What is your favorite House Rule? [Archive] - Wizards Community

Post/Author/DateTimePost
Aqueral

10-10-04, 12:15 AM
What is your favorite implemented house rule that you wish were permanent?
Lina_Inverse

10-10-04, 01:37 AM
no multiclassing,ever.end of story.
amethal

10-13-04, 07:35 AM
The problem I have is a never know what is the real rule anyway....

For example, one of my players is in two gaming groups.

His other DM allows him to use detect magic (a 0 level spell) to see magically invisible creatures (i.e. those who have cast a 2nd level spell on themselves). I rule that the magical aura is invisible as well, so he needs to use detect invisibility (also a 2nd level spell).

One of us is house ruling - if its me, then I wish it was the real rule.

I also find difficulty with rings if invisibility - I rule that if the invisible person is forced to become visible (by attacking, normally) then he can't become invisible again for an hour. Otherwise the party's rogue would be killing everything on his own.

I would also like a rule making it more specific where a monk gets his "add wisdom bonus to AC" power from. Specifically, does it apply in wildshape.

I house rule that it doesn't (as a game balance thing, and to stop druids dipping into monk) and I'd like it specified in the rules.
Lina_Inverse

10-13-04, 09:09 AM
The problem I have is a never know what is the real rule anyway....

For example, one of my players is in two gaming groups.

His other DM allows him to use detect magic (a 0 level spell) to see magically invisible creatures (i.e. those who have cast a 2nd level spell on themselves). I rule that the magical aura is invisible as well, so he needs to use detect invisibility (also a 2nd level spell).

One of us is house ruling - if its me, then I wish it was the real rule.
its him.invisibility uses illiusion to MAKE YOU IMPOSSIBLE TO SEE.detection magic relys on sight.

I also find difficulty with rings if invisibility - I rule that if the invisible person is forced to become visible (by attacking, normally) then he can't become invisible again for an hour. Otherwise the party's rogue would be killing everything on his own.
either A.its improved invisibility or
B.command word activated,one round of visibility.

I would also like a rule making it more specific where a monk gets his "add wisdom bonus to AC" power from. Specifically, does it apply in wildshape.


it stacks,monk AC only dosent stack with an armor bonus.druids dont gain an armor bonus while in bear form,they gain a natural armor bonus.
LukiLoki

10-13-04, 06:45 PM
its him.invisibility uses illiusion to MAKE YOU IMPOSSIBLE TO SEE.detection magic relys on sight.

No, it doesn't. A detect magic spell will allow you to detect the location of an invisible creature (not see it), after 3 rounds of concentration.
1st round: presence of magical auras
2nd round: number of same
3rd round: location and strength of same

So versus a moving, hostile invisible creature it's pretty much useless, as befits a 0 level spell.
trivo

10-14-04, 04:35 PM
No, it doesn't. A detect magic spell will allow you to detect the location of an invisible creature (not see it), after 3 rounds of concentration.
1st round: presence of magical auras
2nd round: number of same
3rd round: location and strength of same

So versus a moving, hostile invisible creature it's pretty much useless, as befits a 0 level spell.


How are you supposed to concentrate on something you can't see? Maybe it's possible, but i don't think it's supposed to be possible.

It's kind of written between the lines. I really think there is a reason why spells such as see invisibility and invisiblity purge does exist. A good general houserule: If you see something that doesn't make sense at all, don't allow it, no matter what the core rules say. It's called an errata ;)
LukiLoki

10-14-04, 06:32 PM
How are you supposed to concentrate on something you can't see? Maybe it's possible, but i don't think it's supposed to be possible.

It's kind of written between the lines. I really think there is a reason why spells such as see invisibility and invisiblity purge does exist. A good general houserule: If you see something that doesn't make sense at all, don't allow it, no matter what the core rules say. It's called an errata ;)

This is not such an instance. The spell descriptions for all the detect spells allow you to concentrate on an area. If there are magical auras within an area where there is nothing visible that would be magical, then the area contains invisible creature(s) or object(s). Further concentration will reveal the location within the area. No need to read between the lines.

From the 3.5 SRD:
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura.

Sure there's a reason for Invisibility Purge. Detect Magic is not even close. But it simply WILL allow you, after concentration, to locate the magical aura of the Invisibility spell (and, incidentally, the auras of any other spells or items on the invisible creature). There's absolutely no need for a house rule, which you are confusing with "an errata", which could only be released by WotC and would be 100% official.
trivo

10-14-04, 07:10 PM
mkay. I know this belongs to another thread, but what happens if you use detect magic, then try to strike an invisible creature. Is there still a 50% miss chance?
LukiLoki

10-14-04, 07:22 PM
Yes. It would be just as if you used spot, listen, scent, blindsense, etc. to locate the creature. You still can't see it.
philopharynx

10-16-04, 12:55 PM
Also, on the invisibility ring, the rogue only gets to attack every other round with it, and they are visible for a counter-strike every other round. It's not unbalanced, but if you don't like it, you can always not put out invisibility rings, or variataions like your 1/hr version.

As said above, detect magic isn't that great for detecting invisible creatures that are moving. It's very effective to find invisible inanimate objects, though.

Th monk/druid thing is an intewresting issue, but it's more the munchkin factor. I would say in wildshape that they have enough of a different form that their discipline doesn't help them.
hecate

10-16-04, 02:16 PM
The ring of invisibility requires a standard action to operate. At this point, it functions identically to an invisibility spell cast at the fabricator's level. Thus, the wearer of the activated ring is invisible for the allotted duration (based on the creator) unless the wearer chooses to make a hostile action; at which point, the invisibility spell is cancelled. The wearer can then use another standard action to reestablish the invisibility.

Two of my favourite house rules: Darkness spell is not "touch" range but is close instead, and incorporation of Wound and Vitality points in the D&D campiagn.
Lord_Anthrax

10-16-04, 05:06 PM
1)No XP penalty for multiclassing. At all.
2)Alternate XP progression as per Unearthed Arcana.
3)Gestalt classes.
DMG - Demigoth

10-16-04, 06:00 PM
1)No XP penalty for multiclassing. At all.
2)Alternate XP progression as per Unearthed Arcana.
3)Gestalt classes.

1 & 3) Way too munchkin, don't ya think?
Lord_Anthrax

10-16-04, 09:25 PM
Nope. It's fun. I've been doing number one since the start and it's never been a problem. As for number three, I think it really adds a lot of versatility to the game and what characters are capable of doing. And I compensate for it in how I structure enemies and encounters, so it doesn't hurt game balance in any way I've seen. I can understand why someone wouldn't want it as a permanent change to the rules, but for my games, I think it makes it a lot more fun. If you think that's munchkin, then that's your opinion. I'll just quote Monte Cook's definition of Munchkin: "Someone who plays in a way I don't like." :cool:
DMG - Demigoth

10-17-04, 01:03 AM
Of course I'm not gonna judge the way you play, just stating that it is a little 'munchkin' (as long as my definition of munchkin is correct :D ).

Btw, the rule I'd like to see implemented is the 'Weapon Group Feats' form Unearthed Arcana, it gives much more versatility to melee professions without afecting balance.
Knucklehead

10-17-04, 08:40 AM
I made up two house rules regarding feats. The first is, of course, Toughness. Instead of giving a base +3, you recieve a max HD of your current class. For example, if you are a Fighter and take Toughness you get 10hp. A Ranger will get 8hp and a Wizard will get 4. It seems appropriate that a tough fighter is, well, tougher than a tough Wizard.

The second feat adjustment is Skill Focus. This feat has an either/or option. When you select the feat you either get a +3 bonus to a skill or gain the skill as a class skill. You pick only one option.

And to add my two cents to the favored class comments, I would keep the penalty, but allow the first class of the character to be considered the favored class. For example if a 1st level elf chooses rogue as his class, rogue is now considered the favored class instead of wizard. Why would wizard be the favored class if he obviously liked rogue better?
Severion

10-17-04, 03:06 PM
Roll a d12 for untrained skill rolls. It makes actual training that much more important ie. character 1 has an 18 Str, character 2 has a 10 Str and one rank in swim. By the rules, character 1 is a better swimmer whether he had ever been regardless of ranks. Also in my system really high scores can still make a difference, average roll for character 1 is still a 10.

another house rule i use allows you to add your Str modifier to the range increments on thrown objects. Not accuracy just range.
philopharynx

10-19-04, 06:07 PM
Roll a d12 for untrained skill rolls. It makes actual training that much more important ie. character 1 has an 18 Str, character 2 has a 10 Str and one rank in swim. By the rules, character 1 is a better swimmer whether he had ever been regardless of ranks. Also in my system really high scores can still make a difference, average roll for character 1 is still a 10.

another house rule i use allows you to add your Str modifier to the range increments on thrown objects. Not accuracy just range.

Yow. Remind me to never play in any of your worlds. I figure most characters will be level 7 before they get a cross class rank in all of the skills they'll need eventually.
jagggar

10-19-04, 08:00 PM
Okay, not one that I'd like to see as offical, but one that I wish people didn't treat as offical:

Triple crit = insta-kill.
It's annoying to hear and can screw with strange calculations that are done during boredom. (In a topic about a city vs a dragon. Someone said to just give all the commoners bows, one of them was bound to score a triple critical. They came up with calculation for that too.)
Degobah

10-20-04, 01:33 AM
We fiddled with the success/fail rules to avoid stupidities like the dragon thing.
We roll up on 20s (add +1d20 more instead of it being an automatic success) and roll down (-1d20) on 1s. We have critical fumbles too: on an attack roll a total modified score of 1 or less after adding your bonuses is a critical fumble, unless the character can make a DC 15 Reflex save. Usually the character just drops their weapon, if the Ref save is also a 1 they provoke an AoO.
ChimericalWolf

10-23-04, 05:22 PM
One of my groups houserules is no Penalty for multiclassing. How do we stop the munchkinienessism....ness? We don't munchkin. We also pretty much assume that unless the DM says otherwise, we're using weapon prof groups.

One of our own houserules, since one of the benifits of being human/half elf is the Any favored class, that races get a benifit for taking their favored class. We decided one extra skill point per level, since you're more naturally able in that classes skills. So humans essentially get +2 skills per level.

We stopped using the triple crit death thing after my char got killed first round of combat from it.

And, our group also uses critical skills. A nat 20 means you roll again and add 20.
DM Zoc

10-28-04, 10:34 PM
I think the Detect versus Invisibility things was handled somewhere officially once; for some reason, I think it was in the back of one of the later printings of the 3.0 PHB (though that hardly makes it official for 3.5). I think the ruling was that the spells would only Detect whether or not it was in the area you were looking, ie: in front of you. (You might be able to find someone who's invisible if you slowly change the angle of your head until you no longer sense anything, then adjust and try again). Furthermore, I believe it was suggested that three people using Detect of some sort (I think the example was paladins scanning for evil) could triangulate the location of someone who couldn't be seen.

As for house rules, the only one that comes to mind is that the Bluff skill can only allow you to convince someone that you believe that what you say is true. If you claim to be a dragon, they'll more likely think you insane than anything else.
Rellik Laires

10-30-04, 02:13 PM
my favorite house rule is definitly the free feat. we get one extra feat when making characters
Phrennzy

10-30-04, 03:37 PM
Our house rule: Undead can be criticaled and sneak attacked. I mean, in all the zombie movies, people waste em by criting them in the head.

Plus it sucks to roll a 20 and have no effect.

Constructs can be critted too.

Plants and oozes still can't be.
Insane Pixie

10-30-04, 04:41 PM
my favorite house rule is definitly the free feat. we get one extra feat when making characters

Same as that one, but our Dm also let's us have - for our new PCs - our Int Mod + What the class lists x 5 - for our skills.
TLomon

10-31-04, 12:30 AM
My current DM gives us 2 bonus skill points a level, x4 at first level, that can only be spent on craft, profession, or knowledge skills.
Aminar

10-31-04, 01:08 AM
DM HP You roll your hit dice. Your DM rolls your Hd secretly. You pick which one you want. Gets rid of many 1 hp rolls.
DarkTom

10-31-04, 01:48 AM
Ranged flanking:
You're considered to flank the opponent with a ranged attack if an ally on the opposite direction is threatening him.


I never understood why this isn't official. The opponent still has to divert his attention to react to the attack.
ChaoticGod

10-31-04, 03:58 AM
Move Equivalent Actions Interrupt, not End, Move Actions

Example

Move 10 feet, Open Door, continue moving 20 more feet

Move 20 feet, Pick up Item, continue moving 10 more feet

This DOES NOT apply to standard actions such as spells or attacks.