| Post/Author/DateTime | Post |
|---|---|
| Swiss61904-05-05, 04:32 PM | Seeing the thread about unpopular house rules has me curious now. I know every group/DM has their own variants here and there, but I'm curious what ones are across the board. (Or at least common) We use a non-critical fumble rule. On a 1 on an attack roll, you not only miss, but also drop your weapon. (no damage done, though) We also give all arcane spellcasters the feat eschew materials for free. Any noteable ones you guys use? |
| Herald@Large04-05-05, 05:00 PM | 1. No cell phones! 2. No smoking. 3. Once play has started, OOG comments and discussions (computers, football, recent news events, etc.) is kept to a minimum. 4. If females are present, raunchy or off-color jokes are a no-no -- unless she makes it clear that she's ok with it. Even then, it should be kept to a minimum. 5. No real-world racial, ethnic or religious bad-mouthing. In game or out. 6. Everyone helps clean up afterward. Now, for game-related stuff: 7. No "Flying Dutchmen" -- characters brought in from other dungeons, always with insanely high stats, god-like abilities, and munchkined equipment. 8. All PC stat rolls are witnessed (not necessarily by the DM). 9. No "rewinding" ("Uh, I didn't mean that", or "No, I'm gonna cast *this* spell instead") -- once you've said you've done it, it's done. |
| Swiss61904-05-05, 05:01 PM | Disregard this. I just noticed there's a thread dedicated to nothing but house rules. I apologise for cluttering up this one. |
| Encard04-05-05, 08:04 PM | - Material and focus components for spells are ignored unless they're exceptionally expensive. This has been a rule in all but one of the games I've played in; we've all agreed that it just wasn't worth the bother to keep track of things that won't really have much of a effect anyway. - Non-core material is allowed as long as it's checked by the DM, and the DM doesn't have a vendette against non-core stuff. I love tweaking out characters (not breaking them, mind, but tweaking them so they can do exactly what I want them to do well), and this makes it a lot more possible than in just a core-only game. This rule has been in place in nearly all of the games I've played in (and it's one I look for before joining a game). |
| Dragon Snack04-06-05, 01:25 AM | -The cost for a Wizard scribing a new spell into their spellbook is ignored. This is probably the most common house rule or at least a rule that nobody bothers with. -Sorcerers get either Eschew Materials or Spell Thematics as a bonus feat at first level. We use a non-critical fumble rule. On a 1 on an attack roll, you not only miss, but also drop your weapon. (no damage done, though) This still will end up shafting the Fighters though, moreso the higher level ones... |
| Kalanth04-06-05, 01:29 AM | - In general, we ignore spell components unless the cost is substantial. - Any out of game comment, or game breaking comment will cost you $1. All money in the pot is used to purchase group liquor, cigars, and snacks. - No Cellphones, no computers, no videogames - No referencing any books that your character is not immediatley tied to during game. When leveling up, no problem, but when we have started the session, tough poop. - Do not discuss what your character can do in the future because we are playing in the present. |
| Alcari Ambaron04-06-05, 09:36 AM | - No spell components are used, but the Component bag is needed for casting, as is a (Divine)Focus. - If, during a level up, the HP roll comes up lower then half the dice (i.e. a d8 rollling under 4, meaning 1,2,3) half is taken instead. (a d6 has 3,3,3,4,5,6), a d8 has 4,4,4,4,5,6,7,8 - no food or drink (or visits to the toilet) needed for characters, and kept to a minimum, for players during combat - only books that you have with you are allowed - DM must approve ALL characters and stat-rolls - background story required (although some beginning players may have cliche or unoriginal stories) and must be followed - NO MAGIC SHOPS |
| Jaxem04-06-05, 10:04 AM | Greetings, We play with some similar rules as the ones mentioned. 1. Sorcerers get Arcane Preparation and Spell thematics free (1 spell/lvl). 2. Casters dont have to track mundane components but using rare ones can boost spell DC or saves. 3. If you speak OOC in a smartass way the DM could interpret it as your PC doing the same. DM: The Centaur bows and smiles PC1 to PC2: Ask him if we can make him our pony 4. Rolls must be witnesssed for fairness. 5. You can change your skill/feat/spell choice all the way up until you cast or use it for the first time. 6. Good Heroic or RP deaths give bonuses to the replacement character Some of the less weird ones, -J |
| Draco Strang04-06-05, 12:06 PM | Natural 20 hits. Always. No roll to confirm. A throwback to my 2nd ed. days, if you will. The rest of the critical range, however, requires another hit achieve critical status. |
| Ricky04-06-05, 12:55 PM | Natural 20 hits. Always. No roll to confirm. A throwback to my 2nd ed. days, if you will. The rest of the critical range, however, requires another hit achieve critical status. Um, that's how it is now. You only have to roll again to confirm the critical, not to confirm the hit. |
| pres_man04-06-05, 01:01 PM | Don't mean to toot my own horn, well yes I do :D , but one of my players like my house rule so well he instituted it into his game. I made it up since I saw some skills were never being picked due to a)lack of skill points and b)lack of frequencent usefulness. PCs get 2 bonus skill points per level, these skill points may only be used on the following skills: Appraise Balance Bluff Craft Decipher Script Disguise Forgery Intimidate Any Knowledge except Arcana, Nature, or Religion Perform (bards may not use for their primary type of perform) Profession Sleight of Hand Swim Use Rope Another houserule (not so sure it is a houserule or just a reasonable interpretation) is that NPC classes do not count for xp penalties. Now you might think, so what who wants to take an NPC class? Well what if you are a halfling wizard who wants to go eldritch knight. Well you need to be proficient in all martial weapons, but you can't take any PC classes to do that without taking an xp penalty (barbarian, fighter, paladin, ranger), but you could take warrior. ;) |
| Draco Strang04-06-05, 01:12 PM | Um, that's how it is now. You only have to roll again to confirm the critical, not to confirm the hit. I meant to say automatic critical. Silly me. Again, a 2nd ed. throwback, where the only crits you COULD get were 20's, and so they were automatic criticals when the 20 showed up. That's how I do it. Sorry for the confusion. |
| On_the_wings_of_TPK04-06-05, 01:34 PM | Another houserule (not so sure it is a houserule or just a reasonable interpretation) is that NPC classes do not count for xp penalties. Now you might think, so what who wants to take an NPC class? Well what if you are a halfling wizard who wants to go eldritch knight. Well you need to be proficient in all martial weapons, but you can't take any PC classes to do that without taking an xp penalty (barbarian, fighter, paladin, ranger), but you could take warrior. ;) I'd just advise the player to play a human so that he gets a free multi-class and then can take 1 level in fighter and the rest in wizard and not worry about multi-class penalties ;) I mustly DM so I'll just share some of the house rules that i have introduced them to, that went over particularily well: 1) Any bonus spell slot that a wizard gains though a high ability score may be fast cast. IE they may cast any spell they know, of that level, through the that extra slot. The wizards and clerics had a field day with this one. It lasted all of about 1.5 sessions, but while it lasted man m,y casters loved it. (found in a post online) 2) Feats were once gained at every odd level, instead of every third. (1,3rd,5th,7th,9th, etc, etc) Again was ever popular withmy party at the time. This one lasted the entire campaign, but has sence been discontinued. (found on line) 3)I used to hand out bob pionts. They worjk and the party loved them! They got *good* back-stories and some heavey RP improvement from my hack-n-slashers! Highly recomened for all! (found in a 1001 thread on line, I believe the poster was named Bob.) 4)I also used to use region multi-cl;assing systems, witch allowed characters more freedom when multi-classing. Again varyly well recieve although few actually used it. thats mostly it for now, and remeber kepp posting, The OP has already asked that we disregard once! :D |
| green_yawgmoth04-06-05, 01:43 PM | 4. If females are present, raunchy or off-color jokes are a no-no -- unless she makes it clear that she's ok with it. Even then, it should be kept to a minimum. Girls are people too, and some of them have a sense of humor. In fact, the girls I know would not only be offended by you biting your tongue while they're around, they'd beat you to -5hp for it and tell you the worst jokes you'll ever hear just for spite. http://img.photobucket.com/albums/v91/yawgmoth/kittyjig.gif |
| Board_Rider04-06-05, 02:25 PM | I actually like our tables rule where only 1 PrC can be taken at a time. This usually reinforces roleplaying over powergaming. |
| Gold Katana04-06-05, 02:36 PM | Critical miss results are up to the DM. Opponents trade blows during full attacks, with the higher initiative leading off. Any character saying "I wish ..." invokes a 1% chance of the wish being granted immediately - in the most literal sense if the request was only a figure of speech, in the most twisted fashion if he was really trying to get a result. |
| Herald@Large04-06-05, 02:36 PM | [QUOTE=green_yawgmoth]Girls are people too, and some of them have a sense of humor. In fact, the girls I know would not only be offended by you biting your tongue while they're around, they'd beat you to -5hp for it and tell you the worst jokes you'll ever hear just for spite. Well, being female myself, I put this one in for self-defense. I once had a player in my dungeon who discovered that I was a bit uncomfortable with off-color humor. He would go out of his way to make raunchy comments for the sole purpose of watching me blush or squirm. :mad: Wound up tossing him out of the group because he would not stop despite repeated requests both from me and the rest of the group (several of whom were females also offended by his attempts at humor). That's why I put in the qualifier "unless she indicates that she's ok with it". All clear now? Or maybe I should have phrased it differently? |
| pres_man04-06-05, 03:15 PM | I'd just advise the player to play a human so that he gets a free multi-class and then can take 1 level in fighter and the rest in wizard and not worry about multi-class penalties ;) Oh I agree that is a much better choice, power-wise. Though if you were going eldritch knight to become better at your range attacks for spells, then an even better choice might be elf for 1 fighter/5 wizard/E.K. My point is that not everybody wants the "best" choice, but they still want a workable choice. So a halfling 1 warrior/5 wizard/E.K., is workable as long as NPC classes don't give xp penalties. Also if a DM thinks mystic theurge is too powerful, how about a bard/adept/mystic theurge. No way they could say that is too powerful. :D |
| green_yawgmoth04-06-05, 03:30 PM | Well, being female myself, I put this one in for self-defense. I once had a player in my dungeon who discovered that I was a bit uncomfortable with off-color humor. He would go out of his way to make raunchy comments for the sole purpose of watching me blush or squirm. :mad: Wound up tossing him out of the group because he would not stop despite repeated requests both from me and the rest of the group (several of whom were females also offended by his attempts at humor). That's why I put in the qualifier "unless she indicates that she's ok with it". All clear now? Or maybe I should have phrased it differently?Ah, makes sense now. My experience with gamer girls would be the opposite, where we all assume you're okay with it unless you ask us not to, in which we stop. The way it was phrased, "if females are present..." made it sound like you're one of those "girls have to be sheltered and protected from those brutish vagabonds! http://img.photobucket.com/albums/v91/yawgmoth/smileys/monocle.gif" type of guys that just irritate me. But yes, asshats should be booted of they can't honor the requests of other people made directly to them. http://img.photobucket.com/albums/v91/yawgmoth/kittyjig.gif |
| Draco Strang04-06-05, 03:50 PM | I actually like our tables rule where only 1 PrC can be taken at a time. This usually reinforces roleplaying over powergaming. I allow two. That's just me. How do you feel about multi-classing, BR? I know we've gone round and round on this before, but refresh me. |
| Krelios04-06-05, 04:14 PM | I don't bother with house rules that dictate the behavior of players at all. I have some rules for characters, but rules like "no saying certain things" or "speaking OOC costs you $1" seem ludicrous to me. If you don't like the people, don't friggin' play with them--I'd be gone in 10 minutes in a session that told me how I could behave and treated me like an idiot or a criminal before I even started... Sheesh. |
| Alcari Ambaron04-06-05, 04:16 PM | no more then 3 classes one of which is a Prestige class no templates for the PC's Ah, makes sense now. My experience with gamer girls would be the opposite, where we all assume you're okay with it unless you ask us not to, in which we stop. The way it was phrased, "if females are present..." made it sound like you're one of those "girls have to be sheltered and protected from those brutish vagabonds! " type of guys that just irritate me. But yes, asshats should be booted of they can't honor the requests of other people made directly to them. hmm, usually i have to ask the girls to stop, because it's getting a little uncomfortable for us guys (3 girls, 3 guys group) Guess we just need to be sheltered from you brutish vagabonds :D |
| Mirikon04-06-05, 06:30 PM | The houserule I like the best is that all HP are recovered with a full night's sleep. Ability damage still heals at the standard rate, however. |
| seans2304-06-05, 06:44 PM | * An assassin's death attack is not considered a death effect for the purposes of reincarnation and raising. * Feats acquired through normal character progression (every third level) can be used as a prerequisite for a prestige class, but not skills. * Unique magic items are a-ok, as long as there's a similar item and the cost can be worked out. |
| m15a04-06-05, 06:47 PM | hmm, usually i have to ask the girls to stop, because it's getting a little uncomfortable for us guys (3 girls, 3 guys group) Guess we just need to be sheltered from you brutish vagabonds :D yes, boys/males are people, too, too! seriously, though, you're better off just making sure people are sensitive to people's feelings on comments no matter what. anyway, that's not really a house rule, just a rule of courtesy. (as oxymoronic as that sounds.) so back on topic . . um, i don't think i'd use many house rules if i were to DM. :) actually, average hitpoints is one i'd use. or at least allow. just wouldn't want players to be upset over one die roll for levels and levels. |
| Board_Rider04-06-05, 07:55 PM | How do you feel about multi-classing, BR? I know we've gone round and round on this before, but refresh me. Eh...depends on the day really. |
| Draco Strang04-06-05, 08:31 PM | Eh...depends on the day really. Alright...and how do we feel about the current tax situation? :D |
| Nom04-06-05, 09:11 PM | I meant to say automatic critical. Silly me. Again, a 2nd ed. throwback, where the only crits you COULD get were 20's, and so they were automatic criticals when the 20 showed up. That's how I do it.Your game, your rules, but you are aware that this overpowers the 20/xN weapons over the n-20/x2 weapons? Under this rule, a battle-axe auto-crits for x3 on a natural 20, while a longsword auto-crits for x2 on a natural 20 but must roll again on a 19. |
| Board_Rider04-06-05, 11:12 PM | Alright...and how do we feel about the current tax situation? :D I must admit that I don't follow. Do you mean socio-economic taxation? Inflation tax rate dependent upon our nations GDP or those taxes placed upon our exports? Good reads are, of course, the Wall Street Journal and the Times (both LA and New York) as well as this (http://www.taxes.state.mn.us/taxes/all_tax_types.shtml) among others..... PS: Draco..shame on you! You can go here! (http://www.isso.uc.edu/tax/). Oh did you hear a 98 degree band member wants to be your citys mayor? PPS: Sorry for de-railing this thread.... |
| danielinthewolvesden04-07-05, 03:07 AM | We use a non-critical fumble rule. On a 1 on an attack roll, you not only miss, but also drop your weapon. (no damage done, though) We also give all arcane spellcasters the feat eschew materials for free. Any noteable ones you guys use? 1. I hate this- it hurts high level warrior types a lot, whilst spellcasters have no problems. Conan doesn't fumble. 2. Fine for Sorcs, but Wizards need no help. |
| danielinthewolvesden04-07-05, 03:10 AM | 4. If females are present, raunchy or off-color jokes are a no-no -- unless she makes it clear that she's ok with it. Even then, it should be kept to a minimum. All good, except the raunchyest person at our table is the girl-gamer! :D |
| Eliza_Stormwhisper04-07-05, 04:00 AM | -Racial class restrictions, even when playing 3.5. For the last time, NO HALF-ORC PALADINS! My series of rules for critical hits/critical fumbles (a lot of these were inspired by older editions): 1. Enough of that threat range and higher multiplier nonsense. All gone. 2. When you roll a 20, the crit is automatic. 3. If you need a natural 16 or higher to hit, you can't score a critical. 4. I don't multiply bonuses. 5. When calculating critical damage, you do max weapon damage + normal weapon damage + bonuses. For example: a crit with a +1 Longsword and a +1 STR bonus = 8 + d8 + 1 + 1, for an average of 15. 6. When you roll a 1, you roll a Dex check (DC 8 in 3.x) to hold on to your weapon and a saving throw to stay standing (vs. PPD in 1-2, DC 15 Reflex in 3.x) 7. When you roll a 2, you roll the Dex check to hold on to your weapon, but don't have to roll the saving throw to stay standing. 8. If you roll a 3 when firing a missile weapon into melee or throwing a weapon into melee, your attack is directed at the wrong target. Roll randomly to determine who the attack is directed at instead, then reroll to hit (if you roll a 1 or 2 it's an automatic miss, if you roll another 3, repeat). 9. If you need a natural 5 or lower to hit, you can't critically fumble or hit the wrong target with a ranged weapon. 10. If you meet the target's AC, you do minimum damage (calculated as if you rolled a 1 on all damage die/dice). 11. When striking a human or demi-human (in other words, a PC-eligible race), critical hits instead of doing double damage, do normal damage to wounds (see next section on vitality and wounds). 12. If you have a natural THAC0 10 or lower (or BAB +10 or higher), you are eligible for a critical hit on a natural roll of 19. 13. If you have a natural THAC0 5 or lower (or BAB +15 or higher) you are eligible for a critical hit on a natural roll of 18. Notes on 12 and 13: Apply rule 3 in a similar fashion. If you need a 15 to hit, and are eligible to crit on 19, you can't crit on 19 (but can still crit on 20). Also, if you need a 14 to hit, and are eligible to crit on 18, you can't crit on 18 (but can still crit on 19 and 20). If you need a 16 or higher, you still can't crit on anything. Other notes: A 20 is always a hit (but not always a crit) and a 1 is always a miss (but not always a fumble). My other rules on vitality and wounds: 1. PC races (including NPC's of PC races) have vitality and wounds as opposed to "normal" hit points. 2. Monsters just have hit points. I don't bother with vitality and wounds for monsters. 3. Your vitality points are equal to what would normally be your hit points (4d6 + Con bonus for a 4th-level rogue). 4. Your wounds are equal to your constitution score. A character with 12 Con has 12 wounds. 5. When you take non-critical damage, it goes off your vitality. 6. Critical damage is normal damage (not doubled), but is done to wounds. 7. When you take ANY amount of wounds, you immediately roll a d20. If you roll your current amount of wounds or lower, you are fine. If you roll above your current amount of wounds, you drop unconscious (but not bleeding to death). 8. If you're at 0 or fewer wounds, you are unconscious AND bleeding to death. 9. Instead of a 10% chance of stabilizing each round, I make it a bit easier. The round you drop to negatives, you roll a d20. If you roll your constitution score or under, you stabilize and will not bleed to death. If you don't, you will bleed to death (at a rate of 1 lost wound per round) unless aided by another character. 10. If you are dropped to -10 wounds and stabilize, you are not dead. If you fail to stabilize, you are dead. -11 or lower is automatically dead (but sometimes I roll to see if the character stabilizes for fun). 11. If you have taken any wounds or have 0 vitality points left, you are fatigued (-1 attacks, -1 AC, all that jazz). And finally, I have my own rules for stat increases and decreases. I prefer more dynamic rather than static stats. I use seven stats (the seventh being Com, used to represent physical appearance). Stat increases: 1. When you level, roll a d6. If you roll your current level or under, you are eligible to attempt to increase that many stats. This does mean that starting at 6th level, you will automatically be able to try to increase stats. 2. To try and increase a stat, roll a d20. If you roll your current stat or higher, it goes up 1 point. You cannot attempt to increase a stat more than once per level. Stat decreases: 1. If you drop to a negative amount of wounds, roll a d6. You have to check that many times to see if your stats go down. 2. Roll a d8. The number is the stat, in order listed on the sheet (1=STR, 2=DEX, ... 7=COM). If you roll an 8, it's a "freebie." 3. Roll a d20. If you roll higher than your current stat, it drops by 1. Stats can decrease multiple times. 4. These stats do not come back naturally, but they can come back through use of a Ring of Regeneration (at a rate of 1 per day) or through the spell (1 stat point per casting). Notes: I enforce racial minimums and maximums for stats. For example, if dropping to negative wounds and checks indicate that an elf's dexterity drops below 9, it instead remains 9. It works the other way, if the rolls indicate that the dex score goes above 19, it instead remains 19. I do realize that the maximum possible natural stat by that system is a 21 (since humans don't have racial mins or maxes). I am fine with that, and so are my players. Stats, however, can be magically augmented above the maximum. |
| Verenal04-07-05, 04:03 AM | I use these: 1. You have to roll below your con score or 10 (whichever is higher) when you roll for stabilization. 2. No oriental stuff. 3. No monsters as PC:s, monsters tend to become overpowered even though most of them have too high ECL. 4. Players can use action points after a roll's result is known (success or failure). |
| Draco Strang04-07-05, 01:19 PM | Your game, your rules, but you are aware that this overpowers the 20/xN weapons over the n-20/x2 weapons? Under this rule, a battle-axe auto-crits for x3 on a natural 20, while a longsword auto-crits for x2 on a natural 20 but must roll again on a 19. Oh, I'm quite aware of that. First off...like I said, it's a throwback. Nothing like sitting around in 2nd edition and getting the opportunity to roll double damage. And no, I really don't think that it does overpower the 20x3 or x4 weapons over the 19-20x2 weapons, because those are steadily dishing out critical hits for double damage, while every so often the raging barbarian steps in with his ginormous greataxe, hits the 20, and spatters the guy all over the place. It's all about deciding whether you wanna be the guy who gets the chance to possibly make more hits, and deal out more damage over time, or the guy who every so often hits the proverbial grand slam. My players love it, even though they realize that I apply the rule against them, too. |
| Draco Strang04-07-05, 01:25 PM | I must admit that I don't follow. Do you mean socio-economic taxation? Inflation tax rate dependent upon our nations GDP or those taxes placed upon our exports? I'm talking about socio-economic taxation. Income tax is my big thing....more you make, more you should be taxed relative to your income. Don't get me started on what the current situation is...... Oh did you hear a 98 degree band member wants to be your citys mayor? Yes...Yes I did here. That Jeffre dude. There as an article about it in the school paper today, as a matter of fact. He "attended" (note, didn't say graduated) the University of Cincinnati from 1992-1995. Focus? Social Communications Studies. (Again, note it didn't say "major") Hell, I hope he wins. It would serve this community right for electing him. Anyway, it doesn't affect me...in June I'm off to that paradise we call NorthEast Ohio, smack dab in the middle of the rust belt, and will be attending Kent State University. |
| lukelightning04-07-05, 01:57 PM | In the game I'm in, a wildshaped druid gets all the special abilities of an animal (senses, etc.) not just attacks. So no more "I turn into a crocodile but can't hold my breath" stuff. |
| Alcari Ambaron04-07-05, 02:41 PM | In the game I'm in, a wildshaped druid gets all the special abilities of an animal (senses, etc.) not just attacks. So no more "I turn into a crocodile but can't hold my breath" stuff. yeah, i do that to, but only to certain animals sword slingers (fighter, palladin, rogue) get one Exotic weapon proficiency for free at level 5 |
| Clawhound04-07-05, 03:00 PM | 1. At the table, the GM will make the best rules call that he can, but he'll make something up rather than get stuck on the rule. He'll read up on it between the game, then let everyone know what the real rule is. 2. Combine Move Silently and Hide into a single skill: sneak. |
| danielinthewolvesden04-07-05, 05:11 PM | 6. When you roll a 1, you roll a Dex check (DC 8 in 3.x) to hold on to your weapon and a saving throw to stay standing (vs. PPD in 1-2, DC 15 Reflex in 3.x) 7. When you roll a 2, you roll the Dex check to hold on to your weapon, but don't have to roll the saving throw to stay standing. 8. If you roll a 3 when firing a missile weapon into melee or throwing a weapon into melee, your attack is directed at the wrong target. Roll randomly to determine who the attack is directed at instead, then reroll to hit (if you roll a 1 or 2 it's an automatic miss, if you roll another 3, repeat). Well, I was about to say these are the very worst set of fumble rules I have ever had the unfortunate chance to read- and remind you this thread is for Players who want to talk about "House rules we don't hate" in the campaigns they are playing in.... but then I kept reading and found out your "house rules" are so radical that I'd argue you're no longer playing 3.5 or even D&D at all. Justs so as you know- those fumble rules penalize high level warrior types very severly, and have nearly no effect on spellcasters. At high level- warrior types need help to keep up with the spellcasters- they don't need to be crippled. I could prove this to you mathematically, using Conan & a commoner as examples, but I have done this about a dozen times, so I am loath to show the math again, for fear of boring the rest of the readers. But in general- these sort of fumble rules- in fact nigh any set of fumble rules I have seen posted- hurt the high level warrior with multiple attacks far out of proportion to a commoner or a wizard. There is also a separate Houserules Forum. That's a place to post YOUR Houserules. There is also "What's a DM to do" forum, which also could be a place to post a houserule or two that perhaps your players are complaing about and thus you want your fellow DM's opinions. This is "what's a PLAYER to do", where players post things about the games they are playing if. Oftimes- these would be complaint. But in this case, the Op started a thread about "House rules we don't hate". I thought that was an interesting take, altho then the OP said "never mind". |
| hiryuu04-07-05, 08:03 PM | 1. Fumble confirmation rule: You roll a natural 1, you roll again to se if you miss. If you do, you fumble. Weapon hits the ground, and you need to pick it up. Higher level fighters will be good with this, but spellcasters in melee had better watch out. 2. Only six books at most. Anything else has to be cleared. Make sure the GM (i.e. me, if I'm running), knows what your class path is. The GM has the right to veto anything, nipping it in the bud so you're not disappointed later. 3. You're dead. If your character kicks the bucket, he's dead. That means no coming back (it's more of a setting caveat, but I like it). There are ways to come back, but they are long and involved and you may not be in the same body. 4. Hit dice rolls. Two dice are rolled: one the player, the other the GM. Take the higher of the two rolls. ______________________ Automatic critical hits punish the players. Guess who's in the most combats? The PCs. Guess who's on the recieving end of more critical hits normally? The PCs, being in the most combats. Which means any rules that enhance a critical hit or make it harder to perform combat tasks benefit the bad guys more than the PCs (yes, this means the fumble rules I use punish the PCs, but not enough to make it downright dangerous as automatic criticals). I've played ina game with auto critical hits, and I've lost more characters than it's helped. ....This is off topic, but I noticed I have this annoying tendency to say to people "sure, you can do that" if their question is in the rules and they say you can, before the GM even answers. I hate it, and I wish I could figure out how to stop. |
| BeyondFated04-07-05, 09:15 PM | My favorite was this: If you roll a fumble (Natural 1) the monster you were attacking gets an AoO on you (ONLY the monster you attacked). Same goes for monster fumbles. I dont care if it does hurt the fighters more, and I play only fighters, barbarians, and the ocassional paladin or ranger, I think it is a good and fair rule that makes sense. Basically, when you fumble, you leave yourself open, you throw wide/over-balance/trip/whathaveyou, and your opponent takes that oppurtunity to strike! Also, on a completely unrelated note, house-rules where a fumble maks you drop your weapon :censored: me the :censored: off! I had a DM that did that once, and I immediatly told him that he was wrong, and that he could :censored: me if he ever tried to pull that :censored: again. Luckly, he saw the light. :D |
| danielinthewolvesden04-08-05, 12:07 AM | My favorite was this: If you roll a fumble (Natural 1) the monster you were attacking gets an AoO on you (ONLY the monster you attacked). Same goes for monster fumbles. Sure- buut why can't Wizards fumble when they cast a spell? After all, some spells require material compnents, saying a phrase exactly right, and moving your arms around - again- exactly right. :rolleyes: |
| Draco Strang04-08-05, 12:27 AM | My favorite was this: If you roll a fumble (Natural 1) the monster you were attacking gets an AoO on you (ONLY the monster you attacked). Same goes for monster fumbles. We do this too. |
| Deflare04-08-05, 12:45 AM | Eliza: I'd prefer to avoid being too rude; however, I will say that I would never play in one of your campaigns. You seem to be trying to tie together 2e and 3e, yet only succeeding in making things horribly complex. Are the standard 3.x rules so bad? I like Hiryuu's fumble rule best; the only problem is that it means lots of fumbles against high-AC enemies. It favors high-level meleers and provides a reasonable penalty for horrid luck. Dropping a weapon hardly seems to be a vile perversion to me. Of course, it seems far easier just to make critical fumbles into jokes. "With a great roar and a mighty swing, you cleave the orc's invisible friend Bob in twain. The orc is less than impressed with your feat of strength." |
| Alcari Ambaron04-08-05, 01:54 AM | "With a great roar and a mighty swing, you cleave the orc's invisible friend Bob in twain. The orc is less than impressed with your feat of strength." :rofl: :rofl: :rofl: :rofl: anyway, spellcasters can be interrupted, fighter cannot |
| PoeticJustice04-08-05, 04:33 AM | My group (which I DM) house rules that whenever a natural 1 is rolled, theplayer rolls again and adds relevant modifiers to whaterver they're trying to do. If the 2nd result is a success, then the crit miss is downgraded to a regular miss. If the 2nd result is still failure, then they fumble, drop weapon, take damage, whatever makes sense in the situation. Rolling to confirm crit misses makes sense to me and it takes some the randomness out of combat, while still allowing for humorous moments and a reasonable chance to hit for high level combat-characters. On the other hand, if you confirm with another 1, then confirm that roll with a thrid one, you die. |
| Ut-Napishtim04-08-05, 04:55 AM | Yeah I've seen all the good ones: a feat at every level, no multiclassing penalties or restrictions, and extra skill points at every level. Personally it's not my bag. I was in a game where the DM said: I was thinking about making a house rule where you guys get a feat at every other level. Heh heh, he looked shocked and horrified when I said: :censored: no, I think the progression in the book is just fine. So that house rule was never implemented. :schemes: I mean I can't honestly say I'm surprised at the overwhelming popularity of these kinds of things with most players, but seriously - I think folks could actually stand to wait a level to pick up Great Cleave (or whatever it is they're going for) if a DM bothered to actually make them try. My game is by-the-book, and most "house rules" I have are really just rulings on what is and isn't allowed from assorted supplements. |
| Eliza_Stormwhisper04-08-05, 05:48 AM | Well, I was about to say these are the very worst set of fumble rules I have ever had the unfortunate chance to read- and remind you this thread is for Players who want to talk about "House rules we don't hate" in the campaigns they are playing in.... but then I kept reading and found out your "house rules" are so radical that I'd argue you're no longer playing 3.5 or even D&D at all. Justs so as you know- those fumble rules penalize high level warrior types very severly, and have nearly no effect on spellcasters. At high level- warrior types need help to keep up with the spellcasters- they don't need to be crippled. I could prove this to you mathematically, using Conan & a commoner as examples, but I have done this about a dozen times, so I am loath to show the math again, for fear of boring the rest of the readers. But in general- these sort of fumble rules- in fact nigh any set of fumble rules I have seen posted- hurt the high level warrior with multiple attacks far out of proportion to a commoner or a wizard. There is also a separate Houserules Forum. That's a place to post YOUR Houserules. There is also "What's a DM to do" forum, which also could be a place to post a houserule or two that perhaps your players are complaing about and thus you want your fellow DM's opinions. This is "what's a PLAYER to do", where players post things about the games they are playing if. Oftimes- these would be complaint. But in this case, the Op started a thread about "House rules we don't hate". I thought that was an interesting take, altho then the OP said "never mind". In my defense... I got them from a campaing I'm playing in, and liked them so much that I implemented them in the campaign I run. I like the rule, my players like the rule, and the other players in the campaign where I first got them like the rule. Most of them say it's because it makes combat more realistic... but if it's not your bag, that's your choice. |
| pres_man04-08-05, 09:36 AM | I agree Eliza_Stormwhisper, to each his own. I mean once I saw the no half-orc paladins, I knew that I wasn't going to like your houserules. If your players like it, then that is all that matters. One houserule that I have instuted that I feels helps the game is that rogues get to check for traps whenever they come within 5 feet of them, like an elf and secret doors. It just seemed weird to me that they had to actively be searching for traps. I mean either they are always searching which means their average speed is 2.5 ft per round (1st round search, 2nd round 5 ft step, 3rd round search, ...), or they somehow need to know where the traps are ahead of time, which makes one wonder why do your need to search for them? |
| Twisted Puppy04-08-05, 12:07 PM | Some house rules IMC: Re-roll any "1" on healing spells/potions or hit dice on leveling - once. If you roll a second "1", sorry, it was meant to be. Heal or Regenerate spells do not work on wounds over a year old. Those require a Wish or Miracle to be set right. This is done for flavor, and only under extreme circumstances would have any direct effect on the PCs. A roll of "1" automatically fails a save. In combat, an attack roll of "1" is a fumble. Reflex Save DC 15 to see if you dropped/threw your weapon, broke a bowstring, etc. On a save, nothing happens other than your turn is over. A "1" on your Reflex save is DM license to have a little fun (Note: not DM license to arbitrarily kill/maim said PC.) Oh, you can't fumble with a natural weapon, a "1" simply misses. (The bad guys can fumble too.. both attacks and saves) |
| Worguron04-08-05, 12:37 PM | A few fun houserules my DM has: 1. Stat points at every even level. (He likes powerful games, and the setting we play in is full of extremely powerful NPC's) 2. A player can choose at character creation whether to Gestalt or not. Any player not Gestalting gets 150% exp and thus levels faster. 3. In the setting we play, only humans can have psionic powers or be sorcerors, only elves and orcs (we don't have half-orcs, but orcs have been made a playable race) can be Clerics, Druids, or Paladins, Rangers and Bards trade their casting abilties for more class features and feats, Sorcerors don't need material components. 4. Resurrection type spells don't cause the resurrected to lose a level, but they have a lower chance of success and they cost the caster experience. 5. Anyone Gestalting a race that has racial hitdie must gestalt those hitdie with a class that fits the race. Lycanthropes, Thri-Kreen, and other such creatures gestalt their racial HD with Ranger. A custom race descended from Succubi gestalts Noble levels with their racial HD. |
| Swiss61904-08-05, 12:51 PM | In combat, an attack roll of "1" is a fumble. Reflex Save DC 15 to see if you dropped/threw your weapon, We use a fumble system where you drop you weapon on a 1, but I never thought to offer a reflex save to avoid it. I like that idea. I think I'll incorperate that one into my own game. |
| Maerdash04-08-05, 01:34 PM | My favorite and the only one ive ever agreed with(even counting my own :D ) A nutural 20 is considered a roll of thirty rather than an auto hit. That pansy kobold warrior 1st level hasnt got a CHANCE against my wizards 41 AC now lol |
| BeyondFated04-08-05, 03:51 PM | Sure- but why can't Wizards fumble when they cast a spell? After all, some spells require material compnents, saying a phrase exactly right, and moving your arms around - again- exactly right. :rolleyes: True, but their arms aren' trying to dodge out of the way :D. Also, they rarely make any magaical tohit rolls, so the situation doesn't really come up often. Basically, most of the time they're trying to hit a moving target, the mystic powers that be hit the target for them. However, on a ranged touch fumble (all one of them that we've encountered thus far), the attack hits an ajacent square. Simple. |
| Thanatos0204-08-05, 04:28 PM | Most of my house rules are more akin to house rulings. For example, I don't care what it says in the books, if nobody taught you to be a Fighter, you can't take a level in it. Of course, if you want, maybe Warrior is your cup of tea... The same pretty much goes for PrCs and some Feats. I adjucate based on the situation and try not to "railroad" in that the PCs are free to do as they please, as long as there is a reasonable explaination. Die rolls implode or explode on a 1 or 20. On a 1, or "Fumble", the player rolls a second time, and that number is subtracted from 0 to see the total die modifier. If it's a 20 (in addition to the critical threat) the second die roll is added onto the first, ect. My settings economics are based on a Silver Standard. Gold is the exception, and not the rule, and Copper is a common day to day coin the PCs use. If it's your first time playing with me, your alignment is (Something) Good. Too many people abuse Neutral or Evil alignments. Blackgaurds are really silly. Yes, that's a rule. Elf favored class is Sorcerer. Sorcerer class is Szatany's Sorcerer build, 'cause I like it more. I allow Heritic888's Ninja in some cases. It is the cat's pajamas. Handcrossbow is a simple weapon. Repeating Handcrossbow is an Exotic Weapon. The "Evil" Orc is just propaganda in my setting. Orc alignments are more often C/N. |
| HammerHeart8104-08-05, 07:18 PM | general rule for our group is when it comes to rolling for HP, we have the half +1 rule. You either roll for normal or take half+1 from your HD, before con bonus. One of the DM's homebrew world -longbow is an exotic weapon cept for a few races.Basing this off of history where the English longwomen spent most of their martial training with the longbow. -resurection is only available to the healing domain. -to keep magic items worth while, there are no magic shops and even if you find a +1sword, you found something worthwhile. Over time, masterwork weapons and current magic weapons/armor will grow in power. |
| Neff04-09-05, 05:35 AM | 1. When rolling Hit Dice for HP, every PC and NPC gets at least half. 2. Character names must befit their race. 3. No half races (i.e. half-elf, half-orc) 4. No gnomes. 5. No bards. 6. No battle grids (we don't have the space for it). 7. No favored classes or multiclassing XP penalty. 8. All skills are class skills for all classes. 9. Because of the lack of gods in my world, clerics don't have to choose deities, causes, or even have to be religious. 10. Blackguard is a base class. 11. No potions. 12. No magic shops. 13. Characters can only acquire certain magic items with starting gold (magic weapons and armor usually). 14. Feats are gained at every odd-numbered level (1st, 3rd, 5th, etc.), except at epic levels where they are gained normally. 15. Barbarians who multiclassing into arcane spellcasting classes can no longer advance as barbarians. 16. Arcane spellcasters cannot multiclass into barbarian. 17. Variant Spell Point system and Natural Armor as DR system from UA. 18. Size modifiers apply to Reflex saves. There are many more, but I don't want to have to lay them all out. As far as player conduct goes, we have no rules. |
| Eliza_Stormwhisper04-09-05, 05:40 AM | Another, but smaller ruleset that I got from said campaign I play in and implemented (with the consent of my players) in the campaign I run, concerning saving throws: If you roll a natural 1 on a save, you take maximum damage. If you're saving vs. a 10d6 fireball and you roll that 1, you take 60 damage. If you roll a natural 20 on a save, you take minimum damage (which is often halved). If you're saving vs. that same 10d6 fireball and you roll that 20, you'll take 5 damage (half of minimum 10). |
| twad04-09-05, 01:31 PM | mmh.. oh well.. there are some of my possible house rules im gonna use for my next game. -Rogue are proficient with the Sap, just like the bard. (Sap SCREAM to be used by a rogue) -Special skill points for everyone; 4 at first level and +1 every level. Those skill points may be used on any skill the player want, even if it is a cross class skill, without having to pay 2 points for one rank. (i like skills, and the PCs can get a original skill with this, like perform, craft or proffession) |
| TinManFan04-09-05, 01:41 PM | My rules are as follows 1. A Nat 1 attack roll provokes an AoA. Oh, and my magical critters usually all took Quicken Spell Like Ability and Combat Reflexes, so SLAs are allowed for those. On the same idea, a quickened spell can be used if you have combat reflexes (Don't like the epic feat for this) 2. Nat 20 always hits. Need to roll to confirm a crit tho. 3. A Nat 1 on a save is always a bad thing. Dmg spells equal you take double dmg. Non dmg spells = I get creative :schemes: . Something like Dominate, I rule you don't get the saves someone gets for Cross allignment acting and all that. 4. Wizards can take VoP, I rule their spellbooks are the obnly thing their vow allows. Also I let them swap their Scribe Scroll feat for a Eschew Mat Comps feat. 5. HP, you always get more than half. If, for example, you roll a d8 and get 1,2,3 or 4, you get that roll +4. A 5,6,7 or 8 you take normally. I like having lotsa HP for bad guys simply cause I have PCs that dish out amazing amounts of Dmg. A Spellsword with Channel Spell and Scorching Ray is not right. 6. Comments that are perfectly timed, even if OOC, garner you an EXP bonus. Bad ones, or Monty Python quotes, take some away. Anything that makes us groan, well, lets just say I hope there's a Cleric with a Negative Level remover spell memorized. Example. The party attacked the BBEG wizard, beat his Solid Projected Image down a bit, he cast an Intensified Polar Ray (He's QUITE epic) and killed one guy who rolled a 1 on his save. (He used an action point to not take double dmg, it's Ebberron, so not a House Rule). He was QUITE dead. Someone said "YOU GOT KNOCKED THE H*LL OUT!". Extra 1k exp right there. All I can think of right now. Nothing that groundbreaking, I know, but I like as much as humanly possible to be close to the book. Played in some WHACKED out campaigns, and don't like it. I like my crappy amount of feats thank you! |
| Serraco04-09-05, 02:02 PM | 1) The Oriental Adventures handbooks can be left at home. I've never been a fan of it (even after looking through it a few times). 2) With the next campaign I'll be doing, I'm making the call of no psionics. Personally, I don't have the experience with them (yet), and I have a feeling it might be a bit rough for some of the players (especially when I know one or two are going to be new players). 3) Ask the DM if you're going to use things from splatbooks (I've already decided that the Complete books and the Races books are fine, as well as some items from Ghostwalk, Draconomicon, and Libris Mortis). 4) Character creation is to be done on the first session. This is so things can get discussed and things figured out on how the eventual party will be set up. Last campaing, I let the players roll up on their own and it wound up becoming a monster template campaign (it only lasted several sessions due to very unforseen complications, such as players dropping out of college, taking a semester off, the DM getting doused with schoolwork :rolleye2: ). 5) If a PC starts acting up, the divine will silence the PC. For example, if the PC is acting like a complete moron and hindering a party (for spiteful purposes, not because it's the PC. Even an evil person needs people to subtly exploit if they're going to try and obtain any goal without being a douche), and they just so happen to wander into a swamp, I will have no qualms having a Great Wyrm Black Dragon pounce on the problematic PC, devour said problematic PC, and escape. 6) If a PC can't attend a session, it's highly suggested that the character sheet's left with the DM or another PC. The character will become a NPC for that session (either aiding the party or attending to other matters, depending on where the breakoff point from the last session was). |
| OGS-Remix04-09-05, 02:15 PM | 6. Comments that are perfectly timed, even if OOC, garner you an EXP bonus. Bad ones, or Monty Python quotes, take some away. Anything that makes us groan, well, lets just say I hope there's a Cleric with a Negative Level remover spell memorized. Example. The party attacked the BBEG wizard, beat his Solid Projected Image down a bit, he cast an Intensified Polar Ray (He's QUITE epic) and killed one guy who rolled a 1 on his save. (He used an action point to not take double dmg, it's Ebberron, so not a House Rule). He was QUITE dead. Someone said "YOU GOT KNOCKED THE H*LL OUT!". Extra 1k exp right there. That's an interesting house rule, although I guess if you're way epic 1k exp doesn't really mean much. The other thing is that Polar Ray doesn't have a saving throw. So an intensified polar ray would just hurt. |
| Wink the Gnoll04-09-05, 03:10 PM | - - Any out of game comment, or game breaking comment will cost you $1. All money in the pot is used to purchase group liquor, cigars, and snacks. -. Now there's a house rule! Get a couple of people with loose tongues and the experienced drunks get a free ride! How does your group handle it when someone runs out of their immediate cash supply? |
| Ax'Orl04-10-05, 01:23 AM | Some of the ones I have liked and that seem to go over well IMC are: 1-No evil characters 2-Monks can add weapons to flurryable list differring for the monastic order the monk comes from 3-Elves have Sorcerer as favored class 4-Sorcerer's get bonus feats 4a-Wizard bonus feats must be from the item creation list, spell mastery, or an addetional spell-per day 4b-Sorcerer bonus feats must be from meta-magic feats, add'l spells known, or add'l spells per day 5-minimum of 1/2 max for all hp gains 6-Selective Pally and/or Monk multiclassing 7-1's (on d20) = -10, 20's = +10 (30) 8-a monk's body is "master-work" at 4th level, thus you can enchant his fists as if creating magic weapons. Note the rules for double weapons apply, a monk can have a +1 flaming fist, and a +1 Icy fist, AND a +1 Shocking Burst foot, and a +1 Thunderring Foot. |
| Solidcobra04-10-05, 04:55 AM | In all games i ever DM (and what i want to see in all games i ever play, mind you) - Psionics. Nope, never. ever. Totally 100% banned. Unlocking the minds powers is for monster races like illithids only. ONLY. Explanation: I hate psionics. No matter how much people say that they're perfectly cool and neat and nice and direct me to the myth: XPH is overpowered thread, i hate them. - At level 1-4, an attack roll of 1 results in funny actions as decided by the DM, anything from a miss to toppling over and falling, face-first, to the ground. at level 5 and up, you're too badass for that to happen. :D Explanation: This adds a fair bit of humor to the game, while also slightly fixing the problem with the lv.20 fighter with his favorite weapon being more likely to end up with his head in a barrel of manure than a lv.1 commoner wielding a spiked chain. - Minimum half HP rolled (because playing a barbarian with less HP than the wizard sucks) Explanation: Just told you. - I always work in warforged somehow into the game. Just because warforged=most wicked race in all books. combined. easily. no contest. |