Post your House Rules.

Post/Author/DateTimePost
#1

foxmanfx

Sep 24, 2007 17:15:17
It’s been a while since we last did this so here it is again!

The (house) rules for the thread:

1) Post your House Rules you use and play with in your game. (Try to post all the rules in a single post where possible. Links to posts with single rules is welcome).

2) Copying is allowed (IE: if you see a house rule someone else posted and it’s so cool that you use it now - add it to yours if you like)

3) It’s fine to reference Optional Rules from source books (Eg. I use *this* house rule from *that* book) or paraphrase to taste.

4) Please do not post complete ‘Alternate Systems’. Please create a separate thread for that. (EG: I have reworked all the core classes; or, this is the great new spell system I’ve come up with and we use) Links to these threads are fine.

5) Discuss – why did you choose that rule? How does it work? There are no wrong reasons here! However let people have a peek behind the curtain.

We all have great House Rules – what are you using?
#2

foxmanfx

Sep 24, 2007 17:20:13
My House Rules:

Jason Sallay’s House-Rules
Updated Sep 24, 2007

Races:

Elves:
Weapon Familiarity: Elves may treat the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as simple weapons, rather than martial weapons.

Half-orcs:
Weapon Familiarity: Half-orcs (and orcs) may treat the orc-double-axe as a martial weapon, rather than an exotic weapon.

Humans:
Weapon Familiarity: Humans may treat the Bastard Sword as a martial weapon, rather than an exotic weapon.

Halflings:
Weapon Familiarity: Halflings may treat halfling skiprocks as a martial weapons rather than an exotic weapon.

In general, if a weapon is a racial weapon, i.e. it has the race’s name in the title of the weapon (e.g. gnome hook-hammer), treat exotic weapons as martial weapons or martial weapons as simple weapons for that race.

Classes:

Multiclass XP penalties and Favored Classes are not used.

Monk and Paladin multi-classing restrictions removed.

All core (PHB) classes have Listen, Spot and Knowledge (local) as class skills.

All classes have +2 skill points per level.

Wizards & Sorcerers may give up their ‘Summon Familiar’ ability for a bonus feat at first level. If they wish to gain a familiar at a later point they may spend a feat to acquire one.

Bards:
Each class level a bard gains, they may choose to learn a new bard spell in place of one they already know. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same level as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast.
May use inspire Competence on self.

Clerics:
Do not gain domain spell slots. Instead they may “spontaneously cast” their domain spells.
Cure spells spontaneously cast by a cleric with the Healing domain use d10’s instead of d8’s.
Gain proficiency with their deity’s favored weapon.
And Sense Motive as a class skill.

Druids:
Add Knowledge (religion) and Sense Motive as class skills.

Fighters:
Combat Focus (Ex): At 5th level the fighter gains a +2 bonus on all checks or opposed rolls for: Bull Rush, Disarm, Feint, Grapple, Mounted Combat, Overrun, Sunder, and Trip. This bonus increases by +1 for every 5 levels (10th, 15th, 20th)

Rangers:
Trained Hunter (Ex): A ranger knows facts about their Favored Enemy. This ability functions just like an appropriate Knowledge check to identify creatures and their special powers or vulnerabilities. The ranger rolls 1d20 and adds their ranger level, their Intelligence modifier and their Favored Enemy bonus to determine the Trained Hunter check result. In general, the DC of such a check equals 10 + the creature’s HD. A successful check allows the ranger to remember a bit of useful information about that creature. For every 5 points by which the check result exceeds the DC, the ranger can recall another piece of useful information. In most cases, making a check doesn’t take an action—the ranger simply knows the answer or doesn’t.
The Speak Language skill for languages of Favored Enemies is added to the Rangers class skill list.

Sorcerers:
May swap out one sorcerer spell per class level (same as bards; see above).
Add Use Magic Device and Diplomacy to class skills.
Get Eschew Materials as a Bonus Feat at level 1.
Gain a bonus metamagic feat at levels 5, 10, 15, and 20.

Wizards:
Add Decipher Script to class skills.

Skills:
Concentration:
When attempting to cast a spell without triggering an attack of opportunity, add +1 DC for each enemy who threatens the caster beyond the first.
Aid Other:
As opposed to giving a flat +2 bonus for a 10 or better on an Aid Other check, use the following table:

Roll Bonus<br /> Below 0 -2 (max)<br /> 0-4 -1<br /> 5-9 0<br /> 10-14 +1<br /> 15-19 +2<br /> 20-24 +3<br /> 25+ +4 (max)
#3

phaedrusxy

Sep 24, 2007 17:39:41
My house rules are far too massive to fit into one post, and to be honest they are a bit out of date, with things like the Tome of Battle adding needed versatility/power to the melee classes, which was something I tried to address with them. You can find a link to them in my sig, if you're interested, though.

I got some of them from old threads on these boards, and others from various other online sources. I've forgotten where I got them all, and I don't give credit in the file. Sorry if I stole something from you and didn't give you credit. :D
#4

shadowf

Sep 24, 2007 18:09:59
SKILLS

Acrobatics combines Balance, EA, and Tumble
Peception combines Listen, spot, and search
Knowledge(geography) combines Know Geog + Nature
Devices combines Disable Devices and Craft Trapsmithing
Fencing combines Forgery, Desipher Script and Appraise.

Feats
Run combines with Run and Dash
TWF combines TWF and TWD (same goes with others)
Attack on Run compines Sprint Attack and Shot on the run
#5

tequila_sunrise

Sep 24, 2007 19:57:37
Ah, an opportunity to share a house rule that I recently yoinked from someone else!

Card-based Stat Generation:
1. Remove two of each of the following cards from a deck of playing cards: 4 through 9. This gives you a total of 12 cards.
2. Shuffle these 12 cards and deal them out in pairs.
3. Turn each pair over and add them up. This gives you 6 scores, ranging from 8 to 18.

This is the first and only compromise between rolling and point buy that I've ever liked. It combines the excitement of uncertainty with the promise of 100% fairness. And to top it all off, it requires almost no math!
#6

the_levitator

Sep 24, 2007 21:04:54
Ah, an opportunity to share a house rule that I recently yoinked from someone else!

Card-based Stat Generation:
1. Remove two of each of the following cards from a deck of playing cards: 4 through 9. This gives you a total of 12 cards.
2. Shuffle these 12 cards and deal them out in pairs.
3. Turn each pair over and add them up. This gives you 6 scores, ranging from 8 to 18.

This is the first and only compromise between rolling and point buy that I've ever liked. It combines the excitement of uncertainty with the promise of 100% fairness. And to top it all off, it requires almost no math!

YOINK! That is beautiful! Thanks for sharing! :D
#7

the_levitator

Sep 24, 2007 21:30:33
OK, my turn to share. To keep things in line with the OP's request, I am going to mention 2 little "systems" here with a brief description. If anyone wants elaboration on them, I'd be happy to share via PM or post them with the OP's thumbs up.


Classes

• Classes allowed: Core, Core Prestige, Complete Series, Guidebook Series, Oriental Adventures, Forgotten Realms Prestige, and Unearthed Arcana Variant Classes.

• Monks have been altered to have the same BAB as fighters to make them more combat worthy.

Combat

  • 12 Second real-time rounds. If you take longer than 12 seconds to begin to declare your action, you are considered to be delaying until the next creature acts.

  • Defensive Opposed Roll Variant

  • Armor as DR variant

  • Class Defense Bonus

  • Facing Variant

  • Clobbered Variant

  • Death at -CON

  • Battle Fatigue (a system I created to emulate the cumulative effects of damage and fatigue during combat, where taking HP has an increasing effect on STR and DEX)

  • Shields are all +1 compared to Core



Magic

  • Magical Signature (a system we created to keep the possession of magical items under control. Basically, magic items have a unique signature which means that they don't all play nice with each other and getting the wrong items too close could have either serious of very nice consequences)

  • Cost of magic items 2xCore

  • No polymorph or animated shields (well, no animated shields with artificial intelligence)


Religion

  • Gods and Deities are myths and are non-interferring (at least directly). The clerics power lies in their faith. Clerics work mechanically the same as Core, with the only addition is that they must actively seek out opportunities to roleplay displays of their faith and spreading the word of their faith. This can be as simple as telling someone unfamiliar with their gods about their god, or doing a noble act in the name of their god.

  • No instantaneous healing. Healing is NOT instantaneous. The rate of recovery depends on the level of the healer. This makes healing more miraculous and keeps combat dangerous as you can’t just pop healing potions like “power ups” during combat. Healing takes minutes, not seconds. In addition, the cost to have potions and magical items created by clerics will have the same recovery rate as the cleric who created it. It costs much more to have a healing potion created by a 10th level cleric than it does a first. You gain the 1st HP(or 2 with a lvl. 5 potion or prayer) immediately.



Character Progression


• In our game, I strive to make the game about the character and their actions, not the amount of magical items they are carrying. In order to do that, I’ve made some changes to the progression of characters in our world.
• We use a 25 point buy for ability point generation, but you gain more bonus ability points than Core.
• All characters get 4 bonus skill points that they can use for Craft, Knowledge, Perform or Profession skills.
• Since we run a modified version of FR, all characters get a bonus regional feat.
• Characters get bonus feats every other level, instead of Core’s every 3 levels.
• Characters gain more ability points than core. The ability points are handled like this:
3rd Level = 1 ability point
6th Level = 1 ability point added to ALL scores
9th Level = 1 ability point
12th Level = 1 ability point added to ALL scores
• EXP progression is 2x Core, but I also use a lot of RP rewards. Even given the bonus EXP, our game is still intended to move slower than Core, to give characters time to actually use new bells and whistles as they gain them.
#8

sn0rb

Sep 24, 2007 21:45:22
Anime-Style Elves: Elves sleep just like humans. They gain proficiency in the Elven Lightblade, Thinblade, and Courtblade, as well as Longbows and Shortbows.

Character Creation: "Doctor Who" is not an acceptable name, race, or class. I'm personally to blame for this one.

Criticals, or "Crit Happens Then You Die": Rolling 1 to confirm a critical hit downgrades the attack to a miss. Rolling 20 to confirm a critical miss upgrades the attack to a hit.

Critical Hits, or Sweet Sweet Victory: Critical hits automatically bypass concealment, cover, and miss chance.

Critical Misses, or the Ever-Important "Oh ****" Bar: Make another attack roll to confirm critical misses, just as you would a critical hit. (Confirming is failure to hit the enemy.)

Dying and the Extreme Lethality Thereof: If you are brought to -10 HP, you automatically stabilize, and are comatose. If you're still at -10 at the end of a combat, you have a 50% chance of dying. (Surviving means being stabilized at -9 HP.) While comatose, you can be healed through potions/magic as normal.

Effervescent Fountain of Vermilion Gore: When criticals happen, refer to the chart from The Dungeon Compendium.

Skill Points, or "...I have four SP. Total.": Any class that has (2+Int mod) for their skill points now has (4+Int mod).

That Damn Book: The BoEF is to be referred to under any circumstance as "That book." Expletives optional.

We All Play Humans Anyway: There are no favored classes or XP penalties for multiclassing.
#9

lefty

Sep 25, 2007 12:41:25
I can't post all my house rules, we used to bleed from our
eyes from playing so much.

Here is one I just mentioned on another thread.
The idea is that your armor could be sacrifices to absorb
damage and the cost of its possible failure and the expense
of replacement or repair.

type change points
leather (-)3 15
banded (-)5 30
padded (-)4 15
brigandine (-)5 30
chain (-)6 20
plate (-)7 30
field (-)9 50

helm (-)1 10
helmet (-)2 11
ciof (-)1 7

small shield (-)1 5
medium shield (-)2 12
large shield (-)2 20
stacked shield (-)1 2

Lefty
#10

xxoblivionxx

Sep 25, 2007 15:02:05
I don't have many house rules but here we go

-Mindless undead are true neutral and undead creating spells do not have the [Evil]

-Disable device and open lock is one skill

-Clerics spontaneously cast spell from their domain and not cure spells.

-Clerics are not porf. with heavy armor.
#11

necrobobb

Sep 26, 2007 14:21:18
House Rule 1:On a standard attack action, you can make 1/2 (rounded down) of all attacks possible in a full attack action. Including, but not limited to, additional attacks granted from BAB, Two weapon fighting, Flurry of Blows, and Haste or Speed weapons. All bonuses and penalties apply as normal.

House Rule 2: 5-foot steps- You can not take ANY actions AFTER a five foot step. You are allowed to take standard, swift, immediate, and free actions normally before you take the 5-foot step, but your turn ends after the movement is complete.

House Rule 3: Withdrawing from combat allows you to move up to your speed.

House Rule 4: Casting on the defensive DC is now an opposed roll. The casters concentration check is opposed by an 'attack' roll from all opponents that threaten. (no actual attack is made, but all relevant modifiers apply. Including BAB, Bonuses from feats, spells, size, ability scores, and anything else that would apply to an attack role at that time.) If the caster fails to beat an opponent with their concentration check, they immediately lose the spell and draw an attack of opportunity from that foe.

These are the major House Rules. We also have a number of minor class changes, we removed alignment and multiclassing restrictions, and made minor alterations to feats.
#12

eamon

Sep 27, 2007 6:01:19
House Rule 4: Casting on the defensive DC is now an opposed roll. The casters concentration check is opposed by an 'attack' roll from all opponents that threaten. (no actual attack is made, but all relevant modifiers apply. Including BAB, Bonuses from feats, spells, size, ability scores, and anything else that would apply to an attack role at that time.) If the caster fails to beat an opponent with their concentration check, they immediately lose the spell and draw an attack of opportunity from that foe.

That sounds very tough, though I can understand the idea of a scaling concentration check. Does anyone actually manage those? I mean, the attack bonus of opponents probably scales faster than your skill check... Maybe something a little lower (like DC == opponents attack bonus + spell level) would be more achievable and have less dice rolling?

How many people ever cast defensively with this rule in place?
#13

pigknight

Sep 28, 2007 15:40:59
1)Gesult/dualclass, it actually adds quite a bit to roleplaying.
2)Runes, which are a different form of enchanting a weapon/armor that is a different flavor and more offensive than enchanting.
3)Facing, cause really your not going to be able to see all around you in a fight.
4)Infinite Ammo, such as arrows and wand charges, because they always replace them before they get low and no one wants to track these things.
5)DM can also be a PC, but has to be really good about seperating ingame and real life knoweldge (cause I want to fight along side my buddies).
6) NPCs with PC level equipment, only for important NPCs like the major villian.
#14

lefty

Sep 28, 2007 18:31:26
Here's a nice one and simploe two, gain half an attack per
round every other level up to three.

Lefty
#15

paxmagellanic

Sep 30, 2007 19:12:25
#1: Toughness is now 3hp/level. You cannot take toughness unless you have a constitution of 12 or above. We did this because of a war campaign we played in where you were dealing with literally dozens of attacks in a round. The variant kind of stuck, although we added the constitution requirement in there later to prevent wizards with a con of 8 from taking it to eliminate their penalty.

#2: Wild shape now always gains the extraordinary senses of any form it takes. For example, if a 6th level druid wild shaped into a wolf, he would gain scent as an extraordinary ability. This rule came as a result of not being able to track things easily.

#3: Mage armor is now an abjuration spell. It should have been to begin with.

#4: Orb spells are now evocation instead of conjuration. It makes no sense that conjuration is better at evocation than evocation is (orbs have no saves and are touch attacks whereas similar spells in evocation almost always have a save of some sort).

#5: Die hard now means that when you suffer an attack that would reduce you to -10hp you instead go to -9hp and attempt to stabilize normally. This came about as a result of the die hard feat being kind of worthless.

#6: Massive damage is now your con score multiplied by 3. I like this better because it better represents a character's increase in power as they gain XP.

#7: We use the level independent XP system from Unearthed Arcana.

#8: All rules debates are ruled on by a magic 8 ball. Its fair, and often produces hilarious and contradictory results.

#9: All classes now have spot, listen, and search as class skills.

I think that about covers it. We generally rule stuff on the fly depending on the situation though, so a lot of it isn't set in stone.
#16

knh

Oct 01, 2007 9:51:29
I tried having a load of house rules: feats being roughly equivalent to each other rather than just random, changes to the skill system, changing classes slightly and so on. However, it wasn't really a success- noone remembered them, everyone got confused and it was more hassle than its worth.

So, I decided to simplify the house rules. My basic idea is to have the normal rules, but ignore stuff that makes the game take too long, or overcomplificatisates things. So, my current house rules are:

  • Ignoring alignment requirements, except for Paladins.
  • Ignoring Alter Self etc, and Wild Shape.
  • Ignoring all Conjuration(Calling) spells.
  • Ignoring the Open Lock skill- Disable Device can be used instead.
  • Each PC has to stay to PHB, DMG and MM, and up to two other book of their choice, which they have to have access to at the sessions.
  • Spellcasters which have access to their whole spell list only get spells from their chosen splatbooks at a rate of one per level, or if they find a scroll of it.


Thats about it. As I said, I'm trying to make the game run smoother. I can't make all classes or races equal, I can't make multiclassing work, I can't make spellcasting and non-spellcasting comparable, so I'm just ignoring some stuff.
#17

paxmagellanic

Oct 01, 2007 15:35:54
Another variant I've always liked that we use on occasion is the wizards cast as sorcerers variant. What I mean is that wizards prepare a number of spells equal to their spells per day of a particular level. They then may cast those spells in any combination so long as they don't exceed their number of spells per day. This helps prevent "oh crap we needed two fireballs and I only prepared one" that inevitably happens when you're dealing wizards.
#18

necrobobb

Oct 02, 2007 13:45:44
That sounds very tough, though I can understand the idea of a scaling concentration check. Does anyone actually manage those? I mean, the attack bonus of opponents probably scales faster than your skill check... Maybe something a little lower (like DC == opponents attack bonus + spell level) would be more achievable and have less dice rolling?

How many people ever cast defensively with this rule in place?

These were all suggested by my party actually (I'm the DM). After I managed to run a single caster of equal level against them (A paladin, Ninja, Ranger, and Fighter), and TPK. I had to agree with them that those rules seem a little biased towards casters, so I adopted their suggestions and re-ran the battle.
#19

nonsi

Oct 02, 2007 19:25:44
This is mine, and it's quite complete by now:

http://forums.gleemax.com/showthread.php?t=773897

Feel free to comment.
#20

biggus

Oct 02, 2007 20:15:10
House Rule 1:On a standard attack action, you can make 1/2 (rounded down) of all attacks possible in a full attack action. Including, but not limited to, additional attacks granted from BAB, Two weapon fighting, Flurry of Blows, and Haste or Speed weapons. All bonuses and penalties apply as normal.

Like it! I'm having that.

Ignoring the Open Lock skill- Disable Device can be used instead.

And that too! I've tried to reduce the number of skills in my campaign (Forgery is now Craft (Forgery) and Use Rope is part of Escape Artist) but I'd missed that one.

#1: Toughness is now 3hp/level.

Wow, that's a lot of hit points. I increased it to just 1hp/2 levels, with a minimum of 3. Do you let them take it multiple times?
#21

tequila_sunrise

Oct 02, 2007 23:26:31
I tried having a load of house rules: feats being roughly equivalent to each other rather than just random, changes to the skill system, changing classes slightly and so on. However, it wasn't really a success- noone remembered them, everyone got confused and it was more hassle than its worth.

Been there, had that same realization.

Ignoring alignment requirements, except for Paladins.

Any particular reason you leave paladins out?
#22

knh

Oct 03, 2007 9:08:01
Any particular reason you leave paladins out?

Because they're the only core class that have a stated Code of Conduct. For a whole class to have a Code of Conduct means to me that they're Lawful. In theory Clerics should have a Code of Conduct, but in practice they don't.

Apart from that, they are the only core class to all have abilities that work against an Alignment. Yes, Clerics can have abilities that work against Alignments, but the not all of them do. Since Paladins get abilities against Evil, they tend towards good.

If I was to change the Alignment prerequisites at all, then it would be to LG or NG, but its simpler just to keep the same Alignment rather than adding extra possibilities. In many ways it would be simpler just to ignore the class completely, but a lot of people really want the mounted combat and the fighting against Evil specifically, and theres not that many ways of doing that effectively.
#23

ragoftag

Oct 03, 2007 20:05:19
paxmagellanic
All rules debates are ruled on by a magic 8 ball. Its fair, and often produces hilarious and contradictory results.

As I read this out to our gamers, the following modification has sprouted: Three minute egg timer to debate. If no consensus has been reached, we go to the magic 8 ball. If it sez 'ask again later', we'll take a 3 minute walkabout and reconsult. After a 3 minute cool down, a solution should come to light. If not, order pizza!
#24

lefty

Oct 04, 2007 12:21:50
paxmagellanic
As I read this out to our gamers, the following modification has sprouted: Three minute egg timer to debate. If no consensus has been reached, we go to the magic 8 ball. If it sez 'ask again later', we'll take a 3 minute walkabout and reconsult. After a 3 minute cool down, a solution should come to light. If not, order pizza!

8-Ball Law, turn 360 degrees to the left three times, that
means "later" Do not taugnt the ball!

Lefty
#25

CCS

Oct 04, 2007 14:17:53
.The rule concerning only recieving 1/2 str./attack bonus for off-hand attacks is ignored.

.Clerics cast spontaniously.
Yes, they still have to pray each day. Generally in the morning (or in accordance with their religion). But it's far more of an RP thing than a bookkeeping function. But failure to pray = no spells being granted....
ALL cleric spells come as the results of prayers/rituals to the clerics diety - be they spur of the moment pleas or elabortly staged set ups.
As such the DM (who plays the part of Pelor, Thor, etc) has the final say over wether or not the spell works.
#26

lefty

Oct 08, 2007 11:52:02
A character that is struck three times in a row, one round
to the next, without returning at least once must step
backwards possibly against a wall or cliff or other hazard.

Miniature use route, but I don't like the automatic morale
check. 1/2 of 45 hit points is still quite a bit.

Get to zero and then can only save against being knocked
down while running away at top speed.

Negative however million, if you are still on your feet it is
something, I was doing some play yesterday and remembered
a great rule. It takes one final scoring attack and large
damage amount to kill.

Thus the possibility af scraping your brother off the floor
at some later date and letting him get back on his feet.

One hit point returns per day, two if medic skills are used.

And I do say that hide is a combat option, move and take
advantage

Lefty
#27

misterfido_dup

Oct 09, 2007 20:42:25
Heh, I've edited so many rules one by one, my games are like an alternate system... here are a few things I recommend for any game though:

* Charisma as the Will save ability score. This removes Charisma from status of 'standard dump stat,' while making sense of the fact that your force of personality formerly had absolutely no place relating to your force of will.

* I use the Saving Score rule from Unearthed Arcana.

* Weapon group proficiencies I recommend, if for no other reason than transitioning my players to it was so smooth, so natural, that it seems an obvious rule in retrospect. Armor as damage reduction also smoothly integrates since even when you use an un-translated monster stat block, the CR would still be the same. Players seem to like hearing "The goblin hits you! But your damage reduction prevents you from injury" better than "He misses you"

* Currently trying out an alternate sleep times house rule, that is, each race has their own semi-unique number of hours they sleep a day. Elves do 4, humans do 8, halflings do 12, dwarves do 6, etc. In a combat situation like a dungeon, it adds a little flavor and uniqueness to each race and reminds everybody what races everybody is--an important part for roleplaying. In non-combat situations (sleeping in an inn every day for a year), it hardly matters anyway, so it's a nice rule to have.

* I edited drow and am playtesting them currently as +0 LA. Here's their new stats:
+2 Dexterity, -2 Constitution, +2 Intelligence, -2 Charisma
Spell resistance equal to 5 + class levels.
Darksight (Ex) Drow have the ability to see in the dark as well as humans can see in the day. Drow treat shadowy areas normally, and cannot see into brightly lit areas. A drow standing in direct sunlight is blind and dazzled until he leaves the area and for 1 round thereafter. Drow who would suddenly be exposed to the equivalent of sunlight from a supernatural effect can make a Reflex save to the appropriate DC to close their eyes and avoid being dazzled and the 1 round hold time.
+2 on Hide, Listen, Move Silently, Search, and Spot checks. In areas of shadowy light or darkness, a drow's racial bonus to Hide checks increases to +6.
Weapon Group Proficiencies: A drow is automatically proficient with light blades, and treats the Xen'drik boomerang as being in the slings and thrown weapons group, and the kukri as being in the light blades weapon group.
Sign Language (Ex) Drow developed their alphabet and their sign language to parallel one another. Thus, all drow who know how to read and write are fluent in the sign language described in the Monster Manual.
Automatic Languages: Drow. Bonus Languages: Abyssal, Aquan, Common, Draconic, Elven, Giant, Gnome, Kuo-toan, Undercommon.
Favored Class: Wizard (male) or Cleric (female).
Level Adjustment: +0

Even if they're still +1 LA, I still think that their Darksight ability and skills and whatnot are worth notice.

* Appraise... I totally redid appraise to mesh with the Magic Item Compendium. Do an Appraise check (DC 10 + item level), and you determine its item level. Exceed by 15 or more and you can treat it as having 1 level higher. Fail and it's 1d4 levels lower. No retries.

This rule is accompanied by a set of tables: random selling gold values for items of various levels, and the maximum item level available for buying and selling in towns of various sizes.

I haven't tested this rule yet, but I'm going to guess it makes the rogue or bard in the party slightly more important, and treated better.

Plus it makes more sense than every shopkeeper in the world having a printout of every item's exact gp values, and having Appraise be a totally worthless/ignored skill.

* Randomly roll player equipment on creation out of the Magic Item Compendium. Gives them the flavor of having been adventurers before the campaign started, with somewhat random items (though don't give scrolls to barbarians, heh)

* Lastly, I came up with a function for determining XP on my graphing calculator.

xp(cr, ecl, num)
Func
round((9*cr^2 + 160*cr + 173)* 2^((cr-ecl)/2)/num,0)
EndFunc

Now when you type in xp(cr of monster, character level, number of party members in the combat) it spits out the XP that characters of that level earn.

9*cr^2 + 160*cr + 173 is the formula for a curve which approximates the average XP players earn for killing monsters of any given CR at any given player level (within reason), according to the DMG.

2^((cr-ecl)/2) says that "for every two levels above the CR, the player gets half XP, and for every two levels below the CR, the player gets double XP)

I suppose you could use the formula longhand, or maybe make a table which has all that data already precalculated into it. But my rules are here to prevent work, dagnabbit!

Heh, anyway, I hope somebody finds at least one of my rules useful, heh.
#28

jack_daniel

Oct 10, 2007 0:29:10
When I switched from 2nd edition to 3rd edition back in 2000, I knew that it was going to take some serious tweaking to make the game feel right. Almost from the get-go, I started making new rules. Over the years, I went through countless iterations of house rules, pages upon pages, oftentimes changing things on a weekly or even daily basis, so that in my last campaign, no two consecutive game sessions ever used the same set of house rules. That was when I settled on only two rules:

1) Pitch my 3e books into the bin.

2) Play Classic D&D.

:P
#29

nightwing

Oct 11, 2007 15:48:48
House Rules

Deletions:
* No barbarians, monks, or sorcerers.
* No Half-Orcs, Half-Elves, or half-races of any kind.
* No favored classes.
* No natural spell feat.
* No alignments.
* No spiked chain or monk weapons.

Character Creation/Advancement:
* Characters use 15 point buy, then modify for race.
* Characters add one point to one ability score at every level, instead of one point every four levels.
* When intelligence is raised from an odd number to an even number, get 4 bonus skill points in addition to the normal skill points.
* All characters, including paladins, may multiclass among core classes freely.
* No XP penalties for multiclassing.
* Training to gain a new class takes one year, requires a mentor, and yields skill points as per a 1st level character of that class.
* Gaining a new level takes one month with a mentor, or one year without a mentor. A mentor is required until level 9.
* Characters with a prestige class must complete all levels of that class before another prestige class may be entered.
* Charisma is the key ability tied to Will saves, not Wisdom.

Feat Changes:
* Dodge gives +1AC vs. all opponents whenever the person is not flat-footed.
* Toughness gives +2HP at every level instead of a one-time +3.

Class Changes:
* Wizards gain (2 + Int bonus) in skill points per level, Clerics and Druids gain (4 + Int bonus), Fighters, Paladins, and Rangers (6 + Int bonus), and Rogues and Bards (8 + Int bonus).
* Only fighters, paladins, and rangers gain multiple attacks per round.
* Barbarian dodge and trap sense abilities are now Ranger abilities.
o Fast movement, level 1
+ Uncanny Dodge, level 2
# Improved Uncanny Dodge, level 5
o Trap Sense +1, level 3
+ Trap Sense +2, level 6
# Trap Sense +3, level 9
* Trap Sense +4, level 12
o Trap Sense +5, level 15
+ Trap Sense +6, level 18

* Monk mind/body/soul abilities are now Paladin abilities.
o Still Mind, level 3
+ Purity of Body, level 5
# Wholeness of Body, level 7
* Diamond Body, level 11
o Diamond Soul, level 13
+ Timeless Body, level 17
# Empty Body, level 19
* Perfect Self, level 20

* Barbarian rage abilities are Fighter abilities.
o Rage 1/day, level 3
+ Rage 2/day, level 6
# Rage 3/day, level 9
* Greater Rage, level 11
o Rage 4/day, level 12
+ Rage 5/day, level 16
# Tireless Rage, level 17
* Rage 6/day, level 20
* Mighty Rage, level 20

* Monk falling abilities and speed bonuses are now Rogue abilities.
o +10 ft., level 3
+ +20 ft., level 6
# +30 ft., level 9
* +40 ft., level 12
o +50 ft., level 15
+ +60 ft., level 18
o slow fall 20', level 4
+ 30 ft., level 6
# 40 ft., level 8
* 50 ft., level 10
o 60 ft., level 12
+ 70 ft., level 14
# 80 ft., level 16
* 90 ft., level 18
o any distance, level 20
* All spell casters use the spellpoints variant from Unearthed Arcana.
* All spell casters are treated as having Eschew Materials.

Spells:
* Alter spells dealing with alignment, such as:
o Detect Evil works only on sentient undead and extraplanar evil creatures (demons, devils, etc.) and various artifacts and unholy locales.
o Protection from Evil becomes Protection, and works against all foes.


Campaign Specific:
* Characters WILL age during the game. There will be significant "down time" between adventures during which characters will train, research, build strongholds, etc.
* The XP requirement for the fabrication of magical items may be supplied by any willing person (but not forced or coerced).
* Bonus XP are given for good ideas, self-sacrifice, good role-play, accomplishing character's personal goals.
* Charisma WILL be taken into account in all social interaction with NPCs and monsters. (i.e. Use charisma as a dump stat to your own detriment.)
* Kingdom of Ohio, City of Kent.
o Special training academy sponsored by king of Ohio called “The University.”
o Special school for alchemy.
o Uniforms are royal blue with gold trim and lightning bolt design.
* Poison use is not necessarily "evil," but usable poisons are rather hard to find, usually made by shady alchemists or druids.
* Bards play an important role in society as newsbringers/storytellers/entertainers.
o Everyone loves bards because they bring stories and news from all around the world about important and exciting events.
o Some bards accompany adventurers to help out and document their deeds and successes.
* Halflings are called Hobbits.


Flame away...
#30

zebppir_dup

Oct 11, 2007 19:24:15
here are the houserules
I play with
1.Declaring war on a religion is feasible.Declaring war on a god is suicide
2.only immortals*can use epic anything
3.immortals are ancient and have seen material worlds die and are beyond mere mortals

*=immortals include gods,paragons etc.
#31

xxoblivionxx

Oct 12, 2007 8:45:24
House Rules...

Why not barbarians, sorcerers and half races?
#32

nightwing

Oct 12, 2007 9:48:04
In my opinion:
Barbarian is a social group, not a profession.
Sorcerer is pointless if using the UA spellpoint system.
I don't see any good reason that human-, elf-, and orc-genetics should follow different rules than other races. Remember, we call them "races" but they are actually species, and species, by definition, cannot mate. If one allows species intermixing, why not half-anything/half-anything-else?
#33

misterfido_dup

Oct 12, 2007 9:55:29
In my opinion:
Barbarian is a social group, not a profession.

Maybe, but they certainly have historical precedent
http://en.wikipedia.org/wiki/Berserker
#34

tequila_sunrise

Oct 12, 2007 13:28:47
Because they're the only core class that have a stated Code of Conduct. For a whole class to have a Code of Conduct means to me that they're Lawful. In theory Clerics should have a Code of Conduct, but in practice they don't.

Ah, I see. I do paladins like clerics; each god has their own alignment and CoC, and their paladins match.
#35

nightwing

Oct 12, 2007 13:36:52
Interesting article. However they still just look like fighters/warriors with the rage ability, which is what I've done.
#36

crebain

Oct 13, 2007 19:40:29
In my games for every 5 ranks a character has in the profession or craft skills they get a +1 to their charisma in the area in which they frequently use their profession or sell their crafted items.
#37

arcept

Oct 19, 2007 0:11:25
1. I use a system that i call a "character portfolio" to balance the levels in my group on game day. Everyone starts with a 1st level character and plays through a series of adventures with them. If someone dies the other characters are put into the portfolio and everyone starts back at level 1 and plays through new adventures. If you ever have 2 or more characters that are the right level you may choose any one of them to play.

At first its a bit slow but now that ive been doing it since the 3.5 shift everyone has on average 1-2 characters of any given level and i announce what level the adventure is the week before. We can go from playing a lv 1 game to a level 18 game each week. I do fit the story in to make it feel right. and no one is ever stuck with a 3rd level character running around with a group of 5th level guys.

If the story absolutly needs an 9th level adventure to go next and someone is missing an appropriate level character they may make a lv1 + 8 racial level adjustment character to go. This is the only exception.

2. I use Generic EXP. Every 4 game sessions a character is played they go up a level. No more calculating exp... you show up 4 times and play you deserve to level. thats not 4 adventures.. 4 game day sessions could be 1 adventure or 8 depending on how fast the group is.

3. Generic $$$ earned. Giving people a set amound of gold each game session + random magic items (that cant be sold but can be traded) is the best format ive found. Gone are the days of my groups looting bodies that dont need to be looted. Searching the room for stuff is "flavor text" in my games... not a chore involving whos gonna carry the 20 swords dropped by the goblin mob because your trying to save up for a horse.

4. Any official D&D 3.5 book can be used... any world... as a matter of fact you can sail from eberron to the forgotten realms. The flavor of each world is exactly as listed.. only a few modifications are needed. People know that the gods they worship are called something else on the other contenents.

5. Bringing the GM food or other bribery materials ensures that your character will not die that game. (there are some fates worse than death though.. so its not always a good thign)

6. No dice rolling during charcter creation. 36 pt point buy system. max hps each level. Max starting $$$. You get +10 gold per skill point spent in craft or professions (see rpga guidelines for more info on feats and how they are adjusted to match this system).

7. Any creature at 1 hp (including characters) has double threat range and auto confirms on criticals due to desperation.


8. if a character officially retires a character they get to make a replacement of the appropriate level but the retirement has to make sense (found the person they were looking for since level 1 or married the princess and now has to rule the kingdom type stuff)

9. no fighting party members - they are to be considered closer than family. Arguing and causing trouble is allowed but no damaging attacks. All alignments are allowed.

10. Correcting the GM without him asking for a rules verification results in the origional ruling to stand regardless of if it was wrong or not.

11. if somethings not fun we will find a way to make the game fun despite it.. encumbrance im looking at you...GM calculated when he feels its necessary... much more fun that way.

12. (late additon) - Charging is determined by a ruler to see if its in a "straight line" from the center of the squares - if the ruler hits an obstuction you cant charge. (we use a tape measure that is exactly 1 square in witdth so when you place it down it is the whole path the character runs at that angle)

thats all that i can think of.. it looks alot worse on paper than it is in reality. If there is something someone wants... i find a way to balance the request and give it to them (i had a guy that wanted all 18s on his stats) i gave it to him and he destroyed the character after one day because it wasnt as fun as he thought it would be. I didnt even make him give up anything... the other players all said they didnt care so he got it for free... good thing he didnt like it... it really was "broken" compaired to the other players... but being flexable is the key to a great game.
#38

restlesssoul73

Oct 24, 2007 20:54:16
We play with a special rule in which you must confirm a natural 1 on an attack roll, like a critical hit. So if you have got a natural 1 you roll again the die and if you miss again your target, you make a fumble with a small penalty (Usually a counterattack) But we add a new dimension to the fumble with the opportunity to make a ''Killing Fumble''. If you confirm your fumble with a natural 1 you must confirm again, and this time a miss can be truly a catastrophe for your character!

Example : One of my players, a dwarven defender, was attacking a gelugon (boss fight) he was the first to strike and he charged. Unfortunately he made a Killing Fumble and found himself alone in the melee with a broken leg !!!

(We also play with the Killing Critical Hit in which 20-20-confirmation leads to a instant death without any saving throw)
#39

greelic

Oct 25, 2007 0:46:06
Wisdom OR Charisma mod whichever is higher can be used for will saves

Feats at every second level.

Full nights rest the characters gain 1 HP/level back.

Healing potion addiction: 3 or more consecutive days imbibing 3 or more potions of healing(any type) and you become an addict.
Losing 1 hp/level/day when you don't have a hit.
3 days dry and you clear it.
(really cuts down on the mid-fighting power-ups)
#40

tsochar

Oct 28, 2007 3:00:29
Bleeding critical: Whenever a critical hit is scored, the one who was hit bleeds for 1/10 the damage dealt per round (to the nearest 10) until he dies. For criticals dealing less than 5, they lose 1 hp per minute. One round's bleeding damage is subtracted from your maximum hp, and there is a visible, permanent scar on the place where it hit. For each power of 2 you have a scar, you get a +1 on Charisma-based skills and checks with certain characters. Only a heal spell will make it go away and restore you to full.

Speak language isn't a skill. Every kingdom has a slightly different language, so you can speak a language similar to one you know with 5 DC10 Wis checks in a row. Each check can be made once per hour you spend communicating with the locals. You get +1 on the check per day you spend there, plus a cumulative +2 for each language in the group you know. If you spend six months in any given place you can learn their language with a DC15 Wis check, but you do have the option of spending a skill point to learn one.
Abyssal, Aquan, Auran, Celestial, Draconic, Ignan, Infernal, Sylvan and Terran have no variation. Common groups vary by kingdom, longer-lived races have less variety.
#41

quill18

Oct 29, 2007 10:15:55
I ninja'd a few great ideas from this thread, so I thought it only right to post a few of my own:

In an attempt to buff up Fighters slightly: Fighter bonus feats can be *any* feat for which the requirements are met. I'm also stealing the "Combat Focus" idea posted above.

Wizards and Sorcerers don't get "Summon Familiar" at level 1. Instead they get a free metamagic feat. "Summon Familiar" is a metamagic feat. I also stole the idea to give Sorcerers metamagic feats every 5 levels (else there's no incentive to stay in the class).

Specialist wizards have grown in power, whereas generalists have fallen behind. The "Domain Wizard" variant (UA 57) is supported to buff generalists. (Specialist Wizard Variants from UA are also allowed.)

Spontaneous Domain Casting (UA 64) is allowed as an option.

I'm considering a nerf to Natural Spell. I believe it's important to provide an option to cast an occasional spell while shifted, but to prevent the "I'm a full caster and also a tank" syndrome. Either something like a 3/day limit or a 1/hour limit. Another alternative is to require uses of Wildshape to power Natural Spell, but have all Wild Feats grant an extra (two extra?) Wildshape usage per day. Natural Spell would count as a Wild Feat for this purpose.

I definitely allow extraordinary senses (Scent, Low-light vision) to be gained from Wildshape, in addition to certain racial skill bonuses (Jump, Climb). However, you retain your original Con while Wildshaped to prevent some of the paradoxes involving hit points and Con-Drain/Buff immunity.

Improved Toughness grants +2 HP/level and counts as Toughness if needed to meet a requirement.

Players may use Strength or Dexterity for Climb and Jump checks.

Let's make APPRAISE useful:

Pretend that "Appraise" is now called "Mercantilism".

PCs selling items normally receive 50% of the base cost of item. However, by taking a full day to make an Appraise check, players can add 1% per point of the result check. Any number or value of items can be sold from the result of a single Appraise check. Players can take a 10 on this check, or even a 20 -- though this requires twenty days to find the right buyer(s). It is possible for an appropriately savvy character to sell an item for more than 100% of its base cost (though a GM will set limits based on the GP limit of the community).
Synergy: Players receive +2 from having at least 5 Ranks in Bluff, Diplomacy, or Gather Information. A player with 5 ranks in a suitable Craft skill also gets +2 for matching items.
Example: A character with Charisma 14 and 10 ranks of Appraise, 5+ ranks of Bluff, 5+ ranks of Diplomacy, 5+ ranks of Gather Information, and 5+ ranks of Craft(weaponsmithing) can take a 10 a sell a magic sword for 80% of its base cost, or 90% if they take a 20.

All NPCs and Monsters die at zero or fewer hitpoints. lrn2subdual. I can break this rule for plot-critical NPCs of my choosing.

The XP requirement for the fabrication of magical items may be supplied by any willing person. Some particularly evil methods may exist to use unwilling victims, but it's not PC-accessible.

Hit-Points: When gaining a level, players may choose to gain 1/2 the average hit points (rounded UP) instead of rolling. i.e. someone with d10 hitdice can gain 6 HPs instead of rolling.

Setting-specific classes, feats, races, etc... are generally allowed independently of setting, though some fudging may be required. Final GM approval is always required.
#42

goneorn

Oct 31, 2007 0:05:44
Heres a few of mine. I use a total of 15 hours rules, but will only post a few.

Leveling Up: When a character has gained enough experience to "level up," they can increase only those skills in which they have ranks. The character may also gain hit points and class features as normal. This requires the character to rest for eight hours the night following the level gain (in most cases, this means camping for the night).
For new taking ranks in a new skill, learning a feat, or taking on a Prestige Class, the character must seek out a trainer or someone that can aid the character in learning those new skills. Most towns and all cities have training facilities that the character can train at for a fee. This fee varies from training hall to training hall.


Natural ‘1” or “20” on a d20:
Saving Throws: “1” It just not your day, you take 50% more of the effect then normal. This might include taking +50% damage from a spell, doubling the amount of damage a poison gives or automatic failure of the next saving throw, or even instant death. It all depends on the source of the saving throw and the DM.
“20” YES! The luck of the gods are with you today. You take 50% less the effect than normal. In most cases, you will take no damage at all from spells, automatic save for secondary poison, or even gain a bonus on you next saving throw.
Attack Rolls: “1” All I can say is “Wow!” You just did automatic miss. On top of that, it might be a fumble. Roll to confirm a fumble (treat this like a critical, but if you miss; you fumble (see below rules on Fumbles). If you do not fumble, its just a miss. Keep going and try not to roll anymore “1s.”
“20” If your under level 20 (non-epic), its an automatic hit and your having a good day. If what your hitting is not immune to critical hits, roll to confirm the critical as normal.
#43

sir_aramil_liadon

Oct 31, 2007 0:09:03
Most of my group and I are big fans of the Sword of Truth series by Terry Goodkind (#1 & #2 are in honor of those books). Others are to make the players play with their own mortality in mind (#3). The rest are just for my own personal amusement.

1. Arcane casters: all males are wizards, all females are sorceresses.
2. Spell immunity is an optional racial trait for any human, or half-human. (immune to most spells, but can't cast spells, use magic items w/ activations, can't be healed or raised, no Sp or Su abilities....)
3. All characters recieve 1 Hit Die + Con + 1 hit point/level at 1st level. The HD is as appropriate for their class and is rerolled each level until they can not roll any higher. See my thread and feel free to comment.http://forums.gleemax.com/showthread.php?p=14201439#post14201439
4. All result of a natural "1" is not an automatic miss if my wife doesn't throw her d20 across the room... J.K. We use the open ended rolls variant from the Epic Level Handbook.
5. Spell point system from Unearthed Arcana.
6. Wizards & Clerics cast spontaneously and use the spells per day chart for number of spells known (plus bonuses for high ability scores)
7. Classes: Remove Bards, Druids and Monks. Add Swashbucklers, Scouts, Warlocks, Favored Souls and Knights.
8. No Animal Companions, familiars or special mounts. Players may use any alternate class feature published instead.
9. Paladins and Rangers do not cast spells, instead they get their choice of the "Paladins and Rangers without spells" variant from either the Complete Warrior or the Complete Champion.
10. Gestalting: A character can gestalt up to 4 classes at once, taking a 25% xp penalty past the first (2 classes = 25%, 3 = 50%, 4= 75%) No penalty for multi-classing but a 5% xp bonus if advancing as your favored class (unless favored class is "any")
11. Max ranks in skills, characters may choose a new set of skills if they change classes.
#44

Knitsuge

Nov 24, 2007 15:53:17
1) I have extensive rules for critical misses. You could just fumble your weapon, or you could hurt yourself, an ally, or rarely even a different opponent than the one you intended...

2) Your "effective class level" continues EVERY level after the first one you took in that class. So a Wizard 1/Warrior 10 that started as a wizard can only cast 1st level wizard spells, but he does it as an 11th level wizard.

3) When brewing potions, making items, etc., you make a large "batch" of the exact same item in less time than if you had made them all individually. How long it takes is up to the DM, but a large batch of potion should take less time than a large "batch" of breast plates, for example.

4) Wands, potions, etc. exist of spells higher than those that should be able to be made into wands, potions, etc. They are considered to be artifacts, and cannot generally be made by PCs.
#45

avatar_of_kokusho

Nov 25, 2007 6:56:30
We have several we use in our group.

Humans: Humans have an ability called "Versatility". At 1st level, you choose four skills. These skills are always class skills.
Half-Elves: They get bonuses depending on who they were raised by. If they were raised with their elven parent, they recieve proficiency with two of the normal elf weapons as listed in the PHB. If they were raised by humans, they get the bonus skill point per level.
Half-Orcs: may use Strength rather than Charisma to Intimidate checks. (obviously this requires a show of strength)

Sorcerers: gain a bonus metamagic/item creation feat at 5th, 10th, 15th, 20th, and so forth.

Roll a natural 1? You miss. That's it.

Vorpal weapons don't behead an enemy; they increase the crit multiplier by x3 instead.

Haste stacks with speeded weapons, but spellcasters don't get an extra partial action. This balances itself in higher levels, where the poor fighter can't keep up with the wizard in damage potential.

Any class is eligible for Weapon Specialization. You just can't take it until level 4. I mean, if a wizard can, why can't a ranger?

Insight bonuses to AC are lost if you're caught flat-footed. If you don't see it coming, you can't see it coming.

Undead are NOT automatically evil, if they're intelligent. Anything with an Int score is capable of choosing its own alignment based on its action.

When creating your character, you are allowed (with DM permission) to rearrange racial bonuses and penalties to stats, providing you can explain why in a coherent way. I find that this encourages roleplay.

Martial Adepts: Warblades' recovery method does NOT recover all expended maneuvers with a swift action; go read how a swordsage does it. In addition, the ability that allows a warblade to qualify for fighter only feats is removed.

Anyone with 21+ hit dice is allowed an epic reroll of any one roll per day. PCs with 21+ HD are also allowed to trade in 10 skill points for one feat, every three levels.

#46

puritan13

Nov 29, 2007 7:28:30
My house rules:

1 - I don't use XP. I got tired of my players asking me after every encounter "How much XP?" so I eliminated it entirely. Now I just tell people to level up when I feel they've earned it. So far it averages out to a level every 2 sessions for the first 10 or so levels, then it slows down to about 1 level every 4 sessions from then on. Magic item creation only costs an increased gold amount now.

2 - In order to solve the Fighter 20/Wizard 20 vs. Wizard 20/Fighter 20 BAB discrepancy, your BAB is determined by the best possible progression of your classes. Base saves are still determined by your first 20 levels.

3 - You do not die at -10, you die at -Con or -10, whichever is most advantageous for the character.

4 - Retroactive Skill Points. If your intelligence increasing would indicate you get more skill points, you can spend those skill points immediately in skills you already have ranks in, or in new skills if you take some down time for that purpose.

5 - No multiclassing penalties. I don't like these kind of penalties, they serve no purpose other than to stifle creativity from the players.

6 - You gain bonus 0 level spells from your primary spellcasting ability score. Follow the pattern to find out how many. I never saw any reason to not allow bonus 0 level spells.

Thats about it. If I remember any more, I'll edit my post.
#47

otogi_2

Dec 01, 2007 9:48:19
Cosmetic: If you're character was born out of true love, he/she is the human version of attractive or beautiful. If they were born out of accident, physical attraction, or need, they're the standard of the race. If born out of anything that is best mentioned on the mature boards, they're repulsive. Exceptions exist.
#48

salla

Dec 01, 2007 10:58:17
Lessee here now ... picking and choosing the mains, predominantly as pertains to character generation.

Point Buy: 28 points. Three Dragon Ante pseudorandom version at player discretion.

No classes have alignment restrictions. Any class that cannot have its alignment separated from its flavor (such as the Samurai), I have converted into a prestige class.

No XP penalties or favored classes; no multiclass restrictions.

No animal companions, familiars, or mounts.

Barbarians and Totemists are not inherently illiterate.
Simplified Turn Undead ('the damage variant') from Complete Divine
Druids use Shapeshift only, no Wild Shape.
Fighters gain Heal, Knowledge (Architecture and Engineering), Knowledge (Nobility and Royalty), and Sense Motive as class skills.
No paladins, period. The cleric does it better, anyway.
Sorcerers gain a bonus metamagic or heritage feat at 1st, 4th, 8th, 16th, and 20th levels, and gain Use Magic Device as a class skill.

Natural 1s and 20s are simply read off the dice. There is no automatic success or automatic fail rule.

Open Lock is folded into Disable Device.
#49

irishrover

Dec 02, 2007 22:58:12
We allow spellcasters to change their prepared spells durring the course of a day, not just after a night's sleep. This takes a good half hour of quiet.
This came into play way back in 1st edition days. The reason was simple: Many times, the whole party woul have to delay for an entire night while the wizard slept to recover spells, because someone wouldn't go on without knowing what was magical, or without a cure disease, or we needed a magic mirror to procede to the next part of the adventure, or whatever...

Overall, it's worked well for 2 decades...
#50

rosisha

Dec 03, 2007 12:03:45
Hi Everyone!

I would like to offer some of my house rules as well. These are things that I have used for some time now, and some are pretty well playtested. So... enjoy!

Rosishan Campaign House Rules
Stat Generation & Racial Changes
Characters can use a 20 point buy. All stats start at 9. Increase by one point costs one point, from 10 to 18. Reducing a stat by 2 points gives you one point to adjust another.

Elves, Half-Elves, Orcs, Half-Orcs, and Dwarves are no longer available in game. Playable races are: Human (+1 subraces), Halfling (Renamed Urnfeld, +2 subraces), and Gnomes (+1 subraces). Kobolds can be available if all players agree. Orcs are no longer in the game, or any goblinoid creature. Gnolls fill the role of big bad evil minions.

[INDENT]Subraces[/INDENT]
[INDENT]
  • Amun Humans
  • Dark Gnomes
  • Forest Urnfeld
  • Rock Urnfield
[/INDENT]

Character Creation
Fighters gain "Preferred Weapon Groups." When using a weapon that is from this, say Swords, the warrior gains a bonus to attack OR damage equal to their level. Once a day they gain the Epic Strike Ability, which allows them to get attack and damage bonus equal to their level, and double the hit dice of the weapon.

Fighters gain the ability: "Dirty Fighting." Which allows them to preform nasty tricks on an opponent when using a weapon from there preferred weapon group. This acts exactly like the rogue sneak attack but is done with 1d4 and does not require flanking, only having a party member be able to threaten the opponent.

Bards are renamed Poets. Poets gain the feat "Scribe Scroll" at first level and can use their Poetic Abilities in scrolls as spells equal to their level. These scrolls are considered Arcane. Poets gain spell progression as a Sorcerer, and expanded spell lists.

Sorcerer removed.

Wizard no longer casts spells with spell slots, but instead using a skill system. This system uses Spellcraft to cast spells as DC 10 + Spell Level + Number of spells cast a day, thus making it progressively harder to cast spells as the day goes on.

Skill & Feat Changes
Masterwork rules are introduced to allow the players great options in creating their own equipment. This increases overall power without increasing magical item use and allows the treasure hordes of monsters to be more diverse and less "Another +1 sword? Oh jeeze." See this thread: http://forums.gleemax.com/showthread.php?t=958507

Toughness grants a 1d4 hit die to be rolled every level instead of a +3 hit points at one level.

Players can invent new items, by taking the starting age (iron age) and adding +10 to the DC check of the item for every age between the item and the iron age. For example, an aquarabus is a renaissance weapon. You have the Roman Age, Dark Ages, Middle Ages, and then the Renaissance for a base DC of +40. The DM has final rule of course. For an item like this, which requires a lot of other technology, including gunpowder, I would probably make the DC +100. But it is a good base for advancing technology!

Item Changes
Weapons and armor are limited to what is available during the age. The primary Rosishan campaign is the Iron Age. Players can gain access to other equipment either by discovering ancient weapons and equipment from more advanced civilizations or by inventing it themselves.

Final Notes
My campaign is fairly unique, being an Eastern Europe culture in an Iron Age time period. The players can play characters that all have different tribal and racial backgrounds. So there are language barriers and also tribal conflicts (not necessarily racial: in one campaign a gnomish tribe and human tribe united together to fight another human tribe that was encroaching on their territory). Players are not considered literate either, but that is just basic for the time period. The exception are clerics, poets, and wizards.

The ancient civilizations were elf and dwarf, who were highly advanced (1860s time period for us, with equal advances in magic), but wiped each other out. Their ruins become a major focus for my campaign at higher levels.

Enjoy!

Rosisha
#51

harleydude

Dec 03, 2007 12:56:31
We only play with a couple worth noting:

1. we dont use point buy or rolling for base stats. we start at 1st level with 74 total points we can divide among the 6, with no higher than 18 and no lower than 6, and only one allowed to be 18. (before racial adjustments.)

2. trade in redundent feats. we can trade in weapon, and armor proficiencies on a 2-1 ratio for any "bonus fighter feat". The martial weapon proficiency can be traded 1-1.
ie if you wanted to be a quick fighter, and only use light armor you could trade both med and hvy armor for quick draw.
ie if you had a few levels in barbarian and wanted to dip 1 level in fighter you would have 4-5 feats to choose (1st ftr, simple weapon+light armor, med+hvy armor, martial weapon, and have a half "shield" yet to use)

3.hit point gain. we get additional hp depending on what level we go up. At first level we get the total dice amt. On every even number level we get half that amt, and every odd level we get half+1. And first level of a PrC or multiclass is like the 1st level. ****standard CON mod is added in.
ie. lets say 1st six levels in cleric and 3 levels in fighter then 2 more levels in cleric, with a CON of 10:
1st level 8hp
2nd-4hp 12 total
3rd-5hp 17
4th-4hp 21
5th-5hp 26
6th-4hp 30
7th-10hp 40 (1st ftr)
8th-5hp 45 (2nd ftr)
9th-6hp 51 (3rd ftr)
10th-5hp 56 (7th cleric)
11th-4hp 60 (8th cleric) etc.
*****if for example he had a CON 14, by 11th level he would have a total of 104hp.

cheers.
HD
#52

Dog_O_War

Dec 03, 2007 14:03:42
My house rules.

1: if it doesn't say D&D on the box, then it's not D&D in the box. I don't use third party material (even stuff from dragon magazines*) unless it has the official D&D logo. This is a brand quirk I have (and thankfully all but three of the people I game with share the same sentiments).

2: if I didn't see it, or it was rolled before I called for it, then it is a wasted die.

3: Stats go as follows; new people, people I like but don't trust, and people I know that cheat - stats for that game become points buy. In the one select game I run, stats are rolled; roll up to three "sets" of stats, pick the one you like the best and alocate as normal.

4: I really like half-elves, but was disappointed after playing them at how truely crappy they are. I read in UA about one of the creators giving them the human's skill points as a boost, and now I use it.

5a: You cannot critically pass or fail a skill roll (as normal), you automatically pass a saving throw on a 20 (even if you would not normally) and fail on a 1 (even if you would pass with all your bonuses) (as normal). But attack rolls go as follows; If you roll a 20, you get to add +10 to your to-hit roll (20 = 30), and roll for a critical threat (even if the monster is immune to criticals). If that critical threat (with a +10 bonus) comes up a one, you immediately lose the extra attack bonus (30 = 20 on a threat roll of 1). A roll of 20 does not automatically hit, you simply get the bonus.

5b: If you roll a 1 on an attack roll, you subtract 10 from that roll (1 = -9) and must make a dexterity check to avoid dropping your weapon (DC:10). If you rolled a 20 on the dex check, the -10 penalty no longer applies and the strike continues as normal (-9 = 1 on a dex check of 20). If that dex check was also a 1, you may have accidentally struck an ally, or yourself; make an attack roll. This one particular attack roll can neither critical or cause another dex check (rolls of 20 or 1 do not matter; neither does threat range). A roll of one does not automatically miss, you simply get the penalty.

6a: I play by the rules, and so shall you. If I do something that by the rules (in the books; never reference online unless you're printing errata) is wrong, then feel free to correct me. I will do the same for you.

6b: All that being said in 6a; do not feel confined by a box. If you think that, by making a jump check off of a raised element in the terrain (something that would not normally grant a height bonus to attack) then try it; you may just glean a bonus. But abuse this, and you'll find yourself in a box that splinters easily. This can be for lots of things, the raised terrain was just an example.

7: characters have to "train" to gain levels. This rule stands in most games I will run, but if an adventure has a tight time constraint that cannot possibly fit the training regiment I have, then it can be waved (Red Hand of Doom adventure is an example). Otherwise training costs 10gp for the level of class you're going into, as well as one week per new class level if you choose self training. Professional training requires a trainer of atleast equal level to the class you choose to advance; it costs 50gp per level of the class you're advancing, and takes one week.

If you're still adventuring - that is training as you go, then you may dedicate 4 hours per day to training and double the base time (that's 2 weeks if you can convince a trainer to accompany you, or 2 weeks per level with self-training). The only thing gained automatically apon a new level is hit dice. You cannot go more than 1 level untrained, and the costs above are only for PC classes (not commoner, adept, warrior, or expert).

Multiclassing into a new class requires a trainer for every class except barbarian, sorcerer, and warlock. If you cannot find a trainer, then you cannot take the class. It costs 100gp times the character level you're going to in this new class, and takes one month to complete. For the three aforementioned classes, the cost is 1/10th that amount (10gp per character level going to).

All costs do not have to be represented in gold; this is just the medium. You can substitute anything for the cost, as long as it is of equal value (spices, pigs, used weaponry, sevices, etc...).

8: If you say it, then so does your character. This is a rule I'm trying out to cut down on our off-topic conversation. While it is often enjoyable to do this, we usually end up not getting anywhere in-game.

9: I cannot be bribed, but feel free to try. I have played in games where the DM (or GM for non-D&D games) could be bribed with snacks for exp., other advantages, etc... I hated this, as I saw it as a low way of acting; something I was never picked for, and it usually disrupted the game.
Example: while playing Deadlands: the Wasted West, our GM would often say, "could someone grab me a coke?" To which certain players would respond, "will I get a chip if I do?". He'd just say, "yeah, sure - have a white." This soon got out of hand, as people would 'fight' over who got to get him a drink (this can happen about 4-10 times a session, adding up to alot of chips). I would do it for 'free' (no chip needed). I did it to quell the 'fighting' (they weren't really fighting, just that play-wrestle) that would be disrupting the game. Now he just asks me. No one fights, no one disrupts the game.
Also, I do not have a stick up my arse, despite this story.

10: Class/race modifications by race/region. I do this for flavor, and to better immerse the players in my setting, instead of creating a "power-gamers' thunderdome". An example of this is; only humans from Cremin, the Deserts of Darakan, and the frozen land of Hallishan can be of the (regular) barbarian class. Humans of the Ice Dragon tribe in Hallishan must take the dragon-totem variant from UA. Human barbarians from "civilised" countries and cities must take the berserker variant from the PHBII, but are not considered illiterate. Another example would be; Wyld Orcs (your typical green-skinned orc in my setting; think warhammer) do not have light sensitivity. Outcast Orcs (a race of orcs forsaken be their god) do not have darkvision, but have low-light vision, and level one protection from heat (as per Sandstorm).

11: No psionics/certain classes from certain official books! I don't like the flavor of them, or I find the mechanics to be lacking and poor (re: truenamer), so I do not allow them. Period. This is true for alot of prestige classes as well; some I do like, they just do not fit thematically with my setting.

12: I read a post that 1_ton ghost wrote a few days ago, about cover; I liked 3.0 cover MUCH better than the mickey-mouse rules cover follows in 3.5. So I am using 3.0 cover.

13: Characters may begin play at 2nd level. This allows for certain LA+1 races to be played (tieflings and aasimars). You can start at first, but there is no inherent benefit to doing this. If you are joining a game that has already begun, you will start at one level below the parties' average level, with minimal experience.

These are the basics of my house-rules. I try and keep an open mind with certain things, but these are what I (and my players) play by.


*I do use stuff from dragon magazines that has been reprinted in official sources, even some things that I found to be really cool.
#53

blacksheepcannibal

Dec 07, 2007 0:15:53
Sorry if this is -really- long, I use lots of house rules.

Barbarian
• Barbarian Variant: Totem Barbarian (UA, p48)
• Rage Variant: Whirling Frenzy (UA, p66)

Bard
• Each class level a bard gains, they may choose to learn a new bard spell in place of one they already know. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same level as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast.
• Variant: Natural Bard (UA p58)

Cleric
• Clerics may spontaneously cast domain spells of the proper level.
• Clerics with the Healing domain use d10’s instead of d8’s for Cure spells. This does not transfer to wands, potions, etc. This replaces the ability to spontaneously cast domain spells.
• Clerics automatically gain proficiency with their deity’s chosen weapon. If a pantheon is chosen, the cleric may choose which chosen weapon to gain a proficiency in.
• Add Sense Motive to the Cleric skill list.
• Turning Undead Variant: Planar Banishment (UA p67).

Druid
• Wild Shape Variant: Aspect of Nature (UA p67)
• Add Knowledge: Religion and Sense Motive as Class Skills.

Fighter
• All fighters gain: Combat Focus (Ex): At 5th level the fighter gains a +2 bonus on all checks or opposed rolls for: Bull Rush, Disarm, Feint, Grapple, Mounted Combat, Overrun, Sunder, and Trip. This bonus increases by +1 for every 5 levels (10th, 15th, 20th)
• Fighter Variant: Thug (UA p51)

Monk
• Monk Variant: Fighting Styles (UA p52)

Paladin
• Paladin Variants: Freedom, Slaughter, Tyranny, Honor (UA p 53)
• Variant: Martial Paladin (UA p58)

Ranger
• All Rangers gain: Trained Hunter (Ex): A ranger knows facts about their Favored Enemy. This ability functions just like an appropriate Knowledge check to identify creatures and their special powers or vulnerabilities. The ranger rolls 1d20 and adds their ranger level, their Intelligence modifier and their Favored Enemy bonus to determine the Trained Hunter check result. In general, the DC of such a check equals 10 + the creature’s HD. A successful check allows the ranger to remember a bit of useful information about that creature. For every 5 points by which the check result exceeds the DC, the ranger can recall another piece of useful information. In most cases, making a check doesn’t take an action—the ranger simply knows the answer or doesn’t. The Speak Language skill for languages of Favored Enemies is added to the Rangers class skill list.

Rogue
• Rogue Variant: Combat Rogue (UA p58)

Sorcerer
• Sorcerers may give up the ability to gain a familiar to instead acquire a bonus feat at 1st level. If a familiar is desired later in character progression, it can be bought with a feat.
• Each class level a Sorcerer gains, they may choose to learn a new Sorcerer spell in place of one they already know. In effect, the Sorcerer “loses” the old spell in exchange for the new one. The new spell’s level must be the same level as that of the spell being exchanged, and it must be at least one level lower than the highest-level Sorcerer spell the Sorcerer can cast.
• Add Use Magic Device and Diplomacy to Sorcerer skill list.
• Sorcerers gain Eschew Materials as a Bonus Feat at level 1, and a bonus metamagic feat at levels 5, 10, 15, and 20.

Wizard
• Wizards may give up the ability to gain a familiar to instead acquire a bonus feat at 1st level. If a familiar is desired later in character progression, it can be bought with a feat. Specialist Wizards do not have this option if they chose to forgo a familiar in exchange for other abilities.
• Specialist Wizard Variants (UA p59)
• Add Decipher Script to Wizard skills list

Listen, Search, and Spot are always Class Skills.

All characters receive 2 Bonus Skill Points per level to be used on Profession, Craft, Perform, and Knowledge skills only.

Skill Synergy:
In addition to a +2 Synergy bonus at 5 ranks, for each additional 5 ranks increase the Synergy bonus by +1. (E.g.: at 15 ranks the Synergy bonus would be +4) to a maximum of +5 Synergy at 20 ranks.

Aid Another:
To aid another, either in attack rolls or skill checks, you roll the appropriate attack roll or skill check against a DC of 10. This gives a +2 bonus, and an additional +2 bonus for every 5 points above the check (Maximum of +10). Failure of this roll gives a -2; a natural 1 gives a -10. Aid another adds 2 to the AC of the character you are aiding, plus another 2 for every additional 5 points of AC you have (Maximum +10). [Kenkus receive a +3 bonus, with an additional +3 bonus for every additional 5 points, to a maximum of +15]

FEATS

Skill Feats:
The following feats, which normally grant only a +2 bonus to two skills, now also cause both listed skills to become class skills:
Acrobatic, Agile, Animal Affinity, Athletic, Deceitful, Deft Hands, Diligent, Investigator, Magical Aptitude, Negotiator, Nimble Fingers, Persuasive, Self-Sufficient

[Diehard] – You automatically stabilize and remain conscious at negative hit points, until the negative hit points equal your current constitution.

[Dodge] – Now gives a +1 dodge bonus to your AC as long as you aren’t flat footed. This feat may be taken multiple times; its effects stack.

[Greater Weapon Focus] – Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, Base Attack Bonus of +8 or higher.

[Greater Weapon Specialization] – Prerequisites: Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, Base Attack Bonus of +12 or higher.

[Improved Toughness] – Prerequisite: Toughness, Con 13 Benefit: You gain +2 hp per HD. This is in addition to the +3 extra hit points from the Toughness feat.

[Weapon Specialization] – Prerequisite: Proficiency with selected weapon, Weapon Focus with Selected Weapon, Base Attack Bonus of +4 or higher.

Additional House Rules:

Rolling for Hit Points:
A player may take the numerical average for a roll for hit points when he gains a new hit die.

Healing Magic (take 20 on healing magic):
Whenever a healing spell is used (including from a wand, scroll, or class ability, but not potions), the caster may choose to “take 20” – taking 20 times as long to cast the spell, but the spell is considered maximized as though by the feat [Maximize Spell]. A spell used this way may not be quickened.

Massive Damage:
For every size category higher or lower than Medium, a creature or character raises or lowers his Massive Damage threshold by 10.

When Massive Damage is inflicted, a Fort save DC 15 is made. If failed, a character is reduced to -10 hit points, not stabilized. If this Exceeds his Constitution score, the character is slain.

Reach Weapons:
Reach Weapons may be used to attack adjacent opponents, but with a -4 penalty on attacks. Do not apply any bonus damage from strength or skill-based modifiers (such as damage from strength or Power Attack).

Metamagic Components:
UA p139

Saving Throws vs Magic:
Use a 1d20 roll instead of the base 10 given for saving throw. Saving throw thus becomes 1d20 + Spell level + Ability Modifier

Variable Armor Class:
When initiative is rolled, a PC may choose to roll for their armor class. The roll of a d20 becomes their “base” AC, instead of a base AC of 10.

Shooting/Firing into a Melee:
When shooting into a Melee (whenever a ranged touch attack is called) the shooter takes both a -4 penalty to the shot and is informed of the cover that the target has, usually by others in combat, either allied or enemy. This confers no normal bonuses for cover for the target; however, on a missed attack roll, percentile chance for cover is rolled – if the cover is rolled, then one of the others in combat, either allied or enemy is struck instead.

Character Death:
When a character reaches -1 or fewer hit points, they are incapacitated, and dying. They have a 10% chance each round to stabilize but remain incapacitated. Once a characters negative hit points reaches their constitution score, they die.

Strategic Withdraw:
A Strategic Withdraw is a move action. By halving your movement, you may retreat out of a threatened square without provoking an attack of opportunity. You cannot strategically withdraw over difficult terrain.

Counterspell:
An arcane spellcaster may attempt to counter a spell being cast, if they can identify the spell being cast (Spellcraft check), by expending a spell of equal level, of the opposite school.

Abjuration Opposes Transmutation
Conjuration Opposes Divination
Enchantment Opposes Evocation
Illusion Opposes Necromancy
#54

uamdb

Dec 10, 2007 11:39:51
I only have a few.

1)use Gesalt with no multiclass penalties

2)Max HP at level 1 and 2. After that Roll twice and take the highest.

3)When casting a cure spell roll one extra die needed and discard the lowest.
Example: Cure Mod wounds would roll 3d8 take two highest + bonuses.

4) Because of Gesalt some PrC and feats had to be changes or deleted.
Like Mystic Therage(sp) was deleted

5)Any D&D Book is allowed. If I don't own it then you must let me borrow the book for one week and bring aid book every time we play. If you don't bring the book you might not get to use that special power.

6) Usually I make players roll 4d6 reroll 1's and 2's drop lowest. For the game I just started I am giving players all the same stats 18,18,17,16,15,14

Yes I run more powerful characters than most like, but I throw more powerful encounters toward them. Some characters die, but everyone seems to enjoy it. I ask often if there is anything I can do to increase enjoyment from my players.
#55

rosisha

Dec 10, 2007 12:34:56
This is an untested addition to my set of houserules that I wanted to throw up there. It came up over dinner, and I hope someone might be able to provide some tips:

Fighter Modifications
[INDENT]
  • Power Attack: This feat has been modified to state that you can take a minus to your attack roll, and for each minus, you get an additional weapon hit die. You can do this a number of times a day equal to your strength bonus and BAB. Multiple points can be used, up to five, in one attack.
  • Improved Shield Bash: Fighters get the benefits of this feat for free. A new feat, "Offensive Shield Bash," replaces it. This feat allows the player to shield bash as normal, but they ignore two handed fighting penalties if their primary weapon is one handed.
  • Weapon Focus: The fighter gains a +1 to attack and to damage. All associated feats do the same.
  • New Feat Chain:
    [INDENT]
    • Armor Familiarity: The player must have access to one armor feat, such as Light Armor. While wearing armor they are proficient with, they can move and sleep with no penalty.
    • Armor Adaptability: The wearer must have Armor Familiarity as well as medium or heavy armor proficiency. The player can make a fortitude check once an hour to gain DR 1d4/-.The armor has been adapted to absorb blows as well as deflect them. This can be done a number of days equal to the characters constitution bonus.
    • Armor as Skin: Must have the two feats above, as well as a constitution score of 16 or higher. The player may keep their armor class against touch attacks.
    [/INDENT]
[/INDENT]

The goal of these rules is to try to strengthen the fighter class as a melee fighter as they go higher in levels. They gain DR, proof against touch attacks, and some more power. However, this could be game breaking. I'm not sure. Definitely needs to be tested.
#56

cheezgrater

Dec 10, 2007 13:27:09
This is an untested addition to my set of houserules that I wanted to throw up there. It came up over dinner, and I hope someone might be able to provide some tips:

Fighter Modifications
[INDENT][LIST]
[*]Power Attack: This feat has been modified to state that you can take a minus to your attack roll, and for each minus, you get an additional weapon hit die. You can do this a number of times a day equal to your strength bonus and BAB. Multiple points can be used, up to five, in one attack.

This can very easily be broken

Picture this scenario..Fighter 20 with the Two-weapon fighting tree and 26 STR (18+4 levels+4 Bull's Strength).
Gear is a Longsword and a Short Sword, both +1 Speed weapons.

Power Attack -5.

Full round Attack 21/21/16/17/12 MH, 21/21/16/17 OH

Assuming all of those hit (and you could easily get the bonuses to the attack roll much higher, but all but the +12 have a good shot anyway), you would get 25d8+20d6 bonus damage from POWER ATTACK ALONE. That's an average of 182 bonus damage at level 20 for a single feat!

Also, how would you deal with 1H vs 2H weapons, and classes that provide a multiplier on power attack (Frenzied Berserker)?

I think this is pretty broken.
#57

rosisha

Dec 10, 2007 13:47:53
Yep, the emphasis was on untested. No clue how I would handle those situations :D feel free to throw down some suggestions if you like These rules we came up with in a think tank session on the phone heading home from a casino (and I'm pretty sure alcohol was involved) just as a "What can we do?"

Off the top of my head I would say that power attack affects ONE attack only, and keep the limitation on the BAB and STR. So if you have +4 Str Bonus and +whatever BAP, you can only do those per day. So sure, you could blow all your bonuses to beef up all your attacks in one round, or you could save them throughout the day. I have no problem with a fighter doing that kind of damage in one attack if it basically blew all their bonuses.

Keep in mind that this isn't even a Save or Die type situation which mages have a plenty at this point. So I think it would make the game a tad fun for fighters, and frankly, as a DM, I have no problem letting the fighter mop the floor once a day.

1h vs 2h, I'd say leave this alone, allowing the standard bonuses.

This is just me though.
#58

cheezgrater

Dec 10, 2007 14:44:46
Yep, the emphasis was on untested. No clue how I would handle those situations :D feel free to throw down some suggestions if you like These rules we came up with in a think tank session on the phone heading home from a casino (and I'm pretty sure alcohol was involved) just as a "What can we do?"

Off the top of my head I would say that power attack affects ONE attack only, and keep the limitation on the BAB and STR. So if you have +4 Str Bonus and +whatever BAP, you can only do those per day. So sure, you could blow all your bonuses to beef up all your attacks in one round, or you could save them throughout the day. I have no problem with a fighter doing that kind of damage in one attack if it basically blew all their bonuses.

Except that the fighter in my example could do that and then have 15 more power attacks for the day. Also, it wouldn't be hard to get the strength even higher (Half orc +2, switch the +str item to a +6 for another +2, A tome plus the odd level stat adjustment would net +6 more strength, for a total of 36 str. Meaning that after pulling the mass attack, he would have 20 more Power Attacks, enough to do the whole thing two more times.

Also, when the barbarian rages, how does the strength increase affect his uses of power attack? What if the Fighter takes 4 points of Strength damage midday?

I understand your argument for boosting Power Attack, and I could argue for or against it.

If you really want to beef Power Attack, my suggestion would be to leave the mechanic alone, but add a multiplier. (This also allows 2h weapons to maintain their advantage.)

1h Weapons - 2 points of damage for every -1 to attack rolls
2h Weapons - 3 points of damage for every -1 to attack rolls
(Abilities that boost PA returns could just increase the Damage by one. So, a Frenzied Berserker10 would get 5-1 returns for PA with a 2H weapon.)


Compared to your method, PA with a greatsword would deal almost the same damage on average (.5 less). However, it maintains the balance of affecting *all* of your attacks (including AoOs) for the rest of the round. So, if you use a full Power Attack (-10 if you have the Improved Feat) to whack the enemy wizard, but the the armored fighter tries to trip you, you have a -10 to hit the fighter. This also could be considered slightly more powerful in a sense, since you still have unlimited uses/day.

However, personally, I feel that since it is possible to get as much as 10 or more to 1 power attack returns, power attack does not really need fixed. I will agree that Fighter types may need some love at higher levels, but I don't really think Power Attack is the best way to do that.
#59

bloodtalon

Dec 11, 2007 12:13:51
i have a few

races:
1)there are no regular gnomes in my game only deep and forest gnomes
2) dwarves have the following as favorite class, cleric, fighter, and paladin
3) elves have the following for favorite class dusk blade, ranger, and wizard
4) half-elves have the following for favorite class, beguiler, swashbuckler, or sorcerer
5) halflings have the following favorite classes, bard, cleric, or rouge
6) half orcs have the following for favorite classes barbarian, dragon shaman, or hex blade
7) humans have the following favorite classes any 3 but have to explain why your "nation"or area has those three

classes
1) no dipping into a class for just one level must go to at least 2 levels before changing classes again
2) prestige classes must go threw the whole listing before going to a new class or back to an old one
3) no gestalt classes

players:
1) all players need to write a small bio of character by 3 session
2) 3 missed sessions in a row we destroy your character
3) bring your own food and drink or chip in for it

that are most of them
#60

warweaver

Dec 11, 2007 14:55:47
The full list of my house rules can be found in my sig link to the Guild D20 Wiki, under "Mike's House Rules" (they've all been well-tested). However, here are my favorites:

1) Natural Spell changed to a metamagic feat that increases a spell's level by one. This is a very simple change that I think does wonders to rebalance druids with the other classes.

2) The cleric spell list is vastly reduced, but clerics can memorize their domain spells in more than just their domain slots. This makes clerics more individual to their deity and interesting, IMO. It also keeps them from doing half the other classes' jobs without reducing their power outright (you can still be an awesome melee-cleric, but you must take the War domain if you want Divine Power).

3) Illusion spells have a much higher Spellcraft DC for identifying them - if one makes the regular DC but not the illusion one, it is "mis-identified" as whatever spell it most resembles.

4) As some have no doubt said, giving Sorcs feats every 5 levels (I chose letting them pick Draconic or Heritage feats) and half-elves 1 extra skill point per level are both good ideas.

5) Feats that give skill bonuses (Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Diligent, Investigator, Magical Aptitude, Negotiator, Nimble Fingers, Persuasive, Self-Sufficient, Skill Focus, Stealthy, and Track) make those skills cost 1 point per rank for all future levels. Cross-class rank limits still apply.

6) And finally, Brew Potion can also create salves, unguents, elixirs, and oils (moved from Craft Wondrous Item). Moving those in 3.5 to Wondrous was a dumb move IMO - Brew Potion doesn't need to be nerfed, and Wondrous is plenty good without 'em.
#61

arkhaminmate

Dec 11, 2007 16:41:05

Races



Humans - As PHB
Dwarf - I use the Gold Dwarves from the DMG
Elf - Changed the Con penalty to a Str penalty
Gnomes - As PHB
Halflings - Nonexistent
Changelings - As Eberron campaign setting
Troll - Totally stolen from warcraft 3

Oh and if someone new wants to play a kobold, they are laughed out of the room by me and the rest of the group

Classes



Barbarians - pretty much unchanged, but unable to multiclass into the class
Bards - Dropped spell casting ability and gave them inspiration as a factotum
Druid - Unchanged
Cleric - Evil Clerics may only choose one domain
Fighter - Kind of mixed them in with Warblades
Monk - Unchanged
Paladin - Total overhaul, changed holy smite, made them into more of a melee class
Ranger - No spell casting ability
Wizard - Must be non-good though the class strongly leans towards evil
#62

hochiu

Dec 11, 2007 17:28:45
I try to stay pretty house rule free, all things considered. I will make the appropriate flavor changes, or make homebrew specific mechanical changes to a race, but I hardly feel that these are house rules. My biggest house rule, the core rule I decided upon when I originally concocted the setting deals with magic and magic items, as lovingly taken from the Tales of Wyre setting on the EnWorld forums:

Magic Items
Magic items are rare on the open market. Items of all types are typically not for sale in some large warehouse, and are acquired in one of three ways:

1. Found by individuals, particularly if lost for a time. This is the most common way they’re found in the world, either by looting prominent individuals with them or raiding and exploring an ancient location that would contain them.

2. Conscription by individuals, either amongst themselves as time permits or through payments to a worthy magician that can perform it. Many of these magicians charge fees for construction time, components, and personal reserves of energy; they can also charge a task to help alleviate the financial burden of the construction such as procuring a highly expensive magical component or an item they desire.

3. Magical items can be traded for between interested parties, depending on the individual item and type. Magical items can be traded for to cut the cost of other items being constructed, but the most important and trade-worthy items are: spells and spell books, items with a similar energy or function charge, and other similar things.

These rules work in conjunction with the effort of the Wizards (I detest the sorcerer class, and generally attempt to discourage its use whenever possible) attempting to remain apart from the political nature of the world. Thus, there are no magic item shops. JoeAdventurer cannot walk into Shop3 of Random CityZ and purchase any kind of magical item.

In summary, magic items are attained in three ways: 1. Discovery or looting off of a corpse or building, 2. Conscription by players for construction fees of a nearby wizard, 3. Trading between PC and a Wizard.

I'm contemplating forcing wizards to specialize at 1st level, or at least there being a greater propensity for specialized wizards than there are for general wizards. In my game, wizards are aloof and rare and often experiment with their own spell creations - spell books are a very, very, important part of any loot gained from defeating an enemy Wizard. This is even important for Wizards who find spell books filled with spells that they cannot understand (as in the case of school prohibition) - they are still immensely valuable for trade on the market as most of the Wizards are selfish individuals, consistently coveting their contemporary's developments.

I'll post some more up later.
#63

thelurkingshadows

Dec 15, 2007 11:18:25
None of mine are all that intricate but here goes:

1) For stats, roll 4d6 x 6, drop lowest die per roll, arrange any way you wish. If 4 6's are rolled, that stat is considered a 19.

2) Clerics can cast spontaneously.

3) Cleric healing spells do additional healing (d10 instead of d8; and so on) when healing another PC of the same deity as Cleric.

4) I do stick to alignment. If you act out of your alignment, your alignment will change.

5) Then mostly little things - quivers can hold more arrows, adventurer's packs which hold the basic necessities are given (no charge, it's assumed you have these things). Improvision is expected - running out of torches, I'll allow bandages dipped in oil wrapped around a bone or stick - etc.

6) A roll of '1' on an attack roll will result in another die roll. If you still miss, then it is a fumble (and determined by how bad the miss is, there is a change you will lose your weapon, get it stuck in a wall, etc.). If the roll is successful, then it is not a fumble, but just a miss.

7) A roll of a '20' on an attack roll will result in another die roll. If you miss, then it is a standard attack. If it is a success, then roll your damage. Add that to the base die increment for that weapon (i.e.: 2d6. roll: 8 + 12 (the total for the 2d6 at max)). Add twice your strength modifier. {I see Critical hits as exceptional and rare. It is the time when your body is honed in tune with the combat and the weapon it is wielding. When it strikes, it is perfect, allowing for an exceptional hit}.
#64

yngthlet

Dec 17, 2007 6:28:36
Here is my set of variant rules: a DnD and d20 Modern combo
http://dndmodern.wikispaces.com/
#65

zog_jakome

Dec 21, 2007 6:12:23
When choosing/inventing house rules we try to keep in the spirit of balance while making the game fun and challenging.

House Rules

Chapter 1 Abilities:
Character Creation, 28 point-buy

Chapter 2 Races:
The name of half orc has been changed to Caliban; they are counted as Human for effects that affect humans.

Chapter 3 Classes:
Alternative XP progression (page 214 table 6-13 unearthed arcana)
Weapon Group feats, p94 Unearthed Arcana
Spell Points, p153 Unearthed Arcana
Vitalization, p154 Unearthed Arcana
+2 Skill points per HD for all creatures (all classes +2)
Hit points- as Players Handbook, but for each additional level its half +1 plus con modifier
All prestige classes must be cleared by DM
Barbarians-No changes
Bards- the perform replaces the material component as eschew materials does, also you need minimum ranks in perform 1 per spell level.
Clerics- Clerics do not have to serve a specific diety. All prestige classes with diety names are no longer named
Aura: one step above alignment score (detailed in alignment section), sense motive is a class skill
Code of Conduct; certain acts the cleric chooses to do may interfere with the clerics ability to tap spells, depending on his Domains, example: a cleric with the Evil domain that performs an act of mercy may not be able to gather power for a day
Druids- no change
Fighter-profession, knowledge noble/royal are class skills
Monk- no changes
Paladins- Prestigious Character Classes (Paladins only), p69 Unearthed arcane, aura is one step above alignment score. Smite Evil is now Smite Taint
Rangers- no changes
Rogues- no changes
Sorcerers- Bonus Feat 1st level “Eschew Materials”, bonus feat 1/5 levels(metamagic feat, or Heritage feat). Draconic as racial language
Wizards- Draconic does not count toward max languages
NO PSIONICS

Chapter 4 Skills:
Skill Points: All classes +2 to skill points/level
Synergy
5 spot = +2 to search

Speak language: (Int, trained only) All races can speak (and usually write) their base language. A character may add a Speak Language skill as a class skill for each point of Intelligence bonus they have. Some characters may have two base languages depending on their background. The difficulty class is DC 5 to speak a language, and to understand language being spoken. The DC increases in certain situations.
Example: A character with a 17 Intelligence would usually have one base language (requiring no check to speak, write and understand) and could have Speak Language (Elven), Speak Language (Orc), and Speak Language (Celestial) as class skills. If this character wanted Speak Language (Giant), it would be treated as a cross class skill.

Spellcraft- if a spell is being cast by another class other than your own add 5 to the DC to identify the spell as it is being cast. After seeing the effect of the spell and it is in you class list, treat as normal to identify, if the spell that was cast is not in your spell list, the +5 to the DC remains.


Chapter 5 Feats:
Weapon Group feats, p94 Unearthed Arcana
Character Flaws allowed, p 91 Unearthed Arcana

Quicken Spell does not exist and is not available

Dodge feat changed to include current house rules. Dodge also allows once per encounter to reroll AC
Endurance feat changed to include current house rules, as endurance and a +4 bonus vs effects that makes you fatigued(spells), for spell casting purposes it will not make you fatigued once you reach ½ your total, you will become fatigued when you reach ¼ your total instead of exhausted.
Die hard feat changed due to changes in death and dying, you gain a +6 bonus on fortitude saves when reduced to 0 HP and to when you take massive damage, and a +4 on fortitude saves vs death and destruction effects. If you take a hit while disabled if you beat the DC by 10 or more you are still disabled.

If you possess the alertness feat you are not staggered when your sleep is interrupted. The penalty on listen checks while sleeping reduced to -5 instead of -10

The following feats allow you to reroll one of the associated skills once per day, agile, acrobatic, negotiator, stealthy, animal affinity, athletic, deceitful, deft hands, diligent, persuasive, self sufficient, magical aptitude

The following skill feats are changed as follows
Nimble fingers- open lock as a standard action instead of full
round actions, disable device time reduced as follows
simple= standard action, tricky = 1 round, difficult/wicked=1d4 rounds
investigator- search as a standard action, gather info in half a
day

metamagic feats are not limited by the highest level spell a spellcaster can cast max spell level 9.

Chapter 6 Description:
Alignment starts at 0(pure), for all “good” acts you do you receive a point, for any act considered wrong or “evil” you lose a point. 0 or more is pure, -1 or less is tainted. You do not gain points for doing the same act more than once however you do lose points for repeating the same “evil” act.

Effects of taint:
Symptoms of taint is random or by DM(corruption/depravity)
-16 mild taint
-32 moderate taint
-48 severe taint
The effects of taint can only be removed by ways described in heroes of horror even if your alignment score has been taken above the level of taint that initially caused the effect. Spells cannot actually increase your alignment score but they can remove the effects of taint if the number is above the level of taint that caused the effect.

Vital Statistics:
Players may be any height and weight allowed in the Players Handbook and may start at any age. Aging decreases Con but increases Wis, no other effects.


Chapter 7 Equipment:
Armor as Damage Reduction, p111 Unearthed Arcana
Max starting gold at first level
An attack roll of a natural 1 with a weapon results a point of damage to that weapon, regardless of Hardness

Chapter 8 Combat:
If you are awakened from your sleep you are staggered for 1 round, the Alertness feat negates this, as does the Rouse and Alarm spells
Arrows and Bolts: if any protrusion exists in a creature that creature suffers 1 point of damage for each strenuous action it takes per arrow or bolt, it can move at half speed as a full round action to negate the damage, damage applies every 10’ of movement. The protruding object can be safely removed with a DC 20 Heal check after which the creature no longer suffers adverse effects from the object. A protruding object can be pulled out causing 1d4 damage to the creature which afterward suffers no additional adverse effects


Armor class;
Roll for Armor Class, p25 Dungeon Master’s Guide
Class Defense Bonus, p120 Unearthed Arcana (modified)
Melee AC= d20+Class Defense (or revised Armor bonus, your choice) + Shield+ Dex+ size+ natural+ deflection+ misc (dodge, insight, etc.)
Melee Touch AC= d20+ class defense+ Dex+ size+ deflection+ misc (that apply)
Ranged AC= d20+ revised Armor bonus (not class defense)+ Dex+ shield+ deflection+ size+ natural+ misc (that apply)
Ranged Touch (ray) AC= d20+ enhancement bonus from magical armor+ Dex+ deflection+ misc (that apply)
Flat Footed is still the same, no Dex
Death and dying, the fortitude save, p121 Unearthed Arcana
Massive damage, combining massive damage variants (con-based and HD based)
Alternative save failure results (dying)
Scaling the saving throw, p120 Unearthed Arcana
Combat Facing, p124 Unearthed Arcana

Chapter 10 Magic:
Spell roll, p 36 Dungeon master’s guide
Spontaneous spells enhanced through metamagic feats do not have an increased casting time
Death and Resurrection; Location, Coming Back Wrong, p78
Heroes of Horror
Spell Points, p153 Unearthed Arcana
Vitalization, p154 Unearthed Arcana
Energy Attacks: on failed save, 25% affected by a status effect
No Spell Resistance against Energy Damage, page 174 Unearthed Arcana
Material Components: must be within 5’ of caster (unless it’s a focus which must be in hand). Material components are not normally expended, however, if you choose to expend the component, the spell may have a longer duration or +1 to the Save DC (DM’s choice)
Positive (holy) and Negative (vile, unholy, profane) are energy types for all intensive purposes
Counterspelling: works the same except for die variable spells like magic missile and fireball, you may counter the number of dice being rolled with your counter spell, example: you choose to ready a counter spell on an enemy Sorcerer, he casts a 7d6 fireball, you recognize his fireball and cast a 10d6 fireball, he will take 3d6 damage.
Counterspell will also work against spells of opposite energy types (fire and cold, positive and negative) with the same shape and same damage die
Breath weapons can be “counter breathed” by magic of same or opposing damage types, opposed by damage. if a red dragon deals 20d12 it can be countered by a Cone of Cold, or Blast of Fire, to reduce the damage from the breath weapon by the amount of damage your does. The shape of the spell must be the same as the shape of the breath weapon, but not necessarily the same shape (cone or line)
Incantations, pg 174 Unearthed Arcana

Chapter 11 Spells:
detect (alignment) is simply detect taint or detect purity. For normal creatures the aura strength is:
48 and up= overwhelming purity, 47 through 32= strong purity, 31 through 16= moderate purity, 15 through 0= faint purity, -1 through -15= faint taint, -16 through -31= moderate taint, -32 through -47= strong taint, -48 and lower= overwhelming taint. Clerics, outsiders and undead are treated as one step higher for their aura strength. Obviously this spell is no longer a good gage of a creature’s level, this is intentional.

Alignment based spells will work on Outsiders with the subtype, they are partially composed of the ideas and cannot be changed, but with mortals, it is different

Protection from (alignment) and Magic Circle from (alignment) are simply Divine Protection and Magic Circle, its effects work the same regardless of alignment, its effects will also block creatures you have summoned from bodily contact. This also applies to any of the Cloak of Chaos/ mantle of type spells are just work in generals, the effects of the spell are determined by what version you tapped.

Chaos Hammer/Order’s Wrath will work on anyone the caster believes to be lawful/chaotic, as will other law/chaos spells type spells, the casters belief may change about the creature it has affected with these spells, example a cleric with the Law domain uses order’s wraith against a group of elves he believes to be chaotic, after one elf diplomacies with the cleric he convinces him they are friendly and the cleric sees they are quit a law biding, ethics oriented bunch, the cleric won’t be able to use order’s wrath against this group again.

Holy Smite/ Unholy Blight work on tainted/ pure creatures respectively

Summon Monster: example; a pure cleric the Law and Good domains would not be able to summon a celestial monkey
#66

dawnslayer

Dec 21, 2007 20:48:22
Well put, Zogatharius! You know, first off, let me say how amazed I was about the rules as written for 3.5 in the first place, they were much more comprehensive than 2nd. Also, these rules, with the multi-classing and such, allowed players to get out of a stupid generic role all the time and be something more, I hate being stuck in a role. But, because D&D is a living game, rules change, and I see here Zogatharius, that you have taken all or most of the “10+X= the DC you need to hit” and made it much more random, much more unpredictable, and indeed realistic and exciting. This game seems much too advanced for most people to enjoy, only the truly bored from years of experience, D&D should have multiple difficulty settings, not in terms of Challenge Rating, but game depth without changing the balance of the game. The balancing of the rules is what makes the game fun and challenging, when both sides of the conflict are on equal footing.

I see you’re not the only one trying to get away from Good vs. Evil where mortals can see who is and who isn’t, after reading this thread, I see most of us agree +2 kill points all around, monsters too, is in order. And who can’t agree with giving Sorcerers 1/5 bonus feats. Here’s an idea, give all of those ridiculous classes in the PHB2 a list for spells known instead of access to their entire spell list, it would make it easier on a DM not familiar with all the spells a Warmage may have and would not play him properly when the party comes to destroy him, it would be less things I have to read over and memorize ahead of time.
#67

aloki

Dec 21, 2007 23:59:07
It's really more of a equipment thing, but I allow them to get any 10 items out of the PHB items. And left over gold, silver and or copper if they spent less than the maximum their class can get
#68

xavon

Dec 24, 2007 1:24:58
Rule 1: Characters, not Equipment:
1.A - Random Elite Grid
Each play begins with a grid of 14, 14, 10, 10, 6, 6. They assign one of these to each of their 6 stats. Then each player rolls 1d6 for each stat and adds that to the assigned value (no rerolls unless you roll all ones and at least one other player has a +10 or greater grid).

This results in a minimum grid of 15, 15, 11, 11, 7, 7 (net +0), and a max grid of 20, 20, 16, 16, 12, 12 (net +18). It allows the players to basically choose the layout of their grid, but can result in stats to player did not quite expect.

1.B - Extra Skills
Each character receives 3 extra skill points every level, 2 of which must be spent on Craft, Profession, or Knowledge skills.

1.C - Fast Growth
1 Feat every odd level. 1 Attribute increase every level that is a multiple of 3. However the player must alternate between physical and mental groups (i.e. if you boost Str at level 3, you must boost Int, Wis, or Cha at level 6).

1.D - Lower Equipment
-7 to all percentile rolls for random treasure. Starting gold after first level reduced by 25%. Magic items are not commonly for sale and will generally be priced higher than the DMG/MIC/etc when they are.

Rule 2: Class Changes
2.A - You Have Sensory Organs, Right?
Spot and Listen are Class skills for all classes.

2.B - Alignment Restrictions
Monks, Barbarians, Druids, and Bards do not have alignment restrictions. Paladins variants from UA are used, but must maintain their alignment. Clerics must chose a god, and are restricted to their god's alignment arc. Warlocks may have an alignment restriction based on their patron and their pact.

In general, classes that answer to a higher power (paladins, clerics, warlocks) have an alignment restriction, others do not.

2.C - Fighter
At first level a fighter must choose to be a Quick Fighter or a Tough Fighter. Quick Fighters get a good Reflex save, but do not start with Heavy Armor Proficiency. Tough Fighters get d12 Hit Dice.

Fighters have Heal as a class skill.

At first level a fighter chooses a prefered weapon. She received +1 to all attack rolls with her prefered weapon, and an addition +1/5 fighter levels (this replaces the bonus for Weapon Focus/Greater Weapon Focus with that weapon). At level 5, she receives +1 to damage with her prefered weapon for every 2 fighter levels (this replaces the bonus for Weapon Specialization/Greater Weapon Specialization with that weapon). At level 20 she increases the critical multiplier of her prefered weapon by 1.

2.D - Sorcerer
A Sorcerer knows one addition spell of each level less than or equal to her Int Bonus (i.e. a Sorcerer with an Int of 15 would have bonus 0, 1st, and 2nd level spells known).

At levels 7, 13, and 17 a Sorcerer receives a bonus Heritage, Reserve Spell or Spell Touched feat.

2.E - Warlock
A Warlock may be of any alignment allowed by her patron. The Warlock must choose a patron or choose to have one assigned to her by the DM (i.e. the Warlock does not know who her ancestor made a pact with to gain her these powers).

The DM WILL NOT use the Warlocks patron or pact to hobble/railroad the Warlock.

At levels 3, 6, 9, 14, and 19, a Warlock receives a Bonus Invocation. This Invocation must be a Blast Essence or Blast Shape Invocation (or Shape, Structure, or Element using my Warlock re-write). This is a class feature of the Warlock and is not copied by "+1 level of an existing (arcane) spellcasting class."

Rule 3: Feats
3.A - Dodge
Dodge grants a +1 Dodge bonus to AC, except in any situations were you loose your Dex bonus to AC.

3.B - Skill Focus
Skill Focus also increases the critical threat range of that skill by 1 (see 4.A)

3.C - Toughness
Toughness Gives 3 + Con bonus extra HP. If your Con bonus changes, the bonus HP from Toughness are adjusted accordingly.

3.D - Two-Weapon Fighting
This Feat now bears the [Two-Weapon] sub-type. Reduces the penalties for fighting with two weapons by -1/-5 (instead of -2/-6), but reduce the penalties by an additional 1 for every two other [Two-Weapon] feats you have.

3.E - Two-Weapon Defense
This Feat now bears the [Two-Weapon] sub-type. This feat give a +1 Shield Bonus to AC for each [Two-Weapon] Feat you have.

3.F - Improved Two-Weapon Fighting
This Feat now bears the [Two-Weapon] sub-type. It allows you to make 1 additional attack with your second weapon (as per normal). If you have at least 4 [Two-Weapon] feats and +11 BAB, you can make two additional attacks with your second weapons. (there is no Greater Two-Weapon Fighting)

3.G - Dual Strike
This Feat now bears the [Two-Weapon] sub-type.

3.H - Heavy Two-Weapon Fighting
This Feat bears the [Two-Weapon] sub-type. It gives you full Str bonus with both weapons. If you have at least 3 [Two-Weapon] feats, it eliminates the penalties additional for using a one-handed weapon as a second weapon (the penalties for a one-handed weapon become the same as a light weapon). This feat has the same Prerequisites as Greater Two-Weapon Fighting, sans Improver Two-Weapon Fighting.

3.I - Improved Critical
Increases the threat range of a weapon by 1. Stacks with Keen (which still doubles), but applies second.

i.e. a scimitar has a threat range of 3 (18-20), a keen scimitar has a threat range of 6 (15-20). A PC with Improved Critical [scimitar] would have a threat range of 4 (17-20) with a normal scimitar and 7 (14-20) with a keen scimitar.

Rule 4: General Rules
4.A - Success & Failure
On any d20 check (attack roll, skill check, or saving throw) 20 always succceeds and threatens critical; 1 always fails and threatens fumble. Skill Focus increases the threat range of a skill by 1 (see 3.B). A failure cannot threaten critical.

4.B - Massive Damage
If a character takes more than 3X their Con score in a single attack, she must roll a Fort save or be reduced to -1 HP. The DC of this save is 15, +5 for each additional multiplier worth of damage.

i.e. Lina is a level 20 rogue with 104 HP and a 12 Con. She is hit by a barbarian for 62 points of damage. Because this is at least 5 times her Con score, but less than 6 times her Con score, she must make a Fort save DC 25 to avoid being reduced to -1 HP.

4.C - Dying
A character is dead when they are at -10, minus their Con bonus, HP.

i.e. Lina from 4.B fails her save, and is at -1 HP. However she will not be dead until she reaches -11 HP. If her Con were 7, she would die at -8 HP instead.

4.D - Replacements
If you decide to make a new character or are forced to make a new character (e.g. you old character dies), your new character will be 2 levels lower than the PC with the highest level, or equal to the PC with the lowest level, whichever is less.

4.E - Crafting
Crafting magic items does not cost XP. Instead, it requires rare/expensive materials, and causes a long term decrease in max HP (precise rules are longer and more elaborate). Magic Weapons/Armor do not need to be Masterwork.

===================

These are the big ones...
#69

xavon

Dec 24, 2007 1:36:11
Also, a new rule I am considering, please give me opinions:

Evasion's effect becomes: Gives the character a +1 to their critical threat range for reflex saves, and a +2 to confirm critical reflex saves.

Improved Evasion would double those.

And, naturally, a Critical Reflex Save negates all damage/effects.
#70

Dog_O_War

Dec 26, 2007 11:38:43
Also, a new rule I am considering, please give me opinions:

Evasion's effect becomes: Gives the character a +1 to their critical threat range for reflex saves, and a +2 to confirm critical reflex saves.

Improved Evasion would double those.

And, naturally, a Critical Reflex Save negates all damage/effects.

It's too math-heavy. Not complicated, but you have to do a dozen different steps to achieve what the rules had before, but with everything.
Also, what are these "criticals" on saves and skills? Why would they need to threaten? You said that they already succeed if a 20 is rolled, and I'm assuming they succeed if the DC is met as well. What possible changes are there if evasion already says "no damage on a successful save"?
#71

xavon

Dec 27, 2007 19:53:41
It's too math-heavy. Not complicated, but you have to do a dozen different steps to achieve what the rules had before, but with everything.
Also, what are these "criticals" on saves and skills? Why would they need to threaten? You said that they already succeed if a 20 is rolled, and I'm assuming they succeed if the DC is met as well. What possible changes are there if evasion already says "no damage on a successful save"?

Critical means a great success, just like with attack rolls. A critical success on a craft check would increase the output w/o increasing time or cost. Crit Listen would give you position within 10 feet. Crit Disable Device means you don't damage it or leave any trace. Etc, etc.

As for evasion, anyone can get no damage on a reflex save if they crit, so evasion gives you a better chance. And Improved Evasion isn't as powerful (always take half damage?).
#72

zog_jakome

Dec 28, 2007 16:48:12
4.A - Success & Failure
On any d20 check (attack roll, skill check, or saving throw) 20 always succceeds and threatens critical; 1 always fails and threatens fumble. Skill Focus increases the threat range of a skill by 1 (see 3.B). A failure cannot threaten critical.

===================

Have you seen the epic level handbook? the DCs in there exceed 100

for example

did you know that you could fly without wings or magic by doing a DC 125 balance check? so if you rolled a 20...

did you know that you could train a tarrasque in 1 minute with a DC 188 Handle animal check? or train a Zombie great wyrm red Dragon in 1 minute with a handle animal check DC 200? so if you roll a 20...

did you know that you could pass through a wall of force with an escape artist check DC 120. So if you rolled a 20...

all I am saying is skills were not meant to be passed with a natural 20 and it is game breaking to make it that way.
#73

kas_the_undead

Dec 28, 2007 18:20:01
Have you seen the epic level handbook? the DCs in there exceed 100

for example

did you know that you could fly without wings or magic by doing a DC 125 balance check? so if you rolled a 20...

did you know that you could train a tarrasque in 1 minute with a DC 188 Handle animal check? or train a Zombie great wyrm red Dragon in 1 minute with a handle animal check DC 200? so if you roll a 20...

did you know that you could pass through a wall of force with an escape artist check DC 120. So if you rolled a 20...

all I am saying is skills were not meant to be passed with a natural 20 and it is game breaking to make it that way.

one thing we do is a natural 20 on a skill/save adds 10, and a natural 1 subtracts 10. so a 20 means a 30 to the check, while a 1 means subtract 9
#74

xavon

Dec 28, 2007 19:46:26
Have you seen the epic level handbook? the DCs in there exceed 100

for example

did you know that you could fly without wings or magic by doing a DC 125 balance check? so if you rolled a 20...

did you know that you could train a tarrasque in 1 minute with a DC 188 Handle animal check? or train a Zombie great wyrm red Dragon in 1 minute with a handle animal check DC 200? so if you roll a 20...

did you know that you could pass through a wall of force with an escape artist check DC 120. So if you rolled a 20...

all I am saying is skills were not meant to be passed with a natural 20 and it is game breaking to make it that way.

Except, what's the penalty for failing?

PC: Hey, I made my balance check with a natural 20, I'm flying. I'll 'run' 60 feet straight up.
DM: Good. Second round, make your balance check to continue flying.
PC: Huh? Umm, 16?
DM: OK, falling damage...

PC: Here mister Tarrasque, let me put this leash on you [rolls Nat 1].
DM: You are absolutely certain the Tarrasque is now your willing pet. As a result, you are caught flatfooted when it bites your arm off.

Is it really that much worse than a 1st level wizard with a Str penalty hitting some demi-god uber demon with an AC of 80 because she rolled a Nat 20?

If any of my players ever tried such stupidity, and both survived and succeed on a regular basis, I might institute a Modifier + 40 limit on automatic successes. Big if though.
#75

zog_jakome

Dec 28, 2007 23:29:26
it's a little more complicated than that but say you have a 30 foot long gap for the PC's to get across. wizard is all out of spells and noone has a high enough jump check to even get close.

so you balance on the air and hope that you get a natural 20. the idea isn't that if I roll bad the second time. its the possibility. if we try to balance on air for 100 times, 1000 times, a million times, no matter how hard we try we can't do it, but in your rules 1 time out of 20 tries(mathamatically speaking of course) we can do it(temporarily)(sp).

handle animal works a little differently once you train it the hard part is over to get it to do something you trained it to do the DC is 10. so once you rolled the natural 20 to try and train the tarrasque it now knows a set of tricks. to make it do one of those tricks the DC is 10.

either way its not my game im just expressing my rejections about your rules because they are not real, most of the rules we use are based on either real life, or actual tested house rules from the unearthed arcana.
#76

DarkRhystar

Dec 29, 2007 12:06:56
No one here seems to do anything interesting with HP gain so I'll toss one of my house rules in...

All classes roll a d4 to determine the random portion of HP they gain each level. Classes with a larger base hit die add fixed amount to the roll. Below is the table.

[b]Old New[/b]<br /> d4 d4<br /> d6 d4+2<br /> d8 d4+4<br /> d10 d4+6<br /> d12 d4+8
#77

xavon

Dec 29, 2007 19:03:33
No one here seems to do anything interesting with HP gain so I'll toss one of my house rules in...

All classes roll a d4 to determine the random portion of HP they gain each level. Classes with a larger base hit die add fixed amount to the roll. Below is the table.

[b]Old New[/b]<br /> d4 d4<br /> d6 d4+2<br /> d8 d4+4<br /> d10 d4+6<br /> d12 d4+8
#78

DarkRhystar

Dec 29, 2007 19:41:02
I like this and have used it in the past, but not currently...

Any reason you don't use it currently?

I find most players like it and it works very well.
#79

xavon

Dec 29, 2007 19:50:01
Any reason you don't use it currently?

I find most players like it and it works very well.

My Elite Random Grid System produces pretty high stats, and the campaign I'm running now is gestalt. Using 1d4 + difference gives too many HP, I need to be able to threaten them at least a little.

Also, we are experimenting with a Gestalt house rule of rolling HD for each class, and keeping the higher. It still seems a little high for my taste, but the players seem to like it.
#80

DarkRhystar

Dec 29, 2007 20:00:16
My Elite Random Grid System produces pretty high stats, and the campaign I'm running now is gestalt. Using 1d4 + difference gives too many HP, I need to be able to threaten them at least a little.

Also, we are experimenting with a Gestalt house rule of rolling HD for each class, and keeping the higher. It still seems a little high for my taste, but the players seem to like it.

Fair enough. I'm not a fan of Gestalt myself (no good experiences with it), but good luck in your experimenting.
#81

zog_jakome

Dec 30, 2007 5:14:38
OK, lets examine this. The party of presumably at least moderately experienced adventures comes across a 30 foot gap. Somehow they do not have any skills, spells, or equipment that will let them cross the gap. For some reason they cannot go back and seek an alternate route or find something to help them. They also have enough time to try something repeatedly until it works, but not enough time to rest and recover spells as most PCs would do. So they use their metagame knowledge to gamble on the 1 in 20 possibility they can perform a miracle. They will try to walk on air.

what about my wall of force example that has no consequences for failure? and there are many others that have insanely high DCs but I can pass them with a roll of a 20. I could post them all on here but I may get banned but how about this?

Jump is something that the farther you want to jump the higher DC. the grand canyon is 18 miles wide I try to jump over that I roll a 20 I make it in this case the dc is 95,040. like I said I am not talking about the "if I fail..." part I am talking about the possibility. If I roll a 20 on a jump check I can basically jump an infinite distance. if I try to jump the distance of a football field I can do it over and over again. I roll a 20 finally I just jumped 360 feet.

if you don't get the point after this then I give up, and yes I was expecting some counter arguements but I have seen it from your point of view most characters don't know they can do this so if they try to jump a 10 foot gap most of them they can just take 10 and they make it. but you also have to see it from my point of view, normally it is impossible to jump 360 feet but in your rules it is possible.

one last thing, your reality comment I can see no magic exists, nor monsters, or demi-races therefore reality must not apply but the skill system is based on what we can do in real life.
#82

white_whale

Dec 30, 2007 10:27:37
In my opinion house rules should be used sparingly and only to alter campaign-defining elements.

An example of what I think could be a good house rule is to ban/nerf travel spells (teleport and its like). This will have a serious impact on the game world.

A bad house rule would be i.e. to make Skill Focus add +5 instead of +3.
#83

ace_of_time

Jan 01, 2008 12:05:14
House rule 1. Limited to 3 classes only.

House 2. (have not used this one in a while.) Shield block. You loss your sheild bonus on AC until you next turn. You can ready an action to block an enemy's melee attack. Roll reflex save verses enemies attack roll. If you beat it your sheild takes the damage from the attack.
#84

killy

Jan 02, 2008 14:27:26
  • At first level every creature has 2 feats instead of one.
  • At first level every creature has 2 saving points that can be added permanently to any base save bonuses.
  • Good base save formula is now 1 + half class level, instead of 2 + half class level.
  • Every creature has 10 extra hit points, for every size category over medium add 2 extra hit points and for every size category below medium rest 2.
  • The classes fighter, sorcerer, hexblade and warlock have 4 + int mod skill points every level (instead of just 2 + int mod), also they can choose any two skills to be added to their class skill list permanently.
  • All creatures know only 1 automatic language, all others are bonus languages.
  • Withdraw is a standard action, and any creature can move up to her tactical speed while doing it.
  • All shields, except buckler, grant 1 extra point of shield bonus than described.
  • While using Power Attack two handedly you only add one and a half the penalty taken, you can also use power attack with a light weapon to add half the penalty taken to the damage.
  • A high relevant ability modifier for spellcasting also grant extra 0 level spells.
  • Any class feature that grants a bonus equal to an ability modifier has a maximum equal to the levels taken in the class that grants the feature.
  • Casting a quickened spell or power is a swift action.
  • Any spell or power with a casting time lower than a standard action is forbidden.
  • Any creature can read and write in a language in wich he/she knows its alphabet. All creatures with enough Int score to read and write know only one alphabet (from the five available: Common, Dwarven, Elven, Draconic, Infernal and Celestial, Druidic is only available for Druids). To learn a new alphabet the creature must spend 4 skill points at first level. Wizards must only spend 2 skill points to learn a new alphabet and Clerics must spend only 2 skill points to learn the Celestial or Infernal Alphabet.
#85

slwoyach_dup

Jan 02, 2008 16:08:32
No one here seems to do anything interesting with HP gain so I'll toss one of my house rules in...

All classes roll a d4 to determine the random portion of HP they gain each level. Classes with a larger base hit die add fixed amount to the roll. Below is the table.

[b]Old New[/b]<br /> d4 d4<br /> d6 d4+2<br /> d8 d4+4<br /> d10 d4+6<br /> d12 d4+8
#86

Dog_O_War

Jan 09, 2008 15:42:36
That causes a huge shift in favor of higher hp classes. An increase of dice by one step is only a +1 average, not +2.

Actually it only defines what could (and should) be. it isn't much fun to be playing a barbarian with a 12 con, and roll a 1 on every HP roll, meanwhile the dwarven wizard with an 18 con has rolled max every time, which means he has near double your hit points by level 5.
#87

squidyak

Jan 10, 2008 1:28:01
Actually it only defines what could (and should) be. it isn't much fun to be playing a barbarian with a 12 con, and roll a 1 on every HP roll, meanwhile the dwarven wizard with an 18 con has rolled max every time, which means he has near double your hit points by level 5.

It does shift the power. It is a simple fact that increasing a die only increases the average by one, not two. If you realize it creates a power shift and you're cool with it, more power to you.
#88

kuonji

Jan 10, 2008 5:19:12
No one here seems to do anything interesting with HP gain so I'll toss one of my house rules in...

All classes roll a d4 to determine the random portion of HP they gain each level. Classes with a larger base hit die add fixed amount to the roll. Below is the table.

[b]Old New[/b]<br /> d4 d4<br /> d6 d4+2<br /> d8 d4+4<br /> d10 d4+6<br /> d12 d4+8
#89

Dog_O_War

Jan 10, 2008 11:40:35
It does shift the power. It is a simple fact that increasing a die only increases the average by one, not two. If you realize it creates a power shift and you're cool with it, more power to you.

Your missing the biggest problem with taking the "average" though. Dice cannot roll ".5", which is the avarage. You have to take it as minimum, then maximum. 4, then 1, then 4 on a D4 will give you the accurate number; 9 HP by level three for a wizard. For a barbarian it is 12, then 1, then 12 again; 23 HP by level three. This system has an inherent flaw though; while the average is what is assumed to happen, they both have the same minimums, which falls to favor the lower hit dice. both can get a one every level which only serves to hurt the large hit dice. There is now no penalty for having a smaller hit die, which means a wizard will now have a HP advantage when compared to the rest of the party.

With the system presented, this cannot happen, turning a rules flaw into a non-issue.
#90

dressi

Jan 10, 2008 12:20:19
I don't use all of these in my all campaigns, some I don't have campaigns I use them in, but they have all been used.

Counter Tumble: If someone tumbles to avoid an attack of opportunity from you and you have ranks in tumble, you can opt to counter tumble, using your skill in tumbling to make an attack. Just roll a tumble check and if you beat them, you can make an attack. Doesn't mean you hit. Tie goes to defender. (in use)

Critical Miss/Hits: Rolling a natural 20 means you threat (obviously). Confirming that with another 20 means you threat AGAIN (confirmed x2, threatening a x3). If you confirm that with another 20, you've confirmed your x3. You get one more shot. If you roll a 4th 20, you deal max damage.

If you roll a natural 1, you critically miss. You must make Reflex save to avoid dropping your weapon or falling prone (for natural/unarmed). The DC is equal to 4 x the number of targets that threaten you. Most of the time, this isn't too bad, but if you're surrounded, it can be (no limit on the DC). (in use)

Variant for different criticals: A critical from a slashing weapon does not deal critical damage, instead it deals max weapon damage and gives you a bleeding wound that you lose 1 point of damage each round per critical multiplier. A bludgeoning weapon does not deal critical damage but instead hits you for just as much nonlethal damage, if it's a x3 bludgeoning weapon that is 1.5 times as much nonlethal, x4 means 2 times as much, etc. A piercing weapon behaves normally except that they are all critical range of 20. By this use, slashing weapons have normal critical ranges, bludgeoning weapons have double critical ranges; improved critical adds a multiplier, does not improve the range.

Size Issues:
Grappling: If you are grappling something that is 3 size categories smaller, you can "palm" the creature, meaning you lose the use of one of your appendages but are not considered flat-footed while grappling.
Occupied spaces: Creatures that are 4 size categories smaller than you can enter your space without provoking an attack of opportunity (except for the part about moving through threatened areas), but you are not considered squeezing, they are.
Crush: Creatures that are of Gargantuan can deliver an AOE crush striking an area one quarter their size. Any creature inside must make a reflex save equal to 10+ creature's STR/DEX (whichever modifies the attack) + any Weapon focus or bonuses to attack (except from size, magic items, spells, circumstances). (inuse)

First three levels: Your first three levels must be of the same class, no multiclassing. At first level you get your first three levels of HP with maxed points. Effectively, you do not gain another HP increase until 4th level. (in use)

Reroll HP: You can opt to have me, the DM, re roll your HP but I will use a die one step lower. You can keep requesting this, but I will keep lowering the die type down to a coin. (I've had one player use this for his last 5 levels, dropping d10's down to d6's and d4's.) (in use)

Healing: All "Cure" spells are maxed (be them Cure or Inflict, whichever heals a target). Maximize thus works differently for Cure spells. You get MAX cure plus another rolled cure. Potentially x2. (I use this in a game that deals a lot of damage). (in use)

Destiny: This is a 7th stat, kinda like luck. It has more uses than just a luck roll though. Your level determines the number of destiny uses you have: 1/3 level rounded down +1, max 5. Your can spend destiny uses to perform various things like rerolls, ignore 1d8 damage from a single source, gain temporary HP, auto stabalize or increase any check by your destiny modifier. Each time you use destiny, your score takes 1 point of temporary damage. You can use multiple uses at a single time (ignore 5d8 damage if you want). If you go into negative destiny, I've got a chart of bad things that start happening. It recovers at a rate of 1 point of Destiny per day. You can forfeit your daily uses of destiny to instead heal 1d6 points of destiny.

I use this as a way to further control your character's destiny. My games are story driven, and the goal is not to survive the dungeon but to stop the evil plan. Destiny's various uses help players survive. Though, I've still killed this one guy 4 times now (his favorite spell is Revivify).

Destiny conflicts a little with Luck feats and the domain power. Instead, Luck domain just grants you an extra destiny use that's Free, no point required, and doesn't count against your maximum. Luck feats work similarly...though not all of them. It's a little more complicated than a shorter post as this. I have feats and classes associated with Destiny. (in use)

Animation Spirits: I've seen this a few times not as house rules but as specific rules written in some book. Undead, Animated objects and Golems have what are called Animation spirits. These are spirits that didn't pass into the planes beyond and eventually deteriorated into base essence. The act of taking an animation spirit and putting into a golem picks up one that is controllable, loyal or independent. Undead usually get ones that are angry, chaotic but sometimes completely obedient. This also means that there are various spells and methods for "removing" or halting this soul, thus ending the creature. I use golems a lot in my campaign and have some VERY big ones, which have killed players. Having a clever way to destroy the golem without actually destroying it is great. As well, this also means that there are ways to Transfer your own soul into that of a golem...or an undead...or a ... um sofa. (in use)

Character speaking: Characters can freely communicate 6 words per round. Otherwise, I require a move-equivalent action to communicate up to 6 seconds of speech. (in use)

Holding Breath: I never agreed with 1 round per Con. Ask your average Joe to hold his breath. I've found, most people cannot hold their breath 1 minute. I know divers that can hold their breath for MUCH longer though... So I use a 1 round per 2 points of con. Then you start to make Con checks to see if you can continue holding your breath. Those with endurance not only gain the benefit but also return to the 1:1 ratio. Those with 5 or more ranks in swimming can do this as well. (in use)

Disjunction: This potent spell can be heartbreaking. So I've provided a counter, Rejoining. It's 9th level, reverses a disjoined magic item that was the target of a disjoining effect, such as disjunction. It must be performed 1 day per caster level of the ITEM after the disjoin took place.

Also, you can use disjunction to disjoin magic from someone, as well as remove the magic from their items. This randomly remove 1d4 levels of spells per your level from your target. So if you remove 24 levels of spells, start with your target's highest level spells and go from there. This effect is subject to a will save separately. (in use)

Minor Disjuction: This is a 7th level spell which works like Disjunction except that it only lasts for 1 min/lvl, which can be plenty of time. (in use)

Teleporation, Conjuration issues: In one of my campaigns, I have the planar structure based on the fact that the Astral plane touches all planes, that it is used for all travel and extra dimensional stuff and that it swells sometimes. During the swelling, any calling, summoning, teleportation spell is stronger, but they also have a chance to cause a rip. Each spell has 1% x (caster level + spell level) to rip a hole in the fabric of reality and open an unstable gate into the astral plane. This includes the creation of items such as a bag of holding. You can create a bag of holding that instead of being a normal bag is actually a hole into a random point on the astral plane... a bag of Losing so to speak. Ports, dim doors, rope tricks, secret chests all have a chance of doing this. Summon spells have a chance of doing this as well, but instead of a hole you end up summoning a random encounter from the plane you were trying to get to, which can work out to your favor given chance, but the creatures summoned won't be under you control. The only spell that does not have a chance to open a rip is Gate, which creates a stable gate to begin with. Also, travel to and from transient planes do not have a chance to rip; thus blink, ethereal jaunt and such do not carry risk. In the event that a rip happens, depending on how bad it is, a random encounter comes through the hole, be it confused or violent. Most of the time, it's just confused. Planar travel causes a rip between the plane of target and your current plane, including a swirl of astral clouds, representing the use of the astral plane to get to the other plane. If a teleportation spell rips, an unstable gate is formed that lasts for 1d4-2 rounds per caster level (minimum of 1 round). So teleporting away might just leave a gate that those chasing you down can simply move through as well. Non instant spells (such as teleportation cirle) just have a chance of ripping open into the astral plane as well.

The strength of the spells increases. Summoning spells have an extended range (close x2) or are empowered but not both. Teleport is treated as being one grade of accuracy better (except for false information). Dim doors and the like work at a 1.5x the range. (in use)

Teleports: Another change I do on all campaigns is not really a house rule but rather a different interpretation of the rules. Most people want to scry and then immediately teleport through the scrying. Teleport states that you can teleport to any point you can see. I interpret this as anything you have line of sight to. Thus, to teleport through a scrying, you have to study the location in the scrying for 1 hour (if the target of the scrying remains in the same place for 1 hour). Teleport is a spell that can just break a campaign since it's obtainable at level 9 and removes a lot of those worries about travel and rest. (in use)

In another campaign of mine, I significantly raise the penalties for teleport. I also make it a 6th level spell and it requires a special monument or circle in order to work. It's a non-planar campaign, so plane shift and such don't exist. There's just a "spirit" world that explains incorporeal creatures, blind, ethereal jaunt and such.

Leveling up: XP is awarded per encounter, but leveling up can only happen after the adventure or scenerio is over. Generally, there will be 1 week required before a character can level up in which there was no "adventuring." This could mean that you might walking around with 8000 XP and still level 4. In essence, XP is awarded post adventure, but if characters do not take time to meditate and "gain" their new level, they don't get it. If the DM does something to keep the players from resting, such as throwing them in prison, having them break out, get chased across a city, into a sewer where they fight their way out through a gang led by an undead dragon who attacks them just and they manage to survive only to wind up fighting the guard again and then running from the city to a forest filled with... (you get the idea) then I award them their level as normal. (in use)

Things about Constitution: In my games I've noticed that Con often gets...ignored. Those that put points in Con simply do for HP. They don't do it for better Fort or for a better Concentration check, or so they can hold their breath longer. So, I have further incentives to have a higher Con. First of all, everyone starts play with their Con score as bonus HP. They are dying between -1 and -Constitution Score. They have what is called a damage threshold equal to their Constitution. If they receive damage equal to their threshold, they must make a fortitude save DC 10 or be stunned for one round. If they receive x2 their threshold they must make a Fort DC 15 or be stunned for 1 round and then shaken for 1d4 rounds. If they receive x3 their threshold they must make a Fortitude Save DC 20 or be knocked unconscious, if they survive they are stunned for 1 round and then shaken for 1d4+4 rounds. If they receive x4 their threshold they must make a Fortitude Save DC 25 or be struck dead (-Con).

Nit picky things about Con: You can be heard talking normally up to your Con in feet. You can easily raise your voice to be heard and understood up to twice that distance. To yell, you make a Con check and multiply it by your con score. A person with a 20 con can be heard an understood up to a maximum of 500 feet but can easily yell comprehensively at 120 feet. You can be heard up to twice any distance but not understood. There's a custom feat, (currently called Loudmouth) that considers your con score to be +20 when yelling or issuing commands, (it's also ended up as a trait). Anyone within your "hear but not understand" range must make a listen check based off the edge of your understand range in order to understand you.

Con as DR/Lethal: Any non-lethal damage you take is reduced by your Con modifier. Any negative con you take increases your nonlethal damage by that much.

Sub-Gestalt: Your gestalt level is equal to 1/2 your character level. You do not gain anything from the class except special features (so no HP, bab, saves). Your sub-gestalt class can never be a main class and vice versa.
#91

squidyak

Jan 10, 2008 20:28:44
Your missing the biggest problem with taking the "average" though. Dice cannot roll ".5", which is the avarage. You have to take it as minimum, then maximum. 4, then 1, then 4 on a D4 will give you the accurate number; 9 HP by level three for a wizard. For a barbarian it is 12, then 1, then 12 again; 23 HP by level three. This system has an inherent flaw though; while the average is what is assumed to happen, they both have the same minimums, which falls to favor the lower hit dice. both can get a one every level which only serves to hurt the large hit dice. There is now no penalty for having a smaller hit die, which means a wizard will now have a HP advantage when compared to the rest of the party.

With the system presented, this cannot happen, turning a rules flaw into a non-issue.

There's already the high-end average optional rule, which I use whenever a dm will allow. d4 = 3. d6 = 4. d8=5. d10 = 6. d12 = 7. It assumes an average roll, with the .5 being rounded up. It creates a very minor skew when compared to max hps.
#92

zog_jakome

Jan 11, 2008 10:51:16
Size Issues:
Grappling: If you are grappling something that is 3 size categories smaller, you can "palm" the creature, meaning you lose the use of one of your appendages but are not considered flat-footed while grappling.
Occupied spaces: Creatures that are 4 size categories smaller than you can enter your space without provoking an attack of opportunity (except for the part about moving through threatened areas), but you are not considered squeezing, they are.
Crush: Creatures that are of Gargantuan can deliver an AOE crush striking an area one quarter their size. Any creature inside must make a reflex save equal to 10+ creature's STR/DEX (whichever modifies the attack) + any Weapon focus or bonuses to attack (except from size, magic items, spells, circumstances). (inuse)

Holding Breath: I never agreed with 1 round per Con. Ask your average Joe to hold his breath. I've found, most people cannot hold their breath 1 minute. I know divers that can hold their breath for MUCH longer though... So I use a 1 round per 2 points of con. Then you start to make Con checks to see if you can continue holding your breath. Those with endurance not only gain the benefit but also return to the 1:1 ratio. Those with 5 or more ranks in swimming can do this as well. (in use)

Disjunction: This potent spell can be heartbreaking. So I've provided a counter, Rejoining. It's 9th level, reverses a disjoined magic item that was the target of a disjoining effect, such as disjunction. It must be performed 1 day per caster level of the ITEM after the disjoin took place.

Also, you can use disjunction to disjoin magic from someone, as well as remove the magic from their items. This randomly remove 1d4 levels of spells per your level from your target. So if you remove 24 levels of spells, start with your target's highest level spells and go from there. This effect is subject to a will save separately. (in use)

Leveling up: XP is awarded per encounter, but leveling up can only happen after the adventure or scenerio is over. Generally, there will be 1 week required before a character can level up in which there was no "adventuring." This could mean that you might walking around with 8000 XP and still level 4. In essence, XP is awarded post adventure, but if characters do not take time to meditate and "gain" their new level, they don't get it. If the DM does something to keep the players from resting, such as throwing them in prison, having them break out, get chased across a city, into a sewer where they fight their way out through a gang led by an undead dragon who attacks them just and they manage to survive only to wind up fighting the guard again and then running from the city to a forest filled with... (you get the idea) then I award them their level as normal. (in use)

Things about Constitution: In my games I've noticed that Con often gets...ignored. Those that put points in Con simply do for HP. They don't do it for better Fort or for a better Concentration check, or so they can hold their breath longer. So, I have further incentives to have a higher Con. First of all, everyone starts play with their Con score as bonus HP. They are dying between -1 and -Constitution Score. They have what is called a damage threshold equal to their Constitution. If they receive damage equal to their threshold, they must make a fortitude save DC 10 or be stunned for one round. If they receive x2 their threshold they must make a Fort DC 15 or be stunned for 1 round and then shaken for 1d4 rounds. If they receive x3 their threshold they must make a Fortitude Save DC 20 or be knocked unconscious, if they survive they are stunned for 1 round and then shaken for 1d4+4 rounds. If they receive x4 their threshold they must make a Fortitude Save DC 25 or be struck dead (-Con).

Con as DR/Lethal: Any non-lethal damage you take is reduced by your Con modifier. Any negative con you take increases your nonlethal damage by that much.

I really like some of these, the one about holding your breath is a good one. others I don't quite agree with, and some that you listed have official rules in unearthed arcana. and a few are actually rules.

The one about palming someone 3 categories smaller than you can essentially be done normally. you can take a -20 penalty on your grapple check and you can negate the penalties of being grappled like being denied your dex to those around you, or not threating the squares around you. someone three size categories smaller than you take a -12 size penalty on grapple checks, things of that size usually have a low strength so you are basically rolling opposed d20s unless you have a really high grapple (higher than 10).

disjunction can be reversed with a wish spell, the only difference is your spell has a time limit and doesn't use up XP. it will be convenient to avoid the xp cost.

the thing you do with XP I do as well I give them experience per encounter but don't allow them to level up until later. I wait till the end of a session that way we don't spend the majority of the session leveling up. Most adventure books dwell on the idea that characters will be leveling up througout the course of the adventure. I let my characters level up while they are still in the dungeon based on this fact. I still deny them access to some of there abilities until they get out and study up, mainly for spells, animal companions, familiars and other things that simply cannot be done on the fly. but other increases such as ability points, feats, skills, BAB, saves, class features can all be gained immediately and within tolerance(the rogue increases sneak attack, the barbarian gets another rage use, the druid can wild shape into a large creature now, etc)

did you know that there are rules that rely on Constitution in the unearthed arcana, you should really get that book and look into it. the threshold rules have specific and numerous alternate rules about thresholds, death and dying. go to amazon and get one they are only 3 dollars(but there are only 3 of them) the others are about 8-9 dollars and continue to rise from there. also in there are rules about gaining damage reduction via armor.

I said I didn't agree with some and one big one is the speaking as a move action, I guaruntee you can speak and run at the same time, speak while attacking at the same time. Some things I understand you can't speak while doing, like drinking a potion, casting a spell with a verbal component, etc. It is limited by the DM, speaking can be done while in combat but is limited to how much a character can speak in six seconds. I can type six words faster in six seconds, so imagine how much people can talk in six seconds. I have actually heard someone speak an entire long sentence in 1 second, and I understood them.

that is my opinion however.
#93

zog_jakome

Jan 11, 2008 10:53:30
There's already the high-end average optional rule, which I use whenever a dm will allow. d4 = 3. d6 = 4. d8=5. d10 = 6. d12 = 7. It assumes an average roll, with the .5 being rounded up. It creates a very minor skew when compared to max hps.

this is what I do as well, it is in the greyhawk rules and for them it's not optional.
#94

dressi

Jan 16, 2008 10:25:23
I really like some of these, the one about holding your breath is a good one. others I don't quite agree with, and some that you listed have official rules in unearthed arcana. and a few are actually rules.

I said I didn't agree with some and one big one is the speaking as a move action, I guaruntee you can speak and run at the same time, speak while attacking at the same time. Some things I understand you can't speak while doing, like drinking a potion, casting a spell with a verbal component, etc. It is limited by the DM, speaking can be done while in combat but is limited to how much a character can speak in six seconds. I can type six words faster in six seconds, so imagine how much people can talk in six seconds. I have actually heard someone speak an entire long sentence in 1 second, and I understood them.

that is my opinion however.

The speaking one I give two options to them. They can prepare 6 words as a free action or speak for 6 seconds. I get this from doing martial arts in real life. Trying to give out instructions to the other combatant while actually fighting can be somewhat difficult, and the words come slower and more breaths are taken. That's the main reason. And I didn't say it in my post, but I do some of what you mentioned. The 6 seconds of speech requires a move-equivalent action, which is supposed to mean that it can be done along with any other move action, such as going into a pack, running, climbing... that sort of thing. Otherwise they only get 6 words.

I'll definitely have to pick up that book. I've read parts of it, about spell points and gestalt. I didn't necessarily agree with parts of the variants, rather I just didn't like them.
#95

white_whale

Jan 17, 2008 5:20:39
There's already the high-end average optional rule, which I use whenever a dm will allow. d4 = 3. d6 = 4. d8=5. d10 = 6. d12 = 7. It assumes an average roll, with the .5 being rounded up. It creates a very minor skew when compared to max hps.

This too favors the d4-classes, though. 3 hp is 20% more than 2.5 hp, whereas 7 hp is just 7.7% more than 6.5 hp.

No one here seems to do anything interesting with HP gain so I'll toss one of my house rules in...

All classes roll a d4 to determine the random portion of HP they gain each level. Classes with a larger base hit die add fixed amount to the roll. Below is the table.

[b]Old New[/b]<br /> d4 d4<br /> d6 d4+2<br /> d8 d4+4<br /> d10 d4+6<br /> d12 d4+8
#96

squidyak

Jan 17, 2008 16:25:28
This too favors the d4-classes, though. 3 hp is 20% more than 2.5 hp, whereas 7 hp is just 7.7% more than 6.5 hp.

Which is why i mentioned it has a minor skew. Giving all characters an extra half hit point per level seems less skewed than giving a barbarion 5 1/2 points over average and the rogue only 3 1/2 points over average. If you want to keep it completely average, then award half hit die and one extra point at all odd levels.
#97

strenoth

Feb 09, 2008 10:57:34
4.A - Success & Failure
On any d20 check (attack roll, skill check, or saving throw) 20 always succceeds and threatens critical; 1 always fails and threatens fumble. Skill Focus increases the threat range of a skill by 1 (see 3.B). A failure cannot threaten critical.

this is the only one in your list that made me say 'ew'. Auto-failure on one for skills? that is just horrible. A great chef does not have a 1-in-20 chance of burning every meal, a master thief does not have a 1-in-20 chance of making a noise every time he sneaks a few feet. Auto-misses are bad already, which is why I use the -10/+10 rule of 1 and 20. Still a wild modifier to the roll, but neither end is automatic anything.

I like most of the rest of your rules though.
#98

xavon

Feb 09, 2008 19:33:25
this is the only one in your list that made me say 'ew'. Auto-failure on one for skills? that is just horrible. A great chef does not have a 1-in-20 chance of burning every meal, a master thief does not have a 1-in-20 chance of making a noise every time he sneaks a few feet. Auto-misses are bad already, which is why I use the -10/+10 rule of 1 and 20. Still a wild modifier to the roll, but neither end is automatic anything.

This rule hasn't been a problem in my games...

And I find it interesting that you hate the automatic failure, and Zog_Jakome argued so fiercely against the automatic success. Even though the rule already exists, for combat only. Why is a master chef burning the dish one time it twenty any worse than a master swordsman failing to strike a 1 HD Goblin one time in twenty?

What if the automatic failure was mitigated by the fumble roll? Which is to say that '1' threatens fumble, but if the fumble confirm roll is a success you succeed instead.

I like most of the rest of your rules though.

Thanks.
#99

killy

Feb 12, 2008 17:15:58
  • At first level every creature has 2 feats instead of one.
  • At first level every creature has 2 saving points that can be added permanently to any base save bonuses.
  • Good base save formula is now 1 + half class level, instead of 2 + half class level.
  • Every creature has 10 extra hit points, for every size category over medium add 2 extra hit points and for every size category below medium rest 2.
  • If reduced to less than half your total hit points you're injured, when injured you take a -1 penalty to every dice roll and lose 10% of every speed form (rounded up). If reduced to less than a quarter of your total hit points you're wounded, when wounded you take a -2 penalty to every dice roll and lose 20% of every speed form (rounded up).
  • The Diehard feat prevents the character for being wounded, can only be injured.
  • The classes fighter, sorcerer, hexblade and warlock have 4 + int mod skill points every level (instead of just 2 + int mod), also they can choose any two skills to be added to their class skill list permanently.
  • Withdraw is a standard action, and any creature can move up to her tactical speed while doing it.
  • All shields, except buckler, grant 1 extra point of shield bonus to AC than described.
  • While using Power Attack two handedly you may only add one and a half the penalty taken as a damage bonus instead of two times the penalty taken, you can also use power attack with a light weapon to add half the penalty taken to the damage.
  • A high relevant ability modifier for spellcasting also grant extra 0 level spells.
  • Any class feature that grants a bonus equal to an ability modifier has a maximum equal to the levels taken in the class that grants the feature.
  • Casting a quickened spell or power is a swift action.
  • Any spell or power with a casting time lower than a standard action is forbidden.
  • Any creature can read and write in a language in wich he/she knows its alphabet. All creatures with enough Int score to read and write know only one alphabet (from the five available: Common, Dwarven, Elven, Draconic, Infernal and Celestial, Druidic is only available for Druids). To learn a new alphabet the creature must spend 4 skill points at first level. Wizards and bards must only spend 2 skill points to learn a new alphabet, clerics must spend only 2 skill points to learn the Celestial or the Infernal Alphabet.


PS: I also hate auto-failure on natural 1.
#100

kursk

Feb 15, 2008 16:34:51
Here are a few.

1: No death from massive damage.

Combat:

1: Max multiple attacks per round for non-fighter types (excluding monks) is 2, sneak
attacks don’t count when applying this rule.

2: Eliminated "flatfooted" rule regarding loss of dex bonus to AC as it applies when
attacked before your action in initiative.

3: Combat is simultaneous, therefore you cannot “5’ step” out of melee combat to fire
missile or cast w/o AoO if your opponent wishes and can follow you.

4: Spell casters using touch attack spells against armed opponents provoke AoO’s.

5: Sundering metal weapons, shields & armour isn’t possible.

6. Trip attempts ALWAYS provoke AoO’s. Monks excluded.

Spells & Magic:

1: Spells can’t score a critical hit, nor can you fumble them.


Class & Races:

1: Races, classes, spells, etc., from PHB only, unless approved ahead of time.

2: Only humans may have more than 3 classes.

3: PrC’s count as ½ a character class.

4: Elf favored class is Sorc.

5: Half Elf favored class is Ranger.

6. Divine spell casters require a Deity.

7: Fighters gets an additional save type as best save, one must be Fort.

8. Fighters & Rogues gain ability increases upon obtaining any level divisible
by 3 (3rd, 6th, 9th, 12th, 15th, 18th). If multi-class, it doesn’t stack with “every 4 level” increase. You can combine Rogue & Fighter levels to get every 3 levels though.

9. Fighters who have multiple attacks due to level make all attacks at full BAB.

Armour & weapons:

1: Spiked chain is not a weapon.

2: No spiked armour.

3: Magic plate adds its + to saves vs. damaging spells such as fireball, etc.

4: Special materials don’t affect arcane spell failure % for armour nor the armour “type” as far as what feat is needed to use it.

5: Magic armour & shields add their plus bonus against touch attacks including incorporeal attacks.

Feats:

1: Natural Spell feat doesn’t exist.
#101

squidyak

Feb 15, 2008 20:10:35
I thought I had posted here, but I guess not. Listing all mine would be impossible, so here are just a few I've used in low-magic games:

Races: PHB races only.
Elf: All elves must take at least one level of sorcerer and may not be wizards. Also may not be divine casters.
Dwarf: May not be arcane casters.

Classes:
General: Classes receive a Defense bonus. Strength added to the base defense is parry, dex added gives dodge.
General: No favored classes and no xp penalty for multi-classing.
Barbarian rage gives +1 DR in place of each +2 to con.
Bard: Divine class. Priests of Music Diety. Prestige class requiring 9 ranks of Knowledge Religion and 9 ranks of Perform.
Cleric: Must have a diety. Must be cloistered cleric variant. Prestige Class with 9 ranks of Knowledge Religion required.
Druid: Prestige class with 9 ranks of Knowledge Religion and 9 ranks of Knowledge Nature required.
Expert: Receives a bonus non-combat feat every two levels.
Fighter: 4 skill points per level. May replace heavy and medium armor with bonus feat of their choice. May replace all armor proficiencies with 2 bonus feats.
Monk: Monks don't exist. Martial artists represented by taking fighter levels.
Paladin: Prestige class. 6 ranks of knowledge religion and 6 ranks of knowledge nobility. May specialize in diety's favored weapons.
Ranger: Must choose non-magical variant, must use favored terrain variant.
Rogue: Replaced by Wanderer from Swashbuckling Adventures.
Sorcerer: Only elves may be sorcerers. Bard spell progression and d6 hd. The only caster available to first level characters.
Wizard: Prestige Class. Requires 9 ranks of arcane knowledge.

Feats:
Cleave: Use 3.0 cleave.
Craft Feats: May be taken by dwarves without requiring caster levels. Must simply be of proper level. Still must meet all other requirements to craft a magical item.
Craft Magical Weapons and Armor: Pluses to weapons are non-magical. Each +1 bonus requires its own feat which is only useful in creating a specific weapon. A master swordsmith may take craft masterwork longsword +3 if he has craft masterwork longsword +2 and craft masterwork longsword +1. Taking a mastercraft +2 grants the ability to craft a +1 version of another specific weapon. Mastercraft +3 increases the second bonus to +2 and allows a third weapon to be made as +1, etc. Some magical affects, such as keen, are now also non-magical and can be taken following the same rules as +x mastercraft weapons. This makes master craftsmen much sought after. An entire adventure can revolve around finding a master swordsmith reputed to live on a mountain.

Weapons and Armor: As Conan rules.
#102

killy

Feb 23, 2008 19:56:55
Max multiple attacks per round for non-fighter types (excluding monks) is 2, sneak attacks don’t count when applying this rule.

Combat is simultaneous, therefore you cannot “5’ step” out of melee combat to fire missile or cast w/o AoO if your opponent wishes and can follow you.

Trip attempts ALWAYS provoke AoO’s. Monks excluded.

Only humans may have more than 3 classes.

PrC’s count as ½ a character class.

Fighters & Rogues gain ability increases upon obtaining any level divisible by 3 (3rd, 6th, 9th, 12th, 15th, 18th). If multi-class, it doesn’t stack with “every 4 level” increase. You can combine Rogue & Fighter levels to get every 3 levels though.

Fighters who have multiple attacks due to level make all attacks at full BAB.

I see heavy favoritism for the fighter and the rogue, although i think the fighter might need some help to be a more enjoyable class, i think it should go in form of options instead of nerfing the other classes, like more skill points, class skills and maybe feats. Why don't you just rule out the 5f step or make it a feat with some heavy prerequisites (dodge and mobility?). I see some issues with the houserules pointed out in the quoted text, care to explain what are the objectives of those?

About squidyak's, i'm still trying to figure out how to play a Wizard with his/her houserules.
#103

half_dragon_infernal

Feb 24, 2008 9:47:06
Here are mine:

  • You die at -(1/4 of your HP)
  • Massive damage threshold is half hp+con


I also gave the fighter a bonus ability so he doesn't have dead levels:
3rd level ability:
Fighters Prowess (Su): As a swift action, 1/day, a fighter may gain a +2 bonus to any of his physical stats for 1 minute/5 levels.
At 5th level, it becomes 2/day
At 7th level, it becomes a +4 bonus
At 9th level, the bonus extends to two stats
At 11th level, it becomes 3/day
At 13th level, it becomes a +6 bonus
At 15th level, it becomes 4/day
At 17th level, it becomes a +8 bonus
At 19th level, the bonus extends to all 3 stats.


(PS: If you want to look at Unearthed Arcana go to the hypertext SRD: CLICK HERE!
#104

squidyak

Feb 24, 2008 12:54:02
About squidyak's, i'm still trying to figure out how to play a Wizard with his/her houserules.

Simple. Don't be a dwarf, elf, or halfling. Play any other class for 6 levels. Put 9 ranks in knowledge (arcane). Take first level of wizard at 7th level.

My campaigns are low-magic, and simply becoming a wizard makes a character special. Most people go their whole lives never seeing a wizard.

Same rules for cleric, save dwarves and halflings can be clerics. Most priests are non-spellcasters, and being able to cast even something as simple as a cure light wounds is awe-inspiring. Think of clerics as faith-healers who can actually heal.
#105

crawlingchaos

Feb 24, 2008 14:10:36
I have few house rules at the moment, but I will consider adopting some of these rules sugested here .
My House rules are:
1) Elf favorite class is Ranger instead of Wizard
2) A character's background can alter his favorite class. (E.G. That elf who grew up in the big town suburbia has Rogue as favorite class, not Ranger)
3) Sorcerers get Eschew Material as a bonus feat on level 1 and may chose one "Heritage" feat every 5th level, to make it even with the Bonus feats of the Wizards.
4) A character who enters a prestige class may only join another one after finishing all the levels of his current one. (This efectively stops most class-munching builds out there)
#106

killy

Feb 25, 2008 10:58:43
Simple. Don't be a dwarf, elf, or halfling. Play any other class for 6 levels. Put 9 ranks in knowledge (arcane). Take first level of wizard at 7th level.

Well you have to put 9 ranks in knowledge (arcane), only 4 classes from the PHB have it as a class skill, those are Sorcerer, Bard, Cleric and Wizard... your houserules make the later three prestige classes, the sorcerer is the only class i can take at first level to get those 9 ranks at 6th level... but i can only be an elf to take Sorcerer... again, elves cannot be wizards... so i can take the first level of wizard with any other race at 15th level. Unless you let players take NPC classes Adept or Expert or classes from other books than PHB, such as Warlock, Warmage or Wu-Jen from Complete Arcane.

Half-Dragon infernal, I would rather give the fighter more bonus feats than those unnamed stacking bonuses. You should think of a better skill list and more skill points, perhaps small bonuses on fighting relevant stuff, such as opposed strenght and attack checks, AC, saves, HP, stuff like that.

I like your houserules CrawlingChaos, except the 4th one... i rather prefer to punish their base save bonuses resting 2 for every good save for every class, but giving some bonus points at first level, so crazy multiclassed characters end up with crappy base saves instead of awesomely high ones.
#107

squidyak

Feb 25, 2008 13:35:39
Well you have to put 9 ranks in knowledge (arcane), only 4 classes from the PHB have it as a class skill, those are Sorcerer, Bard, Cleric and Wizard... your houserules make the later three prestige classes, the sorcerer is the only class i can take at first level to get those 9 ranks at 6th level... but i can only be an elf to take Sorcerer... again, elves cannot be wizards... so i can take the first level of wizard with any other race at 15th level. Unless you let players take NPC classes Adept or Expert or classes from other books than PHB, such as Warlock, Warmage or Wu-Jen from Complete Arcane.

I use the skill rules from Conan. Bonus skill points from intelligence can be put into any skill without restriction. I also use the wanderer class from Swashbuckling Adventures, they can choose their own class skills. Most pc wizards in my campaigns start out as wanderers. NPCs tend to take the expert or noble class. There's also the non-combatant feat. This allows hit points to be traded for skill points on a one for one basis and BAB to be traded for an increase in max ranks also on a 1 for 1 basis. Technically a fighter could actually meet the max ranks prereq after 3 levels, but I don't allow taking the prestige class before 7th level just to avoid that.
#108

kursk

Feb 27, 2008 10:49:13
I see heavy favoritism for the fighter and the rogue, although i think the fighter might need some help to be a more enjoyable class, i think it should go in form of options instead of nerfing the other classes, like more skill points, class skills and maybe feats. Why don't you just rule out the 5f step or make it a feat with some heavy prerequisites (dodge and mobility?). I see some issues with the houserules pointed out in the quoted text, care to explain what are the objectives of those?

About squidyak's, i'm still trying to figure out how to play a Wizard with his/her houserules.

Let me know what you think the problems are specifically and I can address.
#109

april151978

Mar 19, 2008 12:02:43
I have borrowed a few from others, but here are some I like...

Death Threshold
We soon found out we didn't like the idea that a wizard with a CON of 8 and a barbarian with a CON of 20 once reduced to 0 or less hit points, would die at the same time...

So, the fix for this was simple - death threshold is now negative your CON score...

A few "patches" were addressed both in party and other times I have posted this...

If you are under a temporary effect that modifies your CON and it DOESN'T end when you fall to 0 hp or less, the effect modifies your death threshold until the effect ends or is removed... This works for spells and abilities (like rage)...

Undead have no CON score, but we wanted to give the undead a chance to continue their unlife, but how... Simple fix as most anything that relies on CON for the living, the undead use CHA...


Critical Hits
The people I played with never were fans of how critical hits worked in 3.0 and 3.5 as there was a possibility of lower than usual damage...

Take a longbow for instance, a x3 weapon, built for someone of the 12-13 strength range...
Standard damage is 1d8+1 or 2-9 damage per hit...
Critical hits are 3d8+3 or 6-27 damage...

Now, we knew that there is little chance for you to do less damage with a critical hit than a normal hit, but it happened a few times, and we decided to fix it...

So, we came up with the idea of maxing out the "hit" and rolling the "critical" bonus dice...

So, the same bow above would still do 1d8+1 or 2-9 damage per normal hit...
Critical hits would change to do 9 damage for the "hit" (a maxed out normal strike), and then would add 2d8+2 (the remainder from the old critical system) for 2d8+11 damage, or 13-27 damage...

This system was added fairly easily to the game, and works good...

On a side note, this does make martial combat more deadly, as proven when a 1st level druid got hit with a critical hit by a warrior wielding a battleaxe with a 18 strength (yes, that was a hit for 2d8+20!)...

There you go... :D
#110

kursk

Mar 19, 2008 13:10:39
So, the fix for this was simple - death threshold is now negative your CON score...

A sensible house rule. Simple & not unreasonable.
#111

april151978

Mar 20, 2008 9:00:42
I have few house rules at the moment, but I will consider adopting some of these rules sugested here .
My House rules are:
1) Elf favorite class is Ranger instead of Wizard
2) A character's background can alter his favorite class. (E.G. That elf who grew up in the big town suburbia has Rogue as favorite class, not Ranger)
3) Sorcerers get Eschew Material as a bonus feat on level 1 and may chose one "Heritage" feat every 5th level, to make it even with the Bonus feats of the Wizards.
4) A character who enters a prestige class may only join another one after finishing all the levels of his current one. (This efectively stops most class-munching builds out there)

I don't agree all the way with you on this one...

Sure, there are munchkins out there, but there is an easier fix...

Tell your players that you would rather not see them munchikin thier characters... If they do anyway, just remember that what the players can do so can NPC's of the world do...
#112

kursk

Mar 20, 2008 11:07:19
I don't agree all the way with you on this one...

Sure, there are munchkins out there, but there is an easier fix...

Tell your players that you would rather not see them munchikin thier characters... If they do anyway, just remember that what the players can do so can NPC's of the world do...

An even easier one is to follow the advice in the DMG regarding PrCs...
#113

dorve

Mar 21, 2008 18:25:43
I have two house rules that I believe creates a balance in characters, to an extent.

All core ability's are 18 at the start. e.g: a fighter would have 18 str and 18 con.
And the death threshold is 10 + con modifier, negative con modifier makes threshold 10.
#114

Skrapers13

Aug 22, 2014 13:08:46

For 5.0 These are my house rules

 

You gain a feat whenever you gain additional points to allocate amongst your attributes. But you do not gain an attribute point from the feat if one is provided with the exception being for humans if they're taking a feat during character creation to represent a racial ability.

 

Rogues start with a max of three skills for their class, plus what ever they get from the background of choice. The reason for this is they're uneducated ruffians (Unless their background says otherwise, in which case they get the extra skills provided by their background)

 

Bards start with FOUR skills in addition to what ever their background provides.... THEY'RE BARDS

 

Wizards begin with FOUR skills in addition to what ever their background provides. Specifically, because they have to study more than magic spells in order to become a wizard.

 

Sorcerers & Wizards BEGIN with a proficiency in LIGHT ARMOR. The reason for this is because Sorcerers don't even get the magic armor spell. And for Wizards, the wizard effectively is forced to take the Magic Armor spell, and thus forever be down one spell slot if they wish to survive.  Hell, Chaos Sorcerers don't even GET a sub-class armor like the Dragon Sorcerers.

 

There is no attribute caps till 30. This is a damn fantasy game. Get over attempted realism.

 

At levels 4, 8, 12, 16, and 19 each class gets to select a new class skill or tool/game/musical instrunment proficiency.

 

Elemental Weapon and Magic weapon can be made permanent: Mechanics, at 5th level a weapon can be made a +2 magic weapon for one hour. Instead, if you wish it to be permanent, you cast it as a 5th level spell and it is a permanent +1 magic weapon. 7th spell slots level produces a +3 magic weapon for 1 hour, or a +2 magic weapon permanently, and so forth. DM's can work out the material costs for this if they wish.

 

And these are my house rules. Sorry about the rogues being knocked down a skill, but a beginning Rogue who's skills are his ability to steal shouldn't outrank the skills of Bards who literally are all about knowledge and lore. Or wizards who must know a ton of things about history, religion, nature, and magic before their master even begins to teach them spells.

 

I don't feel bad that I knocked the attribute bonuses off of feats. That seems to be the only reason they weren't awarded to characters when reaching specific levels. Or maybe they were added as an extra carrot  as it were to lure players into sacrificing their attribute improvement points in order to get a feat. Which I fealt was extremely unfair.

 

There was very little character improvement in the way of skills without picking up feats that allowed you to do so, so yes I made it possible to gain new skills or tool proficiencies. The game feels a lot more complete.