Reasonable houserules [Archive] - Wizards Community

Post/Author/DateTimePost
angryman

01-28-07, 11:01 PM
I'm trying to compile a list of "my D&D errata", and I'd like to ask for some help from these boards. Anything you think is underpowered, overpowered, odd, broken or silly, please tell me what you think & later I'll post my final list. Obviously there is disagreement, but I'm trying to do it for my game, so I'll decide what to keep or drop.
theotherdraxen

01-28-07, 11:02 PM
Rebalanced classes:

Sublime Way Marshal (http://boards1.wizards.com/showthread.php?t=752414) - by Tempest Stormwind
Battle Monk (http://boards1.wizards.com/showthread.php?t=709808) - by AZNSupermarket
The Rebalanced Paladin (http://boards1.wizards.com/showthread.php?t=761045) - by OneWinged4gel and Seerow
angryman

01-28-07, 11:13 PM
My biggest change so far is to the fighter-

Fighter
Base attack has changed to +1 per level, and an additional +1 every 5th level. So, progression is:

Level Base Attack
1 +1
2 +2
3 +3
4 +4
5 +6
6 +7
7 +8
8 +9
9 +10
10 +12
11 +13
12 +14
13 +15
14 +16
15 +18
16 +19
17 +20
18 +21
19 +22
20 +24

Note, the fighter never gains five attacks, even at 20th. The increased BAB helps fighters enter prestige classes more easily (but they lose the superior fighter BAB in PrCs) and gives them an edge in straight out combat. They may power attack more, gain an advantage using special manoeuvres such as disarm etc. They also gain access to combat feats earlier, such as Improved Critical at 7th, not 8th level.


theotherdraxen
I'll have a look at those classes, and post my thoughts later. :)
fatal error

01-28-07, 11:17 PM
Concealment less than total does not render Sneak Attack unusable.
angryman

01-28-07, 11:20 PM
Concealment less than total does not render Sneak Attack unusable.

I'd never thought of that. I personally don't like how sneak attack is so easily negated, so I'll keep it in my notes for now. :)

Also-

Reactive 5' step. In combat, anybody who hasn’t already made their 5' step, may reactively do so even out of turn. (But they are still limited to one per turn) This means a caster in melee, or somebody using an potion etc, may not simply step back and avoid the AoO, as their opponent can move 5' forward if he chooses to.
On_the_wings_of_TPK

01-29-07, 12:20 AM
These are my current ones:

House Rules

General

The first three hit dice are maximized. All others are rolled. Re-roll if the result is less than half. (Re-roll a 1 on a d4, 1-2 on a d6, 1-3 on a d8, 1-4 on a d10, and 1-5 on a d12.)

The DM must witness all rolls. Please try to avoid rolling dice without a reason. Take up smoking or something.

There is NO mass damage.

Natural 20s and natural 1s are automatic successes and failures for attack rolls only. On skill checks and saves they are +10 and -10 respectively. They are not used for any other roll.

Synergy bonuses work differently. They no longer give a +2 synergy bonus for the first 5 ranks in a skill. Instead, they grant a +1 synergy bonus per 5 ranks in the related skill.

The following supplemental rules from Eberron Campaign Setting will be used, as though this were Eberron:
· Action points as detailed in chapter 3, ECS.
· Feats: Action Boost, Adamantine Body, Attune Weapon, Beast Shape, Beast Totem, Double Steel Strike, Ecclesiarch (Leadership is disallowed. Thus the +2 bonus to leadership score granted by this feat has no effect.), Education, Extended Rage, Exceptional Artisan, Extra Rings (may only wear one additional ring, may be taken multiple times up to 8, effects stack), Flensing Strike, Greater Powerful Charge, Haunting Melody, Heroic Spirit, Improved damage reduction, Improved Natural Attack, Investigate, Knight Training, Mithral Body, Mithral Fluidity, Monastic Training, Music of Growth, Music of Making, Powerful Charge, Precise Swing, Recognize Imposter, Research, Song of the Heart, Soothe the Beast, Strong Mind, Totem Companions, Unarmored Body, Urban Tracking, and Wand Mastery,
· The feats Extraordinary Artisan and Legendary Artisan are also allowed, but they have the prerequisite of Exceptional Artisan and Extraordinary Artisan respectively.
· The warforged and changeling races are allowed. They may use their racial substitution levels, and racial feats as outlined in Races of Eberron.

Alignment

Alignment does not exist. All spells and spell-like abilities that have an alignment subtype or affect a creature based on alignment no longer exist. (For example, detect evil, blasphemy, holy word, or protection from good.) Supernatural abilities will be reviewed and revised on a case by case basis as they arise.

Clerics no longer have to be a similar alignment as their deity.

Paladins and monks still must maintain a certain code of conduct or honour. This must reflect the values of the character’s religious or knightly order, or their personal outlook on life. It shall be written by the player wishing to play the paladin or monk. It will be approved by the DM, and failure to adhere to it will result in the loss of abilities as though they had ceased to maintain their alignment normally.

Bards and barbarians lose their alignment restrictions. If balancing the classes becomes an issue, revision of these classes may occur at a future date.

Druids must still adhere to their code of conduct normally. They must also continue to revere nature. They no longer have an alignment restriction.





Class Changes

Clerics must have a deity.

Druids must choose two class features at first level. They may not change their choices at a later time. The features are: Animal Companion, Spellcasting, and Wild Shape. The druid gains those two abilities as normal, and completely forsakes the other.

Fighters gain a bonus feat at every level instead of every other level. The bonus feat still must be chosen from the fighter feat list. At first level, a fighter also chooses a specific weapon. At first level they gain Weapon Focus for that weapon as a bonus feat. At 5th level they gain Weapon Specialization for that weapon, at 10th level they gain Improved Critical, at 15th they gain Greater Weapon Specialization, and at 20th level they gain Weapon Supremacy with the chosen weapon.

Wizards and sorcerers no longer exist.

Casters

Polymorph, polymorph any object, and baleful polymorph no longer exist.

All spellcasters are now spontaneous casters, who cast any spell they know (like the sorcerer or bard). They now have a limited number of spells known. Like the sorcerer, they may exchange one spell they know for a new one every four levels. As normal, the spells exchanged must be of equal spell level. Daily spell slots for all classes are unchanged.

Clerics lose the ability to spontaneously cast cure or inflict spells. They learn two spells per cleric level, chosen from the cleric spell list. They also learn one additional spell per spell level, chosen from one their domains. They may only swap domain spells for other spells on one of their domain lists. For example, Jozan has the Healing and Strength domains. He may choose to exchange enlarge person for cure light wounds, but not any other spell.

Druids learn two spells per druid level, chosen from the druid spell list. They also learn the summon nature’s ally appropriate for their highest available druid spellcasting level.

At first level a wu-jen chooses which element they will master. They do not gain its benefit until 6th level, as normal. Wu-jens learn two spells per wu-jen level, chosen from their spell list. They also learn an addition spell per spell level, chosen from the spell list of the element they choose to master.
Baron Rod

01-29-07, 02:43 AM
We removed the requirement to be 21st level to take a Epic Feat. You must still meet all other requirements (skill ranks, casting ability, rage and so on...).

Baron Rod
nonsi

01-29-07, 03:26 AM
just pick your house rule:

http://boards1.wizards.com/showthread.php?t=773897
FoxmanFX

01-29-07, 11:16 AM
You may wish to check out these threads:
http://boards1.wizards.com/showthread.php?t=778529 - Post your game house rules
http://boards1.wizards.com/showthread.php?t=778438 - Post your favorite house rule
OneWinged4ngel

01-29-07, 03:12 PM
Rebalanced classes:

Sublime Way Marshal (http://boards1.wizards.com/showthread.php?t=752414) - by Tempest Stormwind
Battle Monk (http://boards1.wizards.com/showthread.php?t=709808) - by AZNSupermarket
The Rebalanced Paladin (http://boards1.wizards.com/showthread.php?t=761045) - by OneWinged4gel and Seerow


:thumbsup:

I'm trying to compile a list of "my D&D errata", and I'd like to ask for some help from these boards. Anything you think is underpowered, overpowered, odd, broken or silly, please tell me what you think & later I'll post my final list. Obviously there is disagreement, but I'm trying to do it for my game, so I'll decide what to keep or drop.

Hmmm... I guess I'll get started.

UNDERPOWERED:
-Core melee clases in general, such as Monks, Fighters, and Paladins. Bards.
-General combat options. Things like Trip, Disarm, and Bull Rush seldom outshine a plain old normal attack, and they cost valuable feats to use in any case! Trip doesn't work on most enemies later on, many maneuvers don't work on larger enemies... the list goes on. Quite simply, I feel the basic combat options should be expanded a bit beyond the "I hit things with a sword, and a few little tricks that usually suck, especially at mid-high levels."
-Charisma. Even for things like Diplomacy, Intelligence is actually a better investment to raise it. It is only really mechanically beneficial in the event that your class relies on it for some ability, but this applies to any stat as well.
-Skill: Use Rope. Dang, don't you wish you invested in Use Magic Device instead? (Anyways, it's just darn narrow)
-Race: Half-orcs
-Race: Half-elves
-Almost anything with LA. LA just doesn't work well.

OVERPOWERED:
-Wizards, Druids, Clerics, and Artificers are the most powerful core classes.
-Uber-charging.
-Many individual spells (this is in large part where the power of the aforementioned four classes come from)
-Spell: Gate
-Spell: Polymorph
-Spell: Teleport
-Spell: Web
-Spell: Solid Fog
-Spell: Phantom Mount
-Spell: Wraith Strike
(Just to name a few)
-Feat: Divine Metamagic
-Feat: Shock Trooper
-Almost any prestige class with full casting progression.

ODD:
-The Knight is odd in many ways.
-Alignment is certainly a tricky conundrum.
-So are seemingly arbitrary codes of ethics enforced by mechanics.
-Multiclassing is uneven, to say the least.
-The system for multiclassing and prestige classing as casters is just ridiculous at this point. The +1 level of casting class" simply doesn't work sensibly. For example, before going into a paladin prestige class, you would generally always want to take a level of cleric first in order to get better spellcasting advancement. The way prestige class casting advancement works simply HAS to be addressed for the system to go over smoothly.
-The Book of Exalted Deeds and its silly vows and self-contradictory moral lectures.
-Craft and Profession skills.
-D&D Economy
-Must-have feats are poor design. Power Attack may fall into this category.
-The "tank" sorts, or at least what people sort of view as such, have very little actual ability to control the battle or protect allies. No, having a higher HD doesn't really help you tank.
-Boy, wouldn't it be cool to get a good 'n' versatile gish class? It seems like they've been trying for a while...
-LA is a totally messed up system.

TOTALLY BLOODY BROKEN:
-Planar Shepherd.
-Anything with an infinite loop.
-Pun-Pun
Witch

01-29-07, 03:21 PM
Fighter
Base attack has changed to +1 per level, and an additional +1 every 5th level. So, progression is:

I suggest dropping this. It is aesthetically displeasing. Go with a +1 bonus to attack bonus every five levels instead.
angryman

01-30-07, 08:13 AM
I suggest dropping this. It is aesthetically displeasing. Go with a +1 bonus to attack bonus every five levels instead.

I see what you mean. It wouldn't make any real difference. Maybe I should just expand Weapon Focus to give +1 per 5 levels for fighters only.

OneWinged4ngel

I 95% agree. I'm thinking of a way to allow improved disarm, sunder etc as default abilities, or abilities earned from certain pre-reqs, eg, you can improved sunder if you have 19+ STR.
Millennium

01-30-07, 08:57 AM
The only reasonable houserules are the ones that solve real problems in your campaign. It's impossible to compile a list of generally reasonable houserules, because there are none that will work for everyone, or even for most people. This is one of the things that makes each D&D campaign so unique.
angryman

01-30-07, 09:19 AM
The only reasonable houserules are the ones that solve real problems in your campaign. It's impossible to compile a list of generally reasonable houserules, because there are none that will work for everyone, or even for most people. This is one of the things that makes each D&D campaign so unique.

This is true, but I'm more asking for stuff other people have thought up as well as what I've thought up. I'm compiling a general list of things that are thought to be broken, need to be changed etc, for my game. It's not supposed to be a list for all games. In that vein, I'd like to ask people to distinguish between houserules and homebrew setting rules. Houserules- general modifications for a generic setting, homebrew setting rules- radical changes (no bards/no elves, clerics don't get spells) and such. I'm looking for houserules, not homebrewed ones. :)
OneWinged4ngel

01-30-07, 11:54 AM
This is true, but I'm more asking for stuff other people have thought up as well as what I've thought up. I'm compiling a general list of things that are thought to be broken, need to be changed etc, for my game. It's not supposed to be a list for all games. In that vein, I'd like to ask people to distinguish between houserules and homebrew setting rules. Houserules- general modifications for a generic setting, homebrew setting rules- radical changes (no bards/no elves, clerics don't get spells) and such. I'm looking for houserules, not homebrewed ones. :)

The list of house rules in my sig already differentiates as such. :D
Ikeren

01-30-07, 02:47 PM
Candle of Invocations from the SRD no longer cast gate.

Nightsticks from Libris Mortis can only be used 1 per character.

Rainbow Servant from Complete Arcane: Table Trumps Text. This is a 6/10 class, not a 10/10 class.
Tyler Do'Urden

01-31-07, 03:25 AM
I find the simple addition of "dead creatures cannot act" to DMG p. 300 to make a world of difference.

At the very least add the sentence, "Dead men tell no tales."
angryman

01-31-07, 09:48 AM
I don't really like alignment, so I'll dump it. Therefore:

Smite Good/Evil is changed to Smite, which allows a blackguard/paladin to smite any foe. (as per Templar's smite ability)

Blasphemy/Dictum et al: The effects of these spells are felt by anyone not of the church/philosophical belief of the caster. (So a Pit Fiend casting it would basically hit any non-devils) It allows a Will save to negate the effects.

Detect [Alignment]: These abilities do not exist, not does the divine version of True Sight reveal alignment.
Witch

02-02-07, 10:59 AM
Detect [Alignment]: These abilities do not exist, nor does the divine version of True Sight reveal alignment.
It doesn't anyway. That's only 3.0.
angryman

02-02-07, 07:01 PM
It doesn't anyway. That's only 3.0.

Damn, it's been a long time since I've played a cleric. :)
Szatany

02-02-07, 07:21 PM
I have a few house rules. Not many, just those in my sig :)
OneWinged4ngel

02-03-07, 07:58 PM
I don't really like alignment, so I'll dump it. Therefore:

Smite Good/Evil is changed to Smite, which allows a blackguard/paladin to smite any foe. (as per Templar's smite ability)

Blasphemy/Dictum et al: The effects of these spells are felt by anyone not of the church/philosophical belief of the caster. (So a Pit Fiend casting it would basically hit any non-devils) It allows a Will save to negate the effects.

Detect [Alignment]: These abilities do not exist, not does the divine version of True Sight reveal alignment.

The paladin variant in my sig offers a few alternatives as well, such as "Detect Planar Taint."
Ace_of_Diamonds

02-03-07, 08:32 PM
All players named Steve are to be beaten with folding chairs.
Fargren

02-03-07, 09:10 PM
All players named Steve are to be beaten with folding chairs.

Seems reasonable :P.
angryman

02-04-07, 09:18 AM
All players named Steve are to be beaten with folding chairs.

It's funny. Two of my last 3 DMs have been named Steve.
Shadowfax7

02-04-07, 10:43 AM
Reactive 5' step. In combat, anybody who hasn’t already made their 5' step, may reactively do so even out of turn. (But they are still limited to one per turn) This means a caster in melee, or somebody using an potion etc, may not simply step back and avoid the AoO, as their opponent can move 5' forward if he chooses to.There is a feat that allows this already.

IMO it should only be a feat, something a PC/NPC chooses in order to enhance their 5' step capability, not a house rule for everyone.


But on another note, here are some non-campaign specific House Rules IMC:

MASTERWORK WEAPONS
Masterwork ammunition is not automatically damaged (effectively destroyed) when used

RIDE-BY ATTACK
You do not need to charge directly at your target; instead, you may charge in the most direct path that allows you to continue onward without traveling through the target's square

THROWN WEAPONS
Can only be thrown one-handed

TUMBLE
Cannot tumble in medium or heavy armor or if carrying a medium or heavy load

TWO-WEAPON FIGHTING
Cannot throw a net or shoot a sling from each hand

SAVING THROWS
You must have room to move to attempt a Reflex saving throw and you cannot be helpless (bound, held, paralyzed, sleeping or unconscious)
Krusk

02-04-07, 01:58 PM
RIDE-BY ATTACK
You do not need to charge directly at your target; instead, you may charge in the most direct path that allows you to continue onward without traveling through the target's square

THROWN WEAPONS
Can only be thrown one-handed

TUMBLE
Cannot tumble in medium or heavy armor or if carrying a medium or heavy load




All of these were how we had been ruling. Not for thrown weapons exatly, but its never come up otherwise. I thought tumble specified that in the phb.
Shadowfax7

02-04-07, 07:31 PM
All of these were how we had been ruling. Not for thrown weapons exatly, but its never come up otherwise.The term, Thrown Weapons, is specifically defined in the PHB and includes the spear, a 2h weapon.

I didn't want anyone throwing the spear 2h to gain the add'l Str bonus because I think its silly to be able to throw a spear 2h.

I have no problem allowing improvised weapons (including weapons w/o range increments, like a battle axe) to be thrown 2h.

I thought tumble specified that in the phb.It specifies that you can’t use this skill if your speed has been reduced by armor, excess equipment, or loot.

The house rule on Tumble is really only for Dwarves . . . since their speed isn't reduced by load and I don't want Dwarves being able to tumble in Plate armor, even if it would be at high penalties.
Krusk

02-04-07, 08:07 PM
Huh, i never noticed that. Well it turns out we have the same tumble house rule. suprise.
angryman

02-04-07, 09:30 PM
Shadowfax7

There is a feat that allows this already.

IMO it should only be a feat, something a PC/NPC chooses in order to enhance their 5' step capability, not a house rule for everyone.

For me, it's common sense. I want to decrease the part of combat.


[I]SAVING THROWS
You must have room to move to attempt a Reflex saving throw and you cannot be helpless (bound, held, paralyzed, sleeping or unconscious)

Isn't this a rule already?
Shadowfax7

02-05-07, 10:40 AM
I hit you 4 times and run 30' while you stand there waiting for your turnWell it would only be I hit you 4x and take a 5' step away . . . but I understand what you are saying.


SAVING THROWS
You must have room to move to attempt a Reflex saving throw and you cannot be helpless (bound, held, paralyzed, sleeping or unconscious)

Isn't this a rule already?
Actually as per RAW, it states that only under Evasion, not under Ref saves, even though Evasion refers back to Ref saves. It is confusing, this house rule clarifies it.
angryman

02-05-07, 11:17 AM
Shadowfax7

Actually as per RAW, it states that only under Evasion, not under Ref saves, even though Evasion refers back to Ref saves. It is confusing, this house rule clarifies it.

Aah, OK, gotcha. I rule that anyway, that's why I thought it was RAW. I was thinking of an additional rule with Ref saves that you have to physically be able to move from the radius to get a save (since a fireball covers the entire area, so how would moving help?) but I think I'll leave that one alone...
Fargren

02-05-07, 12:46 PM
[(since a fireball covers the entire area, so how would moving help?)

Well, where does it say it covers the entire area? Maybe there are small holes the character can move through. Or maybe the character uses his robe/shooeld/anything to cover from he flames. Or he holds his breath so that fire doesn't burn his lungs, thus receving half famage.
angryman

02-05-07, 10:12 PM
Well, where does it say it covers the entire area? Maybe there are small holes the character can move through. Or maybe the character uses his robe/shooeld/anything to cover from he flames. Or he holds his breath so that fire doesn't burn his lungs, thus receving half famage.

Hmm, OK. I just checked again. I thought it said, "filled the entire area".