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Thread: House Rules
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2013-02-02, 01:04 PM (ISO 8601)
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- Feb 2013
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House Rules
In the d&d group I am currently in, there are number of feats, traits and flaws we use often and I'm curious as to what other people think of them.
Note: Many of the feats are inspired off of a video game called Knight of The Old Republic which uses d&d 3.5 rules
Since Flaws and Trait's aren't vanilla I'll explain them quickly to those who don't know how they work.
Flaws: May pick up to 2, you suffer a penalty from them but for each flaw you have you pick an extra feat at level 1.
Trait: Normally you may only have 2 but for our d&d group it's infinite, they come with a benefit but an even bigger flaw.
Note I'm only listing flaws and traits we ourselves created, not all of the ones being used in the campaign.
Feats
Dueling (3 ranks): When you wield a one handed weapon in one hand and nothing in your off hand you gain +1 AC and Attack for each rank.
Fitness (3 ranks): Rank 1 and 3 provide one 1 HP for each character level (effectively, each HD). Rank 2 gives the player a DR 1/-.
Condition (3 ranks): +1 to all saving throws per rank
Skillfully Trained (Infinite ranks): Each time you take this feat pick a cross class skill and make is a class skill.
Flaws
Family Curse: -1 to all skill checks
Twilight Fan: You must make a new character, whatever character has this flaw dies a terrible death having either been killed a angry mob when their love for Twilight was revealed or having been killed by a wolf or zombie in an attempt to make love to them.
Unlucky: -1 to all saving throws
note
We do not have the flaw lets you subtract -2 from any ability score, instead we have six flaws each taking away 2 from a specific ability score and each with it's own name. The names for each is as follows:
Strength = Weak Muscles
Dexterity = Clumsy
Constitution = Weak Heart
Intelligence = Thrown against a wall as a baby
Wisdom = Slow Minded
Charisma = Unsociable
Traits
Gifted: +1 to each ability score [u]after[/b] points have been spent or scores have been rolled. But all skills are now cross-class skills and the skill points gained per level is divided by 2.
Skilled: +1 Skill Point per level (+4 at level 1), but you gain no starting feat for level 1.
Honed: Gain a feat every 2 levels rather than every 3 levels, but gain 3 less skill points per level (12 less at level 1).
Wild Agility/Endurance/Strength: May only pick one...
Each of them provides -4 Intelligence you and you start of illiterate regardless of class
Agility = +2 Dexterity
Endurance = +2 Constitution
Strength = +2 Strength
Other house rules
Health per level is average rather than rolled.
For example:
d4 = 2/odd levels, 3/even levels
d6 = 3/odd levels, 4/even levels
d8 = 4/odd levels, 5/even levels
d10 = 5/odd levels, 6/even levels
d12 = 6/odd levels, 7/even levels
Note: I relise the DM book has this as well, but it's reversed where odd levels are higher than even which I did not like.
If you roll a critical hit it is automatically a critical, no need to re-roll to confirm it. (This works for both players and enemies)
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2013-02-02, 01:59 PM (ISO 8601)
- Join Date
- Nov 2006
- Location
- Stuck in a bottle.
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Re: House Rules
I like what this feat does (making one-weapon combat a bit better), but feats don't have "ranks." I you mean that you can take this feat multiple times, it becomes much less good. I'd rather have this be one feat that scales with either level or base attack bonus. Maybe +1 to attack and AC, and an additional +1 per 6 points of Base Attack Bonus.
Fitness (3 ranks): Rank 1 and 3 provide one 1 HP for each character level (effectively, each HD). Rank 2 gives the player a DR 1/-.
Condition (3 ranks): +1 to all saving throws per rank
Skillfully Trained (Infinite ranks): Each time you take this feat pick a cross class skill and make is a class skill.
Intelligence = Thrown against a wall as a baby
Gifted: +1 to each ability score [u]after[/b] points have been spent or scores have been rolled. But all skills are now cross-class skills and the skill points gained per level is divided by 2.
Skilled: +1 Skill Point per level (+4 at level 1), but you gain no starting feat for level 1.
Honed: Gain a feat every 2 levels rather than every 3 levels, but gain 3 less skill points per level (12 less at level 1).
If you roll a critical hit it is automatically a critical, no need to re-roll to confirm it. (This works for both players and enemies)Last edited by Djinn_in_Tonic; 2013-02-02 at 02:00 PM.
Ingredients
2oz Djinn
5oz Water
1 Lime Wedge
Instructions
Pour Djinn and tonic water into a glass filled with ice cubes. Stir well. Garnish with lime wedge. Serve.
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2013-02-02, 02:19 PM (ISO 8601)
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- Feb 2013
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Re: House Rules
Originally Posted by Djinn_in_Tonic
Originally Posted by Djinn_in_Tonic
As for the DR, looking back I can agree with this, but it's main utility in my group has been when the DM tries to kill us with traps or a mob of minions where the DR 1/- starts to add up.
Originally Posted by Djinn_in_Tonic
Originally Posted by Djinn_in_Tonic
Originally Posted by Djinn_in_Tonic
The reason they were divided was so I can personalize the name to the specific ability score, perhaps I should add a condition though where they are all in one group and it says something like 'may only pick 1'.
Originally Posted by Djinn_in_Tonic
Originally Posted by Djinn_in_Tonic
I probably will change it into a feat though.
Originally Posted by Djinn_in_Tonic
Originally Posted by Djinn_in_Tonic
To reduce on the dice rolling going on, that and with the d&d group this rule was made for being new they were constantly forgetting to confirm it anyways.
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2013-02-02, 02:33 PM (ISO 8601)
- Join Date
- Nov 2006
- Location
- Stuck in a bottle.
- Gender
Re: House Rules
Combat feats scaling isn't a huge issue, honestly. I don't think it would mess up the balance hugely. Either that, or just leave it at +1 and have it not stack with itself.
As for the DR, looking back I can agree with this, but it's main utility in my group has been when the DM tries to kill us with traps or a mob of minions where the DR 1/- starts to add up.
Not stack with what exactly?
I assume when you say 'give to humans for free' you mean it explains their skill bonus, not turning the +1 per level into +2?
The point of this was I felt feats for most classes came by too slowly and I wanted a way to address that, expecialy with new feats being made and added with the house variants.
Reason was for simplicity.
To reduce on the dice rolling going on, that and with the d&d group this rule was made for being new they were constantly forgetting to confirm it anyways.
Ingredients
2oz Djinn
5oz Water
1 Lime Wedge
Instructions
Pour Djinn and tonic water into a glass filled with ice cubes. Stir well. Garnish with lime wedge. Serve.
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2013-02-02, 03:55 PM (ISO 8601)
- Join Date
- Feb 2013
Re: House Rules
as far as the -2 to an ability score flaws go, i'd just make it so that you can only choose that flaw if you have less than 10 in that ability score before racial modifiers. this way, you don't get the 18 str fighter who pretends to be weak to get an extra feat (he'll still have 16 strength, for god's sake. that's not weak by any stretch of the imagination)
edit: also, since we made it so you can only choose this for dump stats for continuity's sake, i'd ALSO make it a -3 or -4, so that the dump stat actually becomes an issue(if they have to use it, they're at a SERIOUS loss), not just a relatively low value that may come into play once every two weeksLast edited by Deaxsa; 2013-02-02 at 03:59 PM.
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2013-02-03, 11:58 AM (ISO 8601)
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- Feb 2013
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Re: House Rules
Originally Posted by Djinn_in_Tonic
Honestly however, after thinking it over last night I considered something like...
+1 AC and Attack
This increases to +2 at BAB 6, +3 at BAB 11 & +4 at BAB 16 because knowing the monsters they'll be facing at those levels, they may need it.
Originally Posted by Djinn_in_Tonic
Originally Posted by Djinn_in_Tonic
Originally Posted by Djinn_in_Tonic
Also note worthy: I'm not the DM, I just know the most out of the group on how the mechanics work so when I make house rules like this to expand gameplay and character customization the DM usually lets it in.
Originally Posted by Djinn_in_Tonic
The way the group I'm in works is the 32 point build system.
So ANY of their scores can be at 8 to begin with before racial modifiers and be left that way.
There's no dice that will prevent them from doing so.
I do like the -4 idea however. :)
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2013-02-03, 04:07 PM (ISO 8601)
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- Feb 2013
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Re: House Rules
Ok I thought of a new Trait but it's iffy and I want to run it through on here first.
Equilibrium
During character creation all your ability scores start at 10 rather than 8.
You get 28 points to spend in character creation rather than 32.
After Racial Modifiers no Ability score may be higher than 16 or lower than 10.