| Post/Author/DateTime | Post |
|---|---|
| alecthemad12-26-04, 03:05 PM | Just thought I would see if the opposite side gets the same reaction. One house rule I implemented was that in outdoor settings the players could sacrifice movement to gain minor cover or concealment. I did that to simulate small rocks and trees that might exist in the encounter setting but which I do not choose to represent. I had large rocks and plastic trees for bigger cover. The thought process is that appropriate cover/concealment is not always available at the end of your full movement. My players seem to enjoy it and it works well for the NPCs also. Since most of my game is outdoors the encounter distances are usually significant. e.g. several full moves to close for melee. |
| Board_Rider12-26-04, 03:30 PM | 1. A more dangerous falling system. We implement a cumilative d6 for every 10' that a person falls. 2. A natural 1 requires a Reflex save DC15 or suffer an attack of opportunity. |
| Kainy12-26-04, 04:09 PM | One house rule I really enjoyed was where our party was serving a Foundation (actually based on the Asimov book), and in our service we were rewarded with minor powers. Telekinesis, mind reading, and minor illusions. Using the powers slowly made them more powerful (for instance, my character by the end of the campaign (level 18) was a very powerful telekinetic, letting him lift himself into the sky, or hold back walls of minor enemies (rats, actually), or catch falling allies). While it didn't fit my character concept at first, I grew to like it. DMs who give my characters little abilities that are handy, but not game-breaking, as a reward for good story performance, make me happy. Then again, that was also a very good DM with an interesting campaign, so it might've influenced my opinion a little. |
| Asciiman12-26-04, 08:46 PM | Death from massive Damage. It never ever effects the warriors of the group with high CONs and fortitude saves so I modified it slightly. If the PC takes 50 DMG they must Fort vs. 15 or die. If it is 60 DMG they must Fort vs. 16, 70 is a 17 and so on. Every ten points above 50 incur an increase of one on the Fort Save. I really like this because, I've found it makes it slightly different and more lethal, but it isn't so big that the casters are completly screwed. The dodge feat gives a flat +1 AC dodge bonus that is culmative with other dodge bonus'. I really hate the way the original works. This way there is a LOT less unnecessary book keeping and players want it for the same reason as toughness, and not just to take something else. As with all house rules, minor changes at first. |
| TLomon12-26-04, 09:49 PM | One I had thrown at me recently I really liked. All characters receive 2 extra skill points per level (x4 at 1st) that must be applied to craft, knowledge or profession skills only. |
| ShadowDragon868512-26-04, 10:02 PM | That's one way to get players to take skills regularly tossed off as useless. :) |
| evangelion101012-26-04, 11:11 PM | I like the idea of extra skill points for craft/knowledge/profession, although i think most players would take knowledge skills, as these tend to be useful in combat/gameplay - it allows you to not metagame for monsters... and if your DM uses monsters from all the different books...well, you generally don't have them all memorized to metagame from. Not to mention it seems unfair to spellcasting classes - they tend to use knowledge skills for PrCs (religion, arcana, sometimes planes) - have you found this to be the case? |
| TLomon12-27-04, 02:27 AM | Actually, in the characters in play, the following were chosen. Rogue who was enrolled in a formal assassin school: Craft (Trapmaking), Craft (Alchemy), Craft (Weaponsmith) Wizard: Craft (Cooking) Warrior: Craft (Armorer), Craft (Weaponsmith), Profession (Gambler) Cleric: Knowledge (Drugs), Craft (Alchemy) Although we could potentionally use these to benefit our classes exclusely, I don't see it happening. One thing we, as the players, do is make sure our backgrounds make sense. It's all kind of an honor system , but so far nothing has been challenged. (Well, except for me forgetting to multiply skills x4 for 1st level ... forgot about that). Even if the character did max out the knowledge skills you specify, I don't think it would unbalance the game. Oh, and there is no Knowledge (Monster Lore), but you could get Knowledge (Undead) for example. |
| ShadowDragon868512-27-04, 02:48 AM | I like Profession: Gambler. :) What do you do when gambling with dice? If he has a high check, add plusses to his D6 rolls? :) |
| Lorentz12-27-04, 09:38 AM | In our group a natural 20 is always a critical hit, and a natural 1 always a critical miss --> something worse happens. It makes combat more random and allows the DM to do something really "funny" to a PC. |
| danielinthewolvesden12-27-04, 11:15 AM | 1. A more dangerous falling system. We implement a cumilative d6 for every 10' that a person falls. 2. A natural 1 requires a Reflex save DC15 or suffer an attack of opportunity. I think the idea here is for Players to post Houserules they like. Players tend to not like either such. Both are pretty badly slanted against the PC's. |
| danielinthewolvesden12-27-04, 11:17 AM | Oh, and there is no Knowledge (Monster Lore), but you could get Knowledge (Undead) for example. Each current Knowledge skill covers several types of Monsters in the RAW. Ks Religion covers Undead, for instance. Thus, there is no need for "monster Lore" or "Knowledge Undead". |
| obrysii12-27-04, 11:24 AM | In my campaign, it's not much of a house rule, but I've allowed it (not that anyone has done it, of course): You can detonate all of the charges in a wand by activating the wand and breaking it during the same round. For example, if there is a wand of fireballs with fifty charges left (49 upon activating it) and it deals 5d6 damage (random number, I don't know what the real one does), it would release all of its charges in an area affect (the spell's radius) around the wand, dealing 50 x 5d6 = 250d6 damage. It completely disinigrates the wand user, however, and thus requires a True Ressurect to bring back. The players find their characters too precious to do that, however, and thus have not used that house rule. |
| danielinthewolvesden12-27-04, 11:51 AM | In my campaign, it's not much of a house rule, but I've allowed it (not that anyone has done it, of course): The players find their characters too precious to do that, however, and thus have not used that house rule. So again- this isn't a " Good House Rules--Post here with some House Rules you enjoyed", right? :banghead: There is another forum for DM's to post THEIR houserules and get FB on them. This isn't it. :nonono: This thread appears to have been started to see what houserules the Players like. :w00t: I allow the Paladin to "touch herself" as an Immediate action for "lay on hands". Healing others is still a Std action. Everyone likes this rule. |
| Board_Rider12-27-04, 12:01 PM | I think the idea here is for Players to post Houserules they like. Players tend to not like either such. Both are pretty badly slanted against the PC's. Actually at my table we are ALL players as we round robin the DM thing amongst the three of us and there are only 1 or 2 pure players. Furthermore you are not the thread governor or the post police so you can keep those opinions to yourself. All the players, as well as my self like these house rules. It isn't unbalanced because all PC's/NPC's/Monsters are held to these rules. Besides Daniel I know this thread wasn't titled "Post your houserules so that danielinthewolvesden can critique, judge and see if they apply here at all!!!" Feel free to retort at your leisure. |
| Capt. Pixel12-27-04, 12:03 PM | I let the PCs roll HD twice when they advance a level. They get to take the higher of the two rolls. If you roll two '1's - oh well!. This makes the PCs slightly tougher and I can throw more challenging encounters/tasks at them. :cool: |
| Save-vs-DM12-27-04, 12:34 PM | House rules my players and I have liked. All classes gain +2 skill points (8 at first level). A new feat: Skill Emphasis - this feat lets you take two skills and treat them like class skills. Can be taken only at first level and as a bonus fighter feat. My fighters have grown to love and rely on this feat, as have I. It's a great way to flesh out a characte concept. The ability to raise abilities with training: 1 action point per point buy cost (I.E. 1 action pointer for an 8 to 14, 2 for 15 and 16, 3 for 17 and 18) + 250 xp per action point spent + 1 week of training. True Strike is a bard spell. You can read all our standard house rules right here (http://evildm.datavortex.net/ehouserules.htm) Cheers, SvD |
| Gurthoron12-27-04, 03:07 PM | We have one house rule were you only get one hit with a specific weapon. Say a fighter has 3 attacks, but only the first one that hits deals damage (to simulate someone having to tug at the weapon to get it out of a carcass) When dual-wielding you get 1 hit with each weapon and monks with flurry of blows fet 2 hits. Surprisingly, this did balance with the spellcasters, but I think that was baecause our main fighters used massive power attack. Another one is that any time you score a critical threat you automatically hit. You still need to roll to confirm but this allows those rapier wielders to hit more often. On a similar note, max critical range allowed is 15-20 and more tings stack with one another to gain that. This works reasonably well except with the occasional character who is dual wielding keen scimitars. Natural 1 house rule- natural 1s are BAD. Everything from dropping the weapon, embedding it in a wall, crit hitting an ally. A natural 1 in a fight can ruin your day. This compensates for the auto-hitting on crits rule. System shock- replaces death from massive damage, cause DFMD is just pathetic. Fort save (DM determined) when you take damage equal to half your hitpoints. Depending on what you roll vs DM's difficulty, you get stunned for a period of time. Natural 1 probably means you die. System Shock is also used for events that would truly bother your character, such as the time an enemy we were fighting took a critical sneak attack brilliant energy dagger to the crotch. My character failed his fort save against the racked person's scream and curled up in a ball of sympathetic anguish. |
| Phrennzy12-27-04, 04:13 PM | We allow PCs to either roll for hit points or take the average. So upon taking 2nd level, the fighter can either roll 1d10 and take it, or take 5.5 hp. They roll even/odd for the .5 to round up or down. Toughness moves your HD to the next die type. The above fighter would go from 1d10 to 1d12 for his hit dice. A retroactive gain of 1 point per level is also applied. d12 is the highest allowed. Dodge applies to all attacks and stacks with everything else, for reasons stated by another poster. |
| Board_Rider12-27-04, 04:16 PM | You know Phrenzy, that Toughness feat thing is actually quite cool. I will use it. The guys I game with might actually take it. |
| ShadowDragon868512-28-04, 12:56 AM | I agree. Makes Toughness a feat everyone but the barbarian would want but not something they'll absoloutly need. I always figured some feats were utter bollocks. +2 to a Skill check for Skill Focus. Okay, at level 1, that's nice. By level 4 it's looking a bit worn, and by level 20 you're going "You know, if I'd spent that feat on Dodge, I could have Whirlwind attack now..." I think Skill focus should be something like +2, and it halves again the points you put into a skill. IE, with 24 skill ranks in Pick Lock, you get +2 instantly, and +12 for 1/2 your ranks, for a total (before ability ajustment or magical item ajustment) of +40. Sounds like you're actually focusing to me. Caveat: You may only Skill Focus on one skill. |
| Phrennzy12-28-04, 03:04 PM | Thanks! Surprisingly not many people take Toughness as we changed it. One fighter, because he wanted to be THE meat shield, and the wizard, because he hates d4. We also have skill focus give a +2 to two skills. Basically it replaces Alertness (+2 to Spot & Listen) |
| Darion Fenix12-28-04, 08:14 PM | In our game casters can use Light and Prestidigitation at will (as long as they are able to cast them anyway). Arcane casters also begin the game with familiars, free of cost. Gold has a more realistic value so 1 copper piece will buy house ale for 4 people; even minor nobles couldn't afford to spend 100 gold pieces. (We still joke about the cost of foodstuffs in the Arms and Equipment Guide) PCs get full HP at every level instead of rolling for HP...but so do major NPCs. CR ratings to normal encounters have to be adjusted slightly but for major encounters they're a little more challenging and suitably epic conflicts. Plus no one can complain about bad rolls. When your character is bluffing, using diplomacy or most any other Charisma based skill if the player says something convincing enough then the roll is waived altogether. After all if you come up with an epic, inspiring speech on the spot then it's a little silly to roll a 1 and fail. Of course a character with 8 Charisma who tries this is definitely playing out of character. We also get to play any class variants we want. Paladin with no mount and no ability to turn undead? No problem. Our DM just has a cool demeanor and she's nothing like these tyrannical "I'm god" DMs I've heard about. "You should probably let me have a reflex save for something like that..." "Oh! Okay I'm sorry, go ahead ^_^" Also you can't use Monkey Grip to wield a Large Fullblade for 3d8 damage. That's just a no-no. |
| ElvenEnigma12-28-04, 08:47 PM | Speaking of monkeys.... A house rule in the campaign I'm currently in that I love is letting Improved Critical stack with other abilities that enhance crit ranges, like keen edge. Some people believe this to be insane, but it doesn't really matter that much in the end....plus my group just loves being crit-monkeys:D. Ooooo...another favorite house rule of mine in that campaign was allowing spells made "permanent" with the spell permanency to actually become permanent effects if the caster paid double the cost in XP. To us the system of permanency made no sense...it'd be cheaper to make a wondrous item. Those are the only ones I can think of right now... Peace, |
| armygamer2612-28-04, 09:21 PM | I have a few house rules that I play with currently, and I am adding more as the campaign goes along... Here mine are: I added a feat for those that want flying mounts (as I felt the requirements were WAY too easy for them... i.e. for just 2500 down, this BRAND NEW _________ can be yours!) Basically, requires they take the feat or face a -5 on ride skill usage, and -5 to hit while riding a flying mount without the feat (reqs: Ride 4 ranks, mounted combat feat) I use critical fumbles, but exactly opposite of critical hits, i.e. if you roll a 1, you roll to confirm the critical fumble, and a miss = you fumble... This helps to get rid of the ridiculousness that occurs as fighters get more attacks (i.e. a greater chance of a critical fumble) And, on HP rolls, I let my players reroll 1s and 2s, just to ensure that they remain strong, throughout their levels, as I like to run a heroic (read DANGEROUS) campaign, and while I like to see characters die horrible, grisly deaths from time to time (and they will, heh heh heh), I don't like them dying left and right from every encounter they come across. And, I am about to add alternate arrows that do bludgeoning (birding arrows, -2 to hit, 1 die lower damage) and slashing (broadhead-type arrow, same damage as regular arrow, but cost as masterwork weapon, i.e. +300 for 20) |
| DNDGuroMaster12-28-04, 10:30 PM | if any of these have been said before i dont care. -Max HP, no rolling for hp. this allows for more challenging encounter without risk or the players dieing quickly. -keen and improved critical stack for 1 reason- improved critical is u having a better ability to hit ur oppenets vital areas, and keen makes the edge of ur weapon more lethal to strike vital spots. -ur allowed to take 10 on an attack roll if making the attack wont threaten an AOO -you can use strength for intimidate if u want as i feel that if u having huge muscles can be just as intimidating as speaking intimidating stuff. -once per gaming session you may roll 2D10, if u roll the same number for both d10 you may ask your deity for a favor, that favor works the same as a Miracle does. u have a 20% chance of ur deity granting u the favor u request. |
| ShadowDragon868512-28-04, 10:49 PM | I thought this thread was for PLAYERS to list the GOOD house rules they played under. NOT for DMS to show off the horrible house rules they force their players to play under. I added a feat for those that want flying mounts (as I felt the requirements were WAY too easy for them... i.e. for just 2500 down, this BRAND NEW _________ can be yours!) Basically, requires they take the feat or face a -5 on ride skill usage, and -5 to hit while riding a flying mount without the feat (reqs: Ride 4 ranks, mounted combat feat) So yeah, you're basically screwing the players over... Right, real good there. Not. I use critical fumbles, but exactly opposite of critical hits, i.e. if you roll a 1, you roll to confirm the critical fumble, and a miss = you fumble... This helps to get rid of the ridiculousness that occurs as fighters get more attacks (i.e. a greater chance of a critical fumble) There is a reason the RAW does not have any special penalties for rolling a natural one. This is because players, who roll constantly, have a whole lot more chance to get nailed by a crit than their opponants. This is a time-honored way to screw over your players, and belongs in the BAD houserule thread. Besides, it's freaking ridiculous to think that an experianced level 20 fighter is going to stab himself through the gut. And, on HP rolls, I let my players reroll 1s and 2s, just to ensure that they remain strong, throughout their levels, as I like to run a heroic (read DANGEROUS) campaign, and while I like to see characters die horrible, grisly deaths from time to time (and they will, heh heh heh), I don't like them dying left and right from every encounter they come across. First actually good houserule I've seen from you. And, I am about to add alternate arrows that do bludgeoning (birding arrows, -2 to hit, 1 die lower damage) and slashing (broadhead-type arrow, same damage as regular arrow, but cost as masterwork weapon, i.e. +300 for 20) Not so good. That kind of money could only be afforded by very seasoned adventurers. -Max HP, no rolling for hp. this allows for more challenging encounter without risk or the players dieing quickly. It also takes the fun out of it... -keen and improved critical stack for 1 reason- improved critical is u having a better ability to hit ur oppenets vital areas, and keen makes the edge of ur weapon more lethal to strike vital spots. Say this is a good thing when someone (and someone will, I would) gets a pair of Keen Scimitars or Keen Rapiers. Critical on something stupid. Let's see... Scimitar: 18-20 X2. Scim with Keen: 15-20 X2. Keen Scim with Improved Critical: 10-20/x2. So you're looking a critical threat no less than half the attack rolls made. Sure it's only 1d6, but what if one or both of those scimitars is vorpal. Your melee character has now become a headchopping machine who instantly slays anything vunerable to critical attacks on literally half his hits. -ur allowed to take 10 on an attack roll if making the attack wont threaten an AOO ...... So if I'm in melee with something and I know I can hit it with a roll of ten, I can simply opt to hit it every time? And what if I'm wielding two Scimitars of Headchopping Madness? I can just walk up to something and chop it's head off in one stroke, every time, garunteed? -you can use strength for intimidate if u want as i feel that if u having huge muscles can be just as intimidating as speaking intimidating stuff. This, I do agree with. Anyone who's ever been shaken by a bully understands this one. -once per gaming session you may roll 2D10, if u roll the same number for both d10 you may ask your deity for a favor, that favor works the same as a Miracle does. u have a 20% chance of ur deity granting u the favor u request. :shocked: .... :nonono: |
| armygamer2612-28-04, 11:04 PM | SCREWING THE PLAYERS OVER? How do you figure? Oh GOD FORBID me not let players have access to flying mounts, which completely unbalance them, from around 2nd level or so? REALLY screwing them over there... Even made a feat, having a flying mount adds WAY more power to a character than other feats, so how is this unfair again? By taking away a clear opportunity to powergame or be munchkins? Also, with a fighter's bonus feats, it gives him one more benefit (which compared to many classes he could probably use). As far as the arrows go, Modern broadhead-type arrows WOULD cost a great deal more, as they would require an incredible amount of workmanship, hence, masterwork. As far as critical fumbles go, why shouldn't players have some chance of messing up? I don't care how good you are, people make mistakes. Even now, a soldier who has been in infantry for 15 years, and has fired his weapon thousands, if not hundreds of thousands of times, might still have a weapon jam on him, or might even have a pop-no kick, or a negligent discharge, and the same could definitely be said for the enemy. And you act like it doesn't effect enemies... As far as the numbers game goes, you said... This is because players, who roll constantly, have a whole lot more chance to get nailed by a crit than their opponants. That being said, players have a much greater chance of critical HITS too, and as characters get to higher levels, there is a MUCH greater chance of not missing, HENCE less critical fumbles... |
| DNDGuroMaster12-28-04, 11:20 PM | Its not my fault I have a screwy DM, he has good house rules and bad house rules and nobody abuses the house rules either (like dual vorpal keen scimitars) and also nobody has ever gotten enough luck to get the same number on 2D10s and managed to get the 20% chance) and having max HP gives it more fun as the DM gives us more challenging encounters and we can go through more encounter per day before having to rest and heal up. |
| danielinthewolvesden12-28-04, 11:33 PM | I thought this thread was for PLAYERS to list the GOOD house rules they played under. NOT for DMS to show off the horrible house rules they force their players to play under. There is a reason the RAW does not have any special penalties for rolling a natural one. This is because players, who roll constantly, have a whole lot more chance to get nailed by a crit than their opponants. This is a time-honored way to screw over your players, and belongs in the BAD houserule thread. Besides, it's freaking ridiculous to think that an experianced level 20 fighter is going to stab himself through the gut. I completely agree. There is a separate forum for DM's to discuss their houserules- most of which are either unnessary or as was said 'screw the players over". This was started as a forum for players to discuss what Houserules they like. It has been proven mathematically that fumbles hurt the players more than monsters- and hurt expereineced fighters more that rookies. In fact, good old 40th level Conan, with every feat in the book, and wielding two weapons- will fumble more often under most systems than Irving the commoner wielding a Dire flail. |
| Board_Rider12-28-04, 11:47 PM | Post here with some House Rules you enjoyed....... Hmmmmmm.....so let me get this straight. Because it's in the "Whats a Player to Do?" forum only players can say which houserules they like? Funny, I thought DM's were players too. So..uhhh...why do PLAYERS post in the "What's a DM to do?" forum? It seems as if you two are placing a little too much emphasis on that title. GET OVER IT. Just because someone doesn't like someone else's houserules doesn't mean that you two need to call them out on it. Everyone is different. Slanted, bent, twisted or whatever adjective you wish to use on others houserules just make you look...well..lame. |
| armygamer2612-29-04, 12:01 AM | Post here with some House Rules you enjoyed....... Hmmmmmm.....so let me get this straight. Because it's in the "Whats a Player to Do?" forum only players can say which houserules they like? Funny, I thought DM's were players too. So..uhhh...why do PLAYERS post in the "What's a DM to do?" forum? It seems as if you two are placing a little too much emphasis on that title. GET OVER IT. Just because someone doesn't like someone else's houserules doesn't mean that you two need to call them out on it. Everyone is different. Slanted, bent, twisted or whatever adjective you wish to use on others houserules just make you look...well..lame. Thank you, I am in total agreement with you. The whole point of this forum is to share house rules that a player, be it one playing a character or the DM fell "worked." And yes, the flying mount thing angers some players... These being the same players that feel Gestalt characters and savage species aren't THAT bad, and demand that the DM should let them play whatever they want to play, regardless of how unbalancing it might be. |
| Kainy12-29-04, 12:43 AM | There is a reason the RAW does not have any special penalties for rolling a natural one. This is because players, who roll constantly, have a whole lot more chance to get nailed by a crit than their opponants. This is a time-honored way to screw over your players, and belongs in the BAD houserule thread. Besides, it's freaking ridiculous to think that an experianced level 20 fighter is going to stab himself through the gut. Say this is a good thing when someone (and someone will, I would) gets a pair of Keen Scimitars or Keen Rapiers. Critical on something stupid. Let's see... Scimitar: 18-20 X2. Scim with Keen: 15-20 X2. Keen Scim with Improved Critical: 10-20/x2. So you're looking a critical threat no less than half the attack rolls made. Sure it's only 1d6, but what if one or both of those scimitars is vorpal. Your melee character has now become a headchopping machine who instantly slays anything vunerable to critical attacks on literally half his hits. Two doublings equals a tripling. 12-20x2 for keen/IC scimitar. Only way to get it to 10-20 is with Weaponmaster PrC that gives an additional +2 to threat range at level 8 or 9. Vorpal activates only on a confirmed critical where the original to-hit was a 20. Also, many creatures are immune to criticals, and are not inconvenienced by the loss of their heads. Crits with threat ranges larger than to-hit ranges occur with a probability of the probability of a hit squared. For instance, if you hit on 1/5 of the rolls, you critical on 1/25 of the rolls. If you hit on 1/4, you crit on 1/16, etc. I've played with dual-wielding scimitar weapon masters, and it's really not as impressive as many would have me believe. Especially when the rules are played right. Also, my group uses the dodge = +1 dodge bonus to AC rule, for simplicity's sake, as well as feat-de-gimpifying's sake, and it's nice. Not everyone takes dodge, and it's worth something to those who do (and simpler for the DM) |
| ShadowDragon868512-29-04, 12:50 AM | Ah, of course. Another DM who feels that more power to the players is a bad thing. You know, I thought your job was to make the game fun for the players. NOT to have fun at their expense. Savage Species are not bad. Assuming you're not trying to use a 3.0 product in 3.5, they're perfectly balanced. DMs like you deserve to have an empty table. Most such DMs only get any games because nobody else has a DMG or Monster Manual, or else they aren't good at DMing. May you soon be smote. |
| armygamer2612-29-04, 01:54 AM | Ah, of course. Another DM who feels that more power to the players is a bad thing. You know, I thought your job was to make the game fun for the players. NOT to have fun at their expense. Savage Species are not bad. Assuming you're not trying to use a 3.0 product in 3.5, they're perfectly balanced. DMs like you deserve to have an empty table. Most such DMs only get any games because nobody else has a DMG or Monster Manual, or else they aren't good at DMing. May you soon be smote. When it comes to giving MORE power to players like you who already abuse what power they have in the game? I absolutely think that it is a bad thing. I have no problem with characters that are powerful, or well-planned out, but I do have a problem with those that feel that the DM owes them whatever they want, no matter how unbalancing or powerful. I have no problems finding players, nor do I have problems with the rules I use from players. Now, admittedly, those have a great problem with my rules. In fact, what house rules I add do a remarkable job of frightening them away. Regular players on the other hand get along fine in my campaign. |
| danielinthewolvesden12-29-04, 04:57 AM | Note that ShadowDragon8685 has shown no signs whatsoever of being a "munchkin" other than the fact he doesn't like your Houserules. And, neither do I, for that matter. Nor does WotC, it seems. I guess all those guys who freaken design the game are "munchkins" too, eh? And it's not that this happens to be in the Players section (although there are rules about keeping things in the right Forums, you know) but that the Op specifically requested it be that way ("Post here with some House Rules you enjoyed..Just thought I would see if the opposite side gets the same reaction.") Thus, it is just polite to do so. |
| buzzbomber12-29-04, 08:05 AM | How about we just post the house rules we like instead of getting into arguments over who's dumber than the other? Give constructive criticism if you don't like it, not "You suck as a DM". I'm sure a better suggestion with the same principle is more likely to be taken seriously than "You're basically screwing the players over" Maybe like "the -5 to ride check seems OK, but the -5 to attack roll seems a little harsh. The +2/-2 DM's basic circumstance modifier seems a little more appropriate in this situation." Or maybe "a -4 for nonproficiency in aerial combat would follow the RAW more closely" Anyways, to the houserules A rule I like is at 2nd level, if you roll less than half of your HP, you get half the maximum instead (ie. A barbarian rolls a 3 so he instead gets 6, a wizard rolls a 1 so he gets 2, etc.) I prefer this over rerolling 1's and 2's to give a more even percentage chance comparing barbarians and wizards (Under the reroll 1's and 2's, the wizard has a 50% chance of getting max hp, the barbarian only has 10%) I also prefer the keen and improved crit. stacking, makes more sense IMHO, for reasons already stated. And frankly, I really don't care if the keen scimitar wielding weaponmaster is getting 10-20 crit. threat range, because generally, the spellcasters are dishing out more damage at that point anyways. Gives those fighters a chance. |
| ORC_Tuhteth12-29-04, 10:00 AM | Guys, please keep your comments restricted to the actual discussion, not other patrons. Don't be calling anyone a munchkin, and don't be saying that someone doesn't deserve to have any players. Keep it above the belt, please. |
| DNDGuroMaster12-29-04, 12:28 PM | How about we just post the house rules we like instead of getting into arguments over who's dumber than the other? Give constructive criticism if you don't like it, not "You suck as a DM". I'm sure a better suggestion with the same principle is more likely to be taken seriously than "You're basically screwing the players over" Maybe like "the -5 to ride check seems OK, but the -5 to attack roll seems a little harsh. The +2/-2 DM's basic circumstance modifier seems a little more appropriate in this situation." Or maybe "a -4 for nonproficiency in aerial combat would follow the RAW more closely" Anyways, to the houserules A rule I like is at 2nd level, if you roll less than half of your HP, you get half the maximum instead (ie. A barbarian rolls a 3 so he instead gets 6, a wizard rolls a 1 so he gets 2, etc.) I prefer this over rerolling 1's and 2's to give a more even percentage chance comparing barbarians and wizards (Under the reroll 1's and 2's, the wizard has a 50% chance of getting max hp, the barbarian only has 10%) I also prefer the keen and improved crit. stacking, makes more sense IMHO, for reasons already stated. And frankly, I really don't care if the keen scimitar wielding weaponmaster is getting 10-20 crit. threat range, because generally, the spellcasters are dishing out more damage at that point anyways. Gives those fighters a chance. Finally somebody with some common sense posts.. Thank you! |
| Lord Schpungus12-29-04, 02:45 PM | My DMs let us reroll 1's when generating ability scores (so 4d6, drop lowest, reroll 1's), and reroll 1's for rolling hit points. It lets us be heroic and lets them throw bigger and badder things at us with a chance we may survive. |
| Ryoohki12-30-04, 02:22 PM | I'm not sure if this is a houserule or just a different DMing style, but my DM will base the XP he gives out, not on anything to do with challenge ratings or whatnot, but based off of how he think each player/character did that session. We have some sessions without any combat and others with all combat. I think it just makes it easier for him. But along with this, he has a "downtime" session every once in a while. What that means is after we've finished some major plotline and our characters have time to rest, they get some downtime in the game. Sometimes just a few weeks. Other times it could be a year or longer. That gives our characters time to do things in a general sense that take a long time, like construct items, get people to construct stuff for us, do jobs and earn money, etc. Along with this, he has a "downtime" bonus XP pot that builds up based off of how long it's been since the last time we had downtime. So our characters get a huge amount of bonus XP during this downtime. Kind of like a bonus for finishing the last set of stuff we did. Anyway, it all works out that it allows him to progress our characters as fast or slow as he wants, and it's a lot of fun for us to get the bonus XP when we reach downtime, and nice to give our characters time to do stuff that takes a long time, and it's also a lot easier to figure out how much XP people get. Kyle |
| Purkake12-30-04, 03:58 PM | My DMs let us reroll 1's when generating ability scores (so 4d6, drop lowest, reroll 1's), and reroll 1's for rolling hit points. It lets us be heroic and lets them throw bigger and badder things at us with a chance we may survive. I've seen this mentioned a few times here. How exacly does having more hitpoints make you more "heroic"? It's like having a big car make you better :D |
| Lord_Anthrax12-30-04, 05:02 PM | Quote: -Max HP, no rolling for hp. this allows for more challenging encounter without risk or the players dieing quickly. It also takes the fun out of it... I fail to understand what is 'fun' about rolling a 1 for HP at level-up and being stuck with it, especially if you're playing a Fighter-type who's the most likely to take damage in a combat. I suppose that makes me a munchkin. Oh well, sucks to be me. Guess I'll just have to keep on thinking I'm having fun while I play the game 'the wrong way'. Poor, self-deluded little me. Pity me, I suppose, for my ignorant house rules, such as giving max HP at all levels for PC's, throwing out multiclassing XP penalties and rolling for stats and other things that make the game so very fun to play. Oh, partly woe is me, I might fear I shall be darned to Heck for my not-by-the-rules ways, where my soul will be mildly annoyed for a kind of long time by the Lord of Insufficient Light. Think about some prayers or stuff for me, will you? Then perhaps my darned soul will get some time off for sorta-good behavior and some junk. |
| danielinthewolvesden12-30-04, 08:01 PM | My DMs let us reroll 1's when generating ability scores (so 4d6, drop lowest, reroll 1's), and reroll 1's for rolling hit points. It lets us be heroic and lets them throw bigger and badder things at us with a chance we may survive. Re-rolling one's isn't so bad. I like it myself. I dunno about allowing it for a D4 class, but still.... |
| MageofMyth12-30-04, 10:36 PM | A DM I play under allows no Evil characters, and for me when playing this is the best rule ever. :D He will only allow you to play cn is he trusts you not to play c-Stupid. :D :D :D :D :D :D :D :D :D :D :D Why is this good, because I play D&D to play hero, not to be a twit or evil. |
| alecthemad12-31-04, 01:06 AM | Wow, a flame war and a moderator. I feel so validated. |
| Darion Fenix12-31-04, 04:02 PM | Static or near static HP is a must. Any method you want for doing is fine; it's just no fun to play a meatshield sans the meat. CR ratings assume you have between 50 and 60% of your maximum HP (taking in to account both Con mod and max HP at level 1). But this is a very minor issue since you may have to subtract all of -10% to a CR rating to make it accurate with inflated HPs. I still like getting MAX HP at each level, but that's just me and my campaign. Rerolling any result less than 1/2 your die maximum is also a good way to go about things. If you're a fighter you reroll anything but a 6-10. I really like the 75% rule (SWRPG I think...) and I'd use it if I were DMing. You get maximum HP at first level and then 75% of your die roll at every level thereafter. Since this results in X.5 you alternate by rounding up and rounding down. So at level 2 a fighter would gain 8 HP and at level 3 he'd get 7. Rolling for skill checks and damage is fun because if you get a lousy roll here, you're screwed for a round. If you get a lousy roll while generating your stats or HP, you're screwed for your character's lifetime. |
| ShadowDragon868512-31-04, 04:50 PM | I fail to understand what is 'fun' about rolling a 1 for HP at level-up and being stuck with it, especially if you're playing a Fighter-type who's the most likely to take damage in a combat. I suppose that makes me a munchkin. Oh well, sucks to be me. Guess I'll just have to keep on thinking I'm having fun while I play the game 'the wrong way'. Poor, self-deluded little me. Pity me, I suppose, for my ignorant house rules, such as giving max HP at all levels for PC's, throwing out multiclassing XP penalties and rolling for stats and other things that make the game so very fun to play. Oh, partly woe is me, I might fear I shall be darned to Heck for my not-by-the-rules ways, where my soul will be mildly annoyed for a kind of long time by the Lord of Insufficient Light. Think about some prayers or stuff for me, will you? Then perhaps my darned soul will get some time off for sorta-good behavior and some junk. That's harsh. I'm just saying that it's all the more sweet when you throw 10 on the d10 than the DM just says "Okay, you get ten hit points. Add your CON modifier." |
| Starmage2112-31-04, 05:28 PM | Here is a houserule we use in our campaigns: "Whenever you aquire something through role-playing, its free" That means, if youre playing an evil wizard, and you tell the DM: "I would like to become a lich", and soon after he organizes quests and research tables so you can actually do it, and then succeed, you dont have to pay a level adjustment for it (like most DMs seem to be making players who somehow aquire something that would give them a level adjustment, like a lycanthropic template). We do however, use that new level to determine the average level of the party (and being a lich in a 4 member party is going to raise the party's average level by 1), to determine the challenges that are suitable for the party. We use this rule no matter who is the DM of any particular campaign, because we have a tight knit group and its a reasonable house rule. *edit* I also really like the Toughness = upgrade your HD 1 step |