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What house rules do you use in your games?

Ravensblood

First Post
I was thinking of starting up a new campaign and wondered if there were any house rule suggestions? What House Rules did you add to your campaigns and why? What did you notice in the rules that needed tweaking or you don't like?

Thanks
 

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Cyberzombie

Explorer
This thread will either get really long, or have links to previous, other, huge threads.

I only use the top half of results when my players roll hit points. For example, on a d10, the only results you can actually get are 6-10. Given the hordes of enemies I throw at them, though, it doesn't unbalance anything.

Cross-class skills only cost 1 skill point per rank. This makes cross-class skills a very minor thing in my games, but that's okay with me. I like characters that have unusual skills. And, since Spot is a MUST-HAVE skill, it makes it less expensive for most characters.

I give 2 extra skill points to all classes (8 at 1st character level). I like skills. I want the characters to have more and use them more.

I have more, but that's enough for one post. :)
 

Goose

First Post
Cyberzombie said:
This thread will either get really long, or have links to previous, other, huge threads.

I only use the top half of results when my players roll hit points. For example, on a d10, the only results you can actually get are 6-10. Given the hordes of enemies I throw at them, though, it doesn't unbalance anything.

Cross-class skills only cost 1 skill point per rank. This makes cross-class skills a very minor thing in my games, but that's okay with me. I like characters that have unusual skills. And, since Spot is a MUST-HAVE skill, it makes it less expensive for most characters.

I give 2 extra skill points to all classes (8 at 1st character level). I like skills. I want the characters to have more and use them more.

I have more, but that's enough for one post. :)

I like your skill points idea. I might use some of them.
 

Scion

First Post
wow.. there is a pile of them, most are just minor tweaks though.

toughness = 1hp/hd (min +3), can be taken multiple times.

No save or dies, just say no.

psychic warriors gain +50% pp each level (round up).

If a player has a good idea for a character that requires minor bending of the rules it is likely ok.

I would have to pull out the list to list them all. Like I said, they are mostly pretty minor ;)

In the past I have used some alternate exp rules, or even killed all stat boosting items but given everyone extra point buy points every level (it doesnt work out terribly differently overall).

Houserules to make a particular campaign idea shine through are big too. Like everyone having a bonus feat from a certain list to start off or extra skill points useable for certain things.

If I feel like pulling out the sheet later I'll put more up.
 

Galethorn

First Post
Well, I've got one game that got so far off track from D&D that I switched over to Grim Tales to run it, so I'll neglect describing its houserules...

For my mostly RAW 3.5e game, however, I have a fairly short list of houserules...

[*]You can ride on Tenser's Floating Disk.
[*]Average HP for PCs (i.e. the way they come up with monster HP in the books).

So far, that's all that's come up.
 

Quickleaf

Legend
my house rules...

-Woodelf's alternate combat proficiency rules (on this forum)

-NO hit points, Damage monitor instead (a la Blue Rose from Green Ronin)

-Backgrounds (like those in Black Company, also GR).

-Feat lists as a guideline, not a hard set rule. Starting PCs usually can only select from lists of feats connected to their class, region (a la Forgotten Realms), race, or background. There are several "trained only" feats in the game.

-Customized base races, each with its own feat list.

-No NPC classes. Instead, villagers are treated as 0th level and have access to 1-2 backgrounds.

-Rules for teaching and learning (A character can't advance more than 2 levels without seeking out some form of training or mentor). These rules also describe eligible teachers, allowing PCs to teach each other or their apprentices.

-Descriptors. At 1st level, each character can choose 1-3 descriptors (depending on the clarity & depth of the background) to define their character concept more clearly. Whenever a character is in a situation which relates to the descriptor, they may roll two d20 instead of one, and take the higher roll. They also gain a +1 bonus whenever taking 10, and a +2 bonus whenever taking 20. For example, a PC might have the descriptor "cunning mastermind." Whenever the PC plans out an action in great detail with lots of twists and turns, the PC gains the above benefits. Usually no two PCs have the same descriptors.

-NO pre-set class skills. Instead, each PC chooses 8 skills at first level. Rogues generally get more through several options they have at first level IMC. These skills are considered "class skills." All other skills are considered cross-class skills, however, at 5th, 10th, 15th, and 20th levels a character may change one cross-class skill into a class skill, representing their exposure to the world.

-Revised skill system. Awareness replaces Spot, Search, and Listen. Stealth replaces Move Silently and Hide. Speak Language is actually a Cultural knowledge skill and worthwhile to take. Many new skills too, e.g. Navigation, Dowsing, Dreamspeak. A player may opt for "undefined" skills which are instead encapsulated by the character concept. So a rogue who grew up on the streets as a pickpocket is assumed to have maximum skill ranks in appropriate skills (Stealth, Sleight of Hand, Local Knowledge, etc) for their level. This more tightly binds the character to a concept, but is less paperwork and makes for some interesting player-gm discussions! ;)

-Contacts are worked into the skill system

-BAB is mediated by a skill, not linked to level. Every 2 ranks in the Combat skill grants you a +1 bonus to attack. Combat is modified by Str or Dex, depending.

-Specialization allowed in sub-skills

-Use "Critical threat" range for skills (from Spycraft)

-GREATLY modified base classes (power-list-now-choose format), also I am working on guidelines for classless characters.

-NO alignment. Instead, we have alleigance rules (D20 modern), reputation rules, and "mission statements." Each character has a 3-5 sentence writeup about their moral codes, sacred cows, uncrossable lines, etc. Usually this revolves around some personal goal or ideal, such as a freed slave wishing to free other slaves.

-Homebrew magic system 50% done. Some PCs still use traditional spell system, but I have greatly altered the list, requiring all PCs to become specialists of a sort. Raise dead spells, wish spells, and save or die spells have been revised. Of course, damage spells had to be changed given the lack of a hit point system. Bestow curse has been replaced by individual curses too (Based on Book of Curses). Many unique spells as well.

-No arcane spell failure in armor. Instead, each arcane caster selects a taboo, which restricts their casting under certain thematic conditions. (I posted some of these on the house rules forum)

-Restrictions on multi-classing: A PC must meet specific requirements as if taking a prestige class, though generally these are much less stringent, and they increase as the PC increases in levels. So it's harder for someone who has stolen things and lied to people their whole life to become a priest than it is for a part-time thief who only pulled off a couple robberies.

-Character Direction. My players may decide the direction they want to take their PC in 3-5 sentences. Something like this would be appropriate: "Jes has always been fascinated by the sea and dreams of going on a great adventure. I would like Jes to become kidnapped by pirates only to become a pirate himself, eventually gaining the Dread Pirate prestige class. He will have his own ship, the other PCs as crew members and a wealthy king as his patron."
As a GM I do my best to weave the player's vision into the story, often with unexpected twists.

-Taking 100: Each player may "take 100" (automatic success) on a single roll based on their character direction. This does not have to be applied to their PC, but can be applied to ANY d20 roll made during the game (other PCs and NPCs included). In general, I allow this once per player per story arc (3-6 game sessions). I find it is simpler than using action points.

That's enough for now. :)
 

Darkness

Hand and Eye of Piratecat [Moderator]
Here are some...

Average hp (as for the monsters), but still maximized at 1st level.

Int increases provide retroactive skill point increases. (At least I think that's a house rule...)

No multiclass restrictions for paladins, monks and similar base classes.

Sorcerers get Bluff, Diplomacy and Intimidate as class skills.

Improved Critical stacks with keen weapons, as in 3.0.

Toughness: When you attain 4 or more HD, Toughness provides 1 hp/HD instead of its usual benefit. Toughness can still be taken multiple times and stacks with itself.

Weapon Finesse: No BAB requirement.

Mordenkainen's disjunction: Cannot destroy a major artifact unless I specifically rule otherwise for a given artifact.

Headbands of intellect provide skill points as normal for the Int score.

Also, lots of variant rules from the DMG, ELH, UA, etc.
 

Dog Moon

Adventurer
1. Specific magical weapons and armor are not limited to that type. A mace of terror, for example, could just as easily be a sword of terror. If an item does not logically fit into another category, it cannot be that type of weapon. For example, a Javelin of Lightning cannot be made into a sword.

2. Specific weapons and armor can have bonuses added to them. The specific items are the basic items and one specific item cannot be added to another. If a weapon costs 7,000gp, it is an equivalent to a +2 weapon (7k rounds up to 8k) and +8 worth of weapon bonuses can be applied to it. Often, prices include the price of the weapon. This is not included in the rounding.

I don't particularly like Specific Weapons and Armors as they are written. Yes, I have to admit that for some of them, they are interesting, but I don't like the idea that you can purchase a Specific Weapon that is +1 with an ability, but you can never make it a +2 weapon with that ability. Also, I like variety, which is why magical weapons can be of varying types, as long as they make sense.

3. There is no 'cost to create' on specific weapons and armor. The cost is based off the price like everything else.

I have read too many Specific Weapons and Armor that are, for example, like a +1 sword with shocking and flaming properties, but because it is a SPECIFIC weapon, it has a Cost to Create, which means the character spends the same gold and more XP than a simple +1 shocking, flaming weapon.

4. No favored classes or penalties for having two classes apart in level.

5. Using the Unearthed Arcana optional XP system.

Much more convenient than the DMG version. It has a simple little chart and makes the calculations much more simple [especially if characters differ in level].
 

Pinotage

Explorer
I don't have all that many and I can't remember have of them!

1) A few spell changes, such as buff spells lasting 10 min/level, no cap on harm/heal but still 10 hp/level etc.

2) Changed the deflect arrows feat to avoid the 1st level commoner deflecting the epic archer's arrow

3) Increased weapon hp for Sunder. Sunder is waaayyy to easy.

4) No multiclassing restrictions on druids/monks/paladins etc.

5) Improved Critical still stacks with 'Keen'

6) As a DM I generally avoid 'Instant Death' type effects or 'no fun' scenarios such as Mordenkainen's Disjunction

Pinotage
 


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