[3.5] House Rules that speed up play?

Post/Author/DateTimePost
#1

HeavensThunderHammer

Jun 23, 2009 11:13:59
Hey Guys,

I'm coming up with a list of house rules for 3.5 that speed things up.

Here's what I got so far:

1.) No confirming crits.

2.) Iterative Attacks do add +25% damage to the base attack rather than being rolled.

3.) Summon Monster is banned unless the PC has the monster template available before hand.

Any others?
#2

Shiftkitty

Jun 23, 2009 12:27:39
May want to make sure all spellcasters have ther spell information ready to go. It used to bog us down a little when the wizard player had to fish through the PHB for the info on the spell he was going to cast.

Are there specific areas where you find your game bogging down?
#3

HeavensThunderHammer

Jun 23, 2009 16:08:28
I haven't run the game yet, but may in a while run a game for my wife and a friend who hardly know the rules/ system at all.
#4

amthyst_fire

Jun 24, 2009 2:16:53
Power cards (like 4.0) for any special abilities that anyone has. (and the Wizards/Sorcerers can have an actual spellbook with the spell effects listed out.)

Roll damage dice at the same time that you roll the to-hit dice.
#5

Krusk

Jun 24, 2009 11:08:04
1.) No confirming crits.

A word of caution. Expect to see a lot of dual kukri dervishes.

I would recomend something like "No confirming a crit on a nat 20." or adding in the addition of "Methods to expand crit ranges are banned, see DM for a suitable replacement for your class"
#6

HeavensThunderHammer

Jun 24, 2009 16:28:47
A word of caution. Expect to see a lot of dual kukri dervishes.

I would recomend something like "No confirming a crit on a nat 20." or adding in the addition of "Methods to expand crit ranges are banned, see DM for a suitable replacement for your class"

Ah, but I may be playing with total newbies, who will likely be making sub optimal decisions anyways. No worries for this stuff.
#7

amthyst_fire

Jun 24, 2009 16:39:11
1.) No confirming crits.

Perhaps (as with suggesting that they roll their damage dice at the same time) they could roll a second d20. They have one that is their "Primary" and the second rolls in case you have any secondary effects you want to have rolled (Like confirming crits)
#8

Armisael

Jun 24, 2009 16:41:15
Tactical Initiative is a really good one. Basically, the person with the highest Init for its side rolls, and its side uses his result, moving at the same time. Then, the other side goes, and a new turn begins.
#9

jgumbyrx

Jun 24, 2009 19:22:17
In my games, we roll initiative after combat, and use that roll on the next combat -- makes for a much smoother transition in to combat.
At the end of combat, everybody is going through loot, healing, updating character sheets, etc.; throwing in an extra die roll doesn't really disrupt anything. This way, we can just jump straight in to battle when the time comes, without breaking the mood with initiative rolls.



I really like the "monsters take 10 on initiative" thing -- i'm gonna have to try that out.