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| CheesieM0nkies11-11-07, 08:24 PM | I was mulling over my groups last couple of aventures and I noticed a lot of houserule threads/questions so I'd like to post up our groups and I could use any input/reactions anyone has. Mainly, I just want to see if any are too fair/unfair and what yall think Thanks 1. Every player is entitled to a "character remake" where he/she gets to remake his character from scratch at no level/XP/gold/wealth loss 2. Every player is entitle to one "takeback" where he/she may undo whatevr has happened in the most recent encounter/event 3. For stats, the player making his character chooses two other PCs or teh DM to roll for him and he picks the set he likes. (Format: 4d6 drop the low, arrange as wanted. May re-roll any 1 die, reroll must be higher) 4. When rolling HD players take the average or their roll, whatever higher 5. Natural 20s are automatic and god-like success on ANYTHING they are rolled for (skills, saves, etc) 6. Enchanting armor increases AC by 1, -1 check penalty, +1 max dex 7. MWK and MAGIC stack 8. The DM is allowed to deduct XP when a player is strongly anti-roleplaying or being a jerk (DMs call, discretion) 9. The DM has control of ALL the food at the table 10. Drows have lvl adj +1 11. Each player has an alignment scoreboard where there are 4 values that can each gain a point based on player actions - awarded by the DM. Opposite values can counteract each other Law................Good Chaos..............Evil 12. Using a melee weapon in one hand grants 1.5 dex to ac 13. Tumble can be used to stand up without an attack of opprotunity DC=attack roll 14. Each character is allowed a "personal trait" that is the key aspect of his primary builds Eg: Our dwarf gets toughness for free, an addition +2 con and a -2 intiative Each player has differant traits, regardless of their class, and a player may forgo those traits if he wants (must be decided during character creation) |
| danielinthewolvesden11-11-07, 08:51 PM | There's a forum just for Houserules. This ain't it.:P That does not mean that a particular problematic houserule could not be discussed here, it's just that long lists of houserules lead us down a path this forum is not best suited for. |
| Grumman11-11-07, 08:53 PM | 2. Every player is entitle to one "takeback" where he/she may undo whatevr has happened in the most recent encounter/event I would not use this rule. 5. Natural 20s are automatic and god-like success on ANYTHING they are rolled for (skills, saves, etc) This could be rather silly in some cases. There are things where you simply can't succeed, no matter how many times you try. 8. The DM is allowed to deduct XP when a player is strongly anti-roleplaying or being a jerk (DMs call, discretion) This may be fine, but may just give a jerk DM another method of shutting down (justified) dissent, or force players into the DM's view of their characters instead of their own. 11. Each player has an alignment scoreboard where there are 4 values that can each gain a point based on player actions - awarded by the DM. Opposite values can counteract each other Law................Good Chaos..............Evil I do prefer a more nebuous method, since it should be a lot easier to move one way (towards chaos/evil) than the other (towards law/good). It shouldn't ever be necessary among skilled players. 6. Enchanting armor increases AC by 1, -1 check penalty, +1 max dex 7. MWK and MAGIC stack 12. Using a melee weapon in one hand grants 1.5 dex to ac These changes seem unnecessary and possibly unbalancing. I'd at least give them a lot of consideration before you use them. 14. Each character is allowed a "personal trait" that is the key aspect of his primary builds Eg: Our dwarf gets toughness for free, an addition +2 con and a -2 intiative Each player has differant traits, regardless of their class, and a player may forgo those traits if he wants (must be decided during character creation) While I can see the appeal behind the idea, it would be better to do so within the rules, instead of trying to balance massively varying traits. |
| ORC_Chaos11-11-07, 08:57 PM | Moved to the House Rules forum. Chaos *swirls* |
| Talisman11-11-07, 10:56 PM | 1. Every player is entitled to a "character remake" where he/she gets to remake his character from scratch at no level/XP/gold/wealth loss Looks fine, as long as you set a limit. I usually allow "tinkering" between the first and second sessions, as players (especially newbies) realize that that feat wasn't really useful, or there's a spell their sorcerer really needs. 2. Every player is entitle to one "takeback" where he/she may undo whatevr has happened in the most recent encounter/event :thumbsdow: Bad idea. Nebulous, difficult to adjudicate, and just plaine problematic. It's the time traveler effect--if PC #1 didn't to this, that means PC #2 wouldn't have beed able to do that, which means Bad Guy #3 would have done something else... 3. For stats, the player making his character chooses two other PCs or teh DM to roll for him and he picks the set he likes. (Format: 4d6 drop the low, arrange as wanted. May re-roll any 1 die, reroll must be higher) Meh. I prefer point-buys. 4. When rolling HD players take the average or their roll, whatever higher Looks fine to me. 5. Natural 20s are automatic and god-like success on ANYTHING they are rolled for (skills, saves, etc) I myself use the "automatic success" part...but I have a problem with "automatic and god-like." Consider treating a natural 20 as a 30...when you roll a 20, add 30 to you bonuses instead of 20. This is also useful when the roll requires an actual number. If you use this, be sure to enforce a "natural 1's are automatic failures" rule as well. You've gotta take the bitter with the sweet. 6. Enchanting armor increases AC by 1, -1 check penalty, +1 max dex I don't get it. Enchanting armor already increases the armor bonus...that's the "+1" or "+2" in front of the name. Are you saying that each level of bonus also reduces the check penalty/ups the Dex mod? That +5 plate armor has a check penalty of -0 and a Dex limit of +6? I don't like that. 7. MWK and MAGIC stack :thumbsdow: 8. The DM is allowed to deduct XP when a player is strongly anti-roleplaying or being a jerk (DMs call, discretion) The DMG discourages you from doing this...but sometimes it might be necessary. Use with caution. 9. The DM has control of ALL the food at the table If this is a joke, then :P If not, it sounds a bit draconian (and not draconic). "The GM has ACCESS to all the food at the table"...that I like. 10. Drows have lvl adj +1 Not unless you've revamped them a bit, they don't. Granted, they're not a raging powerhouse of a +2, but they're a very, very strong +1. Spell resistance...ye gads... 11. Each player has an alignment scoreboard where there are 4 values that can each gain a point based on player actions - awarded by the DM. Opposite values can counteract each other Law................Good Chaos..............Evil A bit more complexity in the alignment thingy...not a bad idea at all. 12. Using a melee weapon in one hand grants 1.5 dex to ac So, you just love rogues, eh? :thumbsdow: Too powerful. Might work as a feat, though...but would require a couple prereqs. 13. Tumble can be used to stand up without an attack of opprotunity DC=attack roll Works for me. 14. Each character is allowed a "personal trait" that is the key aspect of his primary builds Eg: Our dwarf gets toughness for free, an addition +2 con and a -2 intiative Each player has differant traits, regardless of their class, and a player may forgo those traits if he wants (must be decided during character creation) Too nebulous to really give an opinion on. At a glance, I don't see a problem...but virtually any race or class would benefit from +2 to Con + Toughness in exchange for a measly -2 to Initiative. |
| Krusk11-11-07, 11:20 PM | 1. Every player is entitled to a "character remake" where he/she gets to remake his character from scratch at no level/XP/gold/wealth loss Sounds good. We dont put a limit on them though. If you decide you dont like your character or you want to make a new one for whatever reason, your old one leaves the group for an in game reason and a new one shows up soon after. as soon as they can be placed logically. 2. Every player is entitle to one "takeback" where he/she may undo whatevr has happened in the most recent encounter/event Eh, sounds ok. Dont see why you would need this, but i guess thats an interesting idea. 3. For stats, the player making his character chooses two other PCs or teh DM to roll for him and he picks the set he likes. (Format: 4d6 drop the low, arrange as wanted. May re-roll any 1 die, reroll must be higher) Fair rule and stat generation method. 4. When rolling HD players take the average or their roll, whatever higher Again sounds fair and common. 5. Natural 20s are automatic and god-like success on ANYTHING they are rolled for (skills, saves, etc) These drive me insane both as a player and a DM. A crit on an attack means extra damage, feel free to describe the hit with some extra push to it. Otherwise please dont tell me how your nat 20 on a climb check let you wall jump up the pit. It ruins any of the realism i was building for my mental picture of the game. Also usually follows with a nat 1 is equal to a godlike failure on skill checks. Meaning even with a 35 hide check your natural one means your running and shouting banging cymbals. 6. Enchanting armor increases AC by 1, -1 check penalty, +1 max dex Probably a little powerful, but sounds fine. 7. MWK and MAGIC stack Seems a little useless, but ok. 8. The DM is allowed to deduct XP when a player is strongly anti-roleplaying or being a jerk (DMs call, discretion) Thats stupid, dont detract XP, simply say "hey quit being retarded" 9. The DM has control of ALL the food at the table If the dm tried to touch my food without permission id be a little upset. Normally i am all for sharing, but when people assume i am doing so it irks me. If i throw some chips onto the table saying help yourself thats one thing. If i bring a small bag of my favorite chips and the DM starts demanding some thats another. Especially because this from any time ive seen leads to the Dm detracting XP, and then my leaving. 10. Drows have lvl adj +1 Sounds ok, a little strange that one race only has a reevaluated la but if thats how you guys want to play. 11. Each player has an alignment scoreboard where there are 4 values that can each gain a point based on player actions - awarded by the DM. Opposite values can counteract each other Definatly a common and fair rule. So long as the dm dosnt arbitrarily award points. 12. Using a melee weapon in one hand grants 1.5 dex to ac Might be interesting. A light melee weapon in one hand and no shield is now more viable and i could see this being a feat... note to self. 13. Tumble can be used to stand up without an attack of opprotunity DC=attack roll cool 14. Each character is allowed a "personal trait" that is the key aspect of his primary builds That sounds a little off putting to me, but not a huge deal. End summary, i probably would not play with you guys. But i wont hold it against you. |
| Arco Versipellis11-12-07, 12:25 AM | 14. Each character is allowed a "personal trait" that is the key aspect of his primary builds Eg: Our dwarf gets toughness for free, an addition +2 con and a -2 intiative Each player has differant traits, regardless of their class, and a player may forgo those traits if he wants (must be decided during character creation) If you want something balanced, look at traits and flaws in Unearthed Aracana. If you don't want balanced, I have another suggestion. I run solo and two player games, so I wated to expand on their abilities. I created talent packages, which grant bonuses at the following levels: 1 - Bonus Feat; 5 - Skill Bonus +2; 10 - Bonus Feat; 15 - Ability Point For the most part, these feats and bonuses are predetermined. I'll post one of my favorites. They nearly all have prerequisites, which may or may not be the same as the first leel feat. The first level feat should be just that, something a first level character can take (BAB +1 Spellcaster Level 1, 4 ranks, ect.). Gone in a Flash Prerequisites: Dexterity 13+ 1. Lightning Reflexes, 5. Tumble +2, 10. Evasion, 15. Dexterity Boost I have fifty-two of these. Some of them are verygeneral, while others are tied tightly into other advancing other feat trees. I make at least one for every non-core expansion (psionics, incarnum, ect.). A lot of them make getting into prestige classes easier, too. Just though I would share. |
| danielinthewolvesden11-12-07, 12:40 AM | Now that we are in the correct forum, here's my take: 1. Every player is entitled to a "character remake" where he/she gets to remake his character from scratch at no level/XP/gold/wealth loss Too powerful, a made up PC is way more powerful than an "organic" PC. But some degree of "re-makes" is not unreasonable. 2. Every player is entitle to one "takeback" where he/she may undo whatevr has happened in the most recent encounter/event Do not go there, undoing time has a way of wrecking havoc in a game. 4. When rolling HD players take the average or their roll, whatever higher We do: the player rolls, and the DM rolls SECRETLY and the player picks which one he wants- his or the unknown the DM rolled. 6. Enchanting armor increases AC by 1, -1 check penalty, +1 max dex Not a bad idea. But I hope not for +2, etc? 8. The DM is allowed to deduct XP when a player is strongly anti-roleplaying or being a jerk (DMs call, discretion) Do NOT do this. Never ever, penalize a PC for his Players actions. The DMG agrees with me here. However, you can reward good playing. 9. The DM has control of ALL the food at the table Huh?:confused: 10. Drows have lvl adj +1 Why play anything else, then?:confused: 12. Using a melee weapon in one hand grants 1.5 dex to ac Even if the other hand has a shield? 13. Tumble can be used to stand up without an attack of opprotunity DC=attack roll Theres a Skill Trick for this in Complete Scoundrel. 14. Each character is allowed a "personal trait" that is the key aspect of his primary builds See "Unearthed Arcana" |
| nonsi11-12-07, 07:06 AM | >> 1. Every player is entitled to a "character remake" where he/she gets to remake his character from scratch at no level/XP/gold/wealth loss << Just make sure it doesn't clash with the storyline of your campaign and don't drop a new character out of the sky (or make one vanish into thin air). >> 2. Every player is entitle to one "takeback" where he/she may undo whatevr has happened in the most recent encounter/event << Bad mojo. It will only encourage the players to pay less attention to their actions and not care about critical mistakes. >> 3. For stats, the player making his character chooses two other PCs or teh DM to roll for him and he picks the set he likes. (Format: 4d6 drop the low, arrange as wanted. May re-roll any 1 die, reroll must be higher) << Unless I missed something, that's basicall rolling 5d6 and dropping the lower two. >> 4. When rolling HD players take the average or their roll, whatever higher << For both simplification and rationale, just use fixed averages rounded up (7 for d12, 6 for d10...). >> 5. Natural 20s are automatic and god-like success on ANYTHING they are rolled for (skills, saves, etc) << This totally eliminates cases where success/failure are simply impossible. See my revised rules for natural 1s and 20s. >> 6. Enchanting armor increases AC by 1, -1 check penalty, +1 max dex My rationale tells me that at higher levels being mobile is much more important than being incased in a tin can. According to your approach, with level buildup everybody'd want to be incased in a tin can and being experienced at dodging doesn't mean s**t. >> 7. MWK and MAGIC stack (What's "MWK" ?) 3.5e is too loaded with statistics already. The numbers' inflation is already difficult to control, so there's no reason to make it even worse. >> 8. The DM is allowed to deduct XP when a player is strongly anti-roleplaying or being a jerk (DMs call, discretion) << Enimosity factors are never a good idea (this is experience talking. trust me). >> 9. The DM has control of ALL the food at the table BAAAD (others already told you why). >> 10. Drows have lvl adj +1 Then take away the SR. >> 11. Each player has an alignment scoreboard where there are 4 values that can each gain a point based on player actions - awarded by the DM. Opposite values can counteract each other Law................Good Chaos..............Evil << Nice idea, but requires playtesting to see how it will affect the gameflow. >> 12. Using a melee weapon in one hand grants 1.5 dex to ac A feat with a fixed value sounds simpler and fairer. >> 13. Tumble can be used to stand up without an attack of opprotunity DC=attack roll << Complete Scoundrel has a nice skill trick to do that. It's better because your approach would require too many dice rolls in case of multiple opponents, which will slow down the game. >> 14. Each character is allowed a "personal trait" that is the key aspect of his primary builds << In one word (or is it two words ;) )............ UA. |
| CrazyOzzy11-12-07, 11:43 AM | 13. Tumble can be used to stand up without an attack of opprotunity DC=attack roll Err hang on a sec, why would the DC be = attack roll if this use of the skill precisely negates any AoO? What attack roll are you talking about? I think there are 2 alternatives: -keep the AoO and keep the DC=attack roll of said AoO. -you could just say that a DC=20 (or 15) lets you jump-up from prone without provoking an AoO at all? |
| Krusk11-12-07, 12:59 PM | We do: the player rolls, and the DM rolls SECRETLY and the player picks which one he wants- his or the unknown the DM rolled. Thats crazy, because we do the same thing. And you are in TX. We add 1 to what the dm secretly rolled to give some make it a littl emore dramatic. he may have rolled a 2, he may have rolled 13, but i got a 6. do i stay? |
| danielinthewolvesden11-12-07, 08:43 PM | Thats crazy, because we do the same thing. And you are in TX. No, California. But still, it's fun.:cool: |
| deathbane11-13-07, 05:39 PM | I was mulling over my groups last couple of aventures and I noticed a lot of houserule threads/questions so I'd like to post up our groups and I could use any input/reactions anyone has. Mainly, I just want to see if any are too fair/unfair and what yall think Thanks 1. Every player is entitled to a "character remake" where he/she gets to remake his character from scratch at no level/XP/gold/wealth loss 2. Every player is entitle to one "takeback" where he/she may undo whatevr has happened in the most recent encounter/event In my current campaign I allow character to erase one useless feat or redo one stupid(usually tactical error) mistake such as leaving the threatened area of an monster without withdrawing or tumbling. The next time, prepare to be grappled. 3. For stats, the player making his character chooses two other PCs or teh DM to roll for him and he picks the set he likes. (Format: 4d6 drop the low, arrange as wanted. May re-roll any 1 die, reroll must be higher) This defeats the points of rolling if it takes away the threat of a low save. Just give them a higher point-buy if you don't want them to have low scores 4. When rolling HD players take the average or their roll, whatever higher I let mine reroll one's sometimes 5. Natural 20s are automatic and god-like success on ANYTHING they are rolled for (skills, saves, etc) What about for opposed skill check, and 20's just means you had a good day for skill checks considering they are already a lot easier to make than saves(most of the time) 6. Enchanting armor increases AC by 1, -1 check penalty, +1 max dex 7. MWK and MAGIC stack no comment 8. The DM is allowed to deduct XP when a player is strongly anti-roleplaying or being a jerk (DMs call, discretion) what is anti-roleplaying and Dm's call are not good. It is always better to have defined rules, so no favortism is ever considered. 9. The DM has control of ALL the food at the table You are only the DM, and your control ends outside the game world. 10. Drows have lvl adj +1 agreed 11. Each player has an alignment scoreboard where there are 4 values that can each gain a point based on player actions - awarded by the DM. Opposite values can counteract each other Law................Good Chaos..............Evil huh? 12. Using a melee weapon in one hand grants 1.5 dex to ac why? 13. Tumble can be used to stand up without an attack of opprotunity DC=attack rollanother one I don't agree with 14. Each character is allowed a "personal trait" that is the key aspect of his primary builds Eg: Our dwarf gets toughness for free, an addition +2 con and a -2 intiative Each player has differant traits, regardless of their class, and a player may forgo those traits if he wants (must be decided during character creation) might be fun |
| steenan11-15-07, 09:22 AM | 1. Every player is entitled to a "character remake" where he/she gets to remake his character from scratch at no level/XP/gold/wealth loss Not good. Ease of changing characters causes players to be less attached to their PCs and makes it harder for the DM to create a consistent campaign. 2. Every player is entitle to one "takeback" where he/she may undo whatever has happened in the most recent encounter/event Not good. I would agree with taking back last action - sometimes a player declares thet the PC does before he realizes consequences. Retroactively changing a whole encounter is a major headache, as there are a lot of things that have to be traced back (and, quite often, additional information that's impossible to remove from players' heads). 3. For stats, the player making his character chooses two other PCs or teh DM to roll for him and he picks the set he likes. (Format: 4d6 drop the low, arrange as wanted. May re-roll any 1 die, reroll must be higher) Not good, too complicated. Either you want randomness (then use rolling) or not (use pointbuy). If you want powerful characters, use 5d6 drop 2 or 32 points. All the rolling methods people come up with give nothing more than the basic ones from the book. 4. When rolling HD players take the average or their roll, whatever higher Is making the PCs more powerful your goal? If so, OK. If not, give them a choice between taking average or rolling (or just give the average, rounded up), not the better of the two. 5. Natural 20s are automatic and god-like success on ANYTHING they are rolled for (skills, saves, etc) Definitely not good. It means that no matter how hard something is, I will succeed once every 20 tries, at average. Jump up one mile? Intimidate a great wyrm into submission? Craft a ship in one day (by increasing DC to 200 or so)? Every juvenile commoner will do it after trying a few times. 6. Enchanting armor increases AC by 1, -1 check penalty, +1 max dex Not very bad, but not very good either. All characters will be wearing full plates from about 8th level up and I don't think that's what you want. 7. MWK and MAGIC stack Good if you are playing at very low levels or with very little magic - so that +1 weapons and armor are rare. If not, it's unnecessary complication. I would rather make arrows' and bows' enchancement stack, to make Arcane Archer useful after level 2. 8. The DM is allowed to deduct XP when a player is strongly anti-roleplaying or being a jerk (DMs call, discretion) If players agree with it before starting the campaign, good. If not, don't try to force it on them. 9. The DM has control of ALL the food at the table Good or bad, depending on what you mean here. If it is "Leave the chips alone and concentrate on game now. We'll make a pizza break in an hour.", I'd rule the same. If it is "As a DM I eat the best things everyone brought and the players are left hungry", I'd leave your game without much thought. 10. Drows have lvl adj +1 You want everyone to play a drow? They are a solid LA+2, very powerful for LA+1. 11. Each player has an alignment scoreboard where there are 4 values that can each gain a point based on player actions - awarded by the DM. Opposite values can counteract each other Law................Good Chaos..............Evil Good idea, but I'm not sure about implementation. If you go with a formalized system, you should also have a predefined list of what gives a mark toward each of the alignments. 12. Using a melee weapon in one hand grants 1.5 dex to ac If you mean fighting with a melee weapon in one hand, while having the other hand free (no second weapon, no shield, no unarmed strikes with it), then I think it's a good idea. Makes this style of fighting viable, which I deem nice. 13. Tumble can be used to stand up without an attack of opprotunity DC=attack roll Good. 14. Each character is allowed a "personal trait" that is the key aspect of his primary builds Eg: Our dwarf gets toughness for free, an addition +2 con and a -2 intiative Each player has differant traits, regardless of their class, and a player may forgo those traits if he wants (must be decided during character creation) You'll have a big trouble with balancing the traits. Not a good idea, IMO. |
| CheesieM0nkies11-15-07, 04:11 PM | Thanks all. I do realize some of these are a bit messed up. Couple a points and clairifications I want to make, now: The rulling on drows lvl adj was before we knew how lvl adj worked. (We didint add HD into the ECL, use your imagination to see where that went) Afterwards, we changed it back The Dms food thing was a joke Character Traits are as follows: +2 con, -2 initiative, Toughness +4 AC, -4 str +4 dex, -2 con +4 str, -2 int, wis, cha These were not ment to be balanced, but considering our rolling system where most PCs have at least 3 18s, it allows for more specialization Magic and MWK rullings were before we knew they didnt stack, and no one wanted to have thier attack bonus dropped, loose a +5 full plate because they had 20 dex. The 1.5 times dex rule: You must have your off-had free, may not use it for anything else during the round About the time warps - youd be surprised how often it DOESNT make a differance. More so, its like a security for your character but does lead to PCs wasting a lot of time. Remakes: I agree with most of you that this is a pretty bad idea. |
| Mesraic11-28-07, 01:49 PM | As for the remake one, I allow players to revamp, remake etc thair characters fully or partially for the first few game sessions with no penalties. After taht I apply penalties, otherwise....fight comes along, I whip out my folder of character storing. we need a cleric, ok I got that, we need a fighter, sure let me go to the F section. And the best part of taht? I get to level all those characters up each time I level. As for the N20 being an auto godlike success...."I take 20 and jump to the moon".....not possible. The hit points one....that's cool, just maybe rework some of the monsters that were low on HP since the players are also gaining a boost. DM has control of all food at the table....I DM alot and I disapprove....good joke though Tumble to stand without provoking AOO I believe already exist, as well as free action The one handed weapon adding 1.5 dex to AC....BROKEN The increased max dex and lowering penalty of armor per point of enchantment...BROKEN....never ever would I need light armors again...well hardly ever. I can't think of any others I needed to comment on at this time |