What are some of your house rules that you just cannot live without?
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Rithralas |
House Rules |
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I'm sure this has been done before, but I could not find any threads...so here goes:
What are some of your house rules that you just cannot live without? |
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dok |
Let's see now... | ||
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I tend to run a pretty brutal game, so I've had to adopt some house rules to penalize folks less.
Action points: some system, whether its UA, AU, or IH, I really like giving the players a limited mechanic to put them less at the mercy of the dice. Coming back from the dead: being brought back from the dead does not place a character 'at the midpoint of their previous level'; instead, they lose an amount of XP equal to their current character level * 250. If this loss is enough to lower their XP total below the minimum for their current level, they suffer the effects of a negative level until their XP total is back above the minimum. This XP loss occurs regardless of spell used, so all forms of being brought back carry an XP cost; there's no incentive to getting a true ressurection versus a raise dead, except for special forms of death. (Disintegration, Death Effects, etc.) Also, as long as physical remains of a creature exist, they are required for true ressurection. The use of a name to ressurect a character may only be employed if all the physical remains are destroyed and scattered beyond recovery. Tweaked deadly-but-not-Death effects: Death from Massive Damage, an Assassin's Death Attack, and other non-magical "instant-kill" effects do not kill characters. Instead, they reduce them to either -1 hp (Massive Damage) or -8 hp. (Assassin's Death Attack) I also grant the Assassin PrC the death knell ability as a Swift action a limited number of times per day, based on level. I'm also going to be adopting many of SKR's guidelines for eliminating immunities from the game. |
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Confused Jackal Mage |
Re: Let's see now... | ||
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My entire site of houserules.
Of particular interest are the ones on Unarmed Combat, Diplomacy, and (now) Skill Ranks. I also really like Weapon Construction and Abstract Armor as well, though I could live without them if I was forced to. "Observer-dependent physics undermines the gods' decision 3000 years ago to ban cats from straddling the borders of the netherworld. We won't have it!" "I have reservations about reconciling a quantum mechanics thought experiment with egyptian mythology." "Djinn and Juice", Dresden Codak |
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Benoist Poire |
Re: Let's see now... | ||
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Praemal Tales house rules.
The only one I wish were applied to all games is the free multiclassing. Fovored classes and XP penalties are counter-intuitive to the d20 system, IMO. Benoist Poire Iron Liege for the Iron League Seven Spires - Praemal Tales - Ballade of the Hanged Ptolus Code 0A2S-052508-061708-Y-W-33/1000-M |
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Confused Jackal Mage |
Re: Let's see now... | ||
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Benoist: I consider that less of a 'houserule' and more of a 'universally accepted but unpublished errata'.
"Observer-dependent physics undermines the gods' decision 3000 years ago to ban cats from straddling the borders of the netherworld. We won't have it!" "I have reservations about reconciling a quantum mechanics thought experiment with egyptian mythology." "Djinn and Juice", Dresden Codak |
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Benoist Poire |
Re: Let's see now... | ||
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I still see the occasional ENWorlder not applying the house rule, but I think you're mostly right about that, CJM.
Benoist Poire Iron Liege for the Iron League Seven Spires - Praemal Tales - Ballade of the Hanged Ptolus Code 0A2S-052508-061708-Y-W-33/1000-M |
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Xhyll |
Re: Let's see now... | ||
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The main houserule I've been using recently was how I dealt with skill ranks.
Originally, I had said once a skill is a class skill, it was always a class skill (but that was more of a misreading than an intentional house rule). More recently, I've just made all skills class skills for all classes, with that I may change the skill requirements for certain prestige classes if it came up as necessary. I'm also trying to use the AE Tumble, Escape Artist, and such abilities (I think I left out concentration on accident, but it wouldn't be fair to just change it now). I'm also using this diplomacy rule. We also use average HP, probably in the wrong order (Max, High, Low, High, Ect). Players could choose to roll if they wished. Edit: Oh yeah, I had forgotten about the HP thing, -Con score, falling unconscious at -Con modifier. |
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DerekDyer |
Re: Let's see now... | ||
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I'm also trying to use the AE Tumble, Escape Artist, and such abilities (I think I left out concentration on accident, but it wouldn't be fair to just change it now).
Sure it is! I think everyone should use retraining, but even if you don't it's a simple matter to offer it as a one-time deal while incorporating new rules or changing old ones. What isn't fair, is continuing to use a crappy or simply inferior rule. How is that fair to everyone? -------------------- House Rules. I've found that most people can't keep up with me in tactical combat. I used to play Warhammer Fantasy Battle alot, plus I'm generally smarter than... *cough* most people *cough... Anyway I use what seems like fairly dramatic HP houserules. 1. Max HP. I hate rolling any aspect of character creation, also max HP makes class choice just a little more important. Instead of the barbarian being *able* to have more HP per level than the fighter, he *gets* more. 2. I like the SAGA rules for starting HP. Basically you get 3x your starting HD plus (1x) your con. 3. You don't die at -10... you die at -X, where X is equal to half your HP's. This is just for PC's and some NPC's I choose that are built on PC scale (major world NPC's or BBEG's). I hate when characters go from fighting to dead. I also would rather see healing than raising from the dead. |
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Confused Jackal Mage |
Re: Let's see now... | ||
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Xhyll: I wrote my Diplomacy rule specifically in response to Burlew's rule that you refer to. ^_^ While I like the general structure (enough to steal it), the fact that you add your level to your Diplomacy defense is completely indefensible. High level people are *not* stingier, meaner, or less trusting by default than anyone else. There is absolutely no way to justify why someone with 10 levels in Fighter will refuse an honest deal 45% more often than a level 1 Commoner.
Now, that Fighter *is* harder to trick into accepting a bad deal (because he has better defenses against Bluff). He *is* harder to strongarm into a deal (because he has better defenses against Intimidate). And when you get down to it, he *is* going to be less likely to agree to some deals, but it has nothing to do with being high level and everything to do with being rich and having better things to do. These affect how he views the proffered payment, and thus affect his modifier on the Deal Quality table. What is a Very Good deal to the commoner (50 gp to help oppose a small goblin band) becomes a Bad or Very Bad deal for the high-level Fighter (because he has 50k in his pocket and is rushing to fight the BBEG of the week who will wipe out the village *and* the goblins if not stopped in time). That, by itself, is a 10-20 point swing in Diplomacy defense, MORE than enough to model the difference in their attitudes appropriately. Sorry about the rant, it's just that I think Burlew should know better than that. ^_^ Also, I realized that I don't have my Death & Dying houserules on my site yet. Mine are actually even more radical than DD's. ^_^ (Though, as it turns out, actually pretty close to Monte's, and I may end up adopting his partially). 1) IH HP generation. That is, rather than use a dX, roll a d4 and add (X-4). This results in the same max HP, higher average HP, and lower variation. 2) Infinite Reserve Pool. As long as you're resting (that is, not fighting, rowing a boat, marching towards the enemy, etc.) you heal 1 HP a minute forever. 2a) Monte's rule is that PCs have a small pool of Health points which only return at the normal healing rates in the DMG, and a larger pool of Grace Points which return at 1HP a minute while resting. The total of Health+Grace is the same as for normal HP. Magical healing only restores Grace (iirc). I think I really like this rule. 3) PCs don't die unless they want to. When you drop to 0, you can choose to fall unconscious. This lasts for at least 10 minutes (player choice when to wake up after that) and puts the character down the Condition Track (from Saga Edition or Iron Saga) unless you get medical attention. A Heal check can revive you immediately, but you're still down on the CT. If you choose instead to die, you get narrative control over the scene, to ensure that your death is meaningful and cool. 4) NPCs don't die unless the PCs want them to. When a PC drops an NPC to 0, they can choose to kill them, knock them out, or keep them alive but immediately make a social skill check on them with a +10 bonus. Also, the Condition Track from Saga Edition is simply wonderful to model the fatigue of battle in a simple, easy-to-use and quick way. "Observer-dependent physics undermines the gods' decision 3000 years ago to ban cats from straddling the borders of the netherworld. We won't have it!" "I have reservations about reconciling a quantum mechanics thought experiment with egyptian mythology." "Djinn and Juice", Dresden Codak |
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arnoldnido |
Re: Let's see now... | ||
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Reserve Points like Iron Heroes.
AE's unconscious/death rules. (Unconsciousness at -(CON Bonus), death at -(CON score) "I am Providence"
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eric mcloins |
Re: Let's see now... | ||
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Rithralas |
Re: Let's see now... | ||
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"Death effects cause the target to drop to dying with max hps instead of instantly dying. For example, if a character has constitution score of 14, a death effect will drop him to 3 hps."
eric mcloins - I'm not sure I'm understanding that. Please elaborate. |
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Randall Jhen |
Re: Let's see now... | ||
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Under Eric's rules, a character with 14 Con (+2 mod) would be disabled from 0 to -2 and dying from -3 to -13. Death then occurs at -14. Thus, the maximum HP a character can have while dying equals -[Con mod + 1].
~ R. Jhen
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eric mcloins |
Re: Let's see now... | ||
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What he said.
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Rithralas |
Re: Let's see now... | ||
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"Thus, the maximum HP a character can have while dying equals -[Con mod + 1]."
Please excuse my idiocy, but huh? Per the RAW, the max hit points while dying should be 10. For instance, you get hit and reduced to -6 hit points. You are unconscious (while dying), and will die in 4 rounds unless you are healed and/or stabilize. Why is my thick skull keeping me from understanding [Con mod +1]? |
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Confused Jackal Mage |
Re: Let's see now... | ||
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They use AE death & dying rules, which include your Con. The AE rules are equivalent to the D&D rules when your Con is 10.
Under AE rules, you are staggered from 0 to -(Con mod) (minimum 0). You are dying from -(Con mod +1) (minimum -1) to -(Con Score). Remember, these are all negative numbers. Thus, the *largest* or maximum HP you can have while dying is -(Con mod +1). For a concrete example, take a Con 13 character. They are staggered at 0 and -1, and dying from -2 to -13. By Eric's rule, if they get hit with an instant-death effect, they drop to -2 HP immediately and begin dying, rather than straight to -14 and dead. "Observer-dependent physics undermines the gods' decision 3000 years ago to ban cats from straddling the borders of the netherworld. We won't have it!" "I have reservations about reconciling a quantum mechanics thought experiment with egyptian mythology." "Djinn and Juice", Dresden Codak |
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Aelfbeorn |
Re: House Rules | ||
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My incomplete list
1) Rule 0 from 3.0 is in effect 2)Fewer Absolutes by Sean Reynolds 3) Action Points (UA) 4) Weapon Groups (UA) -New Weapon Groups: Barbarian Culture (based upon 1e Barbarian and David Howery's "Tracking down the Barbarian" article from Dragon), and Ranger Group 5) Classes (partial list) a)Cleric - spontaneous divine casters (UA) that cast from deity specific spell lists + a small list of generic cleric spells Other changes Armor Proficiency: None Hit Die: d6 Hit die BAB: Poor Saving Throws: Good Will Only Skill Point: , 4+Int Skill Points (x4 at first level) Divine Grace (as Paladin), Turn/Rebuke moved to 3rd level unless gained as a domain ability. The cleric turns/rebukes at Level-2 b) Druids: Must use Shapeshift (PHB2) c) Rogues use the Martial Rogue variant (UA). Sneak Attack becomes a feat. d) Sorcerers (to give a reason not to immediately jump to a PrC) - Eschew Materials at first level - Metamagic at levels 5,10,15,20 - Additional Class Skills: Use Magic Device - may substitute either Diplomacy or Intimidate for Bluff as a class skill. e) Specialist Wizards must use the Specialist Wizard variant abilities from Unearthed Arcana f) addjtional classes -knightKnight from Hong's website -Psychic (Green Ronin's Psychic's Handbook) -Shaman (Green Ronin Shaman's Handbook) -Witch (Green Ronin Witch's Handbook) g) Class variants Barbarian: Hunter (UA)w/ favored terrain (UA), Urban Cleric: Cloistered (UA) Druid: Ollave Fighter: Thug (PHB/UA) Paladin: Holy Warrior (Complete Champion) Ranger: Champion of the Wilderness (Complete Champion), Urban Ranger (UA) Rogue: Wilderness Rogue (UA) Sorcerer: Battle Sorcerer (UA) [Note: see changes to Sorcerer above as they will apply to the battle sorcerer. Each time that the battle sorcerer may choose a metamagic feat, they may choose a fighter bonus feat instead provided that they meet the feat's prerequisite.] 6) Skills -City/wilderness Skill substitution (Cityscape Web enhancement) 7) Combat a) Class based Defense b) Armor as DR (Unearthed Arcana) c) Combat Fatigue/Exhaustion (Scrollworks): The character is fatigued at 50% hit point loss and exhausted at 75% hit point loss with saves to delay effects. d) Death and Dying (Unearthed Arcana): Characters do not go into negative hit points. At 0 hit points, the character begins making Fortitude Saves with an increased DC determined by the amount of damage done. A successful save means the character is disabled. A failed save means the character is dying. A failure by ten or more means the character is dead. e) Combat Maneuvers (Book of Iron Might) a) Spontaneous Divine Casting (UA) with smaller deity specific lists based on the deity's domains and a small generic divine caster spell list (consisting of atonement, blessings, communing, bestow curse, remove curse, and planar ally spells). b) Spell Points w/Vitalizing for arcane casters (UA) 9) Magic Item Creation a) Forge Ring variant by Sean K. Reynolds b) Rechage Item variant by Sean K. Reynolds 10) Equipment - No Halfling Riding dogs - No dire flails, mercury weapons, spiked chains, two blade swords, urgosh's, etc. - no - No sunrods, smokesticks, tanglefoot bags, thunderstones, or tindertwigs |
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JoeSmoe the Toad |
Re: House Rules | ||
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Here's one that came out of a discussion on another board about how suprise rounds can really help or hinder you pretty much at random. For example, if you're a wizard in a tight space (such as a dungeon), you had best have a trained attack monkey in a bag. That way, if monsters attacks, the monkey WILL be suprised, making a suprise round happen, which only allows a single Standard Action. If the wizard is part of the suprise round, he can still cast his spell, and if the foes are part of the suprise round, they get only a single attack, rather than their full attack routine. The wizard wins either way.
So, ditch suprise rounds. If you would normally get to act in a suprise round, you get +20 to your init, now roll init like you normally would. Ambushers get to go first (unless someone has a simply extraordinary init modifier), and everyone gets to take their full round actions. =====Sig=====
DM: Roll an Intelligence check. Player: *rolls d12* DM: You fail! |
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Neutronium Dragon |
Re: House Rules | ||
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#5: Yuck. If you want a less martial cleric, use the Cloistered Cleric. It at least has some redeeming qualities. There's no way I'd want to play one like this.
#10: What do you have against the alchemical items? Neutronium Dragon |
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Aelfbeorn |
Re: House Rules | ||
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"#5: Yuck. If you want a less martial cleric, use the Cloistered Cleric. It at least has some redeeming qualities. There's no way I'd want to play one like this."
Actually, the clerics of each deity get additional abilities. I just didn't feel like going into them. All martial clerics receive d8 hit die and medium BAB, but not all of them get armor proficiency. For instance, the clerics of deity receive the monk's AC bonus. "#10: What do you have against the alchemical items?" Some I find just cheesey, but most of those from WOTC are inappropriate for the type of settings that I like to run. |
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Your Immortal DM |
Re: House Rules | ||
Quote: And for the lengthly list of spell related fixes: Quote: Sadly, to run a game from 1st level PCs to 30th and above, this it what it requires to keep things balanced. My players tend to run with the motto, if it's printed, then they can do it. If I don't say "I've got a houserule for that" they will try it when the chips are down and the fight is tough. Hence my long list of houserules. In my Eberron game, I have an artificer saving up to make a staff of limited wish. He's then going to artifically charge the item with his artificer ability and effectively have unlimited limited wish spells. He will repeat this process with a staff of wish if he ever gets to epic level. Just a nice example... Your Immortal DM |
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