House Rules... [Archive] - Wizards Community

Post/Author/DateTimePost
vineyard

06-22-07, 12:57 AM
What are some of the best house rules you have come across, either ones you made or made by others, that you thought helped the campaign or just the playing of the game in general?
Sci_fi__Messiah

06-22-07, 01:45 AM
Well mainly, deduct xp from players who decide to dick around, make jokes out of everything and are an overall a**h*le.

Second, if the dice lands on the floor it doesn't count.

Try to coax everyone into doing a little Role-Plying here-and-there.
On_the_wings_of_TPK

06-22-07, 02:54 AM
No alignment
EchoXero

06-22-07, 03:36 AM
No alignment? It's sounds like a good idea, but how does it work in play?

~Curious
Leilond

06-22-07, 04:18 AM
No alignment? It's sounds like a good idea, but how does it work in play?

~Curious

Simply cancel all "smite xxx" and "protection from xxx" spell from the game

Add some "protection" spell that work like the normal "protection from xxx" only that work against the "clear enemies"

I didn't feel any problem working with alignements, but I played a "not alignement" champaign. There's nothing better in it... nor nothig worse... it's simply another game style

The best HR I found in my life is the "economic flow in cities"
I learned from a DM and I use it now
I explain
The rules say that a city has an "gold capacity", say 1000 golds. By the RAW it means that the most expensive item in the city cannot cost more than 1000, nor the city can spend more than 1000 to buy the party loot
But this is too simple... how many of them? How much time the city need to regain the "buying capacity" after they spent the 1000 gold?
Here my rule
The city start with 3 values
1000 golds general capacity
1000 golds effective buying capacity
1000 golds effective sell capacity

1) Each time the city sell something, the effective sell capacity go down the right amount and the effective buying capacity go up the same amount
Example
They sell a 250 gold potion to the party. The effective buying capacity become 1250 and the effective selling capacity become 750 gold
2) Each time the city buy something the effective buying capacity go down the amount spent, but the effective sell capacity go up by that value
3) Each week, the effective buying and sell capacity go up by 1/10 or go down by 1/10 of the "general capacity value" until they reach that value. This represent the merchants that go and come to and from the cities and buy/sell things restabilishing the market balance that the party unbalanced for a while
4) No items that cost more than the "general capacity" can be bought or sell in that city, no matter of "effective capacity". The economic power of that city cannot afford that "risk".
5) An item that costs 50% or more than the actual effective capacity isn't always present. There's the 50% chance that you don't find it, you must require the creation of it and wait.

It is a bit complicated (at the beginning) but if you use a file execl with some formulas in it, it will be all automatic and you'll have a more realistic economic world, with the party that take "journey" to find an "open market" after they flooded some "zones". They also become a bit "mercanths" because they always journey to the cities they remember are unbalanced in the way they need
The more the gold the find, the more their economical influences for a city, then for a province, then for a region, a nation can become important.
Dragonsblood

06-22-07, 04:45 AM
I'm a big fan of replacing death at -10 with death at -con. It makes sense to me that a healthier person would have a greater chance of living through a near-death, comatose experience.

Andy Collins has a good death penalty variant, where death causes characters to gain negative levels (like from Enervation), and those negative levels go away over time. This lets resurrected PCs get back into the action faster (less bookkeeping by just adding negative levels), and prevents PCs from falling as far behind.

I'm testing out a sundering variant that makes sundering less harsh. Why would a PC ever use RAW sundering when you lose so much money? My houserule makes sundered weapons useless until repaired, but cuts the cost to 10% of the weapon's original value. Now I can also use sundering against my PCs without feeling like a jerk.

I also beef up some things like sorcerers, half-elves, half-orcs, specialist wizards, and certain melee feats and weapons.

I'd go into more detail, but my campaign houserule list is quite long.
WizO_Autumn

06-22-07, 08:25 AM
Moved to the House Rules Board!