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Thread: Most Common House Rules?
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2021-06-11, 12:35 PM (ISO 8601)
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- Jun 2019
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- Bear mountains! (Alps)
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Re: Most Common House Rules?
ooooooh I remembered one, which I'm not sure whether it's an houserule or the actual rules : moving through allies is considered difficult terrain
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2021-06-11, 12:45 PM (ISO 8601)
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- Sep 2018
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- Seattle, WA
Re: Most Common House Rules?
I still don't think that's quite right. Your interpretation could be correct if the line was "A flurry of blows is a full attack action" or better yet "A flurry of blows is a type of full attack action", but in the actual line
Originally Posted by SRD
Flurry of Blows is not in fact an action at all; it's a rider effect on a full attack action, letting you "make one extra attack in a round at [your] highest base attack bonus".Last edited by PoeticallyPsyco; 2021-06-13 at 02:42 PM.
Originally Posted by Darths & DroidsOptimization Trophies
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2021-06-11, 12:51 PM (ISO 8601)
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- Jun 2019
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- Bear mountains! (Alps)
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Re: Most Common House Rules?
Uh, that's an interesting distinction, are there other such riders? I've always read such riders as substituting the normal behavior of the type of action that triggers them.
The most common such example I can think of is our beloved pounce, it substitutes the singular attack with a full attack, it does not let us make a full attack on top of the singular attack of the charge
.... or does it?
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2021-06-11, 01:21 PM (ISO 8601)
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- Sep 2018
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- Seattle, WA
Re: Most Common House Rules?
Pounce is a weird example, because it's been written and rewritten so many different times. Some versions replace the single attack at the end of a charge with a full attack; some versions let you make a full attack after the charge (presumably including the normal charge attack). Depends on the specific wording.
Originally Posted by Darths & DroidsOptimization Trophies
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2021-06-11, 01:58 PM (ISO 8601)
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- Oct 2011
Re: Most Common House Rules?
Last edited by Quertus; 2021-06-11 at 01:59 PM.
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2021-06-11, 04:38 PM (ISO 8601)
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- Jul 2016
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2021-06-11, 05:49 PM (ISO 8601)
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- Oct 2009
Re: Most Common House Rules?
Pathfinder: I use the unchained barbarian rage for all rage effects. It’s not as good for two handed combat, but it simplifies hp and makes two weapon a bit more viable. Especially if you have prodigious TWF on the table.
For those that don’t know PF, you get a morale bonus to hit and melee/throw damage, will saves, and 2 temp hp/hd. It solves the issue of barbarians dying when they calm down.
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2021-06-12, 02:25 AM (ISO 8601)
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- Mar 2005
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Re: Most Common House Rules?
I think that Raven777’s reply kinda answers RandomPeasant’s concern, but to elaborate: if players actually want to play something like Tippyverse and the DM is willing to go full bore, this is (1) fun for everyone, so, cool and (2) more internally consistent than having potentially thousands of years of history — including potentially some individuals that old (elves, dragons, liches, etc etc) — and yet no one, even BBEGs who are if anything MORE consumed with power and less morally constrained than most PCs, has figured out that bog-standard spells and effects can be abused — until the PCs come along.
The other way around, it’s a fantasy anthropic principle: if the campaign setting / premade adventure doesn’t look like the Tippyverse and/or a post-apocalyptic wasteland due to shadowpocalypse/wightpocalypse/Locate City bombs/IHS-the-Sun/etc., but instead looks like some flavor of pseudo-medieval fantasy world somewhere on the Greyhawk-Faerun-Eberron spectrum, it’s presumably because certain rules DON’T offer world-breaking/literally infinite power.
Summed up, a standard fantasy world requires “reasonable DM” intervention/interpretation, not “just RAW.” Ideally, the DM finds out what is reasonable for the table by….asking.
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2021-06-12, 03:49 AM (ISO 8601)
- Join Date
- Jun 2016
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- Schwäbisch Hall
Re: Most Common House Rules?
I am curious about how the official rule is. We have a house rule that everyone can move through its allies without hindrance. I like yours more since it would count like "squeezing" through a space, which is smaller than yourself.
I guess that maybe RAW it's simple impossible to move through an occupied square..."Ash" avatar by linklele - thank you again!
Trafficking with the Genies: a Sha'ir Handbook | Sha'ir homebrewed fixes
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2021-06-12, 04:03 AM (ISO 8601)
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- Sep 2013
Re: Most Common House Rules?
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2021-06-12, 04:36 AM (ISO 8601)
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- Jun 2016
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- Schwäbisch Hall
Re: Most Common House Rules?
So, it wasn't an house rule after all.
You know, that's something we've always done like that as a group, until we couldn't recall anymore (and didn't bother to check) it it was an house rule, or it's how the PHB describes it.
Thank you for researching it for me!"Ash" avatar by linklele - thank you again!
Trafficking with the Genies: a Sha'ir Handbook | Sha'ir homebrewed fixes
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2021-06-12, 06:46 PM (ISO 8601)
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- Jul 2007
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- Terra Australis
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Re: Most Common House Rules?
Some creatures break the above rules. A creature that completely fills the squares it occupies cannot be moved past, even with the Tumble skill or similar special abilities.My winning competition entries: Kinvig Arrumskor | The Great Pumpkinhead | Wynfrith d'Acker
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2021-06-12, 08:12 PM (ISO 8601)
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- Sep 2018
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- Seattle, WA
Last edited by PoeticallyPsyco; 2021-06-12 at 08:12 PM.
Originally Posted by Darths & DroidsOptimization Trophies
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2021-06-13, 12:40 PM (ISO 8601)
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- Feb 2019
Re: Most Common House Rules?
Join the 3.5e Discord server: https://discord.gg/ehGFz6M3nJ
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2021-06-13, 11:21 PM (ISO 8601)
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- Nov 2015
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- Finland
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Re: Most Common House Rules?
Interesting bit about Unchained Rage is that it, –perhaps inadvertently, perhaps intentionally –encourages alternative approaches for melee, aside from the standard Brute Strength, because the unchained rage modifier applies to all melee/thrown attacks and melee/thrown damage rolls, whether you used strength, dexterity, or some other ability score in the first place, and the bonus is same regardless of the weapon being in main hand or off-hand. So, even a small race such as halfling could become a decent dual wielding barbarian using their higher base dexterity to their advantage.
Last edited by Arkhios; 2021-06-13 at 11:23 PM.
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2021-06-14, 06:14 PM (ISO 8601)
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- Mar 2008
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- Dominion of Canadia
Re: Most Common House Rules?
Now I'm just imagining a Dex based Barbarian who's so angry, he starts doing Gun Kata.
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2021-06-14, 07:32 PM (ISO 8601)
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- Sep 2018
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- Seattle, WA
Originally Posted by Darths & DroidsOptimization Trophies
Looking for a finished webcomic to read, or want to recommend one to others? Check out my Completed Webcomics You'd Recommend II thread!
Or perhaps you want something Halloweeny for the season? Halloween Webcomics II
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2021-06-15, 05:30 PM (ISO 8601)
- Join Date
- Jul 2014
Re: Most Common House Rules?
I see a lot of critical success and failure on skill checks. and I hate it. a 1 should not screw you over when you are trying to climb up a knotted rope when you have a +30 to climb. a natural 20 should not grant success to bluff the dragon when all you have is a -2 on charisma.
the first half of the meaning of life is that there isn't one.
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2021-06-15, 08:42 PM (ISO 8601)
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- Mar 2008
- Location
- Dominion of Canadia
Re: Most Common House Rules?
See these as modeling occurences that are outside the character's control. The rope scraping against a sharp rock and snapping.
The dragon deciding to humor the bluff. (The dragon knows you're bluffing, but he's intrigued enough with where you're going with this that he rolls with it for a bit).
Roleplay works best alongside the dice rolls, not in spite of them.
Probably better to confirm critical faillures and successes, though.
If you succeed on the confirmation roll after a critical faillure: A second before the rope snaps, the last few strands give you enough leverage to propel yourself upward, grabbing the edge of the cliff with one hand. With great effort, you pull yourself over the cliff. You are safe. You don't drop to your death, but you lost your rope.
If you fail on the confirmation roll after a critical success: The dragon appears intrigued by your tall tale, letting you carry on and pressing you for copious amounts of details... until the corners of his jagged maw suddenly curl into a toothy grin, and he bellows a raucous laughter. The beast does not believe you, but he's entertained enough to not devour you on the spot. The dragon doesn't believe you, but you didn't anger it.
Also makes for better narrative on the fly!
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2021-06-15, 08:52 PM (ISO 8601)
- Join Date
- May 2021
Re: Most Common House Rules?
The whole "natural 1 is an automatic failure" thing is just brutal for PCs, and it encourages really obnoxious avenues of optimization while making certain kinds of encounters really tedious. The one time a natural 20 lets you succeed at a critical juncture may lead to a cool story, but it comes with a lot of other times when you rolled a natural 1 against the kill spell from a mook caster and died.
"Fumble" type rules also have a common failure where they scale with number of dice rolled in systems where experts roll more dice, leading to absurdities like duels between master swordsman being decided by the first guy to cut his own head off.
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2021-06-16, 12:28 AM (ISO 8601)
- Join Date
- Jun 2012
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- UNKNOWN
Re: Most Common House Rules?
It's a difficult problem to address mechanically;
- You want your dice roll to matter, there should be a significant chance of success and failure, otherwise why roll at all.
- You want the unskilled character to be able to participate alongside the skilled character. When the GM says, 'everyone roll X', that X roll should matter for each member of the party.
- Finally, you want characters to grow meaningfully over time, to get better at existing skills, to learn new skills, to generally get better.
Striking a balance between these 3 goals is so difficult that I still haven't found a system that does so to my satisfaction.
Fumbles and crits are a rather hamfisted approach; Rolls are genuinely always meaningful. However, while everyone can technically always participate, in practice it isn't reliable enough for it to matter.
The real loss is character growth; your master thief can't run through the thieves guild entrance exam obstacle course before breakfast just to stay sharp because they are sure to fail at least one of the 100 easy rolls and trip over a bucket or step on a rake.I am rel.
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2021-06-16, 12:59 AM (ISO 8601)
- Join Date
- Jul 2014
Re: Most Common House Rules?
Ah yes...
FUMBLE RULES >.>
<.<
*knocks them off the table Like a petulant kitten*
Lets pretend like no one ever made them and move on.
please?the first half of the meaning of life is that there isn't one.
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2021-06-16, 02:23 AM (ISO 8601)
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- Nov 2019
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2021-06-16, 02:34 AM (ISO 8601)
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- Feb 2013
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- Germany
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Re: Most Common House Rules?
Or one in twenty people who try to jump to the moon actually manages it.
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2021-06-16, 03:45 AM (ISO 8601)
- Join Date
- Sep 2013
Re: Most Common House Rules?
A potential way out is grades of success: reduced damage, no (or reduced) progress on climb/swim, the crafted weapon is only +2 masterwork instead of +5 masterwork, etc. Would require tons of work to apply to an existing system, especially one as sprawling as D&D 3.5, but should be possible when designing something from scratch.
Getting back to the topic of "houserules that are just misinterpreted actual rules": For the longest time, I thought everything was sold at half price, including gems and jewelry. So I allow your 5 gp gold ring + 95 gp amethyst to count as 100 gp worth of "rare magical materials" for turning it into a ring of protection +1. You reimburse the crafter for the remaining 900 gp of magical oil and essential dust (or loot it from team evil's Q), and you pay him another 1000 gp for his time, profit margin, and 80 XP worth of ambrosia.
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2021-06-16, 03:58 AM (ISO 8601)
- Join Date
- Jul 2014
Re: Most Common House Rules?
I frequently house rule the magic mart. you are not guaranteed to get your magic item every time. the odds will never be 0 and there are ways to improve your odds through skills and roll play. you can check a base of once every month and your odds vary based on what type of item and how powerful it is. Items with higher caster level requirements are harder to find than those of lower caster level items.
the first half of the meaning of life is that there isn't one.
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2021-06-16, 06:00 AM (ISO 8601)
- Join Date
- Aug 2012
- Location
- Vacation in Nyalotha
Re: Most Common House Rules?
Oh fumble rules. I haven’t had to forgo a table because of them yet, but that’s due to me GMing frequently and other systems having reasonable fumble rules that more frequently afflict the less competent characters.
If all rules are suggestions what happens when I pass the save?
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2021-06-16, 08:47 AM (ISO 8601)
- Join Date
- Jun 2020
Re: Most Common House Rules?
Fumble rules in a d20-based system are only made by people who don't understand math. People don't realize how often a 1 in 20 chance comes up when you're making lots of rolls.
I could perhaps make exceptions for things like untrained use, wielding martial weapons when you lack the proficiency, or (the Three Stooges scenario) when you have 1 point in Profession (Plumber) but a -3 INT modifier.Last edited by RexDart; 2021-06-16 at 08:50 AM.
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2021-06-16, 11:13 AM (ISO 8601)
- Join Date
- Sep 2018
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- Seattle, WA
Re: Most Common House Rules?
One rule my group experimented with was that instead of nothing special about natural 1s/20s on skill checks or automatic failures/successes on the same, you get a bonus or penalty to the roll when you roll one or the other.
We also floated the idea of using 2d10 or 3d6 for skill checks, so there's still significant variance, but your total bonus is a bit more likely to be the deciding factor.Last edited by PoeticallyPsyco; 2021-06-16 at 11:14 AM.
Originally Posted by Darths & DroidsOptimization Trophies
Looking for a finished webcomic to read, or want to recommend one to others? Check out my Completed Webcomics You'd Recommend II thread!
Or perhaps you want something Halloweeny for the season? Halloween Webcomics II
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2021-06-16, 03:06 PM (ISO 8601)
- Join Date
- Jul 2007
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- Terra Australis
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Re: Most Common House Rules?
I think if a table must have fumble rules (and I prefer if it doesn't), then at the very least you should need to "confirm" the fumble, the same way you confirm crits.
You roll a natural 1: roll again. If the second roll would have hit, then the 1 is just a miss, without any fumble applied.My winning competition entries: Kinvig Arrumskor | The Great Pumpkinhead | Wynfrith d'Acker
Torn-City - Massively multiplayer online browser based crime RPG