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Fax Celestis
2007-01-08, 02:32 PM
Exactly that: what house rules (if any) do you use on a semi-regular basis? And what's your justifications for using them?

Personally, I houserule a few of the following:

There are no Clerics; there are Cloistered Clerics
Natural Spell does not exist
Druids use the Shapeshift variant out of the PHB-II
Sorcerors receive the Metamagic Specialist variant out of the PHB-II instead of a familiar
Sorcerors receive Eschew Materials for free at 1st level
When fighting with Two-Weapon Fighting, an attack with each hand is a standard action
For High-Magic campaigns, all characters receive the casting abilities of a sorceror equal to 1/2 their character level
The Spiked Chain does not exist


Most of these speak for themselves.

Seffbasilisk
2007-01-08, 02:37 PM
That really hurts TWF styles and most fighter types...the types already suffering. TWF is defeated by DR and fighter types are already weak.

Spiked chain not existing is a flavor thing.

And sorcerer 1/2 thier level? Does that mean that a 10th level sorcerer would cast as a 15th level one?

Edit: I give the sorcerer those as well...the other stuff? Not so much.

Lord Iames Osari
2007-01-08, 02:39 PM
I give sorcerers the Exchew Materials feat myself.

I don't use any of the other stuff you mention, but you're right that they speak for themselves.

Edit: Seff, Fax means that a TWF can take a standard action and get two attacks in, one with each hand.

Karsh
2007-01-08, 02:40 PM
The TWF thing actually helps because they can make two attacks as a standard action instead of just one.

Were-Sandwich
2007-01-08, 02:43 PM
Looks good. The High Magic thing could be interesting if applied across the board to everyone in the world.

Fax Celestis
2007-01-08, 02:45 PM
The TWF thing means that you can attack with both hands as one standard action, which means you can do it at the end of a charge or after moving, instead of how the rules are existant, where you only get your primary after a charge or moving.

Fhaolan
2007-01-08, 02:46 PM
I've been speculating about the Cloistered Clerics option. Haven't made up my mind yet.

Most of my 'house-rules' are more campaign-based rules. Gnomes are completely different, absorbing Halflings and Goblins. Half-breeds are extremely rare and are all called 'Halflings'. Orcs as a PC race, etc.

However, I do have one that I can think of. Spellcasters can cast spells in their natural form. So, a unicorn sorceress can cast spells with somantic components, even though she doesn't have hands. Any spellcaster who can change forms (such as wildshape or polymorph) can learn to cast spells in that new form if they spend a feat: Natural Spell. However, my version of Natural Spell is a bit more restrictive. It only applies to one form, so if you have Natural Spell: Hawk and wildshape into a bear instead you're out of luck. Also, you have to prepare spells in the form you are intending to cast them. So, if you prepare Magic Missile as a human, and are in the form of a giant snake... you can't cast Magic Missile. If you prepare Magic Missile as a giant snake, and the polymorph ran out leaving you as a human... you can't cast Magic Missile. :smallsmile: So far, this seems to have restricted the Natural Spell abuse, but I've not had a player really try to abuse it yet so it may not be as helpful as I hope.

Fax Celestis
2007-01-08, 02:46 PM
Yeah. High-Magic also makes some character classes far more interesting. Fighters, for instance, get low-level buffing magic and things like True Strike, making them far more versatile. It doesn't make them wizards, but it helps.

ken-do-nim
2007-01-08, 02:47 PM
Do you rule anything about the polymorph spells? If not, once druids receive the shapechange spell things still get wacky.

pestilenceawaits
2007-01-08, 02:50 PM
we still allow keen and improved critical to stack because by WoC justification of things stacking if they are 2 different types they should stack keen is sharpness of blade and IC is knowing where to put it.

Fax Celestis
2007-01-08, 02:51 PM
Ooh, I forgot about that one.

The polymorph spell acts as a specific form->form exchange, so it's really Polymorph: Owlbear or Polymorph: Jackalope, or what have you.

Dark Knight Renee
2007-01-08, 02:52 PM
And sorcerer 1/2 thier level? Does that mean that a 10th level sorcerer would cast as a 15th level one?

I think perhaps either no one plays a sorcerer, or sorcerer gets extra spell slots equal to those of a sorcerer half his level? Interesting, at any rate.




I'm still shifting house rules. I've never settled on what to do with Sorcerers, in particular, and a lot of the time I just wing it or ignore the rules. Here is what I do use:

1. Half-Elves get +1 skill point/level, just like humans. I'm still debating whether they should also keep the original skill bonuses. Why? Do I need to answer this one?

2. Level Adjustments are not to be used as is. LAs are to be handled on a case by case basis, and even when there is an LA it's usually less than the stated value. Why? Because normally, LA races are not worth using when you lose that many skills, feats, hit points, saves, BAB and spells. Also, ECL means slightly less when I'm already juggling a mixed-level party.

3. There are no XP penalties for Multiclassing. Why? Because multiclassing is used to get the right crunch for the character's fluff. I thought this rule was stupid right from the start.
4. In fact, the XP system is to be largely ignored. Why? Because characters level up too darned fast.

5. When using Gestalt, Wizard can gestalt with Wizard (when they differ because of specialist schools or varients, you have two casting classes: Wizard(1) and Wizard(2), which you must keep track of seperately). Why? Flavor. You can get almost the same result gestalting with Wu Jen, so it's not exactly any more unbalanced than wizards already are. Otherwise, it is practically impossible to keep the flavor of a non-multiclassed wizard with gestalt.

Meat Shield
2007-01-08, 02:52 PM
Sorcs get eschew materials, natch, but I also allow them to substitute a celestial, infernal, or draconic heritage for the familiar. Much of the rest is flexibility, rather than written out rules. I have largely done away with alignment restrictions for classes and races, and allow ability swapping for good RPing and character concept reasons.

Dark Knight Renee
2007-01-08, 03:05 PM
Oh yeah.

6. Druids have the same alignment restrictions as Clerics do. Wu Jen can be lawful. Other restrictions are pending removal as well... just as soon as I get around to discussing the flavor with my group. Why? Usually because it's unnessissary, overly restrictive, or outright stupid. Especially Druid and Wu Jen.

Golthur
2007-01-08, 03:09 PM
Some of my usual rules have already been covered:
Sorcs get Eschew Materials for free.
No Natural Spell.


Others that I use much of the time in regular-ol-D&D:
Sorcerers get d6 hit dice instead of d4s.
Polymorphs get nerfed, using Rich's variant.
Diplomacy/Bluff get rewritten to Persuade/Fast Talk, using a variant of Rich's variant.
Ditch most double weapons that would hurt you when wielded (dire flail, anyone?)
Ditch or seriously revamp spiked chain.
Lose either Cha or Int penalty for half-orcs (depending on my mood).
Switch favoured classes of elves and gnomes.


And then I have my really whacked out super experimental stuff...

Saph
2007-01-08, 03:13 PM
I don't use any 'hard' houserules - we use what's in the PHB + any other allowed books, and that's it.

Instead, it's just understood that the players aren't supposed to do anything that'll unbalance the game too much. It's a lot easier than making a long list of banned things and updating it all the time.

- Saph

Gamebird
2007-01-08, 03:16 PM
No druids.

No prestige classes.

NPC classes don't exist (though there is an enhanced Expert class called a Mundane).

Nothing non-core.

Limited Multiclassing: You may not switch classes until 2nd level. You must exceed your previous class level before switching classes again.

Monks and paladins may return to their respective classes for later levels so long as they have not strayed from their class alignment/code restrictions.

Mounted Combat allows automatic control in combat of a single species of war trained mount.

Gods per my list, not the one in the book.

Languages per my list, not the one in the book.

Leveling up takes 10 days and must be done where the PC has access to trainers, training materials and a suitable area.

Bardic knowledge is replaced by one free rank in each of Knowledge: Arcana, Geography, History and Local. They add their bard level directly as ranks to those Knowledges.

A paladin’s mount is a normal creature of this plane that has been gifted by a god with enhanced abilities and tasked with serving the paladin on the god’s behalf. It is not summoned or dismissed. It does not age, reproduce or seek the company of others of its kind for as long as the paladin campaigns on his god’s behalf. If released by the paladin, the creature resumes a normal life where it left off and loses the bonuses granted as a paladinic steed.

Rangers add Knowledge: Religion as a class skill.

Diplomacy: This now works as haggling or bargaining. It provides the user with a 1% discount (or profit) on whatever they are trying to sell or buy, subject to the area’s wealth limit, which is gauged by the DM. This is a contested roll. Items that are subject to guild-related price fixing (most trade commodities and magic items) are not effectible by Diplomacy. The Diplomacy skill no longer affects attitudes.


Bunch of other stuff too minor to bother posting it.

Orzel
2007-01-08, 03:43 PM
We usually go with

Half Elves get Skill Focus for free
Half Orcs get Weapon Focus for free

Sorcerers trade thier familiar for Eschew materials and a Metamagic feat.
Ranger and Druid caster levels stack if NG, NE, TN, LN, or CN.
Paladin and Cleric caster levels stack if LG, NG, or CG.
Paladins can be NG and CG.
Clerics HD goes down to d6, lose heavy armor and shields, and get Extra Turning.
Fighters get Smite Evil 'cept is works on everthing, is INT based, and usable 3/day.
All PC and NPCS get IUS 5th level.

Bryn
2007-01-08, 03:48 PM
I have nothing so comprehensive as the above, but I rule that if you get three days worth of rations you are assumed to have as much as you need for the game, so you no longer have to keep track of it. This saves boring book-keeping.
Apart from that, retroactive skill points from permanent Int increase.

Pegasos989
2007-01-08, 03:49 PM
There is no spoon

potatocubed
2007-01-08, 04:01 PM
1. Don't take the p**s.
2. No paladins.

MrNexx
2007-01-08, 04:02 PM
1. Whatever is necessary.

grinner666
2007-01-08, 04:12 PM
we still allow keen and improved critical to stack because by WoC justification of things stacking if they are 2 different types they should stack keen is sharpness of blade and IC is knowing where to put it.

Me too! That rule change always kinda honked me off about 3.5 ...

I don't use a lot of house rules that aren't campaign-specific. The deities in my game, for example, you will not find in any other D&D game ... except for a few I stole from various pantheons and kinda made insane ...

I've also been using firearms in one of my campaigns since 2E, and I've had to house-rule them to make them sufficiently nasty. *grins evilly*

tarbrush
2007-01-08, 04:15 PM
1. Don't take the p**s.
2. No paladins.

Why no paladins?

Sactheminions
2007-01-08, 04:16 PM
ECL: Characters with LA use Table 3-2 in the PHB for ALL purposes, not just experience. This means they get skill max ranks as their ECL, and usually an extra feat or ability increase or so. Given that we don't allow LA buyoff this makes them remotely balanced, although in this DM's opinion, even this relatively major change doesn't make any but a few ECL's viable.

Druids get the same weapon and armor proficiencies Wizards get, except they get shortbow and longbow for free.

Wizards lose profession and craft from their skill list. They have a profession already, and a craft. It's called magic.

JaronK
2007-01-08, 04:18 PM
1. Paladins can be any alignment, but they must serve a diety, alignment, or other thing, and I've got a number of special rules to go along with this (borrowing from Paladin of Freedom, Tyranny, and so forth for most of the crunch changes). Thus, the PHB Paladin is a Paladin of Heironeus, but you could also be a Paladin of Law or a Lawful Good Paladin in service to the bloodline of X.

2: Bards can be lawful, because come on, the real life thing they're based on had as one of its main purposes spreading laws and adjucating disputes.

3: Assassins can be good, but the entry requirements are harder if you are (you have to take out a specific evildoer to join). Killing an evil king is not evil if slaying all his minions on the way up to him is, so I don't see why Assassins are evil but Frenzied Berserkers aren't.

4: Changes may be made to any class, so long as they make the class more fun, but not more powerful.

JaronK

amanodel
2007-01-08, 04:21 PM
1. Usually no spiked chain. (and dire flails & co.)

Other than that, I don't have roles set in stone. There's only one law I use as a DM: "If you break the game, I'll break you."

Matthew
2007-01-08, 04:26 PM
I don't actually House Rule anything for 3.x, but I House Rule everything for my (A)D&D 2.x Game. On the other hand, there are a number of House Rules I have in mind for 3.x that bring it closer in line with my 2.x game and I may yet implement:

Ability Scores

1. Either Strength or Dexterity may be used as the 'to hit Bonus' for Ranged Attacks (but not both). Strength is restricted in the case of Strength Bows as per the normal rules [i.e. A Fighter with 18 Strength using a Bow made for Strength 16 may still only apply +3 to Hit and Damage]. In cases where a Character has a penalty to one Attribute and a Bonus or +0 Modifier in another, they must be added together (but not when there are two penalties, but the worst Modifier must be used).
2. Bonus Spell for 0 Level Magic from appropriate Caster Ability Score

Races

1. Elves lose Rapier Proficiency and gain Short Sword Proficiency; they must sleep like other Races.
2. Dwarves lose Dodge Bonuses against Giants and receive Proficiencies with all Axes, Picks and Hammers. They have Base Speed 30, but can only run at up to three times their Speed. They ignore Heavy Armour Movement Penalties, as before.
3. Half Elves gain a Bonus Feat at First Level
4. Half Orcs gain a Bonus Feat at First Level and lose all Racial Ability Modifiers; they also gain a number of Skill Bonuses...

Classes

1. Fighters get a cleaner Feat progression and use Weapon Mastery (http://www.giantitp.com/forums/showthread.php?t=31267) instead of Weapon Focus and Specialisation.
2. Clerics have to learn Spells like Wizards and are restricted to Spell Lists of my own design...
3. Wizards and Sorcerers get no Bonus Spells.

Skills

1. Skill Points are gained retroactively from permanent Intelligence increases.

Feats

1. I use an alternative Two Weapon Fighting (http://www.giantitp.com/forums/showthread.php?t=31337) Tree and Two Weapon Defence (http://www.giantitp.com/forums/showthread.php?t=31338) Tree. I also either implement the Even Handed (http://www.giantitp.com/forums/showthread.php?t=31256) Feat and Mobile Two Weapon Fighting (http://www.giantitp.com/forums/showthread.php?t=31316) Feat or just have their effects be the norm.
2. Weapon Finesse applies to all Weapons.
3. Skill Focus grants a +4 Skill Bonus.
5. Power Attack works with Light Weapons.

Weapons

1. Great Sword is removed from the list. Bastard Sword is renamed Great Sword. All 'Great' items do 1D10 Base Damage, unless they have increased Threat Ranges, like Great Scimitar and such, which would be 1D8. All 'lame' double ended weapons removed, including the Dwarven Urgosh. Quarterstaff retained. Many other weapons renamed, such as Light Scimitar, Heavy Scimitar, Great Scimitar. Whenever a Weapon is used in two hands its Damage Die increases - 1D6 becomes 1D8, 1D8 becomes 1D10, 1D10 becomes 1D12 and so on.
2. Spears fall into the pattern Short Spear, Long Spear and Great Spear. They are all Simple Weapons, but Martial Proficiency allows the first two to be used in one hand. They all have base Damage die of 1D6, which becomes 1D8 (as above) when used in two hands.
3. Bows fall into the pattern Short Bow, Long Bow and Great Bow. They cost no more than the equivalent Sword type and have base damage die 1D6 (never expanded). The Short Bow automatically has a +0 Strength Bonus, Long Bow +1 and Great Bow +2. Stronger and Weaker 'Composite' versions can be made and do not cost very much more. Arrows cost 10 GP for 20.
4. Cross Bows are assigned a Strength Rating that does not stack with Dexterity or Strength Bonuses. Bolts cost 10 GP for 20
5. Daggers ignore the -4 Attack Penalty when used in a Grapple.
6. Short, Long and Great Swords are all 'Piercing or Slashing' Damage type.
7. Clubs are divided into Light (1D4), Heavy (1D6) and Great (1D8), all of which are designated Simple Weapons.
8. Great Club is renamed Great Mace, becomes a Simple Weapon and does 1D10 (before expansion) x2
9. Weapon costs are generally increased. For example, a Dagger costs 10 GP, a Short Sword 20 GP, a Long Sword 30 GP, but a Great Sword 40-50 GP.

Armour

1. Splint Mail and Half Plate have a Maximum Dexterity Bonuses of 1, rather than 0.
2. Tower Shields renamed Great Shields and require Two Hands.
3. In addition to normal Armour Bonuses, Medium Armour has DR 1 and Heavy Armour has DR 2.

Combat

1. Range Increments: In addition to the penalty to hit at every range increment after the first there is also a culmative -1 to Damage (Minimum Damage of 1 remains)
2. The Withdraw Action only allows for one Move, not a Double Move. Making a Double Move incurs an attack of Opportunity, just like running away.
3. Using a Weapon in Two Hands expands the Damage Die and allows the Character to add Double his Strength Modifier to Damage
4. Using a Weapon in the Off Hand incurs no Strength Penalty, you add your full Strength Modifier (if the Even Handed Feat is not used).
5. Two Weapon Fighting may be used as a Standard Action or Charge (if the Mobile Two Weapon Fighting Feat is not used).

Movement

1. Armour induced Speed Reduction does not alter Base Speed. Medium Armour only allows for triple Movement, Heavy Armour for double. The Run Feat affects this similar to normal [i.e. allows for triple movement in Heavy Armour and Quadriple Movement in none, Light or Medium].

Magic

1. Almost forgot - No Animated Shields!

its_all_ogre
2007-01-08, 04:38 PM
nowhere near as many of you!
sorcerers get spells at the same levels as wizards, i just shunt their spell casts/day and spells known tables up a slot. they get tons at level one this way though, don;t play level 1 though so who cares?! also get 4 skill points a level and eschew material components, not the feat they just never need materials to cast their spells.
i make other changes as i see fit.

Viscount Einstrauss
2007-01-08, 04:55 PM
1. If you really want to do or be something, I will make it possible for you within reason.

2. You will roleplay. If you are here to merely loot dungeons, then you have found an incorrect campaign.

3. We will be playing a gestalt campaign. Always.

4. You don't actually have to listen to or interact with the other players or NPC's. But I would greatly appreciate it if you did.

5. Prestige classes are for wimps. We use SUPER prestige classes, which I will help create and balance for you. Using another prestige class or two as a base is naturally allowed.

6. After 1d4 days of being dead, you are immediately sent to an afterlife. Good and neutral characters may go to their choice of afterlife for which they qualify. Evil characters get no choice in the hell they go to. You may either wait for a high level ressurection spell or attempt to escape back to mortality, at your discretion.

7. You need to eat, drink, sleep comfortably, go to the bathroom, and wash yourself, or suffer the wrath of stat penalties. It's perfectly fine if you just always restock the same necessities every time you enter town and calculate your goods by days of usage.

8. Money is hard to come by. I don't use normal tables for calculating treasure upon successfully defeating a monster or clearing a dungeon. However, professions, crafts, perform checks and street magic may all earn you several times more gold then in an ordinary game.

9. The player is a god. The DM is the king of gods in this pantheon. You may decide upon the name and domain of yourself, as well as whatever backstory you choose. You may borrow your existence from that of another god. Your character doesn't have to worship or even acknowledge your existence, but it is preffered.

10. I make liberal use of creatures and NPC's with unique resistances to magical effects. Spellcasters be advised.

pestilenceawaits
2007-01-08, 04:59 PM
I think I would like to play with you Viscount. =0)

Pegasos989
2007-01-08, 05:32 PM
6. After 1d4 days of being dead, you are immediately sent to an afterlife. Good and neutral characters may go to their choice of afterlife for which they qualify. Evil characters get no choice in the hell they go to. You may either wait for a high level ressurection spell or attempt to escape back to mortality, at your discretion.

I am kinda interested in this one. Do you use monotheism of one god defining what is good and what is evil and then choosing who go to hell? Because if not, I am nearly certain that Hextor would let his followers to have an afterlife they would enjoy and the same with every god who wants followers. :P

Maryring
2007-01-08, 05:44 PM
My favourite houserule is that you need the feat "Sacred Vow" or "Nimbus of Light" to take any other feat from BoED. The exception being the three PrC entrance feats, the ones who give you a +1 luck bonus once per day, and "Words of Creation" for Bards.

Person_Man
2007-01-08, 05:46 PM
Mine are pretty simple:

0) The DM is always right. (Not a house rule, but always worth re-stating).

1) All character builds must be roughly balanced compared to each other (I don't care how powerful you are, as long as you don't wildly outshine everyone else at the table).

2) No Divine Metamagic feat.

3) No polymorph. Druids can only wildshape into MMI animals/plants/elementals at the appropriate level. No Wildshape PrC's.

Maryring
2007-01-08, 05:51 PM
No Wildshape PrC's.
Reminds me of the Shifter from the 3.0 splat book. In all my days, I have never seen such an obviously overpowered PrC. (But when I first saw it, I fell in love with the flavour.)

Viscount Einstrauss
2007-01-08, 05:58 PM
Not exactly. Since this is D&D, evil is a definable force. The gods of evil are a very controlling bunch, and they declare certain evil souls as "their turf". The good gods, on the other hand, are fine with allowing good souls to go to any other good or neutral cause of their own free will. To explain why the hells are so terrible to go to without making the evil gods seem incompetent by torturing their followers, the planes in my campaigns actually get their power from however many souls are in them. The evil gods don't care a lick for their followers short of claiming them. Then they try to make sure they don't leave in a sort of horrifying prison, where they use various means of torture and domination to keep them all put. Naturally, it's hard to escape a hell outside of winning real favor with some of the gods there.

potatocubed
2007-01-08, 07:24 PM
Why no paladins?

Basically, having a paladin in the party forces the rest of the party to conform to the paladin - or the paladin loses their powers. Worse (from my point of view), having a paladin in the party forces the GM to ensure that any major plot points always include an 'ethically safe' decision - or the paladin loses their powers.

In short, when someone plays a paladin, everyone else has to either bend to accomodate them or just go 'screw you' and shaft the paladin character. Since I don't like either of these options, I just cut out the whole problem.

Oh, and I also houserule 'no PC warforged unless and until I can be bothered to calculate a proper LA for them'. This is because when I run Eberron, warforged are proper constructs with all the construct traits. They just happen to have intellect and personality as well.

I look at it like this: you've got this creation forge, right, that makes robotic supersoldiers. So, what you do is, you design a whole bunch of robot soldiers that are, for no good reason, lacking almost all of the advantages that proper constructs have. Because when you're designing a super robot soldier to win you a war, the first thing you think is "I know what would be a really good idea! Let's make them vulnerable to sneak attacks!" :smallsigh:

There really isn't any game-world reason for warforged to be balanced as player characters except colossal stupidity on the part of the Canniths.

Okay, rant over. :smalltongue:

TheOOB
2007-01-08, 07:28 PM
Lets see

-All druids use the PHBII shapeshift varients

-All sorcerers/bards get Eschew Materials for free at 1st level, but only for sorcerer/bard spells

-Monks, Bards, and Barbarians have no alignment restrictions

-Monks have no multiclass restrictions

-The paladin base class doesn't exist, but the prestige paladin (from UA does)

-All characters use fractional base attack bonuses and saves from UA

-Half-Elves only spend 1 point to gain a rank in a non-class skill, and can use all skills untrained

-Half-Orcs have no int penalty and gain +2 on intimidate checks

-The spells, atonement, polymorph, polymorph any object, alter self, and shapechange are banned

-Gate can not be used for calling

-No massive damage

-People with PC classes die at -10 hp or negative their character level, whichever is lower (a character at level 15 dies at -15 hp, not -10)

-Skill points from int are gained retroactivly

-All spells of the healing subschool are now necromancy spells

-Animate Dead and Deathwatch do not have evil descriptors

-Material from any non-PHB source is allowed on a case by case basis

Gamebird
2007-01-08, 07:33 PM
9. The player is a god. The DM is the king of gods in this pantheon. You may decide upon the name and domain of yourself, as well as whatever backstory you choose. You may borrow your existence from that of another god. Your character doesn't have to worship or even acknowledge your existence, but it is preffered.

That's... that's awesome!

LordLocke
2007-01-08, 07:54 PM
1) Fighters automatically gain one of the Weapon Specalization lines for free at the earliest level each feat open up.

2) Natural Spell can only be taken for one form at a time. If it's wanted for use in more forms, they have to take the feat again for that form.

3) Polymorph-line spells counts as a different spell for each creature type. Polymorph: Humanoid. Polymorph: Goblinoid. Polymorph: Dire Animal. Etc, etc.

4) Sorcerers gain Eschew Material feat for free. Spellcraft DC to recognize a Sorcerer's spell is increased by 5 for any spell with a material component that the Sorcerer does not need, +5 additional per metamagic the Sorcerer uses on that spell.

5) Cleric-type dependent on god- Boccob has Cloistered Clerics, for example, whereas Moradin tends to have a warrior-cleric variant (better fighter-type abilities, reduced spell progression). Some cleric spells require 'favor' from the god to cast (Like Rightous Might or Miracle), to earn which requires tithing, subquesting, or general beyond-the-call activity from the cleric.

6) A ranger can give up an animal companion or spellcasting to instead take both weapon-feat lines- sometimes you just want to be really good with two weapons AND a bow, and don't care if you can't do a little mystical razzle-dazzle.

7) Level Adjustment determined differently then the given values. Sometimes WotC gets it right. Sometimes it's way way too much.

Desaril
2007-01-08, 11:53 PM
Don't get me started...

I change a lot because I've bought too many sourcebooks/supplements/etc to go out and buy a new book when I want a different feel from the base classes. So in a nutshell character creation is wide open and players can choose to substitute class feats.

However, here are some big ones:
1) Clerics can spontaneous cast (just ask for what you want when you need it), but they only get one domain (make a choice).
2) Clerics and Paladins can burn lay on hands or turn undead for other uses of DIVINE MIGHT. I know a lot of feats allow this, but I just give it away.
3) Like everyone else, sorcerors get eschew materials for free.
4) Grappling is easier- I'll just leave it at that- ask if you want the grisly details
5) Special attacks (sunder, disarm, etc) do not provoke AOO. Why should it? It's an attack for goodness sake!
6) Moving through a threatened square does not provoke an AOO if you use 10' of movement for each square. I love the idea of AOOs, but hate how WOTC has implemented it into the rules.

BTW, MeatShield is the best DM ever!

John_D
2007-01-09, 05:25 AM
I've only really introduced two for my games:

1) All skill ranks, whether class or cross-class, cost one point. The restriction on maximum ranks for cross-class skills remains.

[The reason I added this was because pretty much no-one took cross-class skills and I wanted to make it slightly more attractive.]

2) All hit die are maximised.

[This is for no other reason than that this is a low-magic world and quick healing can be difficult to secure. I want players to be able to take punishment.]

Fat Daddy
2007-01-09, 06:36 AM
A lot of mine have already been covered. One that hasn't though is that Dodge simply adds +1 to your AC, you don't declare 1 opponent. That is mainly because we never remember to declare that 1 opponent.

paigeoliver
2007-01-09, 07:01 AM
1. The only Divine casting elves are druids. PCs are free to be elven clerics and the like, but there are no NPC elven clerics. The elven culture is atheist and the traditional elven gods are seen as hero figures. This rule is a cultural thing.

2. Elves cannot be raised from the dead. This is a cultural thing. Raise dead will work on an Elven PC, but they will be pretty much shunned by anyone who finds out, or they simply won't be believed. It nevers works on NPCs, since they always choose not to come back.

3. Elves don't age past adulthood, and do not die of natural causes.

4. I often use simplified initiative where init is rolled for everyone in the fight with the winner going first and play continuing to the left from there. I don't use this if the party or bad guys include any "super initiative" characters (+9 or higher modifier).

5. Lately I have REALLY been considering moving to the house rule that we ARE NOT going to play 3.5 D&D anymore. Over the last 2 years I have grown more and more frustrated with the maddeningly slow pace of play, the huge powergaps between characters, stat blocks so complex that they make doing things on the fly nearly impossible, and the rules lawyering. When we used to play BECMI we would get 5 or 6 times as many encounters done in a session and we would NEVER have it take 10 minutes for one person's action. In fact, even large and complex fights would be DONE in BECMI in less time than the first round usually takes in 3.5.

Kaerou
2007-01-09, 09:03 AM
I think I would like to play with you Viscount. =0)

Agreed, i really like the sound of your houserules.

Golthur
2007-01-09, 10:21 AM
A lot of mine have already been covered. One that hasn't though is that Dodge simply adds +1 to your AC, you don't declare 1 opponent. That is mainly because we never remember to declare that 1 opponent.
I thought everyone did this, since no one remembers to declare :tongue:

Krimm_Blackleaf
2007-01-09, 10:45 AM
1. If you play a race with a level adjustment, play it for a little while, if it makes you a gimp then it will be lowered and playtested more.
2. Tomb-tainted soul requires you're a necromancer or you have some kind of affinity for the dead or undead.
3. Diplomacy rules as per Rich's design.
4. Rediculous requirements and rules dealt with on a case to case basis (such as a blackguards required ranks in hide).
5. Paladins can be NG or LN but fallow all the same spells/class features as per normal paladin, with a minor change in thier code of conduct. This means maintaining worship of a nonevil or nonchaotic diety.

Peregrin_Tooc
2007-01-09, 11:38 AM
We have exactly one house-rule (taht I know of ;-) ):
a 1 counts as a -10
a 20 as a 30
this does not apply in skill-checks.
critical hit is not changed, but there is no automatic missand noautomatic hit. Hey, under current rules it would be possible (though very very unlikely) that a smith kills a tarasque and a dragon wouldn't roast a frog !

Meat Shield
2007-01-09, 12:26 PM
BTW, MeatShield is the best DM ever!

True, but bonus XP only applies to role playing, not to sucking up.

And I think I will also include in my rules that as long as the spirit of the class is not violated, you can always go back to being a monk or paladin after taking another class - I had always thought it was a good idea and after seeing it here from a few other people I will institute it as well.

mikeejimbo
2007-01-09, 04:33 PM
We have exactly one house-rule (taht I know of ;-) ):
a 1 counts as a -10
a 20 as a 30
this does not apply in skill-checks.
critical hit is not changed, but there is no automatic missand noautomatic hit. Hey, under current rules it would be possible (though very very unlikely) that a smith kills a tarasque and a dragon wouldn't roast a frog !

I don't think a smith could kill a tarrasque, even if he managed to hit it.

I personally remove the alignment restriction on Dwarven Defenders, just 'cause I like Dwarven Defenders and Chaotic characters.

ken-do-nim
2007-01-09, 04:37 PM
I allow any modifier to an attack roll to help in grappling.

Druid
2007-01-10, 12:31 AM
House Rules

• Half elves gain bonus skill points like humans.

• The open lock skill no longer exists and is covered by disable device.

• Spot and listen count as class skills for all classes.

• Each character gets to choose two skills which they will treat as class skills regardless of class. These skills must relate to the characters back story. For example, a fighter who received his training as part of the town watch could add sense motive to his list of class skills to reflect his experience with questioning travelers at the town gate. He could not however add spell craft to his list of skills.

• All characters receive skill focus: knowledge local for their home region as a bonus feat. At the DM’s discretion an alternate skill focus may be chosen.

• Characters receive max hp at second and third levels in addition to first level.

• Divine metamagic doesn’t exist. Clerics are stupidly overpowered already and letting them run around with the righteous might and divine power all day doesn’t help.

• A monk’s base attack bonus increases at the same rate as a fighter’s. However, they do not gain a second extra attack from flurry of blows at level 11.

I've also been using a druid variant that trades in normal wild shaoe usage for bonus wild feats.

Kyrsis
2007-01-10, 12:44 AM
There have been a few house rules over the years, but one that seems to stick is you don't die until you reach -your Con rather than -10, as someone with a higher Con can take a bit more punishment on top of having more HP.
We've also been using the Mana system, first my DM's own version, then we switched to the Unearthed Arcana one when we got the book.

Red Sky Knight
2007-01-10, 02:59 AM
Experts are entitled to one or more class features as apropriate, because sometimes I want an NPC to be able to be good with animals (wild empathy), even though they never took training in any martial weapon (for example).

Gaining another class makes all the skills available to that class class skills for ever more, even when progressing later as another class; this makes calculating skill points much easier when designing NPCs.

I am seriousy considering including a universal wounding effect, as per 3.0 ed, which applies whenever a character is wounded in combat. It increases overall dificulty, but I think it might be worth it for the versimilitude ofg the game. I think that when a character is hit by a sword or axe, and don't get first aid, they continue to deteriorate.

I have considered other house rules, though they diverge so far from the game as is, I have not yet implemented them. here is one;

You may use an intelligence or wisdom check to gain a +1 bonus on your next attack roll. The DC is opposed by the target's int, wisdom or bluff check. Each round spent fighting defensively or in total defense in which the character declares that they are using it for studying their opponent, the increase improves by +1; so that out thinking your opponent in combat becomes a real possibility.

John_D
2007-01-10, 09:31 AM
A lot of mine have already been covered. One that hasn't though is that Dodge simply adds +1 to your AC, you don't declare 1 opponent. That is mainly because we never remember to declare that 1 opponent.

Ooh yes, I forgot about that one. Dodge was actually introduced to me as "+1 dodge bonus to AC" and it wasn't until later that I found out it'd been houseruled that way.

One final houserule that I have is paper money. My campaign's society is pretty advanced, so the image of someone dragging a huge sack of coins down to the shop doesn't really work. It also provides a good incentive for putting ranks in forgery, although the costs of the various inks and other materials needed to print money means it's not quite as lucrative as it might at first seem.

mikeejimbo
2007-01-10, 09:34 AM
One final houserule that I have is paper money. My campaign's society is pretty advanced, so the image of someone dragging a huge sack of coins down to the shop doesn't really work. It also provides a good incentive for putting ranks in forgery, although the costs of the various inks and other materials needed to print money means it's not quite as lucrative as it might at first seem.

I like that one, I might introduce it, but gradually. It will start with a group of Knights...

Jade_Tarem
2007-01-10, 02:31 PM
1. The paladin CAN work with evil characters for the greater good, as long as they don't do anything evil to his knowledge. This actually leads, in my experience, to a better and not worse roleplaying experience. It can also get quite funny. The paladin also is not required to outright slay evil characters for minor transgressions like lying, cheating, petty theft, etc.

2. If it makes sense, it may be sponataneously houseruled in. This usually covers high velocity impacts and conductivity. You don't get to sling lightning bolts around in a lake without some extra consequences. If it's a defining characteristic of the class, however, (like the rogue's ability to dodge 20' radius fireballs in 5' rooms), it can stay.

3. No warlocks, targeteers, anything unpublished by wizards of the coast, anything you can't prove exists.

Krimm_Blackleaf
2007-01-10, 06:35 PM
Warlocks don't exist...?

Jade_Tarem
2007-01-11, 01:29 AM
My group has this longstanding hatred of warlocks, psionics, and a couple other things that we didn't fully understand at first and got to produce some truly amazing (campaign-shattering, actually) results. Even though it doesn't, actually, technically work like that, the predjudice remains.

Piedmon_Sama
2007-01-11, 12:07 PM
I housrule lots of things, depending on the campaign. I love a lot of the combat variants presented in Unearthed Arcana and use them frequently. Class bonus to AC, Armor as DR, Damage Conversion from Armor, and Combat Facing all go well together. When I use these rules it makes magic a much less important factor in combat (Damage Conversion finally makes it so everyone isn't dependant on Clerics, Touch Attacks are much weaker with the Class Bonus to AC) which lets me play D&D in the style I like best: with the emphasis on strength and guile, not magic.

Aside from "official houserules" (I don't know what else to call the UA variants) I use my own racial stats for Orcs and Half Orcs.

Orcs
-Orcs are medium-sized humanoids with the (orc) subtype.
-Orcs' base speed is 30 feet.
-+4 Str, -2 Int, Wis & Cha
-+2 Intimidate and Survival
-Damage Reduction 2/lethal damage
-Weapon Familiarity: The Orcish double-axe and orcish shotput are martial, not exotic weapons.
-Light Sensitivity: Orcs suffer a -1 to attack rolls in bright light, or the effect of a daylight spell.
-Darkvision 60 ft.
-Favored Class: Barbarian

Half-Orcs
-Half-Orcs are medium-sized humanoids with the (orc) subtype.
-Half-Orcs' base speed is 30 feet.
-+2 Str, -2 Int, -2 Cha
-+2 Intimidate and Survival
-Skill Bonuses: +4 skills at 1st level, with 1 extra skill point per level gained thereafter.
-Darkvision 60 ft.
-Orc Blood: For all spells and effects pertaining to race, Half-Orcs are counted as Orcs.
-Favored Class: Scout

I also throw out a lot of Alignment Requirements. In my games, Assassins can be any alignment (I took out the backstory of it being just one guild and made it a generic skill-set, like Fighter). Paladins can also freely associate with characters of any alignment, but they cannot allow companions to continuously violate the law and common decency.

I can give the Ranger an overhaul, though honestly I just like the Scout class better (or even the Wilderness Rogue variant). If someone really wanted to play a Ranger, I'd probably suggest the nonmagic variant from Complete Warrior and then further replace Favored Enemy with the much more useful Favored Environment bonus from UA.

For skills, I always let the character's Str or Cha determine his bonus to Intimidate, letting the player go with the higher score. I also allow PCs to "spend" 4 ranks every four levels to increase one stat (Str, Dex or Con only) to represent rigorous physical training. This doesn't give nearly as big an advantage as you'd think, particularly since I often throw difficult skill checks into my adventures.

Chris_Chandler
2007-01-11, 12:46 PM
Off the top of my head:


Variant Half Elves
Variant Half Orcs
Variant subraces of certain races
Variant Paladin classes
Priest Alternate Core Class
A few RP considerations with arcane casters, including many classes getting Eschew Materials as a bonus feat.
Called shots for crippling hits
Limited Monster race advancement (per Savage Species)
Mandatory LA buyoff


There are others, but I can't think of them. I don't nerf polymorph, gate, or shapechange. I haven't had issues with them.

Ninja Chocobo
2007-01-12, 08:07 AM
Automatic success/fail on skill checks. Kinda unwritten and unsaid, just understood by the players.

DeathQuaker
2007-01-12, 10:50 AM
I made up my own rules for Dragonhide Armor. I felt it should be more special than just "masterwork." I can kill a bear and make Masterwork Hide Armor, and I can buy Masterwork Banded Mail or Plate without going through the trouble of destroying a creature capable of swallowing me whole. Killing a dragon and making armor out of its hide should result in something a touch better. I made it more like a breastplate with a lower ACP, etc, and reduced the costs for enchanting it with the appropriate elemental resistance, and even unenchanted the armor itself is immune to its element (so, say, if someone is wearing unenchanted Black Dragonhide and gets drenched in acid, they'll still take damage--but the armor auto-saves versus being damaged or destroyed). I've thought about changing these rules further... it hasn't come up much, so we'll see...

Other stuff....

Clerics are automatically proficient in their God's favored weapon (the War domain always provides Weapon Focus), because it makes sense fluff-wise--and my players aren't the types to unfairly exploit that.

Assassins can be of neutral alignment.

There are some other minor tweaks, but that's what I can think of off the top of my head.

I've _thought_ about reducing Clerics and Druids to 1d6 HP (though in my own experience, I've never had a problem with the legendary "CoDzilla"), and increasing Bards to 1d8.

Brauron
2007-01-12, 01:32 PM
In the campaign I play in...

Critical hits are harder to achieve. If you roll a Critical, it's a "Critical threat" and you then roll again, and if you are again within the critical range of your weapon, then you score a Critical Hit and roll extra damage and all that fun stuff.

It's almost impossible to achieve entrance into the Drunken Master prestige class. The DM ruled that only one person in a hundred is going to have the metabolism to pull it off, and of those with the metabolism, only one in a hundred has the will-power to pull it off. So basically, if you want to play a Drunken Master, pick a number, any number. Now roll it on a d100. If your number comes up, you get to be a Drunken Master.

The DM is always right. Even the DM's girlfriend is subject to this rule, as much as she hates it.

NullAshton
2007-01-12, 02:27 PM
In the campaign I play in...

Critical hits are harder to achieve. If you roll a Critical, it's a "Critical threat" and you then roll again, and if you are again within the critical range of your weapon, then you score a Critical Hit and roll extra damage and all that fun stuff.

It's almost impossible to achieve entrance into the Drunken Master prestige class. The DM ruled that only one person in a hundred is going to have the metabolism to pull it off, and of those with the metabolism, only one in a hundred has the will-power to pull it off. So basically, if you want to play a Drunken Master, pick a number, any number. Now roll it on a d100. If your number comes up, you get to be a Drunken Master.

The DM is always right. Even the DM's girlfriend is subject to this rule, as much as she hates it.

I'd have my number as x, then, where x is the number rolled on the die.

Viscount Einstrauss
2007-01-12, 02:32 PM
Wait, critical threats aren't normal rules?

Well in that case, I have what appears to be a houserule concerning them that I always assumed was normal. Hitting in the critical range of the weapon is a critical threat, and you have to hit again, and bypass the enemy's AC again, in order to score a critical hit. My little addition to this is that you can actually stack criticals if, on your confirmation roll, you actually critical AGAIN. This is an endless loop, mind you. Endless until the attacker stops getting critical rolls.

I really thought that was a normal rule I read somewhere. This is also why I'm such a huge fan of weapons with high critical ranges, especially when then given a keen enchantment. Keen rapiers are AWESOME in my campaigns.

Lapak
2007-01-12, 02:43 PM
Wait, critical threats aren't normal rules?At first I thought the same thing, but notice that in his variant the confirmation cannot be merely another hit, but must be another hit within the critical threat range. He requires the same thing just to get a crit that you offer as the opportunity to crit more than once.

Viscount Einstrauss
2007-01-12, 02:50 PM
Ohh, I see. So, am I playing it like normal then?

Lapak
2007-01-12, 02:53 PM
Ohh, I see. So, am I playing it like normal then?No, there's no 'double crit' in the standard rules. Might be a variant in the core books, but I don't recall it if so.
Standard is 'hit and within crit range threatens; confirms on a second roll with the same bonus whether or not that bonus is a critical threat,' more or less. No crit range required, but no double crit either.

Brauron
2007-01-12, 02:54 PM
I'd have my number as x, then, where x is the number rolled on the die.

I am going to try that, if I ever desire to make a drunken master (my Barbarian's alcoholic enough, if not fulfilling any of the other requirements).

Me: "I'll take a gold piece's worth of ale."
DM: "That's 20 ales!"
Me: "I know."
Cleric: "can I cast "purify food and drink" on his stomach?"