for classes that do not technically cast spells but have potentially powerful 'casting' ability(warlock is a good example)? Divine spells of level 6+ can only be used in encounters against eneamies two steps away from your alignment. (so lawful good can cast against lawful evil or chaotic neutral but not lawful neutral) Danger! Danger! This can be bad, but not for what you are thinking. How does a cleric know that the opponent he is facing is two steps away alignment wise? The black dragon is a pretty good bet, but what about that heavily armored guy blocking the road? You may want to tweak this one a bit, maybe give clerics the ability to use a turning attempt to be able to discern such an opponent. Oh, and with this rule true neutral clerics are screwed against most enemies. Arcane spells of level 6+ require a knowledge arcana check, lvl6=18, lvl7=24, lvl8=34, lvl9=40. Once you check and fail for a spell you can not check again for that spell. You may check for as many different spells as you want. This does not reduce the actual amount of spells you know (unless you fail every single check) You may wish to exempt bards from this rule (though it strikes me you just had sorcerers and wizards in mind for this) and raise the DCs a bit. Any sorcerer or wizard worth two turds is going to max out their Spellcraft skill. Going by ranks alone, these numbers are pretty low. I would raise them a good deal, give them an even chance of failure so it is a very real risk. For example, the following numbers should be a good guideline, as they allow something along the lines of a 50/50 chance by ranks alone. Level 6- DC 25. Level 7- DC 27. Level 8- DC 29. Level 9- DC 31. Of course, taking into account ability score bonuses and synergy bonuses, I would raise the above numbers by 1 or 2. Also, you are going to have a LOT of complaints from players when you mention that failure carries the penalty of not ever being able to research the spell again. Simply keep track of the failures and raise the DC by 5 for each failure. That would be plenty of discouragement. Oh, if you want an alternate idea for both arcane and divine casters, I have one. Any spell that carries an xp component cannot be learned 'for free' nor does the caster automatically gain access to it. They must research it as if they were trying to create a new spell. This will really put a damper on every wizard scribing Wish as soon as he reaches level 17. Diplomacy may only alter the reactions of a creature by one step per round. Socially expected reactions can include violence or capture. This one could actually work. |
| DIESCUMDIE05-25-06, 10:54 AM | This one may work, but remember, this one heavily favors barbarians and rogues, and not so much the other classes. Also, what do you do for classes that do not technically cast spells but have potentially powerful 'casting' ability(warlock is a good example)? Hmmm. True. Basically I wanted a solution that would keep these classes simple and reliable. I could just nerf the other classes more. I've never seen the warlock, but I haven't heard of it being too powerful. Danger! Danger! This can be bad, but not for what you are thinking. How does a cleric know that the opponent he is facing is two steps away alignment wise? The black dragon is a pretty good bet, but what about that heavily armored guy blocking the road? You may want to tweak this one a bit, maybe give clerics the ability to use a turning attempt to be able to discern such an opponent. Oh, and with this rule true neutral clerics are screwed against most enemies. Detect evil, law etc is a cleric spell. (I could change the spell to a swift action). My main idea was a simple way of implementing the deities code. I'll change it to you can only use these spells against six different alignment combinations you specify and which stays fixed, and which cant include your own. Mistaken attempts to use magic against wrong opponents will simply not work. You may wish to exempt bards from this rule (though it strikes me you just had sorcerers and wizards in mind for this) and raise the DCs a bit. Any sorcerer or wizard worth two turds is going to max out their Spellcraft skill. Going by ranks alone, these numbers are pretty low. I would raise them a good deal, give them an even chance of failure so it is a very real risk. For example, the following numbers should be a good guideline, as they allow something along the lines of a 50/50 chance by ranks alone. Level 6- DC 25. Level 7- DC 27. Level 8- DC 29. Level 9- DC 31. Of course, taking into account ability score bonuses and synergy bonuses, I would raise the above numbers by 1 or 2. Also, you are going to have a LOT of complaints from players when you mention that failure carries the penalty of not ever being able to research the spell again. Simply keep track of the failures and raise the DC by 5 for each failure. That would be plenty of discouragement. Oh, if you want an alternate idea for both arcane and divine casters, I have one. Any spell that carries an xp component cannot be learned 'for free' nor does the caster automatically gain access to it. They must research it as if they were trying to create a new spell. This will really put a damper on every wizard scribing Wish as soon as he reaches level 17. Hmmm. 28, 30, 32, 34 seems about right. I wanted to move away from the idea of mages being able to choose exactly the right spells or spell combinations. Gate and bigbys bull rushing hand, etc. As far as I see it powerful mages would do their best to limit the availability of the knowledge of and materials for powerful spells. But rather than a gather info check I thought spell craft was more appropriate. As mages get more powerful they still get powerful spells but they are less able to choose just the right ones. This seems a bit finniky though. Instead I think I'll half the spell slots available for lvl 6, 7, 8 and 9 spells. That way the mage still has to make the decision, and as a side effect sorceror is given a boost. I'm thinking though that this isn't enough of a nerf for the magic using classes over the muggles. This one could actually work. I got the idea from the movie Brick. (Which I liked but some wont). I want super diplomacy bards to still be an option but slightly nerfed. |
| Gryllmyre05-25-06, 11:06 AM | Regarding my house rule of just losing XP at death and not a level... Hmmm... I like this one. What do you do with crafting magic gearmo, or casting spells with an XP component? Can your players theoretically reduce themselves to 0 XP using through this, without ever loosing a level? Well, that hasn't become a problem yet since my party hasn't bothered to spend much XP to make magic items. However, if I had to hazard a guess, I would say that to even make magic items, you need enough XP within your level to spend. That means characters that have died need to get enough XP back to be within their level range (or just let themselves lose a level after death so they have XP to use), and they can't spend more XP than they have progressed within that level. This would keep parties from wonton item making. There are other problems that can arise ("No! I didn't want to just barely raise, I wanted to make that cool sword!!"), but since I haven't run into that yet, I'm sure I could fudge it when the time comes. |
| SombreNote05-25-06, 01:45 PM | Medium Poeple Flanking Rules These are nine block conditions: The numbers are the strategic bonuses to the attacks due to flanking with multiple foes. One Attacker Flanking with two Add another anywhere - 0 - - 2 - - 2 - - T - - T - - T 2 - - - - 2 - - 2 - Two attackers not flanking Five attackers Add Another Anywhere cant hep but flank 0 0 - 5 5 5 3 3 - - T - 5 T 5 - T 3 - - - - - - - 3 - Two attackers not flanking Three attackers Add another anywhere imperfectly flanking 0 - 0 - 2 - 4 4 - - T - - T - - T 4 - - - 2 - 2 4 4 - Three attckers not flanking Three attackers add another anywhere imperfectly flanking 0 0 0 - 2 - 5 5 5 - T - 2 T - - T 5 - - - - - 2 5 5 - Four attackers not flanking Add another anywhere add another anywhere 0 0 0 7 7 7 6 6 6 0 T - 7 T 7 - T 6 - - - 7 7 7 6 6 6 This is a basic idea of how flanking works in our system. As you can see it is much more powerful, and an important strategy in in-game combat. This makes melee fighter much more powerful. I think it is easy to see what would happened if you where to try to flank a large creature, or whatever size category; It merely takes twice as much people. If someone want really wants to see it with a large char, I can post it. |
| SombreNote05-25-06, 02:02 PM | Massive Damage Chart for Physical Attacks Massive Fortitude Size Damage Save DC Fine 10 3 Diminutive 20 6 Tiny 30 9 Small 40 12 Medium 50 15 Large 60 18 Huge 70 21 Gargantuan 80 24 Colossal 90 27 Additional Addition Damage Save DC +10 +3 Example... An elemental elder waps you in the head with a dubble crit (20 20), Does 120 damage in one hit. You are a medium char. This makes your fort save, DC 36; Which means freaking hard. |
| stargate52505-25-06, 04:08 PM | I have considered bonus skill points for background skill but I keep envisioning players telling me their barbarian was a loner most of his life or some other such nonsense to convince me to allow more useful adventuring skills. Has that ever come up for you? Nope. In that case he can put them into something related (Knowledge Nature comes to mind), some craft that will help him on his own, or he forfeits the points. |
| Pellanor05-25-06, 04:35 PM | Nope. In that case he can put them into something related (Knowledge Nature comes to mind), some craft that will help him on his own, or he forfeits the points. Yeah, I agree with you there. I honestly can't think of a single situation where a character couldn't have non-adventuring skills. Even a fighter who has been in a school of killing stuff for his entire life, where all he has ever done is eat, sleep and fight, probably has one rank in Craft Weaponsmith, one rank in Craft Armorsmith, one rank in Craft Bowmaking, and one rank in Knowledge History(Studing old battle tactics). Well, that hasn't become a problem yet since my party hasn't bothered to spend much XP to make magic items. However, if I had to hazard a guess, I would say that to even make magic items, you need enough XP within your level to spend. That means characters that have died need to get enough XP back to be within their level range (or just let themselves lose a level after death so they have XP to use), and they can't spend more XP than they have progressed within that level. This would keep parties from wonton item making. There are other problems that can arise ("No! I didn't want to just barely raise, I wanted to make that cool sword!!"), but since I haven't run into that yet, I'm sure I could fudge it when the time comes.I'm pretty sure that it says that you don't need to level up as soon as you have enough experience to do so. You can allow players to accumilate exp over and above what's required to level, in order to solve the "uber sword" requirement. I can just picture a situation like this: "I have atained the pnical of arcane power, for I have mastered the art of Granting Wishes!" "Uber, grant me one." "Sorry, no can do. I have to build up a reserve of personal energy before I can grant wishes." "But I thought you just said that you had mastered the art of granting wishes..." *1 level later* "Aha, I have reached yet another pinacle of spellcasting mastery!" "So, about that wish..." "Oh shoot, you should have asked me yesterday. Due to my increased level of enlightenment, I am unable to grant wishes until I go slay a dragon or two." Anyways, what I'll do is use quasi-permantent negative levels. For example, if you just hit level 17, with 200 more exp than needed[136,200], and cast a wish spell (reducing your exp by 5000[131,200]), you would still be 17th level, but would have a negative level that doesn't go away until you aquire another 4800 exp. If you were to then die (before getting the extra 4800 exp) you would be reduced to 112,500xp (half way between 15 and 16) and have two negative levels. One of which would go away at 120,000 xp, the second which would go away at 136,000 xp. |
| Hidden05-26-06, 07:07 PM | I removed the whole Max Skill Rank as it just didn’t make any sense. If you don’t balance your skills, you end up falling off walls and drowning (as my players found out :D) and if you qualify for a Prestige Class early, I just make one of the requirements in-game, allowing me to control when a PC qualifies. It made the game go a lot smoother and I would recommend everyone try it. |
| DIESCUMDIE05-28-06, 07:51 AM | :bump: :teach: More short house rules! :) |
| Szatany05-28-06, 08:24 AM | :bump: :teach: More short house rules! :) Very well: 1. Whenever a player make a new character, his starting level is equal to his level in previous character -2. 2. Instead of gaining 1 ability point per 4 levels, you gain 1 point per level, but you spend those points according to table in DMG, so, for example, improving STR from 17 to 18 costs 3 points. I also made extension to the table up to scores of 30, with slowly raising prices. |
| MadBlue05-28-06, 12:21 PM | Character creation: all ability scores start at 6, with a "die pool" of 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6. Players allot two "die rolls" to each ability. Hit Points: Max at 1st level, 1/2 HD+1 from level 2 on. Half Orcs get a +4 racial bonus to Intimidate. "Lesser" races (from PGtF) available as PC races. Most variant classes in UA available as PC classes. Expert (from UA) available as a PC class. The Noble (from Dragonlance Campaign) available as a PC class. Sorcerers get Eschew Materials for free at 1st level. No max on cross class skills. Knowledge can be used untrained (but only for basic knowledge DC10) Feats: Characters (and creatures) get a Feat every odd level (instead of 1st and every 3 levels) Armor Class: Classed characters get a Dodge Bonus of 1/3 their level, rounded down. Being raised/resurrected from the dead bestows a negative level, instead of causing the character to lose a level. Such negative levels are removed through gaining experience (Restoration cannot remove these negative levels). Critical Misses (Fumbles) variant from DMG When rolling a natural 20 to confirm a critical, roll again. If that roll is also a hit, the critical multiplier is increased by one. If it's a 20, roll again... Not implemented yet: Action Points: 2 + 1/2 level (rounded down) +/- Charisma modifier. AP can be spent as in Eberron, as well as to counter an automatic failure. AP are regained at level-up and through roleplaying. |
| Hidden05-28-06, 04:47 PM | A DM I had once did away with the whole “confirm the critical” to make the game more dangerous. That was actually pretty fun. |
| sniper_jawa05-28-06, 05:19 PM | On attack rolls, a Natural 20 followed by a Natural 20 followed by a successful hit results in death. I've only seen this 3 times; and every time it has REALLY ****** somebody off. But there's a nice tension in the air when you see that second 20. |
| stembolt05-28-06, 10:35 PM | For those interested in rules variations check out SKR's site. I just started using these rules myself. Part 1 (http://www.seankreynolds.com/rpgfiles/misc/variantfewerabsolutes1.html) Part 2 (http://www.seankreynolds.com/rpgfiles/misc/variantfewerabsolutes2.html) so my house rules contain those listing plus: Decipher script can be used to understand unknown spoken languages. DC is 15 Simple Statement (follow me), 20 Complex statement(how many kobolds are in the mine?), 25 Paragraph long speech. Roll for each paragraph. Perform now 3 skills. (body, voice, instrument) Any modifier feat modifies all three aspects (for example Skill Focus) Body: Act (comedy, drama, mime), Comedy (buffoonery), Dance (solo, group, pairs), Sexual (erotic act, external, mutual) Voice: Comedy (limericks, joke-telling), Oratory (ode, storytelling), Sing (ballad, chant, melody) Instrument: Keyboard (harpsichord, piano, pipe organ), Percussion (bells, chimes, drums, gong), String (fiddle, harp, lute, mandolin), Wind (flute, pan pipes, recorder, shawm, trumpet) Knowledge Any modifier feat modifies all four aspects, but not other sources of bonuses (for example Skill Focus) Arcane Studies – Arcana, architecture and engineering +5 Divine Studies – Religion, the Planes +5 Nature Studies – Nature, Dungeonering +5 Social Studies - Geography, History, Nobility +5, Local +5 At your desire you may “flip” the +5s, for social the flip is to switch local with Geography and History. You can spend 5 skill points to eliminate one of the +5 to DC penalties. |
| Kursk05-29-06, 05:03 PM | Here's a few: 1: No death from massive damage. 2: Max multiple attacks per round for non-fighter types (excluding monks) is 2. 3: Only humans may have more than 2 classes. 4: Spell casters using touch attacks against armed opponents provoke AoO. 5: Fighters get choice of 2 save types as best save. 6: ½ Elf has favored class of Ranger. 7: Elf favored class is Sorc. 8: Eliminated "flatfooted" rule regarding loss dex bonus to AC. 9: PrC’s count as a character class. |
| Witch05-29-06, 05:49 PM | Here's a few: 2: Max multiple attacks per round for non-fighter types (excluding monks) is 2. How do you define non-fighter types? And... why? 3: Only humans may have more than 2 classes. Does this exclude prestige classes, or are classes such as mystic theurge outright impossible? 4: Spell casters using touch attacks against armed opponents provoke AoO. Severe nerfing of those spells. Perhaps warranted, perhaps not. 5: Fighters get choice of 2 save types as best save. This is silly. How in earth will a Fighter get high Will? 6: ½ Elf has favored class of Ranger. This weakens an already weak race. 8: Eliminated "flatfooted" rule regarding loss dex bonus to AC. Does this mean a rogue can only sneak by flanking now? How can a Ninja use his Sudden Strike? 9: PrC’s count as a character class. So it's confirmed, Mysthic theurge, Eldritch Knight, and many others are banned. Unless you go Aasimar Wizard/Eldritch Knight. |
| belthazzar111305-29-06, 06:34 PM | 1) getting the dm a drink is worth a favorable bonus on a risky die roll 2) bringing food means your not targeted first 3) building dice towers equals random encounter 4) roleplaying as well as plain pure kickassnitude gets bonus xp 5) no sex at the gaming table (yes we had to write this down) 6) no trading sexual favors for dm leniency (replaced the "no dm-player couples" since that was unfair) 7) forgeting about an NPC or familiar gives the dm the right to adjucate their actions while you wern't 8) attacking the dm is strictly forbidden 9) the darkness is unkillable, so stop attacking it... plus the drow are getting ******. |
| Palomides05-29-06, 08:09 PM | 1- Arcane magic: you can cast any of the prepare spells for the day. If you're a specialist you must cast and prepare at least one spell of your specialty. Can cast spell of lower level using higher spell slot. Must prepare spells all spells at the same time. No empty slot to be use later. 2- Divine magic: Divine caster do not have to learn spells. They cast spontaneously any spells on their spells list. They cast spells a number of time equal to the number of spells they could prepare (same for arcane). Can cast spell of lower level using higher spell slot. 3- If you lose a level by dying or energy/level drain, you are at the same proportion to the next level as you were. 4- When rolling dice for hit points or healing the dice roll is always at least average rounded down. 5- Do not have to confirm critical hit. Monster/NPC do not score critical hit unless it is an ability of the monster/NPC. We fumble on a 1. Fumble result is check only at the end of the attacks. 6- Flanking. If a monster/PC/NPC is flanked. All allies of the monsters/pcs/npcs flanking also get the +2 bonus on attacks. 7- When turning undead, the cleric do 1d6/level of positive energy 10 ft. rad. Undead save for half on a will save DC=10+1/2 cleric level+charisma mod. Undead get a bonus for turning resistance. Cleric also get bonus on dc due to feats. 8- the DC for casting defensively is DC=10+[highest attack bonus of people threatening caster]+[spell level] 9- No sudden metamagic. We use a variant of UA. You can use a metamagic feat 3 times per day. Metamagic spells to not use higher spell slot, but to applied the metamagic feat on a spell, you must have spell slot equa to the actual spell level plus the feat modifier. 10- masterwork composite bow can be made to applied different str bonus. It cost the sum of all apllied str bonus + the normal cost for masterwork and the composite bow. str bonus most be consecutive. No more than 4-5 str bonus can be on a composite bow. Ex. a masterwork composite long bow {+1/+2/+3 str} can be use without penality by a character of +1, +2 or +3 str mod. and get their full str bonus. Such bow would cost 100+150+100+200+300 gp. That is most of our house rules. |
| Kursk05-29-06, 08:31 PM | How do you define non-fighter types? And... why? Non-fighters are those whose primary role is not toe to toe physical combat. Why? Same reason fighters don't gain spells as they increase in levels. Does this exclude prestige classes, or are classes such as mystic theurge outright impossible? Many classes are impossible in my world as many classes are silly and don't fit in. Severe nerfing of those spells. Perhaps warranted, perhaps not. Just logic. This is silly. How in earth will a Fighter get high Will? Combat stress training. Have you trained in the military as specialized ground soldier? Walk up to a Navy Seal and test his will power... BTW - I wouldn't call him silly, unless you don't like life much. :) This weakens an already weak race. That's what they like to do in my world. 1/2 elves are just strange people. What can I say? Does this mean a rogue can only sneak by flanking now? How can a Ninja use his Sudden Strike? No. So it's confirmed, Mysthic theurge, Eldritch Knight, and many others are banned. Unless you go Aasimar Wizard/Eldritch Knight. Which don't exist in my world so it's a mute point. |
| Kodiak_Claw05-30-06, 02:15 AM | - Detect evil and co. are level nine spells (unless the characters have access to those, then their epic). - Paladins get detect undead to replace detect evil. (though i consider things like detect abberation if its appropriate) - Paladins may be any lawful alignment, but they are are all firmly convinced they are good aligned. (and always get smite evil, regardless of their actuall alignment), Similar rules for clerics. - I may change your alignment without telling you. |
| Cheza05-30-06, 06:53 AM | I made a complete rulebook for this game. D20 Dice: 2 modified D10. Each has a -5 to +5 rating (without 0). Add together. Point buy: 8-13 = 1 point each; 14 & 15 = 2 points and so on... Never again even ability scores for all attributes. Character: No classes, multiclasses, prestige classes, variant classes, substitude levels...just one class. Anything else are feats with prerequisites. Example: Fighter (buys base attack, higher hitpoints, ...) Mage (buys caster level (same as base attack), spell levels, ...) Skills: Combined skills like: listen/spot; diplomacy/gather information; tumble/balance; hide/move silently and so on. Killing some completely. Skill focus now means a +2 Bonus for a specific situation/condition that's part of a skill. (Brew potion is a skill focus (+2 bonus) for the craft skill) Feats & abilities: No metamagic feats, no class-dependant feats. Many feats can be summed up: weapon focus = favored condition (spec. weapon used) => +2 bonus skill focus = favored condition (spec. skill used) => +2 bonus same with spells, terrain, enemy, special combat action, 2wf, ... (or against same condition). Nearly any (previous) D20 roll can be a favored condition. Expertise, power attack, rage, stunning fist, ... are special combat actions. Previous feats/abilities are condition modifiers for this specific action. Abilities like Wild Shape, smite evil, turn undead or poison immunity are spells. Characters can cast them without general spell casting knowledge if they buy them. This limits the uses per day, spells possible and don't allow them to change a spell. It's like a single spellslot with a specific spell. Adventuring: Characters have stamina points. Fast movement, hold breath, attack, etc. reduces this amount. Points are calculated by constitution. Combat: No AoO, no initiative, no full-round action. Additional attacks starts with 5/0 instead of 6/1. Same with 10/5/0, etc. Combat sytematics are replaced by an alternative ready action model. Every character has an equal amount of actions for each arm. (starting with one) He can choose to attack or ready his action (can ready a single attack, not just a standard action) for a specific situation. Blocking is a simple "attack action" with a shield (or weapon). You can take 10 on this. An attack of opportunity is a special condition => you can attack if you have unused actions for this round. You can dodge an attack as well (like a defensive roll (UA)). This is treated as an unarmed block action. So you can never have more than 2 actions per round (at level 1). You can't neither block any blow, nor can you use a "full-round action" and still perform attack of opportunities. Armor Class is represented as damage reduction. Surely daggers would deal no damage, but "bypassing armor" is a special combat action, that increases the DC to hit. Unattended or unaccurate attacks don't uses attack rolls. Spells: Effects of spells don't increase with caster level, but with high ability scores. Caster-level defines uses per day and spells per round (similar to BAB). A magic missile isn't 1 spell, but up to 5 "attacks" used in one round. Other effects like melf's acid arrow or a fireball are stacked effects from several "attacks". Metamagic feats or spell characteristics (range, area of effect,...) are special "magical combat actions" for spells. Other house rules: - players roll all the dices |
| DIESCUMDIE05-30-06, 08:01 AM | Combat stress training. Have you trained in the military as specialized ground soldier? Walk up to a Navy Seal and test his will power... BTW - I wouldn't call him silly, unless you don't like life much. :) Thats why they're better represented by the ranger class, along with the skill ranks. imo But obviously it's your choice |
| Platonix05-30-06, 01:17 PM | 1- Arcane magic: ... Can cast spell of lower level using higher spell slot. You do know that's not a house rule, it's RAW? Just remembered another house rule I have: for some monsters, you can use Knowledge skills other than the listed ones to know about them. For example, dragons are covered by Knowledge(nature) as well as the usual Knowledge (arcana), and celestials and fiends, usually covered by Knowledge (the Planes), can also be discussed in Knowledge (religion). The catch, though, is that DCs are +5 when using a "non-optimal" category. |
| Darkuwa06-04-06, 05:45 AM | Anything from a book you own can be used with approval. 4d6 reroll 1’s drop the lowest 6 times for stats. Dodge is +1 AC to all opponents not just one. Max starting gold. Regain con + level worth hp for a nights rest. Reach weapons besides the spiked chain can be used in adjacent squares at a -2 penalty to hit, or as a double weapon and normal penalties with the back end being d6 bludgeoning. Natural 1 counts as -10, if that would give you something less than 1 then something bad happens, so a level 10 fighter will not botch an attack. If I’m looking up a rule don’t tell it to me, I want to look it up. Repeated offence can result in wrathing. New characters start at the multiple of 5 below the lowest characters level. (eg lowest character is 8 you start at 5 lowest char is 11 you start at 10) Monks can be true neutral. I must watch your hit dice roll. Do not play annoying characters. If you want to be a drunken dwarf fine but don’t go crazy with it. Don’t play gnomes or kender. These aren’t rules but playing such a character will draw the DM’s ire. Paladins will not lose their powers as long as they believe what they are doing is good. You can gain one of the “Half-“ templates by not leveling for the amount of levels = to the LA and then taking a day to perform a ritual. Extra feats: Dual wield Prerequisites: 2-weapon fighting, weapon focus(chosen weapon) Use: You may use 2 of the chosen 1 handed weapon and count the offhand one as light. (eg. wield 2 longswords and count the offhand one as light) Special: Can be taken as a fighter bonus feat. You can take this feat multiple times, each time it applies to a different weapon. This feat cannot be taken by Drow. Staff rules: A wizards staff is as personal as his spellbook. It shouldn’t just be a twig that he throws away when it loses its charges. A wizard may add spells to his staff throughout his career. Each level starting at first a wizard adds one spell to his staff that he can cast once per day. You must have 2 spells of a lower level on the staff before adding a higher level but you may at any of equal or lower level. (eg. You add 2 0 level spells then 1 first level) |
| Klytus06-04-06, 11:45 AM | This isn't exactly *short*, but this are the current itteration of House Rules in my campaign, and I always appreciate feedback: Generic · Attributes: Unless otherwise noted, it is assumed that every 1st level character has a base value of 8 in all six of their attributes, and has 37 points to spend to raise them (85 total points). This is a pure one-to-one point-buy system. No score may be higher than 18 before racial modifiers are applied . Scores may only be sold below 8 with DM permission. · Economy: Electrum pieces (ep) replace gold pieces: 10 sp = 1 ep. 10 ep = 1 gp. 10gp = 1pp. Simply convert all prices seen in the books from gp to ep for calculating costs. · Feats are given at every odd level or Hit Die, not every 3rd. It works this way for monsters, too. Only feats from the approved Master Feats List are available to players and NPCs. Also note that some of the “official” Feats have been modified. o Extra Feats: With wishes, magic items, and other in-game mechanics, characters can sometimes permanently gain feats above and beyond what they are normally allowed by their character level and/or class. Just as characters are limited to a maximum of a +5 Inherent bonus to any of their attributes, no character can have more than five extra feats. · Karma Points: At 1st level, all characters get 5 Karma Points. Every time they gain a level, they get 5 + ½ their level more Karma Points. Prestige classes and paladins gain 1 additional Karma Point per level (which gives a paladin 6 Karma at level 1). A Karma Point may be spent under the following circumstances: o Add to a roll: Any time a d20 is rolled, after you see the result of the roll but before the DM determines the results of that roll. Characters over 7th level may roll 2d6 for each point of Karma spent, and keep the best result. Characters over 14th level may roll 3d6 for each point of Karma spent, and keep the best result. o Activate a Class Ability: If you have a class ability that you can only use a limited number of times per day, you may spend a point of karma to gain an extra use of that ability. o Boost Defense: Spending Karma this way grants you a +2 Dodge bonus to your AC until the start of your next turn. o Caster Level Check: You may add +2 to your effective caster level to any single spell you cast this round o Extra Attack: If you have made a full attack action, you can spend karma to gain an extra attack at your highest bonus. o Spell Boost: You may add +2 to your effective caster level for purposes of overcoming Spell Resistance or the use of dispel magic. o Stable: If dying, you can automatically become stable by spending 1 karma. o Take an Action: You may take a Standard Action as a Move Action Karma Points are gained only when going up a level, or under very special circumstances determined by the DM. You may only spend one point of Karma per round, regardless of the application. · Money: All 1st level characters start with the maximum gold (electrum) available to their class. · Natural 20’s: rather than resulting in an automatic success (be it an Attack roll or a Skill Check), roll again and add the results to the previous 20. If you roll another natural 20, you get to roll again and keep adding. o If you roll a natural 20 for a crit threat and then roll another natural 20 for your crit confirmation, you do full max damage for that weapon. This does not include damage from adders (flame, shock burst, bane, etc.) but it does include all multiplier dice. · Natural 1’s: Rather than resulting in an automatic failure (be it an Attack roll or a Skill Check), roll again. If you roll 11-20, the result is simply as if you rolled a 1, so add the result normally to your Skill or Attack to get the results. If you roll a 2-10, treat it as if you rolled that number as a negative number and calculate the results accordingly. If you roll another natural 1, treat that as a –20 and roll again. This time, all numbers rolled will be calculated as negative values. If another natural 1 comes up, its another –20, and keep rolling. If the final result of this roll and your Attack or Skill Check is equal to, or less than, 0 it’s a Critical Failure. The DM decides just how bad it is … · Skills: Every PC character class, prestige class, and epic class, gets two additional skill points per level above and beyond what is listed in their class description. Special Materials · Adamantine is only found naturally in meteorites. It can also be made with Alchemy. It has a hardness of 20 and 40 hit points per inch of thickness. It has the same weight of steel. o Adamantine: 5 pounds of iron + 100ep of diamonds = 1 pound of adamantine § Craft (alchemy) DC = 40 o All adamantine items must be masterwork and cost +1,000ep per pound o Adamantine weapons ignore the hardness of all materials with a hardness less than 20 when doing damage to objects. · Darkwood is found naturally in magical forests. It has the hardness of iron and half the weight of wood. All darkwood items must be masterwork and cost +20 ep per pound. · Mithral occurs naturally in magical veins of silver. It can also be made with Alchemy. It has a hardness of 15 and 30 hit points per inch of thickness. It has half the weight of steel. o Mithral: 3 pounds of silver + 2 pounds of iron = 1 pound of mithral § Craft (alchemy) DC = 35 o Mithral weapons can penetrate Damage Reduction against silver. o All mithral items must be masterwork and cost +500ep per pound Magic · Vorpal Weapons: All vorpal blades are treated as keen weapons. If a vorpal blade rolls a natural 20 on the attack roll and gets a successful critical threat roll, the target creature must make a Ref save DC (10 + weapon’s attack bonus + ½ the wielder’s BAB) or be decapitated. If the save is made, treat the blow as a normal critical hit. If the attacker rolls a second natural 20 on the crit threat, there is no save – the target is beheaded. Spells and Spellcasting · Bonus 0-level Spells: When calculating the bonus spells per day a spellcaster gets from having a high Wis, Int or Cha, add +1 to their bonus 1st-level spells, and apply that to their 0-level spells. Example: A wizard with Int 20 gets 2 bonus 1st-level spells per day, which would give him 3 bonus 0-level spells a day. · Non-spontaneous Spell Users: Clerics, Druids, Wizards and other spellcasters must continue to prepare their spells on a daily basis, but they have some of the flexibility of a spontaneous spellcaster in how they cast them. They are still only able to cast a total number of spells per level per day as normal, but much like a Bard or Sorcerer, they can cast any of the prepared spells as needed at any time. This eliminates the need to prepare more than one instance of a single spell. However, unlike true spontaneous spellcasters, they cannot modify a spell with metamagic feats on the fly, nor can they use higher level spell-slots to cast lower-level spells; unless, of course, such spells are prepared as a spell of a higher level. · Quicken Spell: This feat is an exception to the rule that spontaneous spells modified by metamagic feats require a full-round action to cast. Therefore, Bards, Sorcerers, and Clerics spontaneously casting heal/inflict spells may use and benefit from this feat as per normal. Divine Magic · Divine Focus: With the exception of zero level spells, divine spellcaster must always have a divine focus (DF) or some kind of holy relics for casting divine spells. Other exceptions are noted in the spell descriptions – such as empower divine focus for paladins and rangers. · Divine spellcasters, in general, do not require other mundane material components for spellcasting. All exceptions (like special or valuable components) are noted in the individual spell description. This makes the Eschew Materials feat almost useless for divine spellcasters. · Spontaneous Spellcasters o Swapping Spells: Bards and Sorcerers (and other spontaneous spell casters) may swap out one unwanted spell for a different one every time they go up a level. This spell must be at least one level lower than the highest level of spells they can cast at the time of the swap. o Metamagic Spells: If they wish, a spontaneous spellcaster may have one or more of their known spells be a normal spell enhanced by metamagic; such as maximized fireball or silent teleport as a 6th-level spell. A spell that is taken like this must always be cast with the chosen metamagical enhancement(s), but other metamagical feats can still be applied to it on the fly as per normal. Character Classes · Bards: Add their Int bonus to each level of their spells known. This bonus may not more than double the Spells Known. Example: A 6th level bard with an Int 11 would have the following number of Spells Known: 6 0-level, 4 1st-level, and 3 2nd-level, while a Bard with Int 18 (+4) would have the following number of Spells Known: 10 0-level, 8 1st-level, and 6 2nd-level. · Clerics o A cleric need not pre-select his Domain spells. This is a spontaneous spell slot which may be used to cast any Domain spell he has access to of the appropriate level or lower as required. o All clerics get weapon proficiency with their deity's favored weapon; if the deity has more than one favored weapon, the cleric must chose one. This applies to any type of weapon, be it martial or exotic. Clerics who have the War Domain gain Weapon Focus and Weapon Specialization with this chosen weapon. These benefits are lost should the cleric convert to a different deity with different favored weapons. · Sorcerers o Do not need material components to cast spells. This effectively gives them the Eschew Materials feat for free. For spells that do have costly material components or foci, they may chose to use those components. If not, sorcerers, and only sorcerers, may still cast such spells if they spend XP at 1/25th the ep cost of the normally required arcane components. o Add their Int bonus to each level of their spells known. This bonus may not be more than double the Spells Known. Example: A 6th level sorcerer with an Int 11 would have the following number of Spells Known: 7 0-level, 4 1st-level, 2 2nd-level, and 1 3rd-level, while an Int 14 (+2) Sorcerer would have Spells Known: 9 0-level, 6 1st-level, 4 2nd-level, and 2 3rd-level. o Have a +1 bonus to their caster level for all arcane spells. o Add Diplomacy and Intimidation to their Class Skills. · Wizards: Use the following rules for Specialist Wizards: A school is one of eight groupings of spells, each defined by a common theme. If desired, a wizard may specialize in one school of magic. Specialization grants a wizard extra spells and proficiency from her chosen school, but she then is forever penalized with spells from any two other schools, (players choice) which are hereafter known as Restricted Schools. The school of Divination may not be chosen as a restricted school. However, if it is chosen as a Specialty school, only one school need be selected as a Restricted school. Penalties: - There is a flat -6 to all Spellcraft and Knowledge (arcana) rolls regarding Restricted schools - Spells a wizard learns for free when going up a level may never be from a Restricted School - A wizard with Spell Mastery, Spontaneous Spell, or other such feats, cannot apply these feats to spells from Restricted Schools - There is always at least a 35% chance that any attempt to scribe a spell from a Restricted School will fail, regardless of all other modifiers. - All Restricted school spells are cast at half of the casters character level. This includes all elements of the spell: range, duration, damage dice, defeating Spell Resistance, resisting Dispel Magic, etc. - Targets receive a +2 bonus to their Saving Throws vs. spells from a Restricted School Perks: - Can cast one extra spell per level per day which must be from the Specialty school - When going up a level, gain one bonus spell from the Specialty School - If the Spell Mastery feat is taken, gain mastery of two extra spells from the Specialty school above and beyond what the Intelligence bonus would normally grant. - Gain a +2 bonus to all Spellcraft checks relating to the Specialty school - Gain a +1 bonus to caster level for all spells from your Specialty school - Add +1 to the DC for all saving throws against spells from your Specialty school. This bonus does stack with Spell Focus, Greater Spell Focus and Epic Spell Focus. |
| Baptor07-03-06, 12:36 AM | 10. Optimise if you like, but I award XP based on how much you were challenged, not on what you killed. Amen. I finally also conquered min-maxers with this rule. I also award experince to the PARTY, not the character. In this fashion, everyone stays at the same level, and if a party member dies and looses experince, they all do, so they all learn to work better as a team. Level drain in my game is never permanent, btw. My short rules are as follows. 1. No prohibited or cross class skills, all skills are considered class skills for all classes. 2. All classes listed as 2 + int per level skill points instead recieve 4 + int skill points. 3. Sneak attack works on any creature, including undead, constructs, etc. But critical hits remain the same (ie they dont work on undead etc). 4. Your caster level is equal to your character level if your class can cast spells. Nonspellcasters add 1/2 thier level to your caster level. This makes multiclass ftr/wiz and so on more viable. 5. No prestige classes. 6. Only material from the three Core Rulebooks is allowed. 7. No item creation feats. I allow the creation of magic items like the good ole days, through blood, sweat, tears and creativity. 8. Spell Mastery. Since this is based on a mutable ability bonus (ie your intelligence score can change throughout the game) you can "prepare" your mastered spells each day. For instance, Marv the Wizard has a Int bonus of +3, today he chooses blink, magic missile, and sending as his mastered spells. Should he loose his spellbook, he can still prepare and cast these spells from memory. Any morning when he normally preprares spells (and has his spellbook) he can choose to change one or all of his mastered spells. Defense bonuses, these are pending more research. Damage threshold, also pending research. Enchanting one's own body, also pending research. Fluff > crunch. I can make a wizard into a sha'ir from Al'Quadim if we work on it, you dont need 1,000 splat books to make cool characters. I never used them in 2nd, and we had bladesingers and all that jazz and I dont need them now. |
| Jarred Garrison07-03-06, 11:40 AM | We use: - A slightly modified version of the Level based bonus to AC and Armor as Damage Reduction rules in UA (Can give details if anybody is interested, it´s a bit complicated). - For ability scores... It depends... Lately, we´ve started to go for 87 points, raising on a 1 to 1 basis, starting at 0, minimum score 10, max 18, common sense ruling (Basically, if you go all 10´s and 18´s, you won´t have your character accepted). Before that, we used to go for 4d6, reroll 1´s and drop lowest, then you can reroll one stat in the end. - For HP, reroll all 1´s, and you can reroll the first 2 you ever get. |
| CryoSilver07-03-06, 12:02 PM | Every character gets 2 free skills that will always be class skills for him. All characters gain an extra skill point for each level they take in their favored class. |
| True Cavalier07-03-06, 12:26 PM | Skipping all the stuff directly campaign-specific (race/class restrictions)... 1. We roll for initiative every round 2. Everyone receives maximum hit points per level (bad rolls = not fun) 3. Spontaneous metamagic (from Unearthed Arcana) To create our characters, we rolled 4d6 six times - and we did this procedure thrice, then chose the best of the three "sets". I'm considering using Spell Points (& Vitalizing from Unearthed Arcana) for the next campaign I'm DMing. |
| vardock07-03-06, 01:51 PM | 1: no evil alignment 2: No Choatic Neutral. it is always played choatic evil. 3: spell casters who took vow of peace can use non-lethal substution without increasing the spell level. |
| bekeleven07-03-06, 04:49 PM | 1. I'm usually pretty lenient with rolls. I let people roll 6 scores twice and use the better. I let them point buy AFTER than too, if they don;t like it. 2. Just about any monster is allowed, if you play with the LA. 3. I've allowed every template or monster etc. from ANY book that has been showed to me, besides feral creatures. Obviously, assuming the LA is less than current APL (Average Party Level). 4. HP rolls must be over half. So D4 is 3 or 4, etc. 5. 1st level max gold. 6. When a person joins the party, their first character can be APL. When (not 'if') their chatracter DIES, they come back at APL-1. 7. I reward combat EXP as a party (I often play clerics, not good front-line, etc..) because they're supposed to be a team. This makes rule 6 more balanced, as you rarely die and make a new character with ECL higher than a current char. However, roleplaying XP sometimes screws it up. |
| Goblinchaser07-24-06, 12:46 PM | *Armor as Damage Conversion to Non-Lethal Damage (UA) *Wizards and Clerics Prepared Spells act as Daily Spell List (UA) *Action Points (UA/Eberron) *Players rolling the Dice (UA) Enemy Attack DC (11+Attack bonus), PC's roll 1d20+AC-10. Similiar Rolls for Spell Casting, and such... Players enjoy having control, and saves me from rolling, But takes some fudging ability away. *Also use Craft Points, reputation and the Contacts as presented in the UA. All Classes Presented in the the Complete Arcane, adventurer, warrior, and Divine. PC's Must be of similar alignment and either Neutral of Good axis. *Secretly I do not track Alignment, it serves as a RP guide for the Players only, beyond that Clerics, Paladins, Druids, and other semi Pious characters must remain true to their Ethos, or suffer. Other characters who profess to be good and commit evil acts, or who turn backs on those in need just suffer social penalties. *We use Item Cards, Each magical Item the Group Finds, Once the determine it is Magical, they get a Note Card with description, each has a Ziploc Bag to keep items in, Each card is marked with Worn if it is worn, if it is carried (shields, Weapons) it remains out with the character sheet. Each Player has cards for Sunrod/torch/Mudane Item and must remember to put something away. If they drop and item in combat, they lay the card face done somewhere on the Map. If they Forget it... they forgot it.. and must go back and get it. This has worked well, as it actually encouraged the use of magic items sucha s potions and wands, as it seemed they were written down and forgotten. And also there was no Question what weapons were in hand at anytime, or which rings was worn, etc... Lots of mudane work with decent pay off... *Last and Final House rule - Have Fun!!! |
| BeefotronX07-25-06, 12:01 PM | Action points (Eberron/UA). Variable modifiers (UA) Simplified version: Every +10 bonus on a d20 roll may be exchanged for a d20 1st level characters may add 1 month (4 weeks) of wages from Craft or Profession skills to their starting gold, as well as get anything they could make themselves at half price. Characters can research feats (original or from splatbooks not owned by the DM) in a manner similar to spells, expending gold and XP at a suitable facility to develop the feat. Characters get 1/5 their level + Wis modifier in special bonus feat slots, which can only be filled through this research process. All spellcasters cast 0-level spells spontaneously. As soon as a character goes below 0 hp, he can convert regular lethal damage to Constitution damage on a point for point basis, though he cannot reduce his Con in this way lower than the number of HP he has above -10 (i.e. if hp is at -4, he cannot reduce his Con lower than 6) Damage can be divided among both HP and Constitution with each attack. The main (intended) effect of this is to increase survival of critical wounds at the price of prolonging recovery (at least until levels at which the cleric can cast restoration and heal.) |
| dreadwolf07-25-06, 08:06 PM | my house rules are no 1/2 die rolls (exp. no d2 or d3 ect.) d2 becomes d4 d3 becomes d6 and so on use skill points for weapons every 5 skill point you add to a weapon you get +1 to your attack roll and +1 to your damage (no weapon specilization or weapon focus feats) at start of game every one ability scores are 10 + 10 points to assign as thet wish and for a called shot you must roll a 20 on a d20 |
| neilthrun07-25-06, 10:33 PM | past 10th level fighters get a bonus feat every level Sorcerers get eschew materials as a free feat at first level, and a free minor bloodline from unearthed arcana at 5th. |
| DIESCUMDIE07-26-06, 05:36 AM | Does re-rolling initiative each round make much difference? |
| Voldar_Mecorthio07-26-06, 12:52 PM | I have a very long list, so I'll put it in an sblock so the thread won't be cluttered: Character creation is 32 point buy or roll, but if you roll more than 32 point buy you have to tone it down, so you're pretty stupid to roll. But if people like randomness, go ahead. HP at each level is average result +1. I don't like the idea of a random roll having permanent effects. If WotC published it and I don't think it's stupid, it's allowed. This applies to D&D products only, you can't be a jedi. Also nothing from UA. There are no multiclassing penalties for any race or any class. I don't give individual XP, all XP goes to a party fund. When the XP total reaches a milestone (the PH number multiplied by the size of the party) then everyone levels up. All XP costs for any reason (allthough I can't think of any becides certain spells) are converted to a cash cost by 1 XP=5 GP. There are no XP penalties for any reason. New characters are made at the same level as the party, with starting wealth as in the DMs guide. Creativity is rewarded. If you can think of a creative and/or amusing way to overcome an obsticle, I let you overcome it and I give bonus XP. If it has a price tag then you can buy it, unless I have a VERY good reason that you shouldn't. Teleport and all it's companion spells have a 5000 gp cost, except for Dimension Door, which has a 1000 gp cost. Plane shifting spells have a 10,000 gp cost. Moving through the planes is a very big deal. No stealing from the party for any reason. If you try then your character dies. Evil alignments are okay, but don't be an idiot about it. You can't use "I'm evil" as an excuse to justify killing random people or otherwise being an idiot. Do-overs are allowed if you want to do something funny, and spellcasters have the option of casting a spell at 0 caster level. This has no "real" effect, but can be used for stuff like using Levitate to walk down a city street upside down. Enemies do not fight to the death unless they have a very good reason, and enemies will be played as smart as they are. I am very good at making dungeons, so fortify yourself in a nessary manor. These are not H&S dungeons, there will be MAYBE 3 fights in a typical dungeon. Lots of traps, but creative ones. Disable Devise is all but useless. (see my sig for examples.) No killing of important NPCs unless you have a very good reason to do so. I hate it when stupid players kill every plot character they can see. Good=merciful. If a paladin kills everything that glows with Detect Evil then he must change the G in his alignment to an E. Paladins can be any good alignment, not just lawful good. They're champions of good, not of law. The Blackguard PrC does not exist. There is a blackguard bace class, which basicly consists of take paladin and change good to evil and vice versa. Skeletons, zombies, and any other mindless undead has an alignment of Neutral, and good clerics take no penelty creating them. They're basicly golems, they do only what they're told. Intelegent undead and their creation stay evil, as they have a free will and use that free will to be evil. The katana is a masterwork bastard sword. Any complaining or rants about how mideval japan was uber will result in my ignoring you. Player knowledge may not influence character knowledge in any way, shape, or form. Characters are to be played according to their ability scores. If you have an intelegence of 6 then prepare to use phrases like "Thog smack you good little gnomey man!". Intimidate checks have the option to use strength instead of charisma for the ability modifier. All rolls of dice, for any reason, must land on the table. If they do not then they must be rerolled, no exceptions. All skill checks are made in secret. No death by massive damage. A coup de grace is an instant kill, no matter what. I don't care how many hit points you have or how high your fortitude save is, if someone cuts of your head then you die. AC is seperated into movement and hardness. Movement is dexterity, deflection, size, luck, divine, dodge, the basic 10, any any other bonus to AC that comes from being able to dodge attacks. This is the AC that you use "to hit". Hardness is natural armor, armor, shield, and any other bonus to AC that comes from being able to absorb hits. This becomes damage reduction. No carbon copying. All new characters must have a different alignment by 1 point, have a different attitude, and be different in any 3 of the following: Class, race, gender, and alignment (by 2 or more points). All new characters must also have a different style (arcane magic, melee combat, ranged combat, supportive, divine magic, etc) Knowledge checks may be made untrained. LA races are okay with my approval. Spellcasters get Eschew Materials for free at 1st level. Thats about it. |
| pres_man07-26-06, 01:53 PM | Short? Sorry, I'll try to shorten it. Not all of these are houserules some are just my interpretations of existing rules. - all intelligent creatures (including dragons, devils, demons, angels, etc.) are capable of being redeemed. Thus the killing of a creature based solely on its alignment is a prejudiced action and therefore evil. Intelligent creatures who are not capable of making moral decisions (due to youth, mental disease/defect, etc.) will be considered neutral. - The struggle between good and evil are universal concepts where each good act, no matter how small, enforces the powers of Good. Likewise, any evil act enforces the powers of Evil. Therefore, the concept of achieving a good end with evil means is self-conflicting. Evil means cannot be used to get good ends. All ends are tainted by the means used to achieve them. The greatest achievement is to convert someone from an opposing faith. In this fashion you empower your side and at the same time weaken the other side. Merely killing an evil creature doesn’t weaken the forces of evil since their soul goes to one of the infernal planes and continues to do evil (except in the case of certain outsiders). Humans -favored class: true any, player gets to pick whichever of their current classes they want to treat as the favored, not just the highest. Elves -favored class is bard not wizard. Half-elves -get elf weapon proficiencies. -favored class: true any, player gets to pick whichever of their current classes they want to treat as the favored, not just the highest. Half-orcs -treats orc double-axe as martial. -no charisma penalty. -bonus languages: any (except special languages like druidic) Orcs -treat orc double-axe as martial. -proficient in all simple weapons. Players may play any humanoid or monstrous humanoid race. If the race has racial hit dice, they must gain these first before class levels. If the race has a level adjustment, the PC takes a -1 on skill checks, ability checks, attack rolls, saving throws, and -5 hit points (after con bonus added in, minimum 1 per HD) per point of level adjustment that PC's experience is below. The PC will be considered an apprentice (see pp. 40-41 in 3rd edition DMG) in the first PC/NPC class they intend to take after they have overcome their racial HD and level adjustment. Paladins and monks may multiclass (alignment permitting) just as any other class. Paladin mounts when called may take a round or two to appear (usually in some dramatic fashion, from around a corner for example) or to disappear. Clerics without a deity who choose the war domain use the choices from spiritual weapon to determine the weapon that they get the weapon proficiency and focus with. NPC classes are always treated as a favored class for xp penalties. CRAFT: Weeks worth of work is based on gp not sp. Daily work is based on sp not cp. SEARCH: Rogues can search for traps as an elf searches for secret doors. That is if the they come within 5 ft of a trap they get a free search (rolled by the DM). Bonus Skills: PCs get 2 bonus skill points per level (8 at first level), these skill points may only be used on the following skills: Appraise Balance Bluff Craft Decipher Script Disguise Forgery Intimidate Any Knowledge except Arcana, Nature, or Religion Perform (bards may not use for their primary type of perform) Profession Sleight of Hand Swim Use Rope MANYSHOT - This feat applies to all ranged attacks, not just arrows. TWO-WEAPON DEFENSE - If you do not use the off-hand weapon to gain extra attacks, then you do not suffer the penalties for two-weapon fighting. You would still gain the AC bonus though. TWO-WEAPON FIGHTING - You only incur penalties when gaining extra attacks. You may freely switch between primary and off-hand weapons in a normal progression of attacks. The TWF feat removes the -4 penalty for using a weapon in your off-hand. For example an 11th level fighter (BAB +11/+6/+1) holding a longsword in one hand and a dagger in the other may use his longsword for the first attack, his dagger for the second (1/2 str bonus on damage), and his longsword again for the third with no two-weapon fighting penalties. -A gauntlet does damage based on the unarmed damage of the user, but it is always lethal damage. A gauntlet can not be used by a creature incorrectly sized. -Greatclub is now a simple weapon. Any class proficient in the club is also proficient in the greatclub. -The falchion now does 1d10 damage (M). -The bastard sword, dwarven waraxe, maul, katana(1d8 18-20/x2), and warpick can all be used one-handed by someone without proficiency (at a -4 penalty) if they have at least a 13 STR. -The maul, katana, and warpick act similar to the bastard sword and the dwarven waraxe. That is they can be used two-handed as a martial weapon. -The fullblade (2d8 19-20/x2) is too large to be used by anyone without at least a 17 STR. It can be used by someone without the exotic proficiency feat at a -4 penalty if they have at least a 17 STR. -All masterwork ammunition costs 7 gp per piece of ammunition regardless of the type of ammunition (e.g. 10 masterwork arrows would cost 70 gp, as would 10 masterwork shuriken). -Arrows/Bolts may be used as improvised weapons but they break after they strike something. You may only draw one to use in this fashion as a free action during your turn. -"Handedness" for bows is only to determine how large or small of a bow wrongly sized can a creature use. All bows require two hands to use, regardless of their "handedness". Shortbow = light, longbow = one-handed, light crossbow = light, heavy crossbow = one-handed. STANDARD GEAR PACKAGE: Cost: 15 gp Weight: 48.5 lbs for medium characters, 22.5 lbs for small Carrying capacity: 115 lbs = 50 lbs (backpack) + 5 lbs (belt pouch) + 60 lbs (2 sacks) for medium characters 28.75 lbs = 12.5 lbs (backpack) + 1.25 lbs (belt pouch) + 15 lbs (2 sacks) for small characters Items: backpack bedroll flint and steel belt pouch 50 ft of hempen rope 2 sacks 3 torches 2 waterskins whetstone dagger 5 days worth of rations winter blanket 1 lb of soap spade or shovel MOUNTED COMBAT: When firing a range weapon from a moving mount, the attack is considered to take place: 1. before or after the move, if a single move is taken by the mount. 2. between the first and second move, if a double move is taken by the mount. 3. after the second move, if the mount is running (x3, x4, or x5). READYING AN ACTION - a charge can be readied but the PC can do no other actions that round (conciously limiting themselves to only the readied charge action), and they can only charge a distance equal to a single move. TWO-WEAPON FIGHTING See rules comments under two-weapon fighting feat. Also you can use a two-handed weapon and an off-hand attack that does not require a hand, such as unarmed strike or armor spikes. Animals can be improved using the handle animal skill. To improve (advance) an animal it requires: 1. Handle animal check DC 20 + (New HD) 2. Cost of 100 gp x (New HD), if a person trains the animal themselves the costs is 1/2 as much. 3. Three weeks of training time, with at least two hours a day dedicated to training, for non-feat obtaining HD. If the increase in HD would allow a feat then it takes four weeks. Improved animals are difficult to handle and do not respond to handlers/riders who do not have at least 2 more HD than the animal. Druids and Rangers can use this to improve their companions but the difficulty to control still applies. If in the animal entry, an increase in HD is associated with a larger size, then the animal enlarges as it is advanced. This can be used on animals that would not normally be allowed to advance in the MM. An animal with a fractional HD can be advanced to a full HD, just use the above rules for 1 HD (note it will only take 3 weeks to train, since the animal should already have a feat). An animal can only be improved by one hit die at a time. |
| BruisedOoze07-26-06, 02:21 PM | Here are most of what I use (some borrowed from my DM as well). Some occur for flavour reasons. -Base reflex save added to initiative -Plane traveling and plane resistant catch all type spells are removed or in a couple cases heavily modified. -New Counterspell system (In short this involves a 1st lv spell called counter spell which can be used as an immediate action, and requires opposed caster checks) -Roll 3 sets of stats using 4d6 drop the lowest die. -PrC's generally require special in game events to acquire (training, membership, etc) -You need 5 days of downtime to level-up (basically after an adventure) -Clerics require a deity -No psionics (yet). This is primarily since I just acquired the book and no one in the group is familiar with the psionic rules at all. -To become a wizard you need a measure of schooling to become one (or acquire levels). Work it into your background if you think your character has an interest in it. -reroll 1's for hp -Paladin mounts are not stored in an extra-dimensional space -Judgment call based experience. There's set XP for the session and for completing the adventure. A significant award for completed backgrounds. Additional awards are given throughout the session for being clever, whether it is tactical, puzzle related, roleplaying, etc. |
| Limit07-27-06, 12:13 AM | I usually have different rules to change mechanics based on the campaign, but I always include this one. I found it on these boards, although I don't remember who posted it. This rule protects me from a player declaring that he'll be a baker and not leave town while everyone else wants to adventure. Rule D The story stays with the group. If your character decides to split up from the group temporarily, (ie; staying in town to craft a magic item or learn a spell) his actions happen offstage. If your character has a disagreement with the party, to the point of leaving the group not to come back, then the character is lost and becomes an NPC. Roll up a new one. If your character does things so contrary to the group that the other characters ditch him forever; the character is lost and becomes an NPC. Roll up a new one. I understand that there'll be some independent action but Rule D is for when it gets out of hand and becomes a problem. Bottom Line: I'm running one campaign for a group, not one little one for each PC. |
| STAT07-27-06, 06:20 PM | 1) Reach weapons can attack adjacent squares but do not threaten them. 2) Critical miss = must confirm with additional attack roll. If they hit on that roll then they simply miss. If they miss again they're flatfooted until their next action. 3) No prestige classes 4) Well formed codes of conduct to be made for any class that needs them, including: Cleric, Druid and Knight. 5) No evil PC's. If your character turns evil by repeated evil actions he becomes an npc and you make another character. 6) Leadership progresses to the epic leadership table with out taking the epic leadership feat and it applies at pre-epic levels. 7) Start at level 2. 8) +1 level adjustment races or lower. 9) No monsterous races. 10) 1 paragraph of background, typed, is necessary. If you type up 1 page (double spaced) worth then you'll recieve some form of in game bonus to be decided. 11) Heavy armors all have the effect of light fortification, even non-magical ones. 12) The speed penalty for medium armors have been reduced to a 5' penalty. 13) Roleplay points will be awarded although probably judiciously. 14) No spiked chain. 15) Half elves get 4 bonus skill points at 1st level. 16) All races have their first class as their favored class while humans and half-elves still have favored class any. 17) Some changes to the swashbuckler class: they get improved reaction(at lvl 4 and increases at lvl 9) and elaborate parry(at lvl 13). 18) No critical failures or successes on saves. 19) No paladins. |
| nephsytis07-28-06, 04:30 PM | these are the ones im the campaign ive been running for 2 years character stats 4d6 floating roll, with one reroll if it stinks, but that reroll stands (bard of wisdom 6. a complete bimbo!) no evil characters (lots of TN and CN characters!) HD are rolled with one chance of a reroll, but they must subtract the original result from the new dice, minimum of 1 hit point each character has access to our core books (PH, DM, PH2 and the complete adventurer) and 1 expansion of their choice deific vengeance (boccobian) cannot work on the high priestess of wee jas while shes in her temple (it just makes sense.) multiclassing only when going for a prestige class (none of that optimised character rogue3/bard2/fighter4/sorc1/vampire crap) a moon guided by the dm can skillfully crush the character of an offensive player while wrapped in his bedroll, but not harm the rest of the group, who hear nothing only to awaken to find on their gear what looks like half orc jam. |
| aceland07-28-06, 04:43 PM | 1 4d6 drop lowest for stats 2 crit miss on natural 1 roll a dex check with dc 10 if failed dex check roll on chart. 3 initiavie rolled every round 4 You do not say you get it in town you do not get it. If you want it that bad go back and buy it. 4 If a person dies they start out one lvl lower than they where. not what the party was. 5 When crafting or having an item crafted it can not have oposites on it law-choas, good-evil. |
| Seldriss07-28-06, 06:05 PM | Well, where to begin ? So many house rules... All right... Character Creation : - 32 points to distribute between attributes (Unearthed Arcana). - Character can be created above level 1, but must be paid back in XP. - Any character creation should be attached with a background. The background might bring some modifications (good or bad) by the DM. Races & Classes : - Many optionnal races, but most of them restricted to experienced players. - LA can be paid back with XP to get rid of it. - Most of the races get racial skills, always considered as class skills. - Many additionnal classes, mainly to avoid prestige classes trouble. - Some prestige classes can be converted into base class, on request. Skills & Feats : - Some skills are combined. - Minimum skill points per class is 4, instead of 2. - Intelligence modifier grants some skills of choice (considered as class skills). - Feat progression every odd level (1/3/5/7/9/11...). - Each class gets one or two free feats. - Some feats are free access (CombatExpertise, PowerAttack, WeaponFinesse). - Weapon Groups (can later be bought after creation as feats). - Some creation feats can be used as equivalent crafting skills. Combat : - Initiative rolled at each round, with 1d10 (lowest roll starts). - Initiative modifier from weapon speeds, according to their size (0/+1/+2/+3) - Initiative modifier from casting time (+1/spell level). - Armor damage reduction (Unearthed Arcana). - Damage locations, damage modified by location (full, 1/2, 1/4, x2). - Critical Hits & Fumbles tables (automatic on 20 & 1). - Healing rules to make the skill really useful. Magic : - Spell Points (Unearthed Arcana). - No spell preparation for bards, clerics, paladins, rangers or sorcerers. Yes, that means only mages have to prepare their spells. - Some Metamagic feats are free access, but cost more Spell Points to use. - Casters can try to access non-available spells (not in spellbook, not in spell list, higher level, out of spell points), at higher Spell Points cost (chance of failure and non-lethal damage). Psionics : - Level 0 psionic powers are used (talents). - Special rules for psionic combat (faster). Miscellaneous : - Action Points (Unearthed Arcana), with some additionnal effects. General behavior : - No argument about rules at the table. The DM tries to be objective and to make sense, but in the final, he decides what is right. - Everything said at the table can be considered as said In Character by the DM, with possible consequences. Out-Of-Character talk must be mentioned, and anyway avoided. - No books except Player's Handbook on the table. The players must have all their game data on their character sheet, including spells. - No out of game talk or activity at the table : no movie chat, no comics, no Gameboy, no iPod, no cell phone... - The DM is taking care of the campaign and modules, any help from players to organize the planning and the communication between players is highly appreciated and rewarded. I think that's pretty much it, but I am quite sure I forget a lot more... |
| EzraTwitch07-29-06, 03:41 PM | -Completely reworked spellcasting to long to explain here. -Roll 2d10 instead of 1d20 this produces numbers on a bell curve and makes Init. Bonuses much stronger. -Characters heal 5% of their total hp, for 1 day of rest, 10% of their total hp for each day of complete rest, If in the hands of a compentant healer they Heal 10% of their total hp per each 1 day of rest, and 20% for each day of complete rest. -When my characters take damage I dont actually tell them the amount of HP damage they take, instead I merely describe the wound itself (As you yank your head back the dagger narrowly misses your throat but still manages to make a small incision aon your chin)a light wound, (You feel the blade jar to a stop as hits bone, you here the steel grinding against your ribs as he twists the blade) a much more serious wound. |
| Vashwood07-30-06, 01:18 AM | -Revamped Class-based defense. It functions as a dodge bonus, and therefore stacks with armor, but is reduced by a number equal to your Armor Check Penalty. -Fighters get 4+int modifier for skills, all movement based skills (climb, jump, swim, tumble ... you get the picture) as well as Spot and Listen as class skills. -Weapon groups (somewhat modified, for balance). Also, no exotic weapons at first level unless you have a +1 base attack. -Fighters gain 1 extra weapon group at 4th level, and another every four levels thereafter. Fighters are the weapons masters, about time they acted like it! -Unarmed combat uses proficiencies, and comes in 3 grades, which must be taken in order. Simple proficiency allows you to negate attacks of opportunity when you swing, and brings your damage up a die (to a d4 normally), but you do not threaten an area. Martial provides a threatened area, and allows you to choose between lethal and non-lethal damage. Exotic takes your damage up 1 more die, and grants +2 on disarm and trip attempts made unarmed. -Spellpoints. -Hunter's Mercy functions as normal, except that it only multiplies up to 2x damage at lower levels, regardless of the crit multiplier of the weapon. At 6th level, and every 6 levels afterwards, the max multiplier increases by 1 (allowing a max crit multiplier of 5x at 18th level ... for my group, this may actually still restrict crits >\ ) -Taint and Dread rules, applied as DM sees fit, as put forth in Heros of Horror. -Most any sourcebook, so long as it isn't Faerun. Some rules subject to DM approval, still (rarely excercised). |
| Sphyre07-30-06, 06:52 AM | Knowledge can be used untrained (but only for basic knowledge DC10) That's not a houserule, that's already in the rules :P A DM I had once did away with the whole “confirm the critical” to make the game more dangerous. That was actually pretty fun. My DM does that, I don't mind it, but I'd give up the autoconfirming houserule for him to do away with his silly critical fumbles on a natural 1. On attack rolls, a Natural 20 followed by a Natural 20 followed by a successful hit results in death. I've only seen this 3 times; and every time it has REALLY ****** somebody off. But there's a nice tension in the air when you see that second 20. Heh, when I was new to D&D, I did that, the DM went with the same houserule, and I auto-killed it. It was pretty crazy. 5) no sex at the gaming table (yes we had to write this down) 6) no trading sexual favors for dm leniency (replaced the "no dm-player couples" since that was unfair) 8) attacking the dm is strictly forbidden 9) the darkness is unkillable, so stop attacking it... plus the drow are getting ******. Oooooooooookay... 5 and 8 should be completely understood. 6 & 9 :rofl: 10. Optimise if you like, but I award XP based on how much you were challenged, not on what you killed. I don't see how you could ever ever do that one fairly. Are you taking into account rolls? If you roll 3 natural 1s, and don't roll anything over a 10 the entire battle, there's no reason that you should get extra experience for having an off day. You shouldn't be penalized if you get a lucky crit or two either, because if you do, you should be hoping for low rolls, because that's the only way you'd get experience... I don't mean to say, that if something's CR should be higher or lower based on the lack of it really being a challenge due to it not being a challenge itself (like it was already hurt or something) then yes, it should be adjusted, but that has a certain art to it... and it's never used specifically to screw players. Which don't exist in my world so it's a mute point. Really? the point is unable to speak? :rofl: hehe, sorry. The word is moot, which means obsolete. READYING AN ACTION - a charge can be readied but the PC can do no other actions that round (conciously limiting themselves to only the readied charge action), and they can only charge a distance equal to a single move. Oooh, I like that one. I'm adopting that (readying a partial charge) Rule D The story stays with the group. I agree. :) 2 crit miss on natural 1 roll a dex check with dc 10 if failed dex check roll on chart. Yeah, you know... because it's so funny to make that level 20 fighter that has been fighting for years to perfect his fighting threaten a critical miss 18.5% every 6 seconds of attacking, while that 1st level commoner only threatens a critical miss 5% of the time every 6 seconds. And being that the check is dex based, the commoner may even be better than the fighter at recovering from it too! Makes perfect sense! NERF MORE FIGHTER! |
| Sphyre07-30-06, 07:07 AM | Mine: * No death from massive damage * A few misc. removals such as divine metamagic persistant spell, etc. * Fractional saves, and BAB progression. |
| Findail08-01-06, 09:05 AM | 1. No skill can be advanced by more than 4 ranks in one level rise: so a 7th level Fighter can't take his next level as Rogue and put 11 skill points into Tumble (4 ranks is the maximum that a 1st level character can have, and it's also what the Loremaster "instant mastery" ability gives). 2. Max hitpoints at 1st level, then average rounding up (3 for a d4, 4 for a d6 etc). 3. Racial hitdice and Level Adjust allowed, up to +3 at 1st level (but without the XP, so you'll stay there until the rest of the party catches up). If you want something more exotic, you'll have to wait until you can recruit it as a cohort. 4. 30-point buy for PC's, 25-point buy for cohorts. Players can design their own cohorts as if they were PC's (including prestige classes etc), but there has to be a plausible reason for the cohort to follow the PC around. Hence, Cleric cohorts ("personal medics") will generally be frowned upon: Clerics are supposed to dedicate themselves to their deities, not to PC's. 5. No psionics: psychic powers based on feats and skills, The Gift (http://boards1.wizards.com/showthread.php?t=89961). 6. Aristocrats get the "Born to Command" Leadership abilities of the Aristocrat-Socialite (http://boards.wizards.com/showthread.php?t=590900), making them fully viable as PC's (with multipe cohorts). 7. Feat and PrC requirements must be met with the character's own abilities, not via magic items (other than Inherent bonuses, which stay with the character and are therefore acceptable). |
| shadow_kras08-01-06, 09:35 AM | the darkness is unkillable Thats so not true... Anyway, a small list (there is more, i just cant remember everything right now) - No Critical Confirming - Massive Damage Death only when surprised / paralyzed / sleeping. Not during combat. - 85 Stats points or 4d6 (take out lowest) 7 times (take out lowest again). - Every class feature can be re-designed, depeding of your character background and development. This also applies for prestige classes. - Clerics can be deity-less only untill lv4, you are required to choose a deity to become lv5 or higher. - One step close Alignment to prestige classes. No need for evil assassins, but Neutral assassins are totally plausible. - No multiclassing with more than 2 classes, and no exp penalty for 2 classes with big lv gap. - No "Give me your sheets, you are npcs now...", You will have to roleplay your character regardless of whatever **** you have done, even if you died, the adventure will continue in hell... (PS: This is specially nice, since my current campaign is about Ravenloft.) - The DM will have the right to edit whatever prestige class he feels like has a unbalancing power... - Area spells that got a starting target that isnt close to the caster (like fireball) requires a ranged touch attack even to hit a empty place IF there is any obstacle in the way (like foes or allies), with a DC/AC 10 + 5 per Obstacle in the way. (This one is usefull when playing using D&D Miniatures and you want to stop area spells abusiveness.) - Sorceress can learn though leveling up ANY spell in the Players Handbook or the Tome&Blood-like books, but any other spell from other sources requires a way to learning it, be studying and training like a wizard or with a monster. They also can re-learn/dis-learn spells after a time training the new spell (depeding of the spell lv, usually a few weeks or months), but requiring also a source to learn it... - Rerolls "1" on levelup hitdice. These are just the ones i could think out of my mind. |
| Vashwood08-01-06, 11:26 PM | Hah, after reading a few people's rules, I realized that I forgot one. -Death by Massive Damage revisions: 1)Death by massive damage occurs when half of total hp is dealt in damage in 1 hit. and 2) Rather than outright killing, or dropping the person to 0, the enemy is instead made unconsious for a number of hours equal to the amount they failed the save by, or until healed with magic or woken up with a heal check (treat as stabilizing). |
| DaisMiir_Sir_Unilev08-02-06, 12:19 AM | That is a bunch of rules to read. I'll just give all of my rules. Rules 0) Dungeon Master descisions are final. 1/2) The DM's character must not cheat. 1) All players will show up before the start of the game. A thirty minute wait perior will be in order if someone doesn't show right away. 2) When three players show up, Excluding the DM, and the waiting period is up. the game will begin. 3) All players are to keep hard copies of their Character Record Sheets in an area where they can easily access it, as well as one on their computers in a spot they can remember it. 4) Keep lewd comments to a minimum, we are in the prescence of minors and moms. 5) Do not play if you are drunk or high. No exceptions. Also, no playing if you are hung-over. 6) Do not play if you are not up to it. This includes migraines, the flu, and mutant dust bunny attacks. 7) Keep the game fun, but try not to make it childish. 8) Verbose players get bonuses. 9) The DM can assign specific skill checks for players trying to perform special actions not covered in the core rulebooks. 10) Starting characters get maximum starting money. This list is in no way complete. I plan on adding a few of the varient rules...What am I talking about, I plan on adding ALL of them. |
| Vashwood08-02-06, 06:58 AM | Heh, a bit strict on some points, no? Sorta like some kind of Shao-lin monk sect of d&d players ... "No one may play during a full moon, if alchohol has been imbibed during the prior month, or on the same month in a prior year." =P |
| Goblinchaser08-03-06, 08:48 PM | Nice. Yoink! My house rule now :) Good Idea... I like the polymorph rule... ma playa's will thank ye!! |
| GnomeBarbarian08-03-06, 09:03 PM | My two favorite house rules that I play with are: 1. When rolling for hp at each level the DM also rolls but behind a screen/hand upon looking at your role you may take either what you rolled or what the DM rolled. 2. When rolling skills on a nat 20 you get a to make a second roll. If you beat the number of ranks you have plus 10 then you gain a misc. bonus 1 to that skill. This points out the fact that you just did that skill so well you in fact learned how to do it a little bit better each time. |
| Szatany08-03-06, 09:51 PM | I'm going to starting a game in few months (can't sooner), and I'm considering following rule changes (most to speed up the game, as it's quite problematic at epic levels). RACES & CLASSES I will be using my variants of PHB races (link (http://boards1.wizards.com/showthread.php?p=5030606)) - i'd appreciate some input on those btw I will also be using most ultimate classes, perhaps with some adjustments to simplify things (like banning shapshifter path of druid) OTHER THINGS - To speed up game, most effects and spells and abilities that allow shapeshifting are removed (don't have details yet), and summoning creatures that are controlled by players will probably be removed as well (I don't like handing MM to a player in the middle of a battle) - spells I find problematic and not really needed by the game will be simply banned (like astral projection) - spells that have potential to break games (some scries, teleport, gate, miracle), have additional xp component. In addition, all spells with xp component require that component from the caster even if they are cast from magic items, scrolls, and so on. They are cheaper though because xp is no longer extra cost for crafting them. - no iterative attacks, instead, if anyone has BAB +6, he can make 2 attack with -2 penalty each (+4/+4), if he has BAB +11, he can make 3 attack with -4 penalty, and BAB +16 allows you to make 4 attacks with -6 penalty each (+14/+14/+14/+14) - all extra dice/spell dice become +3. They are still not multiplied by critical hits. For example, a 20th level rogue adds +30 sneak attack damage, and 20th level wizard deals 60 damage with spells that normally deal 20d6. - when you fall, you take damage equal to half the distance you fell. First 5 points are subdual damage. That's all I have for now, anyone has other ideas how to speed up epic gameplay? |
| Sphyre08-04-06, 05:07 AM | That's all I have for now, anyone has other ideas how to speed up epic gameplay? Heh, speed up epic gameplay? Um... whoever win initiative wins the battle :P It's close to accurate anyway ;) |
| horrorshow08-07-06, 12:49 PM | - Paladins may be any lawful alignment, but they are are all firmly convinced they are good aligned. (and always get smite evil, regardless of their actuall alignment). I like it! It's realistic as it helps solve lawful stupid, and lets you play ignorant bullies and the like. My house rules. Use only the core books and, with my approval one sourcebook for sensible feats. IMO with enough roleplaying, clever creation, spell list tweaking and conception of different sources of power, nothing more than the 11 core classes and 16 prestige classes is truly needed. The odd sourcebook for flavour is good though. (E.G. Heroes of Horror). For example, a monk that gets his power from an evil deity makes a really good unholy warrior. As would a ranger with her nature spells changed for something more fitting to the character in question. No names like 'Biff McNasty, Ninja Fred, Mongo Jeff' etc. I spend lots of time making a world detailed and consistent, and I'm not having it saved by Joe Kickass. Small XP bonus (eg. 1% of difference between start of current level and the next) for good RP. It IS an RPG after all. If I wanted to just roll dice for 4 hours I wouldn't have spent hundreds of pounds on books; I'd have a HELL of a lot of dice... Sometimes we play this rule too, I love it... The DM and the other players choose your next level at level up, based upon how you've acted. It works REALLY well, beacuse it adds to realism LOADS. I hate how anyone can learn anything by doing anything. eg. You can learn new sneak attack by casting fireballs and invisibility. It just doesn't make sense. |
| Xavon_Wrentaile08-08-06, 11:48 PM | Character generation: 2 X 3d6 (re-roll first '1' on each die) 2 X 1d6 + 12 (re-roll first '1' on each die) 2 X 1d5 + 15 (You don't get to re-roll '1' on these) Distribute as desired Books: PHB, CW, CArc, CD, CAdv, UA Bloodlines and class variants (at my discretion), PHII, DragonLance Adventures (and yes, I do allow Kender), Spell Compendium. Other books may be allowed, subject to a read-thru. Alignment: No alignment restrictions on classes that do not answer to a higher power (paladins and clerics, and sometimes druids). Chaotic Monks and Lawful Barbarians are kosher. Other: Monks can multi-class freely, as can Paladins who did not break their alignment. Keen and improved critical are both +1 to threat range, and they stack. If you create a new character (not always due to death), the new character begins at 1 level lower than the party's average level. 2E crafting magic items (tougher to do, but you GET XP, not lose it). Permanancy (whether items or spells on a person) is only dispelled for 1 round per caster level. Mordenkamen's(sic) disjunction still works. OOC comments may result in new, random, (and often insane) NPCs. XP is awarded the same to everone, except in extreme cases of good role-playing. The DM can be bribed, but don't expect miracles. Custom Martial Artist base class. Katana: Exotic 1 Handed weapon - 1d10, 18-20/x2 - 1000 GP. And finding one won't be easy. 20 threatens critical/(auto-success), 1 threatens fumble/(auto-failure) on attack rolls, skill checks, and saves. (I can elaborate if anyone cares) I don't care how bad-arse you think your character is; if you are under level 25, either Sephiroth or Luke Skywalker will have you at -HP in one round. Here, let me show you. And I won't even hide the dice rolls... ----------------------- I also like the bonus skill points for craft/profession skills... I might add something like that. |
| Neff08-11-06, 01:22 AM | My house rules are manifold. 1. PCs choose their ability scores, but they have to justify them. 2. Max HP at first level and at least half possible HP per level thereafter (this also applies to NPCs and monsters). 3. Feats are gained at every odd-numbered level, and ability increases at every even-numbered level. 4. Characters get of the normal wealth progression. 5. No gnomes, half-elves, half-orcs, or halflings. 6. No clerics, druids, or paladins. 7. No bards (this isn't really a house rule, it's just that nobody in my group as ever expressed any interest in playing a bard). 8. UAish defense bonus equal to BAB. 9. PCs choose their good/bad saves for their first class. 10. No alignment restrictions for classes. 11. Spell point system for casters. 12. Pretty much all of the base classes have been increased in power to counterbalance the severe lack of magic items, except for primary casters. 13. All skills are class skills for all classes, except for UMD, which is not allowed. 14. Spontaneous arcane casters use Wisdom for spellcasting. 15. Initiative is rolled once each round with a d10. 16. PCs can forgo the ability to use magic items in exchange for extra skill points and bonus feats. 17. A lot of spells have been banned or powered down (particulary those having to do with travel and shapeshifting). 18. Only costly material components and foci are required for spells, making Eschew Materials obsolete. 19. No buying of magic items. They must be found, stolen, or created. 20. All PCs secretly receive the benefits of the destiny feats from Races of Destiny (Fearless Destiny, Heroic Destiny, Protected Destiny). 21. Sentient undead are no longer immune to mind-affecting effects. 22. No multiclassing XP penalties. 23. No death from massive damage. 24. A bunch of other minor tweaks to feats and class features. |
| Darkuwa08-11-06, 01:28 AM | My house rules are manifold. 6. No clerics, druids, or paladins. 19. No buying of magic items. They must be found, stolen, or created. So no healing classes, no healing potions, no healing whatsoever? |
| unundindur08-11-06, 07:42 AM | Players gain maximum HP at each level (so do important villains) All skills are class skills, except Use Magic Device Ability point buy with each stat starting at 10, then add 20 points. Each raise over 15 cost 2 points (encourages uneven scores). Weapon group proficiencies (near those in UA). Power points from Ebberon. Critical miss means you gain an additional -10 to the roll, and a critical success means you gain a +10 bonus. Magic will soon be totally reworked, to make it more like a warlock (abilities brought one by one via feats). Dark elves, orcs, lizardmen, tree-kreen etc. are changed and have no level adjustment. Scimitar is a light weapon, short sword is slashing/piercing, longsword is slashing/piercing, katana deals 2d4/18-20*2 and have higher hardness, rapier is a light weapon. Injury (or wound) system and level dependant AC will soon be incorporated from UA. All ranges worked over to meters :rolleyes: (jesus, we are at version 3.5 and things are still in feet...[authentity, well, its already a ooc rule so it has nothing to do with immersion]). |
| StoneStokes09-02-06, 03:08 PM | I don't require my players to talk "in character," nor do I assume that what they say their character is also saying. BUT, I do assume that when the players are talking with each other, their characters are using the same TONE of voice that the players are. Therefore the PCs are well advised to whisper if they want me to assume their characters are whispering. But they don't need to whisper to me (the DM), or when asking if someone wants a coke while they are up... |
| nimrodii09-02-06, 03:47 PM | No real order just as they come to mind -Use Magic Device and Use Psionic Device have cross Synergy -on any roll a 1 is not a failure it is a fumble althought it does half your result, there is a save vs the adverse effect of the fumble. -20 is not an auto sucess it doubles to modified roll -Diplomacy fix akin to that on giantitp -Sorcerers get eschew material for free @ 1st along with gather info and diplomacy -and a few others that are implimented depending upon setting and if I feel like it, mostly from UA |
| Rhialto09-02-06, 08:01 PM | 1) Wizards have a number of different spell levels at the ready equal to (INT+LVL). These can be swapped out at any time by spending (10 x spell level) minutes in book study. The above replaces the usual requirement to study specific spells each morning, making them more flexible. The total spells per day is still limited by the spells / character level tables. 2) Any wizard may cast spells in excess of the usual daily limit, but will automatically take 1d6 damage per spell level, cumulative. So a level 1 wizard casting his second spell takes 1d6 damage. His 3rd spell that day will cause 2d6 damage. An INT check with a penalty equal to spe4ll level is also required forteh additional spells beyond normal limits. This makes low level wizards far more flexible, and encourages high level wizards to take along travelling spellbooks. |
| Klytus09-02-06, 09:45 PM | 1) Wizards have a number of different spell levels at the ready equal to (INT+LVL). These can be swapped out at any time by spending (10 x spell level) minutes in book study. The above replaces the usual requirement to study specific spells each morning, making them more flexible. The total spells per day is still limited by the spells / character level tables. Oooh! I like this rule. I just might addopt it into my own house rules. |
| Sir Elton09-02-06, 09:52 PM | Just wondering what (short) house rules everyone uses. (Sorry, don't want to hear so much about alternative rule systems) Sorry, I'm breaking your request. Arms Law. :D |