whats your house rules? [Archive] - Wizards Community

Post/Author/DateTimePost
rbrt_Spade

08-22-05, 12:55 PM
hence the ? im putting this is the dm forums becuase i would get back more feedback. im starting a campign next year and just wanted to know what everyones was! :P
weasel fierce

08-22-05, 12:56 PM
I have a bunch, but they are for AD&D1st edition, so may not be of interest here.
rbrt_Spade

08-22-05, 12:58 PM
any edition.-you can adapt them to 3.5
Serielle

08-22-05, 01:22 PM
I'm working on removing alignment from the system, or at least the mechanical bits of it, so that's going to result in a lot of changes. That's still pending though, here's a few random ones that I've ran with before.

Analyze Dewomer will identify cursed item effects.

Elementals get immunity to their allied energy type. Fire elementals don't take double damage from cold.

Sorcerors can use metamagic feats without spending a full round action.

Everyone gets eschew materials for free. Basically I don't keep track of material components.

Arcane archer gets + caster levels. The jury is still out on whether or not this was too powerful, but it didn't seem to be.

You can use knowledge Arcana to identify certain magical items. Basically, things like artifacts or other famous magical items that you would heard about in your studies. No generic magic items though, +1 sword for example comes in a billion different forms.

No monk/paladin multiclass restrictions.

No multiclass XP penalties.

Paladins get lesser restoration as a first level spell (I run 3.0, so yes, it's a 3.5 rule houseruled into 3.0). Still in the process of going through the 3.5 spell lists to see if there's anything else I want to add to the ranger/paladin spell lists.


My houserules tend to favour spellcasters over melee classes... unfortunatly I'm not sure what to give melee classes to be "fair."
Dartanel

08-22-05, 01:49 PM
My house rule:

XP is tracked differently. XP is 'spent' to raise your level. Your next level costs 1000xp x your current ECL.

Example:
1) A 1st level PC has 1,120 xp. They spend 1000 xp and become a 2nd level PC. They now have 120 xp. They can purchase their 3rd level for 2000 xp.

2) A 4th level PC with 3,800 xp gets killed and reincarnated as a drow. They were close to levelling, but now because of their race, they need 6,000 xp to advance to 5th level.

Benefits:
You can play around with PC ECLs without causing a mathsplosion in your brain.
Level loss is slighly less painful since it no longer resets a PCs XP.
It's slightly easier to tell how much XP a PC can get away with spending for spells/item creation.
LordHell

08-22-05, 08:23 PM
1. Sorcerers get Eschew Materials free at level 1, and can use Rods of Quicken.

2. You can only Polymorph into something you're familiar with. You can do a relevant Knowledge() check to see if you're familiar with something (Nothing from the MM2 or MM3 is allowed).
Crystal Monk

08-22-05, 09:20 PM
let's see... for my soon-to-start game, I have a few house rules:

for attack rolls and saving throws, a natural 20 is treated as though you rolled a 30, and a natural 1 is treated as though you somehow rolled a -10. this is a variant rule from the DMG that I decided to use because I really dislike the idea of a 5% chance of automatic success or failure. it doesn't seem right to me that a 1st-level character has a 5% chance of resisting an Epic-level character's spell, or that an Epic-level character has a 5% chance of failing to resist a 1st-level character's spell. same applies for combat - no matter how good you are, there will always be something you just can't hit. likewise, if you're really good, you can screw up pretty bad and still hit.

Bartering: this is done by taking the average of your Bluff and Profession (Merchant) skills and rolling d20. Lacking either of those skills, use your CHA and WIS bonuses, respectively.

Monk Alignment: Monks can be of any alignment. Chaotic monks use the variant presented in Dragon 335. Neutral monks I'm still working on. :D
Tusz

08-22-05, 09:32 PM
I use some of the ones here (no XP penalties) and a few more:

-No paladins. They don't fit in with my DM style, so if someone played one, they'd probably end up losing their powers pretty quick due to game scenarios. I just avoid the whole thing, and my players don't seem to mind.

-Dodge gives a flat +1 dodge bonus to AC.

-No alignment restrictions, except clerics needing to be within one step of their deity's (if any)

-Weapon Group proficiencies (as per Unearthed Arcana)

-Action Points

-All prestige classes have "character level five" as a prerequisite.
tafkamhokie

08-22-05, 09:41 PM
I give shield wielder's the following benefits:

You apply your shield bonus to your touch AC. Touching something you carry is not the same thing as touching you.

You apply your shield bonus to opposed attack rolls to oppose disarm or sunder attempts against anything you carry other than the shield itself. If someone is trying to disarm you, you can "hide" your weapon behind your shield to make this more difficult

You apply your shield bonus as a cover bonus to reflex saves against burst or emanation effects (but not spread effects) and to any other effect where cover would modify your reflex save (use your common sense). Being able to hide behind your shield should be of some benefit.

Basically, with the way they changed power attacking with a two handed weapon and they way they reduced the feat requirements for two weapon fighting, old fashioned sword and board fighting got hosed. These benefits (especially the reflex save bonus) makes using a shield sexy again.
was_fired

08-22-05, 09:54 PM
Yeah... I'm kinda crazy:

http://www.geocities.com/wasfired/saldrin_rules.html
Rathje

08-22-05, 09:56 PM
My House Rules

+ No experience penalty for multi-classing, but classes must be justified

+ No racial or alignment restrictions. However, classes with different race or alignment restrictions cannot be taken together. Thus, no Barbarian/Monk or Arcane Archer/Dwarven Defender.
++ Racial classes names are changed to reflect this. Dwarven Defender is Defender.

+ Upon death, the usual experience penalty is used. However, the level is not lost. The experience between the minimum for the character's current level and the actual experience value (after deduction) must be paid off before any experience can be gained. This makes everything easier (though death is rare in my games).

+ Everyone gains an additional one skill point per level that may only be spent on Craft, Knowledge, or Profession. If Knowledge is taken, it cannot be a "standard" knowledge. For example, Knowledge (Economics) or Knowledge (Astronomy) could be taken, but not Knowledge (Arcana).

+ Every prestige class choice must be "okay"-ed by me, the DM.

+ Non-Wizards material must be "okay"-ed by me, the DM. I must be given sufficient time to review the material and come to a decision on the effect it will have on the game. Don't rush me.

+ No combat drones. Everyone needs to have some amount of personality. If they like combat, that's fine, but reasons are good. Most people have hobbies and those types of things.
pres_man

08-22-05, 10:03 PM
Here's my houserules (http://www.geocities.com/pres_man/)
Brashnir

08-22-05, 11:50 PM
A spear is a double weapon. d8/d6M, d6/d4S (I mean, come on, what's the back end of a spear if not half a quarterstaff?) This does not apply to longspear or shortspear, Just the regular spear. Using it as such requires a martial weapon proficiency. Evil monks receive spear proficiency rather than staff.
Abulafia

08-23-05, 12:09 AM
hence the ? im putting this is the dm forums becuase i would get back more feedback. im starting a campign next year and just wanted to know what everyones was! :P

Unless you write them more carefully than your postings, I would advise you to avoid house rules altogether. ;)

Don't adopt house rules just because other people do. The game is playable out of the box if you give it a chance. In fact, don't make any house rules until you have 1) thoroughly researched the rule in question; 2) thought about why it exists in its current form; 3) considered how it interacts with other rules; and 4) considered how your proposed rule interacts with other rules. The rules as written are not perfect by any means, but they are designed to work together. There's nothing worse than being a month into your new campaign before you realize that your new spell-point system has totally broken your game.

Good luck!
Xaktsaroth

08-23-05, 12:12 AM
Templates advance by racial HD, meaning if your a race that bases it's racial HD from class levels, you gain the higher abilities of templates as you gain class levels.(Apparently, this is how it's supposed to work, but so many people are ignorant of it, I tend to retell it at any point I can. :P)

Spellcasters are automatically considered to have all components as long as they have their pouch, any costly material component is not needed(unless it's something VERY specific) and a sacrifice of the components value in gp's is acceptable.(We're here to play, not to teach the poor spellcasters micro-managment. :P)

Monsters will never MDJ or sunder the player, unless the player MDJ's or sunders a monster. Then it's game on. :P

Lawful Stupid characters(I.e - person playing a Paladin wrong) will get 1 warning before the rocks falls.

Chaotic Stupid characters(i.e - person playing chaos/evil wrong) will get 1 warning before the rocks fall.

Evil and good in the same party is allowed, HOWEVER, you have to be a type of evil that has no negative effect on party coasion. No killing other party members in their sleep/stealing from them allowed. However, interparty conflict(LG Paladin giving a speech to a CE Rogue) is both welcomed and encouraged, until it has a negative impact on gameplay.

Alignment is handled on a point system, full points on creation:

Lawful 70 - 100, Neutral 31 - 69, Chaotic 0 - 30.
Good 70 - 100, Neutral 31 - 69, Evil 0 - 30.

So a Paladin would be Lawful Good(100, 100).

Paladin does a chaotic deed, gets a few points off lawful(98, 100).

Quite a nice system. Keeps the whole, "Your CE now." right out of the equation. :)
invisble1

08-23-05, 12:35 AM
did this one a while back (twice acctually)
check out those threads
http://boards1.wizards.com/showthread.php?t=250592
and
http://boards1.wizards.com/showthread.php?t=245004
braindead345

08-23-05, 02:31 AM
1. Open rolls only. Everyone must roll dice in an area where all players (DM included) can see the result.

2. BYO Snacks, BYO Drinks. DM (or gaming site owner) may restrict the consumption of any food, drink or other items (tobacco, drugs, etc). Example: vegetarian DMs/gaming site owner do not have to allow Slim Jims and pepperoni pizza into the site. The DM or gaming site owner may also impose restrictions on language or activities as they see fit. All players must obey and the gaming site owner may eject anyone from their property. Translation: be respectful of the owner of the place you play at.

3. No non-game materials at the gaming table. Exceptions are made for child care needs and communication devices (if player's job requires it). "We are here to game, not to do homework, knitting, or to talk to our cel phones."

4. Race, class, alignment restrictions are up to the DM. DM may also limit the number of characters each player can play at once.

5. Spell components are not optional unless you have the required feats or classes to overrule this.

6. Equipment is up to the players to maintain and replace as needed. Shared expenses: eqipment used by the party must have the cost equally shared as well. If any characters object to the shared expense, they do not have to pay but also do not enjoy use of the item either. Example: "This is OUR boat. You didn't pay for any of it, therefor you SWIM!"

7. Rule lawyers must raise hands and be recognized by the DM to argue a point. DM may choose to limit objections made by players to a reasonable number per hour for each player (non-transferable).

8. Rule 0 is always in effect!

9. Have fun.

10. If you aren't having fun, why are you here? Tell me what you don't like about my game and we'll see if we can work something out.
Deflare

08-23-05, 02:59 AM
I'm contemplating a few, although I want to compile as full a list as possible before letting my players vote on it.

1) No multiclass XP penalties. Too complicated, my party will probably need to multiclass if I keep it at 4 people, and I don't like the 'favored class' system.

2) No multiclass restriction on monk or paladin. Not only is this unfairly restrictive for them, but there is at least one class that both can multiclass into that's very logical- cleric.

3) You have a choice between rolling for HP or taking half- that is, a fighter can choose between rolling a d10+ their Con modifier, or they can just take 5 HP + Con mod (with Toughness applied where necessary).

4) There's no LA, except for CR/ ECL purposes. I don't have any LA PCs, so this rule doesn't affect much right now.

5) Sorcerors automatically get Eschew Materials. Why does someone with an innate connection to magic need objects to focus their spells?

6) I reserve the right to use Rule Zero to adjust anything in any book to fit my campaign, even going so far as to royally flub up alignments and some racial customs. I point to my LG ex-Barbarian/Paladin Orc Emperor as an example, or my feudal Japan-style Halfling emperor. This isn't a rule that gets voted on.
Kalidor

08-23-05, 03:30 AM
The thing that's worked best for us in regards to making the players feel they are all on even footing is 32 point buy stats and max HP per level.

Monsters also have max XP.

Makes the fights more interesting and doesn't create situations where one player has four 18's and another with nothing higher than a 13, which always used to cause problems.
danielinthewolvesden

08-23-05, 08:20 AM
hence the ? im putting this is the dm forums becuase i would get back more feedback.

That's nice, but there is a special forum just for House rules. This ain't it.

THIS:
http://boards1.wizards.com/forumdisplay.php?s=&daysprune=-1&f=480

is it.
digoraccoon

08-23-05, 08:21 AM
One house rule I use is that during a non-combat encounter, if someone takes a hostile action to initiate combat, they are treated as the highest initiative for determining order. Occassionally this has been used by the players to "Get the drop" on the DM and get the first attack in on the enemy. I have not minded it and it does carry the drawback of "He started it" syndrome which could bite the PC back.

Other house rules:
Max hit die for first 3 class levels.

Craft checks every 3 days instead of every week (I've noticed a more realistic finishing time of projects this way).

Everyone's favorite: On a threat, you automatically do max damage with the weapon and roll the confirmation to see if you get additional damage beyond that. This has the advantage that you will do significant damage on a confirmed critical hit and avoid mishaps like rolling a 1 for damage with a "x2" multiplier for 2 points of damage. :)
babysamurai

08-23-05, 08:34 AM
Not to make house rules.
Sigurd van Norhusen

08-23-05, 08:36 AM
Very little, sadly. My players don't want to. :(

At the moment, it is only BlainTog's Soulknife fix. I'm still striving for more, though.
WizO_TheCheat

08-23-05, 09:42 AM
hence the ? im putting this is the dm forums becuase i would get back more feedback.

Funny, I'm moving it to the House Rules forum, because that's where it belongs.

Teh. C.
Lord Schpungus

08-23-05, 04:33 PM
• Feats are granted at 1st, 2nd, 4th, and every two levels afterwards.
• Characters will begin at ECL 2. No Evil alignments.
• The only races are humans, dwarves, leporans (an anthro rabbit race, LA +1), wood elves, half-elves, poison dusk lizardfolk, goblins, hobgoblins, bhuka, orcs, and the Divine Minion template.
• I want characters, not just numbers. I need a one-page background (at least) on your character before you begin play.
• Starting gold is 500 gp. Aristocrats gain their Estate benefit in addition to this amount. No magic items. Period.
• Every character must take a Trait from Unearthed Arcana.
• Gestalt: Every character will start as a gestalt of two NPC classes (as below). Take the higher of the two Base Attack, Base Saves (individually), hit die, and skill points. Class skills of both classes are class skills, and the character gains all class features from both classes.
• As an alternative to gestalting two NPC classes, you may take a Fey, Dragon, Titan, or Elemental bloodline. A Bloodline takes the place of a second class. In essence, you are Bloodline: Class, instead of Class: Class. If you enter a prestige class, your advancement in your bloodline is halted. If you choose to take a bloodline, the choice is permanent: you will always only have one base class. (I pumped up bloodlines drastically)
• Prestige Classes: PrCs are allowed, and encouraged. However, a prestige class takes up the space of both NPC classes; if you level in a PrC, the PrC is your only class for the level.
• No BoED, no BoVD, no Vow of Poverty.
• Starting abilities are 16 15 14 13 12 8. These abilities are before racial adjustments and may be arranged in any order.
• Magic Item Creation is generally not allowed. Talk to me if you have your heart set on it.

Well, those are mine.
Sinaz

08-23-05, 08:48 PM
1. Open rolls only. Everyone must roll dice in an area where all players (DM included) can see the result.

2. BYO Snacks, BYO Drinks. DM (or gaming site owner) may restrict the consumption of any food, drink or other items (tobacco, drugs, etc). Example: vegetarian DMs/gaming site owner do not have to allow Slim Jims and pepperoni pizza into the site. The DM or gaming site owner may also impose restrictions on language or activities as they see fit. All players must obey and the gaming site owner may eject anyone from their property. Translation: be respectful of the owner of the place you play at.

3. No non-game materials at the gaming table. Exceptions are made for child care needs and communication devices (if player's job requires it). "We are here to game, not to do homework, knitting, or to talk to our cel phones."

4. Race, class, alignment restrictions are up to the DM. DM may also limit the number of characters each player can play at once.

5. Spell components are not optional unless you have the required feats or classes to overrule this.

6. Equipment is up to the players to maintain and replace as needed. Shared expenses: eqipment used by the party must have the cost equally shared as well. If any characters object to the shared expense, they do not have to pay but also do not enjoy use of the item either. Example: "This is OUR boat. You didn't pay for any of it, therefor you SWIM!"

7. Rule lawyers must raise hands and be recognized by the DM to argue a point. DM may choose to limit objections made by players to a reasonable number per hour for each player (non-transferable).

8. Rule 0 is always in effect!

9. Have fun.

10. If you aren't having fun, why are you here? Tell me what you don't like about my game and we'll see if we can work something out.

Jeeze... you're like the house rules gestapo.

DM: Speaking out of turn! How dare you!
P1: But, it's just that my sword is +1... it being masterwork and a--
DM: Silence! You briefed me on rules twice already this hour! Your priveledges are expired!
P1: Yeah, but the sword is masterw--
DM: IS THAT IC OR OOC???
P1: As I was sayi--
DM: SILENCE!!!

lol... they read like Los Angeles city ordanance codes... ;)
Kursk

08-27-05, 03:32 PM
1: No death from massive damage.

2: Max multiple attacks per round for non-fighter types (excluding monks)
is 2.

3: Fighters get choice of 2 save types as best save.

4: Fighters have no max dex bonus to AC due to armour type.

5: While casting spell with somatic componets, casters lose dex bonus to
AC

6: Spell casters using touch attacks against armed opponents
provoke attacks of opportunity.

7: Only humans may have more than 2 classes.

8: ½ Elf has favored class of Ranger.

9: Elf favored class is Sorc.

10: Eliminated "flatfooted".
Melpomene

08-27-05, 04:06 PM
Elite array for players and NPCs.

Begin at ECL 5.

Must ready action to take AoO.

Reduced reach for larger monsters.

100+ base classes, 300+ races. Some necessary compensations made.

2 feats at first level

Lighter multiclass penalties.

Improved average gold/ charicter at start.

Slightly altered critical confirmations (for sake of time, mostly)

Probably others, but I can't think of them offhand.
Jarlaxle_The_Rogue

08-27-05, 06:44 PM
Combat expertise grants 2 per each 1 attack bonus sacrificed when dual wielding, looking for a way to boost the sword and board fighter.
Lina_Inverse

08-27-05, 09:55 PM
1)feats at 1,3,5 etc.

2)no class has low saves,bumped to medium.

3)Pcs have a defense bonus,treat as an armor bonus that works against touch for all rules.armor has no max dex and grants DR1 for light,DR2 for medium and DR3 for heavy,this applys even if your defense is > armor.

4)instant death spells work more like phantasmal killer,make first save take low damage,fail first save pass second take massive damage(finger of death is 2d8 per level) fail second save get pwned.disentagrate is a death spell.plenty of tweeks to nukes to make them viable.

5)no 9th level spells,there pretty much just game breakers.and no sundering,your items are safe.meteo is a lvl8 spell with some tweeks(gotta have meteo >_>),wizards get a 3.0 haste spell called arcane celerity.self targeting lvl8 requires a full round to cast.haste itself gives an additional attack and a free 20movement per round.

6)clerics have d6hitdice,light armor,mage BAB and 4+intmod skills.druids get similiar smacking,lose wildshape as ability and get it as a spell.sorcerers get medium BAB d6hitdice 4+intmod skills,light armor and the allmagic spell list.arcane spell failure applys to ALL casters who exceed there class armor profciency.

7)charecters have seperate prepared and per day list.you may spont cast off your prepared list.all casters require a spell book,clerics have spell mastery in there domains,druids have spell mastery in summons.

8)charecters get a flat -5 to all extra attacks,just like monsters.they actully look forward to that 4th attack now!

9)less magic items,i hate haveing charecters with a small horde of magic trinkets.magic is needed obviously but 3e takes it waaayyyy too far.this is why i hand out all those buffs!

10)quicken is +3 levels.empower spell raises spell power by 50% thus working on stat buffs and whatnot,everyone can spont out metamagic with no increased casting time.

11)bards have animal companion as a ranger.

12)custom exp system,like OD&D.exp is based off creatures hitdice and special abilitys.

13)it keeps going.
Nydrre

08-31-05, 05:26 PM
My Houserules for the campaigns I run are that the rulebooks are only a guideline and subject to the DM's interpretation and amendment at any time. The DM's word is final and law. :D
Having said this we have had many great gaming sessions this way pulling resources from all over the place and putting them in game as well as custom balancing as the campaign moves forward.

We haven't played for some time though and are getting back together... I'm starting to pick up some of the 3.5 rules now.
Neff

08-31-05, 06:27 PM
1. Feats are gained at odd-numbered levels (1, 3, 5, etc.), except for in epic levels, in which they are gained at the normal rate.

2. No multiclassing XP penalties.

3. All PCs and NPCs are given at least average hit points per HD, except 1st level, at which point maximum HP are gained.

4. Paladins have been relegated to a prestige class.

5. Mindless creatures have only physical abilities (i.e. no Int, Wis, or Cha score).

6. Mindless creatures cannot make attacks of opportunity.

7. All core classes have been revised to a point (except for wizards and fighters).

8. All skills are class skills for all characters (except for Use Magic Device, which is not allowed).

9. A sizeable number of PHB spells are banned, including Wish, Fly, and Teleport.

10. PCs get to choose their saving throws (ala generic classes).

11. Gnomes and bards are not allowed.

12. An altered version of the class defense bonus from Unearthed Arcana is used.

13. Casters are required to keep track of and supply themselves with expensive material components. Regular components are only kept track of when I cannot assume that they would have them (like if they were imprisoned and stripped of their gear).

14. Paladins only have to be of good alignment instead of lawful good.

15. Shapechanging spells can only be used on the casters themselves, and can only be used to turn them into creatures that they are familiar with.

16. Death from massive damage does not exist.

17. Core races have been changed in a few ways (e.g. dwarves no longer get attack and AC bonuses against goblinoids and giants).

18. If ever I implement psionics, the Soulknife will not be allowed.

19. Casters use a spell point system (adapted from psionic power points).
Kozeljnik

09-04-05, 05:23 AM
we have but a few house rules (since one of my friends is super conservative. he didn't want to play with Races Of Stone ffs!)...oh, and he's ALWAYS the full-of-**** Lawful Stupid character...god damn paladins...

1. Helmets don't always negate criticals, since we think that going into battle naked with a helmet and avoid criticals just because of that pot on your head is stupid.

2. (THE houserule that pisses me off) No female PCs. this was put in effect after a player (let's call him..Pat) made characters that he played like this: i'm a lesbian and i'm gonna get laid. repeat ad nauseam. I can add that Pat's characters are Chaotic Stupid characters (like that time he was supposed to break into a house and rob them blind. he ended up wasting everyone and breaking the neck of the son while raping him (well, his corpse). after that, he *****es about becoming a Destroyer...

god, why do i play wih these people?
Rutibex

09-04-05, 09:33 AM
8. All skills are class skills for all characters (except for Use Magic Device, which is not allowed).

9. A sizeable number of PHB spells are banned, including Wish, Fly, and Teleport.



Wow, why would you do this? Rogues become pretty useless if every joe fighter can pick locks and sneak around, not to mention that Use Magic Device is extremely important to Rogues. Without these class features the only reason to be a Rogue is for Trap Finding, and that's not exactly fun.

As for banning spells, why? Wish is compleatly under your control and has a whopping exp cost, how is that broken in any way? Fly isn't powerful at all, you just need to plan your encounters to take it into effect. Teleport is one of the best features of mid-high level adventuring, no longer does the party have to deal with random Orcs harassing them at every pass. It's not like wilderness encounters would get harder with time, the PCs would be able to breeze through tham at that level anyway.
Crystal Monk

09-04-05, 09:41 AM
1. Helmets don't always negate criticals, since we think that going into battle naked with a helmet and avoid criticals just because of that pot on your head is stupid.
umm... would you care to point out where, in what book, it says that helmets negate critical hits? I'd be willing to bet money that it's not in the PHB, and I'd personally disregard any splatbook's rule on the subject. crits don't always involve the head. :rolleyes:
Kozeljnik

09-04-05, 02:53 PM
umm... would you care to point out where, in what book, it says that helmets negate critical hits? I'd be willing to bet money that it's not in the PHB, and I'd personally disregard any splatbook's rule on the subject. crits don't always involve the head. :rolleyes:

you're right. it was an old houserule they had, and we just replaced it with this one...
evangelion1010

09-05-05, 12:20 AM
1. D20 rolls as normal, but for 1's and 20's, you roll a d10. Add/subtract the value. 10's add value and are rolled again.

2. Critical fumbles/sucesses are dealt with on a case by case basis, depending on the situation, and of course the number of failures.

3. Permant int bonuses (leveling up, inherient) provide retroactive skill points, any skill that has been a class skill at one point is considered class for this purpose. If a player loses int for some reason, beyond what items would make up, negatives are applied to every skill save ones with str as a prime attribute.

4. In as much as i can, I am beyond flexible with character creation and development. If you want to combine two classes/PrCs to better fit a concept, go for it. I know i like doing that when i play. It cuts down on having 5 classes/prcs along a 20 level career.

5. Never will i use a WotC level adjustment. Wizards was out of their head when they decided that a creature that gets 5 HD of giant should be penalized further for the special abilities. The HD are worse than fighter, and they get no bonus feats to make up for it... the special abilites are benefits for the HD. The only two execptions are outsiders and dragons, one of which characters most likely won't be allowed to play, the other one needs to be dealt with on a case by case basis, as they get so many special abilities. Needless to say i find it stupid that a creature with a CR of X has a ECL of X+(2-6)

6. Feats, skills, some special abilities, spells..etc. can be learned in various fashions, beyond what is normally given, often as small rewards for certain side quests. This is what makes D&D fun, the small bonuses. It is also very necessary since WotC has released about 500 feats with all the new books, and characters still only get to pick 7. I also find it encourages players to immerse themselves in the world, develops character, and makes the game a bit less hack and slash.

As a side note to 6, if i get enough time and experiance, i'd like to do away with the notion of experiance and leveling altogether. Several times throughout the game the character will increase in a very minor way (+1hp, +2 skill points...etc). My goal would be that in the end each slash of the sword or conversation had would develop the character. It would also reinforce the notion of having fighters who could cast some spells, or wizards who could heal, sneaky clerics...
Szatany

09-05-05, 05:57 AM
0. World of Warcraft ruleset (which changes A LOT from D&D)

1. You start with all ability scores of 12. You can substract one point from any ability to add it to any other. Repeat as you like. When you finish, each ability must be between 8 and 16. (After that apply racial modifiers.)

2. Constitution modifier doesn't affect HP, instead Con bonus gives you Damage Reduction (you are not penalized in any way for having Con lower than 10).

3. If your Int grows permanently, you gain skill points retroactively.

4. Instead of 1 ability improvement every 4 levels, all your abilities improve by 1 every 5 levels. (magic items that improve abilities are much rarer and weaker)

5. Once you have 15 ranks in a given skill, you cannot invest any more skill points into that skill.

6. You gain bonus feat at every odd level (1st, 3rd, 5th...)

7. From character level 11th up, you gain less HP: d4 becomes 1, d6 and d8 becomes 2, d10 and d12 becomes 3.

8. Massive damage is no more. Not really necessary with rule #7.
Kalanth

09-05-05, 06:46 AM
1) I allow unlimited casting of Ghost Sound and Presditigitation spells. If the PC describes the action well enough, or I describe it equally well for an NPC, then the player recieves a silent bonus to Intimidation checks (varies from +1 to +4).

2) Action points from the Eberron campaing setting are legal in my Homebrew and Dragonlance games as well.
Kursk

09-11-05, 04:02 PM
1: No death from massive damage.

2: Max multiple attacks per round for non-fighter types (excluding monks) is 2.

3: Only humans may have more than 2 classes.

4: Fighters have no max dex bonus to AC due to armour type.

5: While casting spell with somatic components, casters lose dex bonus to AC.

6: Spell casters using touch attacks against armed opponents provoke AoO.

7: Fighters get choice of 2 save types as best save.

8: ½ Elf has favored class of Ranger.

9: Elf favored class is Sorc.

10: Eliminated "flatfooted" rule regarding AC penalty.

11: Don't bother using a sling, dagger, dart, etc. against someone in Full plate.