My house rules. [Archive] - Wizards Community

Post/Author/DateTimePost
Voldar_Mecorthio

08-20-06, 06:04 PM
Critique them. Rant about them. Print them out and use them for toilet paper. I don't care. But do please comment on them. ;)

32 point buy. You can roll if you want, but if it's stronger than 32 then you'll have to reroll, so it's kind of pointless to not point buy.

Be any alignment you want, but stupidity will be punished. Most characters in my campaign are evil, but they're not stupidly evil. They won't kill passing commoners randomly or anything dumb like that.

If you want a hackandslash, then find another game. I specialize in roleplaying and dungeon adventures, and the dungeons have MAYBE 3 fights. I like traps. Check out my sig for some of the stuff I use.

Optomize all you want. But know this: your enemies will be as optomized as you are, no more, no less.

There is no individual XP. All xp goes to a party fund, and when the total reaches a milestone (the PHB total times the number of PCs), then everyone levels up. All xp costs for any reason are converted to gp costs (1xp=5gp).

There is no limit on magic item stores, but there is an inherant difficulty in finding a powerful item for sale. However, you can find just about anything at Union. (marketplace demiplane in ELH if you didn't know)

All material from every book wizards ever printed (in the D&D line, no jedi allowed) is allowed with my approval. Except Unearthed Arcana, the only use that book will ever see is in the bathroom, and not for reading.

If you refuse to take part in the roleplaying, then play Diablo 2. Participate in the game or go home.

HP at every level (becides 1st of cource) is average +1. I don't like random rolls having perminant effects.

Teleportation spells (except Dimention Door, that's so limited it's okay) all have a gp cost of 500gp times the level of the spell. Plane shifting magic has a 1000gp per level cost. Teleporting is expencive, I don't like how teleport and similar spells can SHREAD a dungeon I made.

The monster manual is a guideline. Monsters are NOT carbon copies of each other, and they exist for a reason other than to be killed.

Enemies are played as smart as they are. An ogre probibly won't use complicated tactics, but illatids, dragons, and other smart monsters will use flanking, combat manuvers, magic, and contingency plans. Nothing fights to the death unless it has a very good reason to.

Acting like an idiot will result in IC penalties. (being arrested, thrown out of town, having equipment comficated, etc) I won't deduct Xp or anything like that, but know that stupidity will be punished.

Play your character by his abilities, not yours. If a character has 6 intelegence then he should be very stupid. If he has 22 intelgence then he should be a genius.

If you try to focus the game on you then you will be destroyed. Every enemy will focus their attacks on you. Assassin groups will mark you as a target. Gods will smite you with bolts of heavenly lightning. I cant stand egomaniac players.

The game is... less than serious. I allow spells to be cast at 0 CL, not consuming resources and not doing any "real" effect, but allowing for humorous situations. The party wizard enjoys using flight spells to walk down the street upside down. I will occasionally insert funny stuff that usually makes no sense, like when the party was trying to create a device to dig a hole, (I made it a DC 16 intelegence check) the wizard (24 intelegence) rolled a natural 20 on the check. I said that he created a bizare, aluminum chicken that when thrown on the ground creates a crater the size of a small meteor. (he understood that this was to be used purely in comical cercumstances)

Sctany's (sorry if I spelled that wrong) Ultimate Classes (see my sig) are valid choices for character options. I like their customizable feel, and find them to be acceptably balanced.

Any race or template with a LA is valid, as long as it doesn't have racial hit dice. I hate racial hit dice.

Creativity and good roleplaying is rewarded. If you can think of a clever solution to a problem then it will probibly work.

Unintelegent undead are not evil, they're neutral. They do what they are told, nothing more, nothing less.

Paladins can be any good alignment, not just LG. The code of conduct is out the window, but you can't be obviously evil (no murder, no torture, that kind of stuff). Good means merciful. Killing everything that glows with Detect Evil results in the G in your alignment becoming an E.

The only books players are allowed to look at durring the game is the PHB and PHB2.

No XP penalties for multiclassing. Multiclassing is allowed, encouraged, but certain PrCs are not allowed, or are nerfed then allowed. (incantatrix, hulking hurler, that kind of thing)

Psionics is allowed (XPH is the core rulebook IV), Incarnum and Tome of Magic is not. Why you ask? Simple. I don't understand them. If you want to play one, prepare to explain the system to me, and let me borrow the book(s) to read.


That's everything I can think of. What do you think?
Witch

08-20-06, 06:41 PM
32 point buy. You can roll if you want, but if it's stronger than 32 then you'll have to reroll, so it's kind of pointless to not point buy.
True. Pointless not to pick point buy.


Be any alignment you want, but stupidity will be punished. Most characters in my campaign are evil, but they're not stupidly evil. They won't kill passing commoners randomly or anything dumb like that.
Stupid evil nor jackass evil are tolerate in my campaign. Evil on itself is.

If you want a hackandslash, then find another game. I specialize in roleplaying and dungeon adventures, and the dungeons have MAYBE 3 fights. I like traps. Check out my sig for some of the stuff I use.
I do so too.

Optomize all you want. But know this: your enemies will be as optomized as you are, no more, no less.
While this may work sometimes, it doesn't work always.
For starters, your players might optimise beyond your skill. I don't think I have that problem.
And I optimise a little stronger, so I can use weak CR stuff to challenge them.

There is no individual XP. All xp goes to a party fund, and when the total reaches a milestone (the PHB total times the number of PCs), then everyone levels up. All xp costs for any reason are converted to gp costs (1xp=5gp).
May be a good idea. Sounds fair.

There is no limit on magic item stores, but there is an inherant difficulty in finding a powerful item for sale. However, you can find just about anything at Union. (marketplace demiplane in ELH if you didn't know)
Union :"( Sigil! ;)

All material from every book wizards ever printed (in the D&D line, no jedi allowed) is allowed with my approval. Except Unearthed Arcana, the only use that book will ever see is in the bathroom, and not for reading.
I disagree with outright banning Unearthed Arcana. The variant classes are pretty nice. As always, "with my approval" are the key words.

HP at every level (becides 1st of cource) is average +1. I don't like random rolls having perminant effects.

Teleportation spells (except Dimention Door, that's so limited it's okay) all have a gp cost of 500gp times the level of the spell. Plane shifting magic has a 1000gp per level cost. Teleporting is expencive, I don't like how teleport and similar spells can SHREAD a dungeon I made.
You can halt teleporting in other ways :) Including just banning it, naturally.

The monster manual is a guideline. Monsters are NOT carbon copies of each other, and they exist for a reason other than to be killed.
Obviously. I'd only change monsters slightly, though, like switching feats or slightly raising ability score modifiers, unless you are familiar with creating them.

Enemies are played as smart as they are. An ogre probibly won't use complicated tactics, but illatids, dragons, and other smart monsters will use flanking, combat manuvers, magic, and contingency plans. Nothing fights to the death unless it has a very good reason to.
Many things fight to the death. Stupid things that think they can win, for example.

Sctany's (sorry if I spelled that wrong) Ultimate Classes (see my sig) are valid choices for character options. I like their customizable feel, and find them to be acceptably balanced.
I'd like to suggest you expand this to other balanced homebrews.

Any race or template with a LA is valid, as long as it doesn't have racial hit dice. I hate racial hit dice.
Your choice, naturally.

Paladins can be any good alignment, not just LG. The code of conduct is out the window, but you can't be obviously evil (no murder, no torture, that kind of stuff). Good means merciful. Killing everything that glows with Detect Evil results in the G in your alignment becoming an E.
Both acceptable rules. I'd suggest tweaks to the paladins, naturally. Mostly the spell list I think, to make it accomodate for nonlawful paladins.

The only books players are allowed to look at durring the game is the PHB and PHB2.
What if they're playing a class from the Complete Series? Or another book?

No XP penalties for multiclassing. Multiclassing is allowed, encouraged, but certain PrCs are not allowed, or are nerfed then allowed. (incantatrix, hulking hurler, that kind of thing)
Bravo! On both occasions.

Psionics is allowed (XPH is the core rulebook IV), Incarnum and Tome of Magic is not. Why you ask? Simple. I don't understand them. If you want to play one, prepare to explain the system to me, and let me borrow the book(s) to read.
That last sentence is very good. I'd also like to point out that they're both pretty easy to understand once you get the hang of them :)


Overall, these are pretty decent rules. Nothing I really have to break down.
Tytalus

08-21-06, 12:07 AM
Critique them.

Overall: Not all the things you listed are actual rules.
Style: I prefer house rules spelled out in a neutral manner, avoiding condescending or "Look, I am so cool" overtones. E.g., I'd get rid of: "the only use that book will ever see is in the bathroom, and not for reading.", "Participate in the game or go home.", "If you try to focus the game on you then you will be destroyed", etc. - all extrememly lame and can be said much better. As a player, I'd get the impression that you not only lack respect for your fellow gamers, but tend to treat them like children.
Also: It's much easier to critique house rules if you provide the reasoning for each of them.

Specific:


32 point buy. You can roll if you want, but if it's stronger than 32 then you'll have to reroll

Why the cap? And why even offer a rolling option?


Most characters in my campaign are evil


Do you mean NPCs or PCs?


There is no individual XP.


So no roleplaying XP?


HP at every level (becides 1st of cource) is average +1.


You realize that this favours low-HD class choices, of course?


The game is... less than serious


I did not find the examples impressive or worth imitating. It's also not clear how they added to the roleplaying experience.


The only books players are allowed to look at durring the game is the PHB and PHB2.


This is problematic for players interested in a druid or a summoner-style character.
Thelon Fairblade

08-25-06, 03:45 PM
Oh dear. I wrote a huge response to you on Tuesday, which was summarily eaten by the board refresh.

I'll try to summarize, since I don't hav etime to do it all again

1) I let the rollers roll, and keep what they get, period. (if their attributes sum to less than 70, I let them reroll once.)

2, 3, 4) Fine.

5) How do you handle item creation? Level Drain? Negative Levels? Death?

6) fine.

7) UA has a lot of fine ideas, but since everything is optional, you should be willing to talk with a player about it. Most things (except Recharge magic) in there are power-downs.

8) fine.

9) Agreed. I use 75% (round down on odd levels).

10) that's fine. I like limiting it too. IMC, the NEgative Plane overlaps the Prime, and all teleportation traces through it, so teleport at your own risk (negative levels).

11,12) Agreed.

13) stupidty should generate appropriate consequences, but not be punished. a reputation as an idiot in town can have good and bad consequences. But there should be consequences, i agree.

14) Hard to play to mental stats better than your own. There is a reason one player IMC -- who always plays paladins or bards -- is never allowed to be the party "face man".

15) So... you punish the rogue for scouting ahead and disarming traps (in your admitedly trap-havy dungeons)? I have no argument with logical results of observed "leadership". I had assassins target the party's bard in the last game because he was always seen in town as moving the group around. The other players found that hilarious!

16) Weird. After all your hard and heavy rules, with DM-thrown lightning bolts of blotto, you come up with this? What does the fighter get to do?

17) Agreed, but be aware they are powerups from PHB.

18) Racial Hit dice is sub-par. Why disallow a player's RP choice that weakens him? Unless you feel the need to power him up in compensation?

19) Agreed.

20) So long as you carry this thought through to all other aspects of the Good/Evil, Positive/Negative Energy, Necromancy/Paladin campaign scope. Paladins can't smite non-evil skeletons. PEople should enjoy having skeletons do their housework for them (okay, that one's extreme). Channeling Negative Energy is not inherently evil, nor is Animate dead.

21) Okay.

22) You ned to allow XPH, too, and MM for the critter-summoners.

23) fine.

24) Psionics, yay! Make sure you plan for more than 2 encounters, though, or the Psions will overshadow the group. Incarnum is easy to understand after a few minutes with some examples. ToM I've never read.